Loading…

Skinning cubic Bézier splines and Catmull-Clark subdivision surfaces

Smooth space deformation has become a vital tool for the animation and design of 2D and 3D shapes. Linear methods, under the umbrella term of "linear blend skinning", are the de facto standard for 3D animations. Unfortunately such approaches do not trivially extend to deforming vector grap...

Full description

Saved in:
Bibliographic Details
Published in:ACM transactions on graphics 2014-11, Vol.33 (6), p.1-9
Main Authors: Liu, Songrun, Jacobson, Alec, Gingold, Yotam
Format: Article
Language:English
Subjects:
Citations: Items that this one cites
Items that cite this one
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary:Smooth space deformation has become a vital tool for the animation and design of 2D and 3D shapes. Linear methods, under the umbrella term of "linear blend skinning", are the de facto standard for 3D animations. Unfortunately such approaches do not trivially extend to deforming vector graphics , such as the cubic Bézier splines prevalent in 2D or subdivision surfaces in 3D. We propose a variational approach to reposition the control points of cubic Bézier splines and Catmull-Clark subdivision surfaces---or any linear subdivision curves or surfaces---to produce curves or surfaces which match a linear blend skinning deformation as closely as possible. Exploiting the linearity of linear blend skinning, we show how this optimization collapses neatly into the repeated multiplication of a matrix per handle. We support C 0 , C 1 , G 1 , and fixed-angle continuity constraints between adjacent Bézier curves in a spline. Complexity scales linearly with respect to the number of input curves and run-time performance is fast enough for real-time editing and animation of high-resolution shapes.
ISSN:0730-0301
1557-7368
DOI:10.1145/2661229.2661270