Posing high-contact interactions is challenging and time-consuming, with hand-object interactions being especially difficult due to the large number of degrees of freedom (DOF) of the hand and the fact that humans are experts at judging hand poses. This paper addresses this challenge by elevating contact areas to first-class primitives. We provide \textit{end-to-end art-directable} (EAD) tools to model interactions based on contact areas, directly manipulate contact areas, and compute corresponding poses automatically. To make these operations intuitive and fast, we present a novel axis-based contact model that supports real-time approximately isometry-preserving operations on triangulated surfaces, permits movement between surfaces, and is both robust and scalable to large areas. We show that use of our contact model facilitates high quality posing even for unconstrained, high-DOF custom rigs intended for traditional keyframe-based animation pipelines. We additionally evaluate our approach with comparisons to prior art, ablation studies, user studies, qualitative assessments, and extensions to full-body interaction.
翻译:构建高接触交互的姿势具有挑战性且耗时,其中手-物交互尤为困难,原因在于手部自由度数量庞大,且人类对判断手部姿势极为擅长。本文通过将接触区域提升为头等基元来解决这一挑战。我们提供了端到端艺术可控工具,基于接触区域对交互进行建模,可直接操控接触区域并自动计算相应的姿势。为使这些操作直观且快速,我们提出了一种新颖的基于轴的接触模型,该模型支持三角化表面上的实时近似等距保持操作,允许跨表面移动,并且既稳健又可扩展至大面积区域。我们证明,即使是在面向传统关键帧动画流水线的无约束、高自由度自定义骨骼上,使用我们的接触模型也能实现高质量姿势设定。此外,我们通过与先前工作的对比、消融研究、用户研究、定性评估以及向全身交互的拓展,对我们的方法进行了评估。