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:高接触交互的摆姿是一项具有挑战性且耗时的任务,其中手物交互尤为困难,原因在于手部具有大量自由度,且人类对判断手部姿态有着天然专长。本文通过将接触区域提升为第一类图元来应对这一挑战。我们提供\textit{端到端艺术导向}工具,基于接触区域建模交互、直接操控接触区域并自动计算相应姿态。为使其操作直观高效,我们提出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,允许在表面之间移动,且对大区域兼具鲁棒性与可扩展性。实验表明,采用我们的接触模型即使在面向传统关键帧动画管线的无约束、高自由度自定义骨骼系统上也能实现高质量摆姿。此外,我们通过与现有方法对比、消融实验、用户研究、定性评估及全身交互扩展验证了该方法的有效性。