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:高接触交互的姿势设定具有挑战性且耗时,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具有高度专业性。本文通过将接触区域提升为第一类原语来解决这一问题。我们提供了端到端艺术可导向工具,基于接触区域进行交互建模,直接操作接触区域,并自动计算相应的姿势。为使这些操作直观且高效,我们提出了一种新颖的基于轴线的接触模型,该模型支持对三角化表面进行实时的近似等距保持操作,允许表面间的移动,且兼具鲁棒性和可扩展性以适用于大面积区域。我们证明,使用该接触模型可促进高质量姿势设定,即使对于面向传统关键帧动画流程、不受约束的高自由度自定义骨架。此外,我们通过与现有技术的对比、消融研究、用户研究、定性评估以及全身交互的扩展实验,对我们的方法进行了评估。