{"id":608994,"date":"2019-09-16T17:47:47","date_gmt":"2019-09-17T00:47:47","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-research-item&p=608994"},"modified":"2019-09-16T17:47:47","modified_gmt":"2019-09-17T00:47:47","slug":"approximate-convex-decomposition-and-transfer-for-animated-meshes","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/approximate-convex-decomposition-and-transfer-for-animated-meshes\/","title":{"rendered":"Approximate convex decomposition and transfer for animated meshes"},"content":{"rendered":"

Many geometric quantities can be computed efficiently for convex meshes. For general meshes, methods for approximate convex decomposition have been developed that decompose a static, non-convex object into a small set of approximately convex parts. The convex hulls of those parts can then be used as a piecewise convex approximation to the original mesh.<\/p>\n

While previous work was only concerned with static meshes, we present a method for decomposing animated 3D meshes into temporally coherent approximately convex parts. Given a mesh and several training frames—that is, different spatial configurations of its vertices—we precompute an approximate convex decomposition that is independent of any specific frame. Such a decomposition can be transferred in real-time to novel, unseen frames. We apply our method to a variety of pre-animated meshes as well as a 3D character interactively controlled by a user’s body pose. We further demonstrate that our method enables real-time physics simulations to interact with animated meshes.<\/p>\n","protected":false},"excerpt":{"rendered":"

Many geometric quantities can be computed efficiently for convex meshes. For general meshes, methods for approximate convex decomposition have been developed that decompose a static, non-convex object into a small set of approximately convex parts. The convex hulls of those parts can then be used as a piecewise convex approximation to the original mesh. While […]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"footnotes":""},"msr-content-type":[3],"msr-research-highlight":[],"research-area":[13551],"msr-publication-type":[193715],"msr-product-type":[],"msr-focus-area":[],"msr-platform":[],"msr-download-source":[],"msr-locale":[268875],"msr-field-of-study":[],"msr-conference":[],"msr-journal":[],"msr-impact-theme":[],"msr-pillar":[],"class_list":["post-608994","msr-research-item","type-msr-research-item","status-publish","hentry","msr-research-area-graphics-and-multimedia","msr-locale-en_us"],"msr_publishername":"","msr_edition":"","msr_affiliation":"","msr_published_date":"2018-11","msr_host":"","msr_duration":"","msr_version":"","msr_speaker":"","msr_other_contributors":"","msr_booktitle":"","msr_pages_string":"","msr_chapter":"","msr_isbn":"","msr_journal":"ACM Transactions on Graphics 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