Artificial Intelligence Review - Special issue on lazy learning
Anatomy-based modeling of the human musculature
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Multi-weight enveloping: least-squares approximation techniques for skin animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
EigenSkin: real time large deformation character skinning in hardware
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
DyRT: dynamic response textures for real time deformation simulation with graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Articulated body deformation from range scan data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Continuous capture of skin deformation
ACM SIGGRAPH 2003 Papers
Modal Warping: Real-Time Simulation of Large Rotational Deformation and Manipulation
IEEE Transactions on Visualization and Computer Graphics
Spherical blend skinning: a real-time deformation of articulated models
Proceedings of the 2005 symposium on Interactive 3D graphics and games
SCAPE: shape completion and animation of people
ACM SIGGRAPH 2005 Papers
Real-Time subspace integration for St. Venant-Kirchhoff deformable models
ACM SIGGRAPH 2005 Papers
Robust quasistatic finite elements and flesh simulation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Outside-in anatomy based character rigging
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Capturing and animating skin deformation in human motion
ACM SIGGRAPH 2006 Papers
Inverse kinematics for reduced deformable models
ACM SIGGRAPH 2006 Papers
Kinodynamic skinning using volume-preserving deformations
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
CVPR'03 Proceedings of the 2003 IEEE computer society conference on Computer vision and pattern recognition
Capture and modeling of non-linear heterogeneous soft tissue
ACM SIGGRAPH 2009 papers
Robust single-view geometry and motion reconstruction
ACM SIGGRAPH Asia 2009 papers
Example-based wrinkle synthesis for clothing animation
ACM SIGGRAPH 2010 papers
A deformation transformer for real-time cloth animation
ACM SIGGRAPH 2010 papers
Video-based reconstruction of animatable human characters
ACM SIGGRAPH Asia 2010 papers
Global registration of dynamic range scans for articulated model reconstruction
ACM Transactions on Graphics (TOG)
A data-driven appearance model for human fatigue
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Modeling and Simulation of Skeletal Muscle for Computer Graphics: A Survey
Foundations and Trends® in Computer Graphics and Vision
Capture of arm-muscle deformations using a depth-camera
Proceedings of the 10th European Conference on Visual Media Production
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In this paper, we present a data-driven technique for synthesizing skin deformation from skeletal motion. We first create a database of dynamic skin deformations by recording the motion of the surface of the skin with a very large set of motion capture markers. We then build a statistical model of the deformations by dividing them into two parts: static and dynamic. Static deformations are modeled as a function of pose. Dynamic deformations are caused by the actions of the muscles as they move the joints and the inertia of muscles and fat. We approximate these effects by fitting a set of dynamic equations to the pre-recorded data. We demonstrate the viability of this approach by generating skin deformations from the skeletal motion of an actor. We compare the generated animation both to synchronized video of the actor and to ground truth animation created directly from the large marker set.