SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Radial basis functions for multivariable interpolation: a review
Algorithms for approximation
Simulation of object and human skin formations in a grasping task
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Dynamic deformation of solid primitives with constraints
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Simulating facial surgery using finite element models
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
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
Reconstruction and representation of 3D objects with radial basis functions
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
EigenSkin: real time large deformation character skinning in hardware
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Fast animation and control of nonrigid structures
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Interactive skeleton-driven dynamic deformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Physically Based Models with Rigid and Deformable Components
IEEE Computer Graphics and Applications
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
GI '04 Proceedings of the 2004 Graphics Interface Conference
Breathe easy: model and control of simulated respiration for animation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Modeling deformable human hands from medical images
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
ACM SIGGRAPH 2005 Papers
Automatic determination of facial muscle activations from sparse motion capture marker data
ACM SIGGRAPH 2005 Papers
Real-Time subspace integration for St. Venant-Kirchhoff deformable models
ACM SIGGRAPH 2005 Papers
Directable animation of elastic objects
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Physically based rigging for deformable characters
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Digital Character Animation 3
Capturing and animating skin deformation in human motion
ACM SIGGRAPH 2006 Papers
Inverse kinematics for reduced deformable models
ACM SIGGRAPH 2006 Papers
Performance-driven facial animation
ACM SIGGRAPH 2006 Courses
TRACKS: toward directable thin shells
ACM SIGGRAPH 2007 papers
Real-time enveloping with rotational regression
ACM SIGGRAPH 2007 papers
Musculotendon simulation for hand animation
ACM SIGGRAPH 2008 papers
Capture and modeling of non-linear heterogeneous soft tissue
ACM SIGGRAPH 2009 papers
Sparse meshless models of complex deformable solids
ACM SIGGRAPH 2011 papers
A blendshape model that incorporates physical interaction
Computer Animation and Virtual Worlds
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We present a method to control the behavior of elastic, deformable material in a dynamic simulation. We introduce dynamic morph targets, the equivalent in dynamic simulation to the geometric morph targets in (quasi-static) modeling. Dynamic morph targets define the pose-dependent physical state of soft objects, including surface deformation and elastic and inertial properties. Given these morph targets, our algorithm then derives a dynamic model that can be simulated in time-pose-space, interpolating the dynamic morph targets at the input poses. Our method easily integrates with current modeling and animation pipelines: at different poses, an artist simply provides a set of dynamic morph targets. Whether these input states are physically plausible is completely up to the artist. The resulting deformable models expose fully dynamic, pose-dependent behavior, driven by the artist-provided morph targets, complete with inertial effects. Our deformable models are computationally efficient at runtime through modal reduction and pose-space polynomial interpolation. These models can therefore be plugged into existing dynamic simulation engines, either forming interactive, deformable content in real-time games or providing secondary dynamic effects for kinematically-driven characters in feature animation films. Finally, our method also facilitates certain time-consuming rigging procedures, by providing a physically based approach to resolve co-articulation deficiencies in traditional skinning methods, such as in shoulder regions, fully automatically.