Computing moments of objects enclosed by piecewise polynomial surfaces
ACM Transactions on Graphics (TOG)
Fast volume-preserving free form deformation using multi-level optimization
Proceedings of the fifth ACM symposium on Solid modeling and applications
Implicit fairing of irregular meshes using diffusion and curvature flow
Proceedings of the 26th 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
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
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
Linear combination of transformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Spherical blend skinning: a real-time deformation of articulated models
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Dynamic skinning: adding real-time dynamic effects to an existing character animation
Proceedings of the 21st spring conference on Computer graphics
Subspace gradient domain mesh deformation
ACM SIGGRAPH 2006 Papers
Fast Volume Preservation for a Mass-Spring System
IEEE Computer Graphics and Applications
Kinodynamic skinning using volume-preserving deformations
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Harmonic skeleton for realistic character animation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Real-time enveloping with rotational regression
ACM SIGGRAPH 2007 papers
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
A skinning technique considering the shape of human skeletons
ACM SIGGRAPH 2010 Posters
Extended papers from NPAR 2010: Vector graphics depicting marbling flow
Computers and Graphics
Active geometry for game characters
MIG'10 Proceedings of the Third international conference on Motion in games
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
A blendshape model that incorporates physical interaction
Computer Animation and Virtual Worlds
Elasticity-inspired deformers for character articulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Implicit skinning: real-time skin deformation with contact modeling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Hi-index | 0.00 |
In the real world, most objects do not loose volume when they deform: they may for instance compensate a local compression by inflating in the orthogonal direction, or, in the case of a character, preserve volume through specific bulges and folds. This paper presents a novel extension to smooth skinning, which not only offers an exact control of the object volume, but also enables the user to specify the shape of volume-preserving deformations through intuitive 1D profile curves. The method, a geometric post-processing to standard smooth skinning, perfectly fits into the usual production pipeline. It can be used whatever the desired locality of volume correction and does not bring any constraint on the original mesh. Several behaviors mimicking the way rubber-like materials and organic shapes respectively deform can be modeled. An improved algorithm for robustly computing skinning weights is also provided, making the method directly usable on complex characters, even for non-experts.