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
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
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
Interactive skeleton-driven dynamic deformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
GI '04 Proceedings of the 2004 Graphics Interface Conference
A method for animating viscoelastic fluids
ACM SIGGRAPH 2004 Papers
Invertible finite elements for robust simulation of large deformation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Meshless deformations based on shape matching
ACM SIGGRAPH 2005 Papers
Robust quasistatic finite elements and flesh simulation
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
Animation space: A truly linear framework for character animation
ACM Transactions on Graphics (TOG)
Hybrid simulation of deformable solids
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Adaptive deformations with fast tight bounds
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
FastLSM: fast lattice shape matching for robust real-time deformation
ACM SIGGRAPH 2007 papers
Example-based dynamic skinning in real time
ACM SIGGRAPH 2008 papers
Musculotendon simulation for hand animation
ACM SIGGRAPH 2008 papers
Simulating the devolved: finite elements on WALL·E
ACM SIGGRAPH 2008 talks
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
A multigrid framework for real-time simulation of deformable bodies
Computers and Graphics
An efficient multigrid method for the simulation of high-resolution elastic solids
ACM Transactions on Graphics (TOG)
A simple geometric model for elastic deformations
ACM SIGGRAPH 2010 papers
Point Cloud Glue: constraining simulations using the procrustes transform
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Fast automatic skinning transformations
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Elasticity-inspired deformers for character articulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Simulation of complex nonlinear elastic bodies using lattice deformers
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Simulation of deformable solids in interactive virtual reality applications
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Efficient simulation of example-based materials
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Energetically consistent invertible elasticity
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Efficient simulation of example-based materials
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Energetically consistent invertible elasticity
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Robust inside-outside segmentation using generalized winding numbers
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Implicit skinning: real-time skin deformation with contact modeling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Embedded thin shells for wrinkle simulation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Modeling and animating myriapoda: a real-time kinematic/dynamic approach
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A level set method for ductile fracture
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Geodesic voxel binding for production character meshes
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Efficient collision detection for composite finite element simulation of cuts in deformable bodies
The Visual Computer: International Journal of Computer Graphics
Simulation and control of skeleton-driven soft body characters
ACM Transactions on Graphics (TOG)
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We present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm is based on a novel discretization of corotational elasticity over a hexahedral lattice. Within this framework we enforce positive definiteness of the stiffness matrix to allow efficient quasistatics and dynamics. In addition, we present a multigrid method that converges with very high efficiency. Our design targets performance through parallelism using a fully vectorized and branch-free SVD algorithm as well as a stable one-point quadrature scheme. Since body collisions, self collisions and soft-constraints are necessary for real-world examples, we present a simple framework for enforcing them. The whole approach is demonstrated in an end-to-end production-level character skinning system.