Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
Wires: a geometric deformation technique
Proceedings of the 25th 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
Interactive skeleton-driven dynamic deformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Dynamic Free-Form Deformations for Animation Synthesis
IEEE Transactions on Visualization and Computer Graphics
Global and local deformations of solid primitives
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 Papers
Simulating and Generating Motions of Human Figures (Springer Tracts in Advanced Robotics, V. 9)
Simulating and Generating Motions of Human Figures (Springer Tracts in Advanced Robotics, V. 9)
Invertible finite elements for robust simulation of large deformation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2005 Papers
Shape-Based Approach to Robust Image Segmentation using Kernel PCA
CVPR '06 Proceedings of the 2006 IEEE Computer Society Conference on Computer Vision and Pattern Recognition - Volume 1
Harmonic coordinates for character articulation
ACM SIGGRAPH 2007 papers
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Reusable skinning templates using cage-based deformations
ACM SIGGRAPH Asia 2008 papers
Exact volume preserving skinning with shape control
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Skipping steps in deformable simulation with online model reduction
ACM SIGGRAPH Asia 2009 papers
ACM SIGGRAPH 2010 papers
Subspace self-collision culling
ACM SIGGRAPH 2010 papers
CageIK: dual-Laplacian cage-based inverse kinematics
AMDO'10 Proceedings of the 6th international conference on Articulated motion and deformable objects
ACM Transactions on Graphics (TOG)
Eulerian solid simulation with contact
ACM SIGGRAPH 2011 papers
Efficient elasticity for character skinning with contact and collisions
ACM SIGGRAPH 2011 papers
Example-based elastic materials
ACM SIGGRAPH 2011 papers
Real-time large-deformation substructuring
ACM SIGGRAPH 2011 papers
Artist friendly facial animation retargeting
Proceedings of the 2011 SIGGRAPH Asia Conference
Creature features: online motion puppetry for non-human characters
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Efficient simulation of secondary motion in rig-space
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
An efficient construction of reduced deformable objects
ACM Transactions on Graphics (TOG)
Fast simulation of mass-spring systems
ACM Transactions on Graphics (TOG)
Simulation and control of skeleton-driven soft body characters
ACM Transactions on Graphics (TOG)
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We present a method that brings the benefits of physics-based simulations to traditional animation pipelines. We formulate the equations of motions in the subspace of deformations defined by an animator's rig. Our framework fits seamlessly into the workflow typically employed by artists, as our output consists of animation curves that are identical in nature to the result of manual keyframing. Artists can therefore explore the full spectrum between handcrafted animation and unrestricted physical simulation. To enhance the artist's control, we provide a method that transforms stiffness values defined on rig parameters to a non-homogeneous distribution of material parameters for the underlying FEM model. In addition, we use automatically extracted high-level rig parameters to intuitively edit the results of our simulations, and also to speed up computation. To demonstrate the effectiveness of our method, we create compelling results by adding rich physical motions to coarse input animations. In the absence of artist input, we create realistic passive motion directly in rig space.