Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Animation of dynamic legged locomotion
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Realistic modeling for facial animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Animating rotation with quaternion curves
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
As-rigid-as-possible shape interpolation
Proceedings of the 27th 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
Interactive animation of structured deformable objects
Proceedings of the 1999 conference on Graphics interface '99
The motion dynamics of snakes and worms
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Medial-based vertex deformation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Turning to the masters: motion capturing cartoons
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Free-form skeleton-driven mesh deformations
SM '03 Proceedings of the eighth ACM symposium on Solid modeling and applications
Real Time Muscle Deformations using Mass-Spring Systems
CGI '98 Proceedings of the Computer Graphics International 1998
A survey of surgical simulation: applications, technology, and education
Presence: Teleoperators and Virtual Environments
As-rigid-as-possible shape manipulation
ACM SIGGRAPH 2005 Papers
Directable animation of elastic objects
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Robust quasistatic finite elements and flesh simulation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Material-Aware Mesh Deformations
SMI '06 Proceedings of the IEEE International Conference on Shape Modeling and Applications 2006
On Large-Scale Diagonalization Techniques for the Anderson Model of Localization
SIAM Journal on Scientific Computing
Subspace gradient domain mesh deformation
ACM SIGGRAPH 2006 Papers
Inverse kinematics for reduced deformable models
ACM SIGGRAPH 2006 Papers
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Computational Optimization and Applications
Geometric modeling in shape space
ACM SIGGRAPH 2007 papers
Rigid shape interpolation using normal equations
NPAR '08 Proceedings of the 6th international symposium on Non-photorealistic animation and rendering
Shape Deformation Using a Skeleton to Drive Simplex Transformations
IEEE Transactions on Visualization and Computer Graphics
Controlling deformable material with dynamic morph targets
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Deformable object animation using reduced optimal control
ACM SIGGRAPH 2009 papers
Multiresolution Mean Shift Clustering Algorithm for Shape Interpolation
IEEE Transactions on Visualization and Computer Graphics
Exact volume preserving skinning with shape control
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Direct Manipulation Blendshapes
IEEE Computer Graphics and Applications
Deformation transfer based on stretchiness ratio
ACM SIGGRAPH 2013 Posters
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The linear blendshape technique has been intensively used for computer animation and games because of its simplicity and effectiveness. However, it cannot describe rotational deformations and deformations because of self collision or scene interaction. In this paper, we present a new technique to address these two major limitations by introducing physical-based simulation to blendshapes. The proposed technique begins by constructing a mass–spring system for each blendshape target. Each system is initialized in its steady state by setting the rest length of each spring as the edge length of the corresponding target. To begin shape interpolation, we linearly interpolate the rest lengths of the springs according to a given interpolation factor α ∈ [0,1]. The interpolated shape is then generated by computing the equilibrium of the mass–spring system with the interpolated rest lengths. Results from our technique show physically plausible deformations even in the case of large rotations between blendshape targets. In addition, the new blendshape model is able to interact with other scene elements by introducing collision detection and handling to the mass–spring system. Copyright © 2012 John Wiley & Sons, Ltd.