Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
EigenSkin: real time large deformation character skinning in hardware
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
CHARMS: a simple framework for adaptive simulation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Simulation of clothing with folds and wrinkles
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Adaptive Simulation of Soft Bodies in Real-Time
CA '00 Proceedings of the Computer Animation
A data-driven reflectance model
ACM SIGGRAPH 2003 Papers
GI '04 Proceedings of the 2004 Graphics Interface Conference
Meshless deformations based on shape matching
ACM SIGGRAPH 2005 Papers
Interaction capture and synthesis
ACM SIGGRAPH 2006 Papers
Fast simulation of deformable models in contact using dynamic deformation textures
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Skinning with dual quaternions
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Journal of Visual Communication and Image Representation
Face poser: interactive modeling of 3D facial expressions using model priors
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
TRACKS: toward directable thin shells
ACM SIGGRAPH 2007 papers
Wavelet turbulence for fluid simulation
ACM SIGGRAPH 2008 papers
Real-time data driven deformation using kernel canonical correlation analysis
ACM SIGGRAPH 2008 papers
Sensing, Acquisition, and Interactive Playback of Data-based Models for Elastic Deformable Objects
International Journal of Robotics Research
Numerical coarsening of inhomogeneous elastic materials
ACM SIGGRAPH 2009 papers
Preserving topology and elasticity for embedded deformable models
ACM SIGGRAPH 2009 papers
Capture and modeling of non-linear heterogeneous soft tissue
ACM SIGGRAPH 2009 papers
Pose-space animation and transfer of facial details
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Polyhedral finite elements using harmonic basis functions
SGP '08 Proceedings of the Symposium on Geometry Processing
Stable spaces for real-time clothing
ACM SIGGRAPH 2010 papers
Example-based wrinkle synthesis for clothing animation
ACM SIGGRAPH 2010 papers
A deformation transformer for real-time cloth animation
ACM SIGGRAPH 2010 papers
Animation wrinkling: augmenting coarse cloth simulations with realistic-looking wrinkles
ACM SIGGRAPH Asia 2010 papers
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Example-based elastic materials
ACM SIGGRAPH 2011 papers
Physics-inspired upsampling for cloth simulation in games
ACM SIGGRAPH 2011 papers
Controllable hand deformation from sparse examples with rich details
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Presence: Teleoperators and Virtual Environments
Embedded thin shells for wrinkle simulation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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Efficient approximate deformation models allow to interactively simulate elastic objects. However, these approaches usually cannot reproduce the complex deformation behavior governed by geometric and material nonlinearities. In addition, objects having slender shapes require dense simulation meshes, which necessitates additional computational effort. We propose an approach where a dynamic interactive coarse simulation is enriched with details stemming from a more accurate quasi-static simulation in a data-driven way. While the coarse simulation is based on a low-resolution (low-res) mesh and a fast linear deformation model the accurate simulation employs a quasi-static non-linear deformation model at a higher mesh resolution (high-res). We pre-compute pairs of low-res mesh deformations and corresponding high-res details by applying a series of training interactions on both the coarse and the accurate model. At run-time, we only run the coarse simulation and correlate the current state to the training states. Subsequently, we blend detail data in order to obtain a spatio-temporally smooth displacement field that we super-impose on the surface skin, resulting in a plausible display of the nonlinearly deformed object at real-time rates. We present examples from both computer animation and medical simulation.