Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
An implicit formulation for precise contact modeling between flexible solids
SIGGRAPH '93 Proceedings of the 20th 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
A Generalization of Algebraic Surface Drawing
ACM Transactions on Graphics (TOG)
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
Medial-based vertex deformation
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
Mixing triangle meshes and implicit surfaces in character animation
Proceedings of the Eurographic workshop on Computer animation and simulation
Using the Implicit Surface Paradigm for Smooth Animation of Triangle Meshes
CGI '99 Proceedings of the International Conference on Computer Graphics
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Anatomically-based models for physical and geometric reconstruction of humans and other animals
Anatomically-based models for physical and geometric reconstruction of humans and other animals
Interpolating and approximating implicit surfaces from polygon soup
ACM SIGGRAPH 2004 Papers
Modeling of Bodies and Clothes for Virtual Environments
CW '04 Proceedings of the 2004 International Conference on Cyberworlds
Spherical blend skinning: a real-time deformation of articulated models
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Robust quasistatic finite elements and flesh simulation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Mean value coordinates for arbitrary planar polygons
ACM Transactions on Graphics (TOG)
Kinodynamic skinning using volume-preserving deformations
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Deformation styles for spline-based skeletal 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
Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics
ACM SIGGRAPH 2007 papers
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
Automatic linearization of nonlinear skinning
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Poisson Disk Point Sets by Hierarchical Dart Throwing
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Exact volume preserving skinning with shape control
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Efficient elasticity for character skinning with contact and collisions
ACM SIGGRAPH 2011 papers
Bounded biharmonic weights for real-time deformation
ACM SIGGRAPH 2011 papers
On the velocity of an implicit surface
ACM Transactions on Graphics (TOG)
Stretchable and Twistable Bones for Skeletal Shape Deformation
Proceedings of the 2011 SIGGRAPH Asia Conference
Automatically Rigging Multi-component Characters
Computer Graphics Forum
Elasticity-inspired deformers for character articulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
A gradient-based implicit blend
ACM Transactions on Graphics (TOG)
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Geometric skinning techniques, such as smooth blending or dual-quaternions, are very popular in the industry for their high performances, but fail to mimic realistic deformations. Other methods make use of physical simulation or control volume to better capture the skin behavior, yet they cannot deliver real-time feedback. In this paper, we present the first purely geometric method handling skin contact effects and muscular bulges in real-time. The insight is to exploit the advanced composition mechanism of volumetric, implicit representations for correcting the results of geometric skinning techniques. The mesh is first approximated by a set of implicit surfaces. At each animation step, these surfaces are combined in real-time and used to adjust the position of mesh vertices, starting from their smooth skinning position. This deformation step is done without any loss of detail and seamlessly handles contacts between skin parts. As it acts as a post-process, our method fits well into the standard animation pipeline. Moreover, it requires no intensive computation step such as collision detection, and therefore provides real-time performances.