Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Numerical methods and software
Numerical methods and software
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
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Direct manipulation of free-form deformations
SIGGRAPH '92 Proceedings of the 19th 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
Free-form deformations with lattices of arbitrary topology
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Anatomy-based modeling of the human musculature
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
NeuroAnimator: fast neural network emulation and control of physics-based models
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th 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
Modeling and Deformation of the Human Body using an Anatomically-Based Approach
CA '98 Proceedings of the Computer Animation
A general joint component framework for realistic articulation in human characters
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Direct manipulation of interactive character skins
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Continuous capture of skin deformation
ACM SIGGRAPH 2003 Papers
Modeling deformable human hands from medical images
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Spherical blend skinning: a real-time deformation of articulated models
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
SCAPE: shape completion and animation of people
ACM SIGGRAPH 2005 Papers
An art-directed wrinkle system for CG character clothing
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
Outside-in anatomy based character rigging
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamic skinning: adding real-time dynamic effects to an existing character animation
Proceedings of the 21st spring conference on Computer graphics
Fitting B-spline curves to point clouds by curvature-based squared distance minimization
ACM Transactions on Graphics (TOG)
Capturing and animating skin deformation in human motion
ACM SIGGRAPH 2006 Papers
Compression of motion capture databases
ACM SIGGRAPH 2006 Papers
Animation space: A truly linear framework for character animation
ACM Transactions on Graphics (TOG)
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
Skinning arbitrary deformations
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Kinodynamic skinning using volume-preserving deformations
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-time enveloping with rotational regression
ACM SIGGRAPH 2007 papers
Key Point Subspace Acceleration and soft caching
ACM SIGGRAPH 2007 papers
Example-based skeleton extraction
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
A comparison of linear skinning techniques for character animation
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
An art-directed wrinkle system for CG character clothing and skin
Graphical Models
Data-driven modeling of skin and muscle deformation
ACM SIGGRAPH 2008 papers
Reusable skinning templates using cage-based deformations
ACM SIGGRAPH Asia 2008 papers
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
A survey of spatial deformation from a user-centered perspective
ACM Transactions on Graphics (TOG)
Analytic simplification of animated characters
Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Automatic linearization of nonlinear skinning
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Exact volume preserving skinning with shape control
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Realistic Elbow Flesh Deformation Based on Anthropometrical Data for Ergonomics Modeling
ICDHM '09 Proceedings of the 2nd International Conference on Digital Human Modeling: Held as Part of HCI International 2009
Skipping steps in deformable simulation with online model reduction
ACM SIGGRAPH Asia 2009 papers
Example-based wrinkle synthesis for clothing animation
ACM SIGGRAPH 2010 papers
Active geometry for game characters
MIG'10 Proceedings of the Third international conference on Motion in games
Efficient elasticity for character skinning with contact and collisions
ACM SIGGRAPH 2011 papers
Controlling physics-based characters using soft contacts
Proceedings of the 2011 SIGGRAPH Asia Conference
Stretchable and Twistable Bones for Skeletal Shape Deformation
Proceedings of the 2011 SIGGRAPH Asia Conference
Dynamic skinning for popping dance
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Skeleton-Based shape deformation using simplex transformations
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Generic-model based human-body modeling
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
Realistic skeleton driven skin deformation
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and Its Applications - Volume Part III
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
Smooth skinning decomposition with rigid bones
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
LibEE: a multithreaded dependency graph for character animation
Proceedings of the Digital Production Symposium
Two-layer sparse compression of dense-weight blend skinning
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
Efficient simulation of secondary motion in rig-space
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
SMI 2013: Shape modeling for animated characters using ordinary differential equations
Computers and Graphics
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We present a process called multi-weight enveloping for deforming the skin geometry of the body of a digital creature around its skeleton. It is based on a deformation equation whose coefficients we compute using a statistical fit to an input training exercise. In this input, the skeleton and the skin move together, by arbitrary external means, through a range of motion representative of what the creature is expected to achieve in practice. The input can also come from existing pieces of handcrafted skin animation. Using a modified least-squares fitting technique, we compute the coefficients, or "weights", of the deformation equation. The result is that the equation generalizes the skin movement so that it applies well to other sequences of animation. The multi-weight deformation equation is computationally efficient to evaluate; once the training process is complete, even creatures with high levels of geometric detail can move at interactive frames rates with a look that approximates that of anatomical, physically-based models. We demonstrate the technique in a feature film production environment, on a human model whose input poses are sculpted by hand and an animal model whose input poses come from the output of an anatomically-based dynamic simulation.