The NURBS book
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Subdivision surfaces in character animation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Wires: a geometric deformation technique
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
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
Multi-weight enveloping: least-squares approximation techniques for skin animation
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
Robust treatment of collisions, contact and friction for cloth animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Articulated body deformation from range scan data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A Simple Method for Modeling Wrinkles on Human Skin
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
Simulation of clothing with folds and wrinkles
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
CGI '04 Proceedings of the Computer Graphics International
A computational skin model: fold and wrinkle formation
IEEE Transactions on Information Technology in Biomedicine
Keyframe control of complex particle systems using the adjoint method
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
TRACKS: toward directable thin shells
ACM SIGGRAPH 2007 papers
Animation wrinkling: augmenting coarse cloth simulations with realistic-looking wrinkles
ACM SIGGRAPH Asia 2010 papers
Anisotropic cloth modeling for material fabric
Transactions on edutainment IV
Active geometry for game characters
MIG'10 Proceedings of the Third international conference on Motion in games
Physics-inspired upsampling for cloth simulation in games
ACM SIGGRAPH 2011 papers
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We present a kinematic system for creating art-directed wrinkles on costumes for CG characters. This system employs a curve-based method for creating wrinkles on reference poses, which are incorporated into a weighted matching algorithm that generates wrinkle deformations on an animated character. The wrinkle creation tool is intuitive to use and accommodates art direction. The user can easily transfer wrinkle patterns to different characters, costumes, and body types. The algorithm for evaluating wrinkles measures the local stress of a surface and creates weights that are used to interpolate between the reference wrinkle patterns during movement. This algorithm is robust and efficient, and fits well into a large-scale feature-film production environment.