Good vibrations: modal dynamics for graphics and animation
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
DyRT: dynamic response textures for real time deformation simulation with graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive skeleton-driven dynamic deformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
CGI '04 Proceedings of the Computer Graphics International
Capturing and animating skin deformation in human motion
ACM SIGGRAPH 2006 Papers
Kinodynamic skinning using volume-preserving deformations
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Example-based dynamic skinning in real time
ACM SIGGRAPH 2008 papers
Exact volume preserving skinning with shape control
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Stable spaces for real-time clothing
ACM SIGGRAPH 2010 papers
Active geometry for game characters
MIG'10 Proceedings of the Third international conference on Motion in games
Content-aware exaggerated editing for life-like captured animations
Proceedings of the 9th European Conference on Visual Media Production
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This paper proposes a simple and efficient technique to enhance classical animations of characters by adding a dynamic response of the skin to the movement of the underlying skeleton. The dynamic effects are locally added to the shape obtained through the standard skinning by specifying flesh elements. Our solution relies on a new second skinning operation that blends the current flesh volume computed through smooth skinning with its position in a dynamic frame attached to the skeleton through a visco-elastic element which, combined with a set of weights, controls the local behavior of tissues. We show how the weights can be automatically computed, taking into account the morphology of the limb. The resulting real-time technique is well suited to video games or any application where we need to add dynamic effects, at almost no cost, to an existing animation sequence.