Deformation styles for spline-based skeletal animation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
On Linear Variational Surface Deformation Methods
IEEE Transactions on Visualization and Computer Graphics
ACM Transactions on Graphics (TOG)
Non-homogeneous resizing of complex models
ACM SIGGRAPH Asia 2008 papers
Randomized cuts for 3D mesh analysis
ACM SIGGRAPH Asia 2008 papers
iWIRES: an analyze-and-edit approach to shape manipulation
ACM SIGGRAPH 2009 papers
Joint-aware manipulation of deformable models
ACM SIGGRAPH 2009 papers
Modeling from contour drawings
Proceedings of the 6th Eurographics Symposium on Sketch-Based Interfaces and Modeling
Gradient domain mesh deformation: a survey
Journal of Computer Science and Technology
Technical Section: A sketch-based approach to human body modelling
Computers and Graphics
Abstraction of man-made shapes
ACM SIGGRAPH Asia 2009 papers
Computer-Aided Design
Skin-Detached surface for interactive large mesh editing
Transactions on Edutainment VII
A blendshape model that incorporates physical interaction
Computer Animation and Virtual Worlds
Pose space surface manipulation
International Journal of Computer Games Technology
Technical Section: Material-aware cloth simulation via constrained geometric deformation
Computers and Graphics
Real-time content-aware texturing for deformable surfaces
Proceedings of the 10th European Conference on Visual Media Production
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Most real world objects consist of non-uniform materials; as a result, during deformation the bending and shearing are distributed non-uniformly and depend on the local stiffness of the material. In the virtual environment there are three prevalent approaches to model deformation: purely geometric, physically driven, and skeleton based. This paper proposes a new approach to model deformation that incorporates non-uniform materials into the geometric deformation framework. Our approach provides a simple and intuitive method to control the distribution of the bending and shearing throughout the model according to the local material stiffness. Thus, we are able to generate realistic looking, material-aware deformations at interactive rates. Our method works on all types of models, including models with continuous stiffness gradation and non-articulated models such as cloth. The material stiffness across the surface can be specified by the user with an intuitive paint-like interface or it can be learned from a sequence of sample deformations.