Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th 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
Realistic modeling for facial animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Realistic human figure synthesis and animation for VR applications
Realistic human figure synthesis and animation for VR applications
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
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
Linear combination of transformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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
Articulated body deformation from range scan data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Dirichlet Free-Form Deformations and their Application to Hand Simulation
CA '97 Proceedings of the Computer Animation
Construction and animation of anatomically based human hand models
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Swirling-Sweepers: Constant-Volume Modeling
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Creating and Simulating Skeletal Muscle from the Visible Human Data Set
IEEE Transactions on Visualization and Computer Graphics
Meshless deformations based on shape matching
ACM SIGGRAPH 2005 Papers
Robust quasistatic finite elements and flesh simulation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Physically based rigging for deformable characters
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
Vector field based shape deformations
ACM SIGGRAPH 2006 Papers
Data-driven modeling of skin and muscle deformation
ACM SIGGRAPH 2008 papers
Reusable skinning templates using cage-based deformations
ACM SIGGRAPH Asia 2008 papers
Exact volume preserving skinning with shape control
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Active geometry for game characters
MIG'10 Proceedings of the Third international conference on Motion in games
Editing and constraining kinematic approximations of dynamic motion
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Inverse kinodynamics: editing and constraining kinematic approximations of dynamic motion
Proceedings of Graphics Interface 2012
Elasticity-inspired deformers for character articulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Implicit skinning: real-time skin deformation with contact modeling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Interactive localized liquid motion editing
ACM Transactions on Graphics (TOG)
SGP '13 Proceedings of the Eleventh Eurographics/ACMSIGGRAPH Symposium on Geometry Processing
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We present a new approach to character skinning where divergence-free vector fields induced by skeletal motion, describe the velocity of skin deformation. The joint transformations for a pose relative to a rest pose create a bend deformation field, resulting in pose-dependent or kinematic skin deformations, varying smoothly across joints. The bend deformation parameters are interactively controlled to capture the varying deformability of bone and other anatomic tissue within an overall fold-over free and volume-preserving skin deformation. Subsequently, we represent the dynamics of skeletal motion, tissue elasticity, muscular tension and the environment as forces that are mapped to vortices at tissue interfaces. A simplified Biot-Savart law in the context of elastic deformation recovers a divergence-free velocity field from the vorticity. Finally, we apply a new stable technique to efficiently integrate points along their deformation trajectories. Adding these dynamic forces over a window of time prior to a given pose provides a continuum of user controllable kinodynamic skinning. A comprehensive implementation using a typical animator workflow in Maya shows our approach to be effective for complex character skinning.