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hal.structure.identifierVisual Objects from Reality To Expression [IRIT-VORTEX]
dc.contributor.authorVAILLANT, Rodolphe
hal.structure.identifierVisual Objects from Reality To Expression [IRIT-VORTEX]
dc.contributor.authorBARTHE, Loic
hal.structure.identifierLaboratoire Bordelais de Recherche en Informatique [LaBRI]
hal.structure.identifierLaboratoire Photonique, Numérique et Nanosciences [LP2N]
hal.structure.identifierMelting the frontiers between Light, Shape and Matter [MANAO]
dc.contributor.authorGUENNEBAUD, Gael
hal.structure.identifierIntuitive Modeling and Animation for Interactive Graphics & Narrative Environments [IMAGINE]
dc.contributor.authorCANI, Marie-Paule
hal.structure.identifierIntuitive Modeling and Animation for Interactive Graphics & Narrative Environments [IMAGINE]
dc.contributor.authorROHMER, Damien
hal.structure.identifierDepartment of Computer Science [Bath]
dc.contributor.authorWYVILL, Brian
hal.structure.identifierInstitut de recherche en informatique de Toulouse [IRIT]
dc.contributor.authorGOURMEL, Olivier
hal.structure.identifierVisual Objects from Reality To Expression [IRIT-VORTEX]
dc.contributor.authorPAULIN, Mathias
dc.date.accessioned2023-05-12T10:23:33Z
dc.date.available2023-05-12T10:23:33Z
dc.date.created2013
dc.date.issued2013-07
dc.identifier.issn0730-0301
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/181180
dc.description.abstractEnGeometric skinning techniques, such as smooth blending or dualquaternions, are very popular in the industry for their high performances, but fail to mimic realistic deformations. Other methods make use of physical simulation or control volume to better capture the skin behavior, yet they cannot deliver real-time feedback. In this paper, we present the first purely geometric method handling skin contact effects and muscular bulges in real-time. The insight is to exploit the advanced composition mechanism of volumetric, implicit representations for correcting the results of geometric skinning techniques. The mesh is first approximated by a set of implicit surfaces. At each animation step, these surfaces are combined in real-time and used to adjust the position of mesh vertices, starting from their smooth skinning position. This deformation step is done without any loss of detail and seamlessly handles contacts between skin parts. As it acts as a post-process, our method fits well into the standard animation pipeline. Moreover, it requires no intensive computation step such as collision detection, and therefore provides real-time performances.
dc.language.isoen
dc.publisherAssociation for Computing Machinery
dc.subject.engeometry
dc.subject.enanimation
dc.subject.enMotion
dc.subject.enShape
dc.subject.enSkinning
dc.subject.enMesh deformation with contact
dc.title.enImplicit Skinning: Real-Time Skin Deformation with Contact Modeling
dc.typeArticle de revue
dc.identifier.doi10.1145/2461912.2461960
dc.subject.halInformatique [cs]/Synthèse d'image et réalité virtuelle [cs.GR]
dc.description.sponsorshipEuropeEXPloring REsponsive Shapes for Seamless desIgn of Virtual Environments be retained.
bordeaux.journalACM Transactions on Graphics
bordeaux.pageArticle No. 125
bordeaux.volume32
bordeaux.hal.laboratoriesLaboratoire Photonique, Numérique et Nanosciences (LP2N) - UMR 5298*
bordeaux.issue4
bordeaux.institutionUniversité de Bordeaux
bordeaux.institutionCNRS
bordeaux.peerReviewedoui
hal.identifierhal-00819270
hal.version1
hal.origin.linkhttps://hal.archives-ouvertes.fr//hal-00819270v1
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