Implicit Skinning: Real-Time Skin Deformation with Contact Modeling
GUENNEBAUD, Gael
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Laboratoire Photonique, Numérique et Nanosciences [LP2N]
Melting the frontiers between Light, Shape and Matter [MANAO]
Leer más >
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Laboratoire Photonique, Numérique et Nanosciences [LP2N]
Melting the frontiers between Light, Shape and Matter [MANAO]
GUENNEBAUD, Gael
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Laboratoire Photonique, Numérique et Nanosciences [LP2N]
Melting the frontiers between Light, Shape and Matter [MANAO]
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Laboratoire Photonique, Numérique et Nanosciences [LP2N]
Melting the frontiers between Light, Shape and Matter [MANAO]
CANI, Marie-Paule
Intuitive Modeling and Animation for Interactive Graphics & Narrative Environments [IMAGINE]
Intuitive Modeling and Animation for Interactive Graphics & Narrative Environments [IMAGINE]
ROHMER, Damien
Intuitive Modeling and Animation for Interactive Graphics & Narrative Environments [IMAGINE]
< Leer menos
Intuitive Modeling and Animation for Interactive Graphics & Narrative Environments [IMAGINE]
Idioma
en
Article de revue
Este ítem está publicado en
ACM Transactions on Graphics. 2013-07, vol. 32, n° 4, p. Article No. 125
Association for Computing Machinery
Resumen en inglés
Geometric 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 ...Leer más >
Geometric 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.< Leer menos
Palabras clave en inglés
geometry
animation
Motion
Shape
Skinning
Mesh deformation with contact
Proyecto europeo
EXPloring REsponsive Shapes for Seamless desIgn of Virtual Environments be retained.
Orígen
Importado de HalCentros de investigación