Physics-aided editing of simulation-ready muscles for visual effects

F. Turchet, M. Romeo, O. Fryazinov
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引用次数: 3

Abstract

Recent developments in character rigging and animation shape the computer graphics industry in general and visual effects in particular. Advances in deformation techniques, which include linear blend skinning, dual quaternion skinning and shape interpolation, meet with sophisticated muscle and skin simulations to produce more realistic results. Effects such as skin sliding, wrinkling and contact of subcutaneous fat and muscles become possible when simulating the anatomy of human-like characters as well as creatures in feature films. One of the main techniques adopted nowadays in the industry is the Finite Element Method (FEM) for deformable objects. Despite the life-like results, the setup cost to generate and tweak volumetric anatomical models for a FEM solver is not only very high, but it cannot easily guarantee the quality of the models either, in terms of simulation requirements. In a production environment in fact (see Fig. 1), models often require additional processing in order to be ready for FEM simulations. For example, self-intersections or interpenetrations in rest pose may result in unwanted forces from the collision detection and response algorithms that affect negatively the simulation at its start.
物理辅助编辑模拟准备肌肉的视觉效果
角色装配和动画的最新发展塑造了计算机图形工业,特别是视觉效果。变形技术的进步,包括线性混合蒙皮,对偶四元数蒙皮和形状插值,满足复杂的肌肉和皮肤模拟,以产生更逼真的结果。不仅可以模拟电影中生物的解剖结构,还可以模拟出皮肤滑动、褶皱、皮下脂肪和肌肉的接触等效果。目前在工业中采用的主要技术之一是可变形物体的有限元法(FEM)。尽管具有逼真的结果,但有限元求解器生成和调整体积解剖模型的设置成本非常高,而且就仿真要求而言,也难以保证模型的质量。事实上,在生产环境中(见图1),模型通常需要额外的处理,以便为有限元模拟做好准备。例如,静止姿态下的自交或互穿可能会导致碰撞检测和响应算法产生不必要的力,从而在开始时对模拟产生负面影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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