Position based skinning of skeleton-driven deformable characters

Nadine Abu Rumman, M. Fratarcangeli
{"title":"Position based skinning of skeleton-driven deformable characters","authors":"Nadine Abu Rumman, M. Fratarcangeli","doi":"10.1145/2643188.2643194","DOIUrl":null,"url":null,"abstract":"This paper presents a real-time skinning technique for character animation based on a two-layered deformation model. For each frame, the skin of a generic character is first deformed by using a classic linear blend skinning approach, then the vertex positions are adjusted according to a Position Based Dynamics schema. We define geometric constraints which mimic the flesh behavior and produce interesting effects like volume conservation and secondary animations, in particular passive jiggling behavior, without relying on a predefined training set of poses. Once the whole model is defined, the character animation is synthesized in real-time without suffering of the inherent artefacts of classic interactive skinning techniques, such as the \"candy-wrapper\" effect or undesired skin bulging.","PeriodicalId":115384,"journal":{"name":"Proceedings of the 30th Spring Conference on Computer Graphics","volume":"31 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"24","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 30th Spring Conference on Computer Graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2643188.2643194","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 24

Abstract

This paper presents a real-time skinning technique for character animation based on a two-layered deformation model. For each frame, the skin of a generic character is first deformed by using a classic linear blend skinning approach, then the vertex positions are adjusted according to a Position Based Dynamics schema. We define geometric constraints which mimic the flesh behavior and produce interesting effects like volume conservation and secondary animations, in particular passive jiggling behavior, without relying on a predefined training set of poses. Once the whole model is defined, the character animation is synthesized in real-time without suffering of the inherent artefacts of classic interactive skinning techniques, such as the "candy-wrapper" effect or undesired skin bulging.
骨骼驱动的可变形角色的基于位置的皮肤
提出了一种基于两层变形模型的角色动画实时蒙皮技术。对于每一帧,首先使用经典的线性混合蒙皮方法对通用角色的蒙皮进行变形,然后根据基于位置的动态模式调整顶点位置。我们定义几何约束来模拟肉体行为,并产生有趣的效果,如体积守恒和二次动画,特别是被动抖动行为,而不依赖于预定义的姿势训练集。一旦整个模型被定义,角色动画就会实时合成,而不会受到经典交互式蒙皮技术固有的影响,比如“糖果包装”效果或不希望的皮肤膨胀。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信