{"title":"Folding by Skinning","authors":"Chunyang Ma, Lifeng Zhu","doi":"10.1002/cav.70055","DOIUrl":null,"url":null,"abstract":"<div>\n \n <p>We propose a novel method, entitled “Folding by Skinning”, which creatively integrates skinning techniques with folding simulations. This method allows users to specify a two-dimensional crease pattern along with the desired folding angles for each crease. Based on this input, the system computes the final three-dimensional shape of the fold. Rather than employing costly physics-based simulations, we explore the skinning method, noted for its effectiveness in handling the geometry of the folded shape. We recommend extracting the skinning weights directly from the user-defined crease patterns. By combining the obtained skinning weights with the user-input folding angles, the initial shape undergoes dual quaternion skinning to produce the folding result. Users can further optimize the shape using post-processing and targeted filtering of weights to generate more realistic results. Our experimental results demonstrate that “Folding by Skinning” yields high-quality outcomes and offers relatively fast computation, making it an effective tool for computer-aided design, animation, and fabrication applications.</p>\n </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 3","pages":""},"PeriodicalIF":1.7000,"publicationDate":"2025-06-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.70055","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0
Abstract
We propose a novel method, entitled “Folding by Skinning”, which creatively integrates skinning techniques with folding simulations. This method allows users to specify a two-dimensional crease pattern along with the desired folding angles for each crease. Based on this input, the system computes the final three-dimensional shape of the fold. Rather than employing costly physics-based simulations, we explore the skinning method, noted for its effectiveness in handling the geometry of the folded shape. We recommend extracting the skinning weights directly from the user-defined crease patterns. By combining the obtained skinning weights with the user-input folding angles, the initial shape undergoes dual quaternion skinning to produce the folding result. Users can further optimize the shape using post-processing and targeted filtering of weights to generate more realistic results. Our experimental results demonstrate that “Folding by Skinning” yields high-quality outcomes and offers relatively fast computation, making it an effective tool for computer-aided design, animation, and fabrication applications.
期刊介绍:
With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.