Real-Time Secondary Animation with Spring Decomposed Skinning

IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
B. Akyürek, Y. Sahillioğlu
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引用次数: 0

Abstract

We present a framework to integrate secondary motion into the existing animation pipelines. Skinning provides fast computation for real-time animation and intuitive control over the deformation. Despite the benefits, traditional skinning methods lack secondary dynamics such as the jiggling of fat tissues. We address the rigidity of skinning methods by physically simulating the deformation handles with spring forces. Most studies introduce secondary motion into skinning by employing FEM simulation on volumetric mesh vertices, coupling their computational complexity with mesh resolution. Unlike these approaches, we do not require any volumetric mesh input. Our method scales to higher mesh resolutions by directly simulating deformation handles. The simulated handles, namely the spring bones, enrich rigid skinning deformation with a diverse range of secondary animation for subjects including rigid bodies, elastic bodies, soft tissues, and cloth simulation. In essence, we leverage the benefits of physical simulations in the scope of deformation handles to achieve controllable real-time dynamics on a wide range of subjects while remaining compatible with existing skinning pipelines. Our method avoids tetrahedral remeshing and it is significantly faster compared to FEM-based volumetric mesh simulations.

实时二次动画与春季分解皮肤
我们提出了一个框架,以整合二次运动到现有的动画管道。蒙皮为实时动画提供了快速计算和直观的变形控制。尽管有这些好处,传统的去皮方法缺乏次要动力,比如脂肪组织的抖动。我们通过物理模拟具有弹簧力的变形手柄来解决蒙皮方法的刚性问题。大多数研究通过对体网格顶点进行有限元模拟,将二次运动引入蒙皮,并将其计算复杂度与网格分辨率相结合。与这些方法不同,我们不需要任何体积网格输入。我们的方法通过直接模拟变形手柄扩展到更高的网格分辨率。模拟手柄,即弹簧骨骼,丰富了刚性皮肤变形,为包括刚体、弹性体、软组织和布料模拟在内的主体提供了各种各样的二次动画。从本质上讲,我们利用变形手柄范围内的物理模拟的好处,在广泛的主题上实现可控的实时动态,同时与现有的蒙皮管道保持兼容。我们的方法避免了四面体网格重划分,与基于fem的体积网格模拟相比,速度明显加快。
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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来源期刊
Computer Graphics Forum
Computer Graphics Forum 工程技术-计算机:软件工程
CiteScore
5.80
自引率
12.00%
发文量
175
审稿时长
3-6 weeks
期刊介绍: Computer Graphics Forum is the official journal of Eurographics, published in cooperation with Wiley-Blackwell, and is a unique, international source of information for computer graphics professionals interested in graphics developments worldwide. It is now one of the leading journals for researchers, developers and users of computer graphics in both commercial and academic environments. The journal reports on the latest developments in the field throughout the world and covers all aspects of the theory, practice and application of computer graphics.
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