Title | ||
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Skeleton-driven surface deformation through lattices for real-time character animation |
Abstract | ||
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In this paper, an efficient deformation framework is presented for skeleton-driven polygonal characters. Standard solutions, such as linear blend skinning, focus on primary deformations and require intensive user adjustment. We propose constructing a lattice of cubic cells embracing the input surface mesh. Based on the lattice, our system automatically propagates smooth skinning weights from bones to drive the surface primary deformation, and it rectifies the over-compressed regions by volume preservation. The secondary deformation is, in the meanwhile, generated by the lattice shape matching with dynamic particles. The proposed framework can generate both low- and high-frequency surface motions such as muscle deformation and vibrations with few user interventions. Our results demonstrate that the proposed lattice-based method is liable to GPU computation, and it is adequate to real-time character animation. |
Year | DOI | Venue |
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2013 | 10.1007/s00371-012-0759-z | The Visual Computer |
Keywords | Field | DocType |
efficient deformation framework,primary deformation,muscle deformation,real-time character animation,linear blend skinning,lattice shape,surface primary deformation,skeleton-driven surface deformation,intensive user adjustment,secondary deformation,high-frequency surface,input surface mesh | Surface deformation,Lattice (order),Computer science,Character animation,Artificial intelligence,Deformation (mechanics),Geometry,Computation,Computer vision,Topology,Skinning,Polygon,Vibration | Journal |
Volume | Issue | ISSN |
29 | 4 | 1432-2315 |
Citations | PageRank | References |
3 | 0.43 | 28 |
Authors | ||
4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Cheng-Hao Chen | 1 | 10 | 1.20 |
Ming-Han Tsai | 2 | 36 | 4.84 |
I-Chen Lin | 3 | 63 | 9.92 |
Pin-Hua Lu | 4 | 10 | 0.86 |