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ABSTRACT
In this paper we introduce a framework for instrumenting ("rigging") characters that are modeled as dynamic elastic bodies, so that their shapes can be controlled by an animator. Because the shape of such a character is determined by physical dynamics, the rigging system cannot simply dictate the shape as in traditional animation. For this reason, we introduce forces as the building blocks of rigging. Rigging forces guide the shape of the character, but are combined with other forces during simulation. Forces have other desirable features: they can be combined easily and simulated at any resolution, and since they are not tightly coupled with the surface geometry, they can be more easily transferred from one model to another. Our framework includes a new pose-dependent linearization scheme for elastic dynamics, which ensures a correspondence between forces and deformations, and at the same time produces plausible results at interactive speeds. We also introduce a novel method of handling collisions around creases.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 9
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Nico Galoppo , Miguel A. Otaduy , Paul Mecklenburg , Markus Gross , Ming C. Lin, Fast simulation of deformable models in contact using dynamic deformation textures, Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation, September 02-04, 2006, Vienna, Austria
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Nico Galoppo , Miguel A. Otaduy , William Moss , Jason Sewall , Sean Curtis , Ming C. Lin, Controlling deformable material with dynamic morph targets, Proceedings of the 2009 symposium on Interactive 3D graphics and games, February 27-March 01, 2009, Boston, Massachusetts
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