ACM Home Page
Please provide us with feedback. Feedback
Physically based rigging for deformable characters
Full text PdfPdf (354 KB)
Source Symposium on Computer Animation archive
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation table of contents
Los Angeles, California
SESSION: Rigging and hands table of contents
Pages: 301 - 310  
Year of Publication: 2005
ISBN:1-7695-2270-X
Authors
Steve Capell  University of Washington
Matthew Burkhart  University of Washington
Brian Curless  University of Washington
Tom Duchamp  University of Washington
Zoran Popović  University of Washington
Sponsors
Eurographics: Eurographics Association
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 8,   Downloads (12 Months): 82,   Citation Count: 9
Additional Information:

abstract   references   cited by   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1073368.1073412
What is a DOI?

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.

 
1
{AB03} Ascher U. M., Boxerman E.: On the modified conjugate gradient method in cloth simulation. Visual Computer 19, 7--8 (2003), 526--531.
2
3
 
4
{AT01} Aubel A., Thalmann D.: Interactive modeling of the human musculature. In Proceedings of Computer Animation 2001 (2001).
 
5
 
6
7
8
 
9
10
11
 
12
13
14
 
15
16
17
 
18
19
20
 
21
 
22
23
24
 
25
26
 
27
28
 
29
 
30
31

CITED BY  9
Collaborative Colleagues:
Steve Capell: colleagues
Matthew Burkhart: colleagues
Brian Curless: colleagues
Tom Duchamp: colleagues
Zoran Popović: colleagues