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ABSTRACT
Good character animation requires convincing skin deformations including subtleties and details like muscle bulges. Such effects are typically created in commercial animation packages which provide very general and powerful tools. While these systems are convenient and flexible for artists, the generality often leads to characters that are slow to compute or that require a substantial amount of memory and thus cannot be used in interactive systems. Instead, interactive systems restrict artists to a specific character deformation model which is fast and memory efficient but is notoriously difficult to author and can suffer from many deformation artifacts. This paper presents an automated framework that allows character artists to use the full complement of tools in high-end systems to create characters for interactive systems. Our method starts with an arbitrarily rigged character in an animation system. A set of examples is exported, consisting of skeleton configurations paired with the deformed geometry as static meshes. Using these examples, we fit the parameters of a deformation model that best approximates the original data yet remains fast to compute and compact in memory.
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 44
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Joseph Teran , Eftychios Sifakis , Silvia S. Blemker , Victor Ng-Thow-Hing , Cynthia Lau , Ronald Fedkiw, Creating and Simulating Skeletal Muscle from the Visible Human Data Set, IEEE Transactions on Visualization and Computer Graphics, v.11 n.3, p.317-328, May 2005
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Lawrence D. Cutler , Reid Gershbein , Xiaohuan Corina Wang , Cassidy Curtis , Erwan Maigret , Luca Prasso , Peter Farson, An art-directed wrinkle system for CG character clothing, Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation, July 29-31, 2005, Los Angeles, California
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Steve Capell , Matthew Burkhart , Brian Curless , Tom Duchamp , Zoran Popović, Physically based rigging for deformable characters, Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation, July 29-31, 2005, Los Angeles, California
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David A. Forsyth , Okan Arikan , Leslie Ikemoto , James O'Brien , Deva Ramanan, Computational studies of human motion: part 1, tracking and motion synthesis, Foundations and Trends® in Computer Graphics and Vision, v.1 n.2, p.77-254, July 2006
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Steve Capell , Matthew Burkhart , Brian Curless , Tom Duchamp , Zoran Popović, Physically based rigging for deformable characters, Graphical Models, v.69 n.1, p.71-87, January, 2007
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Ladislav Kavan , Rachel McDonnell , Simon Dobbyn , Jiří Žára , Carol O'Sullivan, Skinning arbitrary deformations, Proceedings of the 2007 symposium on Interactive 3D graphics and games, April 30-May 02, 2007, Seattle, Washington
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Lawrence D. Cutler , Reid Gershbein , Xiaohuan Corina Wang , Cassidy Curtis , Erwan Maigret , Luca Prasso , Peter Farson, An art-directed wrinkle system for CG character clothing and skin, Graphical Models, v.69 n.5-6, p.219-230, September, 2007
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David Jacka , Ashley Reid , Bruce Merry , James Gain, A comparison of linear skinning techniques for character animation, Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa, October 29-31, 2007, Grahamstown, South Africa
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Evangelos Kalogerakis , Derek Nowrouzezahrai , Patricio Simari , James Mccrae , Aaron Hertzmann , Karan Singh, Data-driven curvature for real-time line drawing of dynamic scenes, ACM Transactions on Graphics (TOG), v.28 n.1, p.1-13, January 2009
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Bruce Merry , Patrick Marais , James Gain, Analytic simplification of animated characters, Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa, February 04-06, 2009, Pretoria, South Africa
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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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