TY - JOUR
T1 - Implicit skinning
T2 - real-time skin deformation with contact modeling
AU - Vaillant, Rodolphe
AU - Barthe, Loïc
AU - Guennebaud, Gaël
AU - Cani, Marie-paule
AU - Rohmer, Damien
AU - Wyvill, Brian
AU - Gourmel, Olivier
AU - Paulin, Mathias
PY - 2013/7/1
Y1 - 2013/7/1
N2 - Geometric skinning techniques, such as smooth blending or dual-quaternions, are very popular in the industry for their high performances, but fail to mimic realistic deformations. Other methods make use of physical simulation or control volume to better capture the skin behavior, yet they cannot deliver real-time feedback. In this paper, we present the first purely geometric method handling skin contact effects and muscular bulges in real-time. The insight is to exploit the advanced composition mechanism of volumetric, implicit representations for correcting the results of geometric skinning techniques. The mesh is first approximated by a set of implicit surfaces. At each animation step, these surfaces are combined in real-time and used to adjust the position of mesh vertices, starting from their smooth skinning position. This deformation step is done without any loss of detail and seamlessly handles contacts between skin parts. As it acts as a post-process, our method fits well into the standard animation pipeline. Moreover, it requires no intensive computation step such as collision detection, and therefore provides real-time performances.
AB - Geometric skinning techniques, such as smooth blending or dual-quaternions, are very popular in the industry for their high performances, but fail to mimic realistic deformations. Other methods make use of physical simulation or control volume to better capture the skin behavior, yet they cannot deliver real-time feedback. In this paper, we present the first purely geometric method handling skin contact effects and muscular bulges in real-time. The insight is to exploit the advanced composition mechanism of volumetric, implicit representations for correcting the results of geometric skinning techniques. The mesh is first approximated by a set of implicit surfaces. At each animation step, these surfaces are combined in real-time and used to adjust the position of mesh vertices, starting from their smooth skinning position. This deformation step is done without any loss of detail and seamlessly handles contacts between skin parts. As it acts as a post-process, our method fits well into the standard animation pipeline. Moreover, it requires no intensive computation step such as collision detection, and therefore provides real-time performances.
UR - http://www.scopus.com/inward/record.url?scp=s2.0-84880793314&partnerID=8YFLogxK
UR - http://dx.doi.org/10.1145/2461912.2461960
U2 - 10.1145/2461912.2461960
DO - 10.1145/2461912.2461960
M3 - Article
SN - 0730-0301
VL - 32
JO - ACM Transactions on Graphics
JF - ACM Transactions on Graphics
IS - 4
M1 - 125
ER -