230 likes | 243 Views
Modeling Skin. Separate object(s) per limb (and joints). Continuous Skin. Rigidly transform vertices. Transform vertices between bisectors. Blend using multiple bones. Pose space deformations. Wrap skin around model of internal structure. Separate objects.
E N D
Modeling Skin Separate object(s) per limb (and joints) Continuous Skin Rigidly transform vertices Transform vertices between bisectors Blend using multiple bones Pose space deformations Wrap skin around model of internal structure
Separate objects Overlapping gives appearance of continuous surface - somewhat Add element at joint to smooth between limbs
Design character skin Define underlying skeleton from skin Continuous skin Bind skin vertex to skeleton
Rigidly bind vertex to closest bone Skin vertex Closest bone Associate vertex with closest ‘bone’ Rigidly transform vertex as bone transforms
Problems with overlap and stretching Rigidly transform vertices
Normal of bisecting plane t s d Joint bisectors Distance from vertex to bone Line parallel to bone through vertex s – distance from vertex to first bisector t – distance between bisectors Bind vertex to bone - bisectors Locate vertex relative to closest bone Skin vertex v p2 p0 p1
Map vertices to relative location Use d, s, t to reconstruct location of vertex relative to bone
Bind vertex to multiple bones Locate vertex relative to closest bone Skin vertex 20% 80% User ‘paints’ which bones affect what vertices Relative distance used to compute weights
Vertices around joint are affected by both bones Blend transformation of vertices
But twists can collapse vertices So add addition joints or use alternatives to linear blending
Pose space deformations User ‘sculpts’ skin in various poses For each vertex solve weights to use with Radial Basis Functions for scattered data interpolation See: www.cs.wisc.edu/graphics/Course/cs-838-2001/Students/tx/p2.htm
Use anatomy to model deep structure What artists do Surface geometry affected by what’s happening underneath Skin wraps bones, muscles, tendons, subcutaneous tissue
Warp skin based on model of internal structure Skeletal articulation modifies shape of muscle Muscle shape modifies skin shape Add model of tendons, fatty tissue
Reference material • Artistic Anatomy • Anatomy related to surface appearance • versus Medical Anatomy • Well-developed literature • Forensic Science • Facial Reconstruction • Plastic Surgery • Surface Appearance Reconstruction
Layered: Bone-Muscle-Skin Muscle &Tendons Fatty Tissue Bone Skin
Modeling - • Layered FFD muslces John Chadwick, ABD CSE OSU ‘90
Modeling - Thalmann, EPFL Implicit surfaces From http://ligwww.epfl.ch/
Modeling • Embed polyhedra in implicit surface • Implicits used for approx. collision detect & respond • Polyhedra used for display Use M.-P. Cani technique to distort implicits based on collisions Karan Singh, PhD CSE OSU ‘95
Human Figure Ferdi Scheepers, PhD CSE OSU ‘97 Use artistic anatomy to design muscles
Figures - Wilhelms, UCSB http://www.cse.ucsc.edu/~wilhelms/fauna/Monkeys/5monk_parts.gif
Use Visible Human dataset Skeletal Muscle Modeling Using a NURBS-Based Finite Element Method www.digital-humans.org/Report2004/Documents/13-MuscleStressAndStrain.htm http://graphics.stanford.edu/~fedkiw/