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Elasticity-Inspired Deformers for Character Articulation

Elasticity-Inspired Deformers for Character Articulation. Ladislav Kavan Olga Sorkine Eidgenössische Technische Hochschule Zurich. Character Articulation. Requires skeletal manipulation and skin mesh deformations

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Elasticity-Inspired Deformers for Character Articulation

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  1. Elasticity-Inspired Deformers for Character Articulation LadislavKavan Olga Sorkine EidgenössischeTechnische Hochschule Zurich

  2. Character Articulation • Requires skeletal manipulation and skin mesh deformations • Realistic mesh deformation achieved by minimizing elastic energy over voxel space • Too slow for real-time… • Real-Time Alternatives: • Linear blend skinning • Dual quaternion skinning

  3. Linear Blend Skinning • Associate each mesh vertex with multiple neighboring joints using weights • Assign weights to determine the amount of effect each joint has • Transform vertex coordinates in relation to weights and joint transformations linearly • Problems: • Candy Wrapper effect

  4. Dual Quaternion Skinning • Associate each mesh vertex with multiple neighboring joints using weights • Assign weights to determine the amount of effect each joint has • Represent desired transformations using dual quaternions • Problems: • Bulge effect

  5. Weighting Schemes • Manual assignment of weights (really!?) • Bounded bi-harmonic weights • Elastic energy-minimizing weights (the authors’ approach)

  6. Joint-based Deformers • Alternative to LBS and DQS • Associate a function with each joint that describes deformations in the joint vicinity • Weights still apply • Swing/Twist Deformer combines advantages of LBS and DQS

  7. Combined Approach • Use Swing/Twist deformers with energy minimizing weights

  8. Results • http://igl.ethz.ch/projects/eid/ http://www.youtube.com/watch?v=a1K88Cs58-o&feature=youtu.be

  9. Limitations and Future Work • Determining voxel size • Designing other deformers • Self-intersections/collisions • Integration over continuous range of motion

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