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Skeleton-driven dynamics modeling for computer-aided muscular rehabilitation

Jianping Cai, Feng Lin
2021 Physical Medicine and Rehabilitation Research  
Secondly, a position-based dynamics framework is employed; instead of geometrical constraints, nonlinear strain-based constraints are utilized in the tetrahedral body mesh deformation.  ...  For animating a skeletal character in computer-aided muscular rehabilitation, we innovate in both skinning and dynamic simulation.  ...  Acknowledgment Implementation of the proposed algorithms is based on the opensource Vega FEM library [32] . This work is supported by the grants, MOE AcRF RG93/20, Ministry of Education, Singapore.  ... 
doi:10.15761/pmrr.1000220 fatcat:6kz4fktpyjb4xdibivm3d5jidu

Fast simulation of skeleton-driven deformable body characters

Junggon Kim, Nancy S. Pollard
2011 ACM Transactions on Graphics  
We propose a fast physically-based simulation system for skeleton-driven deformable body characters.  ...  We tested our approach with a variety of skeleton-driven deformable body characters, and the tested characters were simulated in real time or near real time.  ...  We also thank Sangil Park for providing motion-captured data for the dancing Fatman example, Junsik Kim for advice on the implementation of the parallel computation, and the graphics group at Carnegie  ... 
doi:10.1145/2019627.2019640 fatcat:3v6czjvm7bcy7gdkhf266h3eve

Simulation and control of skeleton-driven soft body characters

Libin Liu, KangKang Yin, Bin Wang, Baining Guo
2013 ACM Transactions on Graphics  
Abstract In this paper we present a physics-based framework for simulation and control of human-like skeleton-driven soft body characters.  ...  We demonstrate the effectiveness of our framework by results not attainable with a simple combination of previous methods.  ...  They propose a fast simulation framework for skeleton-driven soft characters.  ... 
doi:10.1145/2508363.2508427 fatcat:zciimf3vp5aqbky4hja2y77q4q

Position based skinning of skeleton-driven deformable characters

Nadine Abu Rumman, Marco Fratarcangeli
2014 Proceedings of the 30th Spring Conference on Computer Graphics - SCCG '14  
Figure 1 : Real-time character animation driven by a kinematic skeleton, including secondary motions and volume preservation.  ...  For each frame, the skin of a generic character is first deformed by using a classic linear blend skinning approach, then the vertex positions are adjusted according to a Position Based Dynamics schema  ...  Physics-based simulations manage to bring skeleton-driven animation beyond the purely kinematic approach by simulating secondary motions such as jiggling of soft tissues when the character is moving.  ... 
doi:10.1145/2643188.2643194 dblp:conf/sccg/RummanF14 fatcat:4zptrvkyozgjzfvpkuqte7wioe

Recent Developments in Skin Deformation for Character Animation
english

Shaojun Bian, Lihua You, Jian J. Zhang
2015 Proceedings of the 10th International Conference on Computer Graphics Theory and Applications  
In this paper, we survey the recent literature on skin deformation according to three types of approaches: purely geometric, physics-based, and data driven.  ...  With the development of skin deformation, the efficiency and effectiveness of character modelling and animation have been obviously enhanced.  ...  ACKNOWLEDGEMENTS This research is supported by the grant of 2013 International Exchanges Scheme (Grant no. IE131367), the Royal Society, United Kingdom.  ... 
doi:10.5220/0005272001220129 dblp:conf/grapp/BianYZ15 fatcat:hcyh5bt2rzd5bdy7gwcoozb2hm

A Data-Driven Approach for Real-Time Clothes Simulation+

Frederic Cordier, Nadia Magnenat-Thalmann
2005 Computer graphics forum (Print)  
A data-driven approach for real-time processing of clothes, particularly suitable for simulating dresses worn by virtual characters, is proposed.  ...  they will hold true for the skeleton movement that closely matches that of pre-simulated sequence.  ...  We consider that the gross cloth behavior is driven mainly by two separable contributions: the skeleton-driven movement of the character and the mechanical properties of the cloth.  ... 
doi:10.1111/j.1467-8659.2005.00841.x fatcat:c467pl42ofcrvn3pp37dsxkl5q

Lattice-Based Skinning and Deformation for Real-Time Skeleton-Driven Animation

Cheng-Hao Chen, I-Chen Lin, Ming-Han Tsai, Pin-Hua Lu
2011 2011 12th International Conference on Computer-Aided Design and Computer Graphics  
Skeleton-driven animation with primary and secondary deformation. Left: the rendered character surface; right: the lattice structure (cells) for efficient deformation computation.  ...  Standard solutions of skeleton-driven animation, such as linear blend skinning, require intensive artist intervention and focus on primary deformations.  ...  INTRODUCTION Skinning and skeleton-driven animation are the technologies behind character animation and are widely used in video games or movie production.  ... 
doi:10.1109/cad/graphics.2011.41 dblp:conf/cadgraphics/ChenLTL11 fatcat:xeuyj2e7vfhqhbol4m2jo7byde

Example-based dynamic skinning in real time

Xiaohan Shi, Kun Zhou, Yiying Tong, Mathieu Desbrun, Hujun Bao, Baining Guo
2008 ACM Transactions on Graphics  
In this paper we present an approach to enrich skeleton-driven animations with physically-based secondary deformation in real time.  ...  The deformable model is then applicable to any given skeleton-driven animation of the surface mesh.  ...  Hujun Bao was partially supported by the 973 Program of China (No. 2002CB312102).  ... 
doi:10.1145/1360612.1360628 fatcat:bkdybg2mlbbl5jka6nagbf2fh4

Example-based dynamic skinning in real time

Xiaohan Shi, Kun Zhou, Yiying Tong, Mathieu Desbrun, Hujun Bao, Baining Guo
2008 ACM SIGGRAPH 2008 papers on - SIGGRAPH '08  
In this paper we present an approach to enrich skeleton-driven animations with physically-based secondary deformation in real time.  ...  The deformable model is then applicable to any given skeleton-driven animation of the surface mesh.  ...  Hujun Bao was partially supported by the 973 Program of China (No. 2002CB312102).  ... 
doi:10.1145/1399504.1360628 fatcat:iiv2cd5ukrd5rovpfgrco4y3oy

Skin Deformation Methods for Interactive Character Animation [chapter]

Nadine Abu Rumman, Marco Fratarcangeli
2017 Communications in Computer and Information Science  
In this paper, we focus on the existing research in the area of skin deformation, ranging from skeleton-based deformation and volume preserving techniques to physically based skinning methods.  ...  We also summarize the recent contributions in deformable and soft body simulations for articulated characters, and discuss various geometric and example-based approaches.  ...  Bart de Keijzer for the careful proof-reading of this paper.  ... 
doi:10.1007/978-3-319-64870-5_8 fatcat:3evznfaacndsrl6hc24q3jbz6e

Fast, automatic character animation pipelines

Andrew Feng, Yazhou Huang, Yuyu Xu, Ari Shapiro
2013 Computer Animation and Virtual Worlds  
skeleton on-the-fly.  ...  The use of such models within a game or simulation environment requires human input and intervention in order to associate such a model with a relevant set of motions and control mechanisms.  ...  DISCUSSION Character Capabilities The system is able to infuse characters with a number of capabilities, based on a set of controllers primarily driven through various procedurally-based algorithms,  ... 
doi:10.1002/cav.1560 fatcat:urwiuyv5zvc6xcwiasbedjaqgi

State of the Art in Skinning Techniques for Articulated Deformable Characters

Nadine Abu Rumman, Marco Fratarcangeli
2016 Proceedings of the 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications  
In this state of the art report, we focus on the existing research in the areas of skeleton-based deformation, volume preserving techniques and physically based skinning methods.  ...  We also summarize the recent research in deformable and soft bodies simulations for articulated characters, and discuss various geometric and examples-based approaches.  ...  Liu et al. developed a framework that simulates and controls skeleton driven soft body characters (Liu et al., 2013) .  ... 
doi:10.5220/0005720101980210 dblp:conf/grapp/RummanF16 fatcat:isdqv6b52zcevgposnhkhaxjk4

Towards Automatic Character Skeletonization and Interactive Skin Deformation [article]

T. Di Giacomo, L. Moccozet, N. Magnenat-Thalmann, R. Boulic, D. Thalmann
2007 Eurographics State of the Art Reports  
In this STAR we present core and recent techniques to automatically generate a skeleton from a character representation, in order to animate it with bone-based animation techniques.  ...  With the wide variety of issues to be considered when modeling, rendering, and animating characters, lots of work has focused on character representation and animation.  ...  Acknowledgements This work has been partly supported by the AIM@Shape Network of Excellence, grant 506766 by the European Commission.  ... 
doi:10.2312/egst.20071054 fatcat:5hb2f6g5azbbpoabz5bp6bm43m

Motion retargeting for crowd simulation

Yann Pinczon Du Sel, Nicolas Chaverou, Michaël Rouillé
2015 Proceedings of the 2015 Symposium on Digital Production - DigiPro '15  
Figure 1 : Retargeting of the same run animation on different character morphologies.  ...  Golaem Crowd is an artist-oriented crowd simulation plugin for Autodesk Maya. Amongst the various tools embedded in the software, it includes a dedicated character animation engine.  ...  Limb position tags are determined based on the world position of each limb relatively to each other.  ... 
doi:10.1145/2791261.2791264 fatcat:kbqqpce27nbefpmzgysymq3tyy

Skeleton-driven surface deformation through lattices for real-time character animation

Cheng-Hao Chen, Ming-Han Tsai, I-Chen Lin, Pin-Hua Lu
2012 The Visual Computer  
In this paper, an efficient deformation framework is presented for skeleton-driven polygonal characters.  ...  Our results demonstrate that the proposed lattice-based method is liable to GPU computation, and it is adequate to real-time character animation.  ...  Conclusion and future work In this paper, we present a lattice-based framework for efficient surface deformation in skeleton-driven character animation.  ... 
doi:10.1007/s00371-012-0759-z fatcat:2c5tq6tszzaljdheawnk3uf6ve
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