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Skinning arbitrary deformations

Ladislav Kavan, Rachel McDonnell, Simon Dobbyn, Jiří Žára, Carol O'Sullivan
2007 Proceedings of the 2007 symposium on Interactive 3D graphics and games - I3D '07  
This allows the advantages of skinned animations (e.g., efficient rendering, rest-pose editing and fast collision detection) to be exploited for arbitrary deformations.  ...  Matrix palette skinning (also known as skeletal subspace deformation) is a very popular real-time animation technique.  ...  James also for providing the flag animation and for performing further tests with Skinned Mesh Animations.  ... 
doi:10.1145/1230100.1230109 dblp:conf/si3d/KavanMDZO07 fatcat:qtnsxclycrga3p3bh7yabuhvt4

Real-Time Weighted Pose-Space Deformation on the GPU

Taehyun Rhee, J.P. Lewis, Ulrich Neumann
2006 Computer graphics forum (Print)  
WPSD (Weighted Pose Space Deformation) is an example based skinning method for articulated body animation.  ...  In this paper, we develop a parallel deformation method using the GPU fragment processors.  ...  Skin deformation Example-based skinning problems can be described by the following general equation, v(pa) = S(v 0 + D(pa)) (1) where pa is an arbitrary pose, v(pa) is a vertex of a deformed target surface  ... 
doi:10.1111/j.1467-8659.2006.00963.x fatcat:wcyr6s332ba6negpr77hlmdjj4

Outside-in anatomy based character rigging

Michael Pratscher, Patrick Coleman, Joe Laszlo, Karan Singh
2005 Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation - SCA '05  
For believable character animation, skin deformation should communicate important deformation effects due to underlying muscle movement.  ...  Motivated by interactive applications, we attach the musculature to an existing control skeleton and apply a novel geometric deformation model to deform the skin surface to capture important muscle motion  ...  Arbitrary Deformation Shapes To generalize to arbitrary deformation shapes, such as our reshaped muscles, it is necessary to adapt the deformer to handle such shapes.  ... 
doi:10.1145/1073368.1073415 fatcat:yvuynfoitzgxvhadbujd7hq3uu

Soft-Tissue Deformation for In Vivo Volume Animation

Taehyun Rhee, J.P. Lewis, Ulrich Neumann, Krishna Nayak
2007 15th Pacific Conference on Computer Graphics and Applications (PG'07)  
Articulated body animation with smooth skin deformation is an important topic in computer graphics.  ...  The result is a fully articulated body volume driven by intuitive joint control that respects rigid deformation of the bone structures and produces smooth deformations of both the skin surface and the  ...  We entrust the detail review of the volume animation and skin deformation to the appropriate related papers.  ... 
doi:10.1109/pg.2007.46 dblp:conf/pg/RheeLNN07 fatcat:isn3a4k5bne5xgvnvib5jndfdu

Thin skin elastodynamics

Duo Li, Shinjiro Sueda, Debanga R. Neog, Dinesh K. Pai
2013 ACM Transactions on Graphics  
Skin is modeled as a 2D hyperelastic membrane with arbitrary topology, which makes it easy to cover an entire character or object.  ...  We provide several examples simulating human and animal skin, and skin-tight clothes.  ...  The main input to the simulation is the (arbitrary) deformation of the body mesh, x ⇤(k+1) at the new time step k + 1, provided by the user.  ... 
doi:10.1145/2461912.2462008 fatcat:xanskgegxrge5gqz2cdfdl3ckm

Context-Aware Skeletal Shape Deformation

Ofir Weber, Olga Sorkine, Yaron Lipman, Craig Gotsman
2007 Computer graphics forum (Print)  
We describe a system for the animation of a skeleton-controlled articulated object that preserves the fine geometric details of the object skin and conforms to the characteristic shapes of the object specified  ...  (bottom two rows) Deformations of the rest shape in arbitrary poses. Figure 5 : 5 Deformation using characteristic shapes.  ...  The influence fields h k are computed once and can then be used to perform arbitrary deformations of the shape: they serve as blending weights to distribute the transformation of the joints to the skin  ... 
doi:10.1111/j.1467-8659.2007.01048.x fatcat:fvf5xnjsfjaz5omygirhe2lgim

SNARF: Differentiable Forward Skinning for Animating Non-Rigid Neural Implicit Shapes [article]

Xu Chen, Yufeng Zheng, Michael J. Black, Otmar Hilliges, Andreas Geiger
2021 arXiv   pre-print
We propose a forward skinning model that finds all canonical correspondences of any deformed point using iterative root finding.  ...  To address this, we introduce SNARF, which combines the advantages of linear blend skinning (LBS) for polygonal meshes with those of neural implicit surfaces by learning a forward deformation field without  ...  Our method learns continuous pose-conditioned shapes and skinning weights from meshes and is able to generate plausible shapes in nearly arbitrary poses.  ... 
arXiv:2104.03953v3 fatcat:kbef7zihfngfxggls4ljgp7ufe

An Analysis of the Mechanical Properties of the Ponseti Method in Clubfoot Treatment

Murtaza Kadhum, Mu-Huan Lee, Jan Czernuszka, Chris Lavy
2019 Applied Bionics and Biomechanics  
Congenital clubfoot is a complex pediatric foot deformity, occurring in approximately 1 in 1000 live births and resulting in significant disability, deformity, and pain if left untreated.  ...  Arbitrary values.  ...  Arbitrary values.  ... 
doi:10.1155/2019/4308462 pmid:31019550 pmcid:PMC6452541 fatcat:7bxs7p4eznbxpg6ratyfdqgcse

Page 1515 of The Laryngoscope Vol. 68, Issue 8 [page]

1958 The Laryngoscope  
Thin, atrophic skin offers problems of contractural deformities after surgery.  ...  To arrive at a diagnosis, some arbitrary classification is necessary in order that the surgeon can decide what to do.  ... 

Real-Time Dynamic Wrinkles of Face for Animated Skinned Mesh [chapter]

L. Dutreve, A. Meyer, S. Bouakaz
2009 Lecture Notes in Computer Science  
Skinning weights are used to associate rendered fragments and reference poses.  ...  This paper presents a method to add fine details, such as wrinkles and bulges, on a virtual face animated by common skinning techniques.  ...  We have presented a technique to use pre-generated reference poses to generate in real-time wrinkles and fine-details appearing while an arbitrary skinned face animation.  ... 
doi:10.1007/978-3-642-10520-3_3 fatcat:decitosyhjdarniudyokjvnsjm

Velocity Skinning for Real-time Stylized Skeletal Animation [article]

Damien Rohmer, Marco Tarini, Niranjan Kalyanasundaram, Faezeh Moshfeghifar, Marie-Paule Cani, Victor Zordan
2021 arXiv   pre-print
As our results show, combining these effects enables to mimic, enhance and stylize physical-looking behaviours within a standard animation pipeline, for arbitrary skinned characters.  ...  It then derives per-vertex deformations from the different linear and angular velocities along the skeletal hierarchy.  ...  In contrast, our approach produces seamless deformations that remain coherent for arbitrary skeletal hierarchies.  ... 
arXiv:2104.04934v1 fatcat:lrthkntydrbopogds5nqxtppwy

Feature-based texture stretch compensation for 3D meshes

Stéphane Grabli, Kevin Sprout, Yuting Ye
2015 ACM SIGGRAPH 2015 Talks on - SIGGRAPH '15  
When the 3D models are undergoing arbitrary deformations, these skin features need to move rigidly to retain their shapes.  ...  Figure 1 : 1 Figure 1: Dinosaur skin under 3D deformation with (top) and without (bottom) texture stretch compensation. c Universal Pictures.  ... 
doi:10.1145/2775280.2792537 dblp:conf/siggraph/GrabliSY15 fatcat:vc3rdyevvbbefbhpx5codqg4yq

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  
We then present core and recent methods for computing the deformation of the skin according to body movements.  ...  They are also very complex objects to manage due to their articulated structure, to their motion-dependent deformations, and to the familiarity we have with them.  ...  skin deformations.  ... 
doi:10.2312/egst.20071054 fatcat:5hb2f6g5azbbpoabz5bp6bm43m

Automatic Skinning of the Simulated Manipulator Robot ARM

Salih Rashid Majeed, Klaus D.Kuhnert
2016 International Journal of Computer Graphics & Animation  
this paper study the skinning of the manipulator robot arm (JACO) and how to implement this into arm skeleton with easy way and see the effect of the distributed specified weight and how to control it  ...  It is based on a deformation equation whose coefficients we compute using a statistical fit to an input training exercise, In this input, the skeleton and the skin move together, by arbitrary external  ...  These matrices are the deformation primitivesof linear blend skinning, i.e., elementary building blocks of deformations.  ... 
doi:10.5121/ijcga.2016.6101 fatcat:wbc5ognauzas7g4i72mu7jlsl4

Modeling Deformable Human Hands from Medical Images [article]

Tsuneya Kurihara, Natsuki Miyata
2004 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation - SCA '04  
Finally, the hand is deformed using a weighted pose space deformation. We demonstrate results of deformable hand models consisting of 100,000 triangle meshes derived from CT scans.  ...  For this purpose, a polygonal mesh of one pose, the base mesh, is deformed using skeletal subspace deformation, and then fitted interactively to the measured meshes from the other scans.  ...  of the University of Tokyo for extracting the bone and skin shapes.  ... 
doi:10.2312/sca/sca04/357-365 fatcat:ghlb3auqsracjmvwqpfmrc6i5a
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