Position based skinning of skeleton-driven deformable characters

Nadine Abu Rumman, Marco Fratarcangeli
<span title="">2014</span> <i title="ACM Press"> <a target="_blank" rel="noopener" href="https://fatcat.wiki/container/ygjinzzwmjcwfgmbu23xoyklsu" style="color: black;">Proceedings of the 30th Spring Conference on Computer Graphics - SCCG &#39;14</a> </i> &nbsp;
Figure 1 : Real-time character animation driven by a kinematic skeleton, including secondary motions and volume preservation. Abstract This paper presents a real-time skinning technique for character animation based on a two-layered deformation model. 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. We define geometric constraints which mimic
more &raquo; ... he flesh behavior and produce interesting effects like volume conservation and secondary animations, in particular passive jiggling behavior, without relying on a predefined training set of poses. Once the whole model is defined, the character animation is synthesized in real-time without suffering of the inherent artefacts of classic interactive skinning techniques, such as the "candy-wrapper" effect or undesired skin bulging.
<span class="external-identifiers"> <a target="_blank" rel="external noopener noreferrer" href="https://doi.org/10.1145/2643188.2643194">doi:10.1145/2643188.2643194</a> <a target="_blank" rel="external noopener" href="https://dblp.org/rec/conf/sccg/RummanF14.html">dblp:conf/sccg/RummanF14</a> <a target="_blank" rel="external noopener" href="https://fatcat.wiki/release/4zptrvkyozgjzfvpkuqte7wioe">fatcat:4zptrvkyozgjzfvpkuqte7wioe</a> </span>
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