Multi-weight enveloping

Xiaohuan Corina Wang, Cary Phillips
2002 Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation - SCA '02  
We present a process called multi-weight enveloping for deforming the skin geometry of the body of a digital creature around its skeleton. 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 means, through a range of motion representative of what the creature is expected to achieve in practice. The input can also come from existing pieces of
more » ... fted skin animation. Using a modified least-squares fitting technique, we compute the coefficients, or "weights", of the deformation equation. The result is that the equation generalizes the skin movement so that it applies well to other sequences of animation. The multi-weight deformation equation is computationally efficient to evaluate; once the training process is complete, even creatures with high levels of geometric detail can move at interactive frames rates with a look that approximates that of anatomical, physically-based models. We demonstrate the technique in a feature film production environment, on a human model whose input poses are sculpted by hand and an animal model whose input poses come from the output of an anatomically-based dynamic simulation. ¢ It should be able to "learn" from existing good examples of how the skin should move. Pose-Based Approach A pose-based approach to skin animation takes as input a series of poses and generates motion that is consistent with the poses. Each pose is a configuration of the skeleton together with the accompanying shape of the skin. Such a system has the very nice quality of being direct, working from the desired results backwards, as opposed to systems that require the indirect construction of muscle abstractions.
doi:10.1145/545282.545283 fatcat:ol4wr4n5h5arrln4dphmpzqzo4