[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/1090122.1090138acmconferencesArticle/Chapter ViewAbstractPublication PagessccgConference Proceedingsconference-collections
Article

Dynamic skinning: adding real-time dynamic effects to an existing character animation

Published: 12 May 2005 Publication History

Abstract

This paper proposes a simple and efficient technique to enhance classical animations of characters by adding a dynamic response of the skin to the movement of the underlying skeleton. The dynamic effects are locally added to the shape obtained through the standard skinning by specifying flesh elements. Our solution relies on a new second skinning operation that blends the current flesh volume computed through smooth skinning with its position in a dynamic frame attached to the skeleton through a visco-elastic element which, combined with a set of weights, controls the local behavior of tissues. We show how the weights can be automatically computed, taking into account the morphology of the limb. The resulting real-time technique is well suited to video games or any application where we need to add dynamic effects, at almost no cost, to an existing animation sequence.

References

[1]
Bloomenthal, J. 2002. Medial-based vertex deformation. In Proceedings of the ACM SIGGRAPH Symposium on Computer Animation, ACM Press, 147--151.
[2]
Capell, S., Green, S., Curless, B., Duchamp, T., and Popovic, Z. 2002. Interactive skeleton-driven dynamic deformations. In Proceedings of SIGGRAPH'02, ACM Transactions on Graphics, vol. 21, 586--593.
[3]
Chadwick, J. E., Haumann, D. R., and Parent, R. E. 1989. Layered construction for deformable animated characters. In Proceedings of SIGGRAPH'89, ACM Computer Graphics, ACM Press, vol. 23, 243--252.
[4]
James, D. L., and Pai, D. K. 2002. Dyrt: Dynamic response textures for real time deformation simulation with graphics hardware. In Proceedings of SIGGRAPH'02, ACM Transactions on Graphics, vol. 21, 582--585.
[5]
Kry, P. G., James, D. L., and Pai, D. K. 2002. Eigenskin: real time large deformation character skinning in hardware. In Proceedings of the ACM SIGGRAPH Symposium on Computer animation, ACM Press, 153--159.
[6]
Larboulette, C., and Cani, M.-P. 2004. Real-time dynamic wrinkles. In Proceedings of Computer Graphics International'04, IEEE Computer Society Press, 522--525.
[7]
Mohr, A., and Gleicher, M. 2003. Building efficient, accurate character skins from examples. In Proceedings of SIGGRAPH'03, ACM Transactions on Graphics, ACM Press, vol. 22, 562--568.
[8]
Müller, M., Dorsey, J., McMillan, L., Jagnow, R., and Cutler, B. 2002. Stable real-time deformations. In Proceedings of the ACM SIGGRAPH symposium on Computer animation, ACM Press, 49--54.
[9]
Pentland, A., and Williams, J. 1989. Good vibrations: Modal dynamics for graphics and animation. In Proceedings of SIGGRAPH'89, ACM Computer Graphics, ACM Press, vol. 23, 207--214.
[10]
Turner, R., and Thalmann, D. 1993. The elastic surface layer model for animated character construction. Proceedings of Computer Graphics International'93, 399--412.
[11]
Wang, X. C., and Phillips, C. 2002. Multi-weight enveloping: least-squares approximation techniques for skin animation. In Proceedings of the ACM SIGGRAPH symposium on Computer animation, ACM Press, 129--138.
[12]
Wilhelms, J., and Gelder, A. V. 1997. Anatomically based modeling. In Proceedings of SIGGRAPH'97, ACM Computer graphics, ACM Press/Addison-Wesley Publishing Co., 173--180.
[13]
Wilhelms, J. 1997. Animals with anatomy. IEEE Computer Graphics and Applications 17, 3 (May), 22--30.
[14]
Wyvill, G., McPheeters, C., and Wyvill, B. 1986. Data structure for soft objects. The Visual Computer 2, 4 (Aug.). 227--234.

Cited By

View all
  • (2024)Within the Dynamic Context: Inertia-Aware 3D Human Modeling with Pose SequenceComputer Vision – ECCV 202410.1007/978-3-031-72967-6_27(491-508)Online publication date: 29-Sep-2024
  • (2021)Velocity Skinning for Real‐time Stylized Skeletal AnimationComputer Graphics Forum10.1111/cgf.14265440:2(549-561)Online publication date: 4-Jun-2021
  • (2020)Complementary dynamicsACM Transactions on Graphics10.1145/3414685.341781939:6(1-11)Online publication date: 27-Nov-2020
  • Show More Cited By

Index Terms

  1. Dynamic skinning: adding real-time dynamic effects to an existing character animation

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    SCCG '05: Proceedings of the 21st Spring Conference on Computer Graphics
    May 2005
    227 pages
    ISBN:1595932046
    DOI:10.1145/1090122
    • Conference Chair:
    • Bert Jüttler
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 12 May 2005

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. dynamics
    2. real-time
    3. skinning

    Qualifiers

    • Article

    Conference

    SCCG05
    Sponsor:
    SCCG05: Spring Conference in Computer Graphics
    May 12 - 14, 2005
    Budmerice, Slovakia

    Acceptance Rates

    Overall Acceptance Rate 67 of 115 submissions, 58%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)3
    • Downloads (Last 6 weeks)1
    Reflects downloads up to 19 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Within the Dynamic Context: Inertia-Aware 3D Human Modeling with Pose SequenceComputer Vision – ECCV 202410.1007/978-3-031-72967-6_27(491-508)Online publication date: 29-Sep-2024
    • (2021)Velocity Skinning for Real‐time Stylized Skeletal AnimationComputer Graphics Forum10.1111/cgf.14265440:2(549-561)Online publication date: 4-Jun-2021
    • (2020)Complementary dynamicsACM Transactions on Graphics10.1145/3414685.341781939:6(1-11)Online publication date: 27-Nov-2020
    • (2020)SoftSMPL: Data‐driven Modeling of Nonlinear Soft‐tissue Dynamics for Parametric HumansComputer Graphics Forum10.1111/cgf.1391239:2(65-75)Online publication date: 13-Jul-2020
    • (2017)Data-driven physics for human soft tissue animationACM Transactions on Graphics10.1145/3072959.307368536:4(1-12)Online publication date: 20-Jul-2017
    • (2017)Skin Deformation Methods for Interactive Character AnimationComputer Vision, Imaging and Computer Graphics Theory and Applications10.1007/978-3-319-64870-5_8(153-174)Online publication date: 9-Aug-2017
    • (2016)Transferring Skin Weights to 3D Scanned ClothesETRI Journal10.4218/etrij.16.2716.001938:6(1095-1103)Online publication date: 1-Dec-2016
    • (2015)DynaACM Transactions on Graphics10.1145/276699334:4(1-14)Online publication date: 27-Jul-2015
    • (2015)Position-Based Skinning for Soft Articulated CharactersComputer Graphics Forum10.1111/cgf.1253334:6(240-250)Online publication date: 1-Sep-2015
    • (2014)Position based skinning of skeleton-driven deformable charactersProceedings of the 30th Spring Conference on Computer Graphics10.1145/2643188.2643194(83-90)Online publication date: 28-May-2014
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media