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research-article

Projective Skinning

Published: 25 July 2018 Publication History

Abstract

We present a novel approach for physics-based character skinning. While maintaining real-time performance it overcomes the well-known artifacts of commonly used geometric skinning approaches, it enables dynamic effects, and it resolves local self-collisions. Our method is based on a two-layer model consisting of rigid bones and an elastic soft tissue layer. This volumetric model is easily and efficiently computed from an input surface mesh of the character and its underlying skeleton. In particular, our method neither requires skinning weights, which are often expensive to compute or tedious to hand-tune, nor a complex volumetric tessellation, which fails for many real-world input meshes due to self-intersections.

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Cited By

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  • (2023)SoftDECA: Computationally Efficient Physics-Based Facial AnimationsProceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3623264.3624439(1-11)Online publication date: 15-Nov-2023
  • (2022)Penetration-free projective dynamics on the GPUACM Transactions on Graphics10.1145/3528223.353006941:4(1-16)Online publication date: 22-Jul-2022
  • (2022)DiffCloth: Differentiable Cloth Simulation with Dry Frictional ContactACM Transactions on Graphics10.1145/352766042:1(1-20)Online publication date: 22-Apr-2022
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Published In

cover image Proceedings of the ACM on Computer Graphics and Interactive Techniques
Proceedings of the ACM on Computer Graphics and Interactive Techniques  Volume 1, Issue 1
July 2018
378 pages
EISSN:2577-6193
DOI:10.1145/3242771
Issue’s Table of Contents
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 the author(s) 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].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 25 July 2018
Published in PACMCGIT Volume 1, Issue 1

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Author Tags

  1. character animation
  2. projective dynamics
  3. skinning

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Cited By

View all
  • (2023)SoftDECA: Computationally Efficient Physics-Based Facial AnimationsProceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3623264.3624439(1-11)Online publication date: 15-Nov-2023
  • (2022)Penetration-free projective dynamics on the GPUACM Transactions on Graphics10.1145/3528223.353006941:4(1-16)Online publication date: 22-Jul-2022
  • (2022)DiffCloth: Differentiable Cloth Simulation with Dry Frictional ContactACM Transactions on Graphics10.1145/352766042:1(1-20)Online publication date: 22-Apr-2022
  • (2021)Interactive cutting and tearing in projective dynamics with progressive cholesky updatesACM Transactions on Graphics10.1145/3478513.348050540:6(1-12)Online publication date: 10-Dec-2021
  • (2020)RigNetACM Transactions on Graphics10.1145/3386569.339237939:4(58:1-58:14)Online publication date: 12-Aug-2020
  • (2020)Medial ElasticsACM Transactions on Graphics10.1145/338451539:3(1-17)Online publication date: 21-Apr-2020
  • (2019)Spring Rigs for SkinningProceedings of the 12th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3359566.3360074(1-10)Online publication date: 28-Oct-2019

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