Local volume preservation for skinned characters

D. Rohmer, S. Hahmann, M.-P. Cani

(pdf 0.2 MB)

Video:

[avi]

Presentation:

[pdf]

Illustration of our method in a complex case. a) Input data: skinned mesh and skeleton.
b) Automatic segmentation. c) Standard SSD.
d) Our method where the volume is locally preserved (see belly and trunk).

Abstract:

Generating plausible deformations of a character skin within the standard production pipeline is a challenge. This paper presents a volume preservation method dedicated to skinned characters. As usual, the character is defined by a skin mesh at some rest pose and an animation skeleton. At each animation step, skin deformations are first computed using standard SSD. Our method then corrects the result using a set of local deformations which model the fold-over-free, constant volume behavior of soft tissues. This is done geometrically, without the need of any physically-based simulation. To make the method easily applicable, we also provide automatic ways to extract the local regions where volume is to be preserved and to compute adequate skinning weights, both based on the character's morphology.

Keywords: volume preservation, skinning, SSD, character animation, deformation.

Reference:
D. Rohmer, S. Hahmann, M.-P. Cani
Local volume preservation for skinned characters ,
Computer Graphics Forum (Proceedings of Pacific Graphics 2008), Volume 27, Number 7, 2008

Exemples:

Results for the organic effect. First line: Classical SSD.
Second line: Our organic effect, the left picture illustrates the gamma-intensity in red
(note that gamma values are shown for each local region).

Illustration of the rubber effect.
a) & b) Deformation with classical SSD.
c) gamma-map for the rubber effect.
d) & e) Our rubbery effect.
f) Real rubber giraf toy with bent neck.

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