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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
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