Character animation : constant volume skinning
Authors: Damien Rohmer, Stefanie Hahmann, Marie-Paule Cani
Contribution 1: Local volume preservation for skinned characters
Reference:
Local volume preservation for skinned characters
D. Rohmer, S. Hahmann, M.-P. Cani
Computer Graphics Forum (Proceedings of Pacific Graphics 2008), Volume 27, Number 7, 2008

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.

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).

Examples:


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.
Local volume preservation for skinned characters
f) Real rubber giraf toy with bent neck.


Contribution 2: Exact volume preserving skinning with shape control
Reference:
D. Rohmer, S. Hahmann, M.-P. Cani
Exact volume preserving skinning with shape control
ACM/EG Symposium on Computer Animation (SCA)
August, 2009. New Orleans.


Constant volume deformation of the belly, modeled as a two folds bulge.
The cross-section views depicted at the
bottom are cut along the left legs.
Abstract:
In the real world, most objects do not loose volume when they deform: they may for instance compensate a local
compression by inflating in the orthogonal direction, or, in the case of a character, preserve volume through specific
bulges and folds. This paper presents a novel extension to smooth skinning, which not only offers an exact control
of the object volume, but also enables the user to specify the shape of volume-preserving deformations through
intuitive 1D profile curves. The method, a geometric post-processing to standard smooth skinning, perfectly fits
into the usual production pipeline. It can be used whatever the desired locality of volume correction and does not
bring any constraint on the original mesh. Several behaviors mimicking the way rubber-like materials and organic
shapes respectively deform can be modeled. An improved algorithm for robustly computing skinning weights is
also provided, making the method directly usable on complex characters, even for non-experts.

Examples:

Various profiles can be used to preserve volume
while offering some local shape control.
a) SSD reference.
b) Isotropic inflation (µ0,µ1µ2) = (1,1,1)/3.
c) Rubber effect (µ0,µ1,µ2) = (0,1,0).
d) Biceps-like muscle (µ0,µ1µ2) = (0.1,0.1,0.8).
e) Folds effect (µ0,µ1µ2) = (0.0,0.5,0.5). The curves represents the g distribution multiplied by the µ
values.

Complete pipe-line of skinning weights computation. Left: Initial mesh + skeleton. Second picture: Voxelized domain
bounded by the mesh. Third picture: Color encoded result after volumetric distance propagation (only the main influencing
bone is shown). Right: Final result after surfacic diffusion.

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