2018
DOI: 10.1016/j.cag.2018.10.013
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Dynamic implicit muscles for character skinning

Abstract: Most current methods for character skinning can be categorized into 1) geometric techniques, which are fast and easy to use but often lack physical realism, 2) data-driven approaches, which require a large set of examples that are tedious to edit, and 3) physics-based methods, which are highly realistic but slow and difficult to use. Recently introduced geometric Implicit Skinning methods can solve contact interactions and skin elasticity with results comparable to physics-based simulation in real-time. In thi… Show more

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Cited by 14 publications
(8 citation statements)
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“…Simpler dynamic deformers have also been explored, from early work coupling particles and implicit surfaces to achieve cartoonphysics effects [OM94], through extra bones attached to the skeleton to model flesh oscillations [LCa05], or the use of sub‐bones connected by springs to achieve curvy, dynamic shapes [KL08]. Muscles approximations have also been developed both in explicit [RL13] and implicit [RRC*18] formulations. Similar to our approach, kinodynamic skinning [AS07] proposes an integrated velocity‐based formulation for skinning that can be tuned to exaggerate dynamic visual effects.…”
Section: Related Workmentioning
confidence: 99%
“…Simpler dynamic deformers have also been explored, from early work coupling particles and implicit surfaces to achieve cartoonphysics effects [OM94], through extra bones attached to the skeleton to model flesh oscillations [LCa05], or the use of sub‐bones connected by springs to achieve curvy, dynamic shapes [KL08]. Muscles approximations have also been developed both in explicit [RL13] and implicit [RRC*18] formulations. Similar to our approach, kinodynamic skinning [AS07] proposes an integrated velocity‐based formulation for skinning that can be tuned to exaggerate dynamic visual effects.…”
Section: Related Workmentioning
confidence: 99%
“…Murai et al [30] presents an algorithm that generates skin deformation (movement and jiggle) from joint angle data sequences by two steps: identification of parameters for a quasi-static muscle deformation model, and simulation of skin deformation. Roussellet et al [33] proposes an efficient way to model muscle primitives with implicit surfaces. Inspired by [43] that uses a curve-defined model to animate skin deformation, Chaudhry et al [5] integrate geometric transformations, example-based, and physics-based approaches to simulate dynamic skin deformations.…”
Section: Related Workmentioning
confidence: 99%
“…[Vaillant et al 2013[Vaillant et al , 2014. Implicit surfaces have also been used for surface authoring, such as sketch-based editing [Angles et al 2017] and making plausible volumetric deformations alongside skinning [Roussellet et al 2018].…”
Section: Related Work 21 Skinningmentioning
confidence: 99%