2013
DOI: 10.1145/2508363.2508427
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Simulation and control of skeleton-driven soft body characters

Abstract: Figure 1: Our Panda model runs and responds to external perturbations at interactive rates. Our Michelin model does Kung Fu moves. AbstractIn this paper we present a physics-based framework for simulation and control of human-like skeleton-driven soft body characters. We couple the skeleton dynamics and the soft body dynamics to enable two-way interactions between the skeleton, the skin geometry, and the environment. We propose a novel pose-based plasticity model that extends the corotated linear elasticity mo… Show more

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Cited by 66 publications
(45 citation statements)
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“…Other, faster methods use geometries that are orders of magnitude simpler, e.g. 4160 [Liu et al 2013] and 8619 [Kim and Pollard 2011] elements. Our method offers clear advantages for both computational and geometric complexity.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Other, faster methods use geometries that are orders of magnitude simpler, e.g. 4160 [Liu et al 2013] and 8619 [Kim and Pollard 2011] elements. Our method offers clear advantages for both computational and geometric complexity.…”
Section: Resultsmentioning
confidence: 99%
“…In addition to their use in feature animation [Clutterbuck and Jacobs 2010], realistic virtual humans also have numerous medical applications [Hirota et al 2001]. Thus, many efficient methods have been developed, including co-rotational elasticity and multigrid solvers [Zhu et al 2010;McAdams et al 2011;Liu et al 2013]. These full-rank methods are complementary to our current approach.…”
Section: Related Workmentioning
confidence: 99%
“…The most widely used skinning model for character animation to date is skeleton-based skinning. A skeleton pose can be used to determine the skin deformation, with the consideration of physical properties including elasticity, contact, collision [McAdams et al 2011;Hahn et al 2012;Liu et al 2013], and even the anatomy of creatures [Lee et al 2009;Ali-Hamadi et al 2013]. To achieve real time performance, geometric skinning methods can simply blend bone transformations to produce the skin using a set of blending weights for each vertex [Merry et al 2006;Kavan et al 2008;Kavan and Sorkine 2012;Le and Deng 2013;Vaillant et al 2013].…”
Section: Related Workmentioning
confidence: 99%
“…Changing the reference shapes for plasticity simulation has been introduced to computer graphics [Bargteil et al 2007;Wicke et al 2010;Fan et al 2013]. Several authors have also used target poses or rest shapes for animating and controlling arbitrary soft bodies Schumacher et al 2012;Liu et al 2013]. In muscle biomechanics, multiplicative plasticity laws have been used to simulate deformation of active muscle [Nardinocchi and Teresi 2007], which provides some biological support for our model.…”
Section: Figurementioning
confidence: 99%