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作者机构:Univ Toulouse CNRS IRIT Toulouse France Univ Utah Sch Comp Salt Lake City UT 84112 USA
出 版 物:《COMPUTERS & GRAPHICS-UK》 (计算机与图形学)
年 卷 期:2018年第77卷
页 面:227-239页
核心收录:
学科分类:08[工学] 0835[工学-软件工程] 0812[工学-计算机科学与技术(可授工学、理学学位)]
基 金:FOLD-Dyn project [ANR-16-CE33-0015-01] CIMI Labex [ANR-11-LABX-0040] National Science Foundation [IIS-1617172, IIS-1622360, IIS-1764071] Activision Adobe
主 题:Computer graphics 3D animation Skinning Muscle deformers Implicit skinning
摘 要: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 this paper we introduce an animation method that adds anatomical plausibility while benefiting from the advantages of Implicit Skinning. We propose an efficient way to model muscle primitives with implicit surfaces. Volumetric extrusions of individual muscles are attached to muscle center lines simulated with a fast, low-dimensional physics-based approach (Position Based Dynamics of one-dimensional line segments). This combination of physics-based simulation with implicit modeling allows us to elegantly resolve muscle-muscle and muscle-bone collisions and add dynamic effects such as flesh jiggling while guaranteeing volume preservation (which is a property of real biological muscles) and producing visually plausible skin-skin contact behavior. Our method runs at interactive frame-rates and features intuitive modeling parameters which allow animators to quickly explore a variety of designs and physics-based effects. (C) 2018 Elsevier Ltd. All rights reserved.