Physically based rigging for deformable characters

Physically based rigging for deformable characters
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DOI:
10.1145/1073368.1073412
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发表时间:
2005-07
期刊:
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影响因子:
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通讯作者:
Steve Capell;M. Burkhart;B. Curless;T. Duchamp;Zoran Popovic
Steve Capell;M. Burkhart;B. Curless;T. Duchamp;Zoran Popovic
中科院分区:
其他
文献类型:
--
作者:
Steve Capell;M. Burkhart;B. Curless;T. Duchamp;Zoran Popovic

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在这篇文章中,我们介绍了一个框架,用于将角色建模为动态弹性体,以便动画制作人可以控制它们的形状。因为这样的角色的形状是由物理动力学决定的,所以装备系统不能像传统动画中那样简单地指示形状。出于这个原因,我们引入力作为索具的构建块。索引力指导角色的形状,但在模拟过程中与其他力组合。力还有其他所需的功能:它们可以轻松组合并以任何分辨率进行模拟,并且由于它们与曲面几何体没有紧密耦合,因此可以更轻松地从一个模型传递到另一个模型。我们的框架包括一种新的弹性动力学的姿态相关线性化方案,它确保了力和变形之间的对应,同时在交互速度下产生了可信的结果。我们还介绍了一种处理折痕周围碰撞的新方法。
In this paper we introduce a framework for instrumenting ("rigging") characters that are modeled as dynamic elastic bodies, so that their shapes can be controlled by an animator. Because the shape of such a character is determined by physical dynamics, the rigging system cannot simply dictate the shape as in traditional animation. For this reason, we introduce forces as the building blocks of rigging. Rigging forces guide the shape of the character, but are combined with other forces during simulation. Forces have other desirable features: they can be combined easily and simulated at any resolution, and since they are not tightly coupled with the surface geometry, they can be more easily transferred from one model to another. Our framework includes a new pose-dependent linearization scheme for elastic dynamics, which ensures a correspondence between forces and deformations, and at the same time produces plausible results at interactive speeds. We also introduce a novel method of handling collisions around creases.