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Elastic Modeling of Skin for Character Animation

By Sreenivasa Kaushal Paper and Sreenivasa Kaushal and Sreenivasa Kaushal


Modeling of the instantaneous shape of objects is of paramount importance in computer graphics. Static scenes need just an accurate representation of the object and of its interaction with a static environment, but animation demands that the object interact with a changing environment. A model used to simulate such a changing environment is a dynamic or active model. This paper describes an attempt to simulate the behavior of human skin around a finger by using a dynamic model based on physics. The skin surface is modeled as being comprised of layers of masses and springs. A governing equation is developed, based on Newton's second law of motion, which is solved at every node on the discretized skin surface. The applied force on the skin results from the motion of the finger, and the response force of the surface is primarily the spring force. A volume conservation force is also computed, to take into account the incompressibility of human skin. A time-critical ordinary differential equation (ODE) solver has been used to step the solution through time. The constraint callback mechanism of the ODE solver is used to constrain the nodes on the skin surface from penetrating the bone surface. The results from the simulation indicate that this model provides a good first approximation to the behavior of the skin surface as the finger bends, but at the same time, the images reveal the limitations of the model. A possible improvement to this model could be dynamic resizing of the mesh at the finger joints. Keywords. Animation, physical modeling, Newtonian physics, simulation of skin, graphics and dynamic models, deformable surface representation, differential equation governing skin behavior. 2 Contents

Topics: governing
Year: 2007
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