7,694 research outputs found
Robust iso-surface tracking for interactive character skinning
International audienceWe present a novel approach to interactive character skinning, which is robust to extreme character movements, handles skin contacts and produces the effect of skin elasticity (sliding). Our approach builds on the idea of implicit skinning in which the character is approximated by a 3D scalar field and mesh-vertices are appropriately re-projected. Instead of being bound by an initial skinning solution used to initialize the shape at each time step, we use the skin mesh to directly track iso-surfaces of the field over time. Technical problems are two-fold: firstly, all contact surfaces generated between skin parts should be captured as iso-surfaces of the implicit field; secondly, the tracking method should capture elastic skin effects when the joints bend, and as the character returns to its rest shape, so the skin must follow. Our solutions include: new composition operators enabling blending effects and local self-contact between implicit surfaces, as well as a tangential relaxation scheme derived from the as-rigid-as possible energy to solve the tracking problem
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Variational skinning of an ordered set of discrete 2D balls
This paper considers the problem of computing an interpolating
envelope of an ordered set of 2D balls. By construction, the envelope
is constrained to be C1 continuous, and for each ball, it touches the
ball at a point and is tangent to the ball at the point of contact. Using
an energy formulation, we derive differential equations that are designed
to minimize the envelope’s arc length and/or curvature subject to these
constraints. Given an initial envelope, we update the envelope’s parameters
using the differential equations until convergence occurs. We demonstrate
the method’s usefulness in generating interpolating envelopes of
balls of different sizes and in various configurations
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3D ball skinning using PDEs for generation of smooth tubular surfaces
We present an approach to compute a smooth, interpolating skin of an ordered set of 3D balls. By construction, the skin is constrained to be C-1 continuous, and for each ball, it is tangent to the ball along a circle of contact. Using an energy formulation, we derive differential equations that are designed to minimize the skin's surface area, mean curvature, or convex combination of both. Given an initial skin, we update the skin's parametric representation using the differential equations until convergence occurs. We demonstrate the method's usefulness in generating interpolating skins of balls of different sizes and in various configurations
3D ball skinning using PDEs for generation of smooth tubular surfaces
We present an approach to compute a smooth, interpolating skin of an ordered set of
3D balls. By construction, the skin is constrained to be C1 continuous, and for each
ball, it is tangent to the ball along a circle of contact. Using an energy formulation,
we derive differential equations that are designed to minimize the skin’s surface area,
mean curvature, or convex combination of both. Given an initial skin, we update the
skin’s parametric representation using the differential equations until convergence
occurs. We demonstrate the method’s usefulness in generating interpolating skins
of balls of different sizes and in various configurations
DĂ©formation de la peau d'un personnage avec prise en compte des contacts
National audienceLors de l'animation d'un maillage représentant la peau d'un personnage ou d'un animal par exemple, des techniques dites de skinning sont utilisées pour le déformer au niveau des articulations. Bien que très populaires dans l'industrie pour leur très faible coût d'évaluation, les techniques de skinning géométrique comme le LBS (Linear Blending Skinning) ou les dual quaternions, ne permettent pas d'imiter de façon crédible les déformations des membres. Pour mieux capturer le comportement de la peau, d'autres méthodes basées seulement sur le maillage, utilisent des calculs coûteux comme la détection de collisions ou la correction de volume. Toutefois ces approches restent seulement adaptées au rendu hors ligne. Nous présentons la première méthode temps réel produisant une déformation du maillage en prenant en compte le contact de la peau et, éventuellement, le gonflement des muscles. Nous proposons d'utiliser de façon conjointe le maillage et une représentation volumique. Le maillage est approximé avec une surface implicite qui nous permet de le déformer de façon plausible tout en traitant les collisions et en conservant les détails du maillage
Implicit Skinning: Real-Time Skin Deformation with Contact Modeling
SIGGRAPH 2013 Conference ProceedingsInternational audienceGeometric skinning techniques, such as smooth blending or dualquaternions, are very popular in the industry for their high performances, but fail to mimic realistic deformations. Other methods make use of physical simulation or control volume to better capture the skin behavior, yet they cannot deliver real-time feedback. In this paper, we present the first purely geometric method handling skin contact effects and muscular bulges in real-time. The insight is to exploit the advanced composition mechanism of volumetric, implicit representations for correcting the results of geometric skinning techniques. The mesh is first approximated by a set of implicit surfaces. At each animation step, these surfaces are combined in real-time and used to adjust the position of mesh vertices, starting from their smooth skinning position. This deformation step is done without any loss of detail and seamlessly handles contacts between skin parts. As it acts as a post-process, our method fits well into the standard animation pipeline. Moreover, it requires no intensive computation step such as collision detection, and therefore provides real-time performances
A survey of real-time crowd rendering
In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft
A survey of some arithmetic applications of ergodic theory in negative curvature
This paper is a survey of some arithmetic applications of techniques in the
geometry and ergodic theory of negatively curved Riemannian manifolds, focusing
on the joint works of the authors. We describe Diophantine approximation
results of real numbers by quadratic irrational ones, and we discuss various
results on the equidistribution in , and in the
Heisenberg groups of arithmetically defined points. We explain how these
results are consequences of equidistribution and counting properties of common
perpendiculars between locally convex subsets in negatively curved orbifolds,
proven using dynamical and ergodic properties of their geodesic flows. This
exposition is based on lectures at the conference "Chaire Jean Morlet:
G\'eom\'etrie et syst\`emes dynamiques", at the CIRM, Luminy, 2014. We thank B.
Hasselblatt for his strong encouragements to write this survey.Comment: 31 pages, 15 figure
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