16 research outputs found

    Example-based wrinkle synthesis for clothing animation

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    This paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figure's body. Compared to flowing cloth, such as loose dresses or capes, these types of garments involve nearly continuous collision contact and small wrinkles, that can be troublesome for traditional cloth simulation methods. Based on the observation that the wrinkles in closefitting clothing behave in a predominantly kinematic fashion, we have developed an example-based wrinkle synthesis technique. Our method drives wrinkle generation from the pose of the figure's kinematic skeleton. This approach allows high quality clothing wrinkles to be combined with a coarse cloth simulation that computes the global and dynamic aspects of the clothing motion. While the combined results do not exactly match a high-resolution reference simulation, they do capture many of the characteristic fine-scale features and wrinkles. Further, the combined system runs at interactive rates, making it suitable for applications where high-resolution offline simulations would not be a viable option. The wrinkle synthesis method uses a precomputed database built by simulating the high-resolution clothing as the articulated figure is moved over a range of poses. In principle, the space of poses is exponential in the total number of degrees of freedom; however clothing wrinkles are primarily affected by the nearest joints, allowing each joint to be processed independently. During synthesis, mesh interpolation is used to consider the influence of multiple joints, and combined with a coarse simulation to produce the final results at interactive rates

    Example-based wrinkle synthesis for clothing animation

    Get PDF
    This paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figure's body. Compared to flowing cloth, such as loose dresses or capes, these types of garments involve nearly continuous collision contact and small wrinkles, that can be troublesome for traditional cloth simulation methods. Based on the observation that the wrinkles in closefitting clothing behave in a predominantly kinematic fashion, we have developed an example-based wrinkle synthesis technique. Our method drives wrinkle generation from the pose of the figure's kinematic skeleton. This approach allows high quality clothing wrinkles to be combined with a coarse cloth simulation that computes the global and dynamic aspects of the clothing motion. While the combined results do not exactly match a high-resolution reference simulation, they do capture many of the characteristic fine-scale features and wrinkles. Further, the combined system runs at interactive rates, making it suitable for applications where high-resolution offline simulations would not be a viable option. The wrinkle synthesis method uses a precomputed database built by simulating the high-resolution clothing as the articulated figure is moved over a range of poses. In principle, the space of poses is exponential in the total number of degrees of freedom; however clothing wrinkles are primarily affected by the nearest joints, allowing each joint to be processed independently. During synthesis, mesh interpolation is used to consider the influence of multiple joints, and combined with a coarse simulation to produce the final results at interactive rates

    State of the Art in Skinning Techniques for Articulated Deformable Characters

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    Skinning is an indispensable component of the content creation pipeline for character animation in the context of feature films, video games, and in the special effects industry. Skinning techniques define the deformation of the character skin for every animation frame according to the current state of skeletal joints. In this state of the art report, we focus on the existing research in the areas of skeleton-based deformation, volume preserving techniques and physically based skinning methods. We also summarize the recent research in deformable and soft bodies simulations for articulated characters, and discuss various geometric and examples-based approaches

    A Revisit of Shape Editing Techniques: from the Geometric to the Neural Viewpoint

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    3D shape editing is widely used in a range of applications such as movie production, computer games and computer aided design. It is also a popular research topic in computer graphics and computer vision. In past decades, researchers have developed a series of editing methods to make the editing process faster, more robust, and more reliable. Traditionally, the deformed shape is determined by the optimal transformation and weights for an energy term. With increasing availability of 3D shapes on the Internet, data-driven methods were proposed to improve the editing results. More recently as the deep neural networks became popular, many deep learning based editing methods have been developed in this field, which is naturally data-driven. We mainly survey recent research works from the geometric viewpoint to those emerging neural deformation techniques and categorize them into organic shape editing methods and man-made model editing methods. Both traditional methods and recent neural network based methods are reviewed

    Efficient and flexible deformation representation for data-driven surface modeling

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    Effectively characterizing the behavior of deformable objects has wide applicability but remains challenging. We present a new rotation-invariant deformation representation and a novel reconstruction algorithm to accurately reconstruct the positions and local rotations simultaneously. Meshes can be very efficiently reconstructed from our representation by matrix pre-decomposition, while, at the same time, hard or soft constraints can be flexibly specified with only positions of handles needed. Our approach is thus particularly suitable for constrained deformations guided by examples, providing significant benefits over state-of-the-art methods. Based on this, we further propose novel data-driven approaches to mesh deformation and non-rigid registration of deformable objects. Both problems are formulated consistently as finding an optimized model in the shape space that satisfies boundary constraints, either specified by the user, or according to the scan. By effectively exploiting the knowledge in the shape space, our method produces realistic deformation results in real-time and produces high quality registrations from a template model to a single noisy scan captured using a low-quality depth camera, outperforming state-of-the-art methods

    Skin deformation and animation of character models based on static and dynamic ordinary differential equations.

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    Animated characters play an important role in the field of computer animation, simulation and games. The basic criterion of good character animation is that the animated characters should appear realistic. This can be achieve through proper skin deformations for characters. Although various skin deformation approaches (Joint-based, Example-based, Physics-based, Curve-based and PDE-based) have been developed, the problem of generating realistic skin deformations efficiently with a small data set is a big challenge. In order to address the limitations of skin deformation, this thesis presents a workflow consisting of three main steps. First, the research has developed a new statistical method to determine the positions of joints based on available X-ray images. Second, an effective method for transferring the deformations of the curves to the polygonal model with high accuracy has been developed. Lastly, the research has produced a simple and efficient method to animate skin deformations by introducing a curved-based surface manipulation method combined with physics and data-driven approaches. The novelty of this method depends on a new model of dynamic deformations and an efficient finite difference solution of the model. The application examples indicate that the curve-based dynamic method developed in this thesis can achieve good realism and high computational efficiency with small data sets in the creation of skin deformations
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