27 research outputs found

    Skin Deformation Methods for Interactive Character Animation

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    Character animation is a vital component of contemporary computer games, animated feature films and virtual reality applications. The problem of creating appealing character animation can best be described by the title of the animation bible: “The Illusion of Life”. The focus is not on completing a given motion task, but more importantly on how this motion task is performed by the character. This does not necessarily require realistic behavior, but behavior that is believable. This of course includes the skin deformations when the character is moving. In this paper, we focus on the existing research in the area of skin deformation, ranging from skeleton-based deformation and volume preserving techniques to physically based skinning methods. We also summarize the recent contributions in deformable and soft body simulations for articulated characters, and discuss various geometric and example-based approaches

    Real-time Deformation with Coupled Cages and Skeletons

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    Real-time character deformation is an essential topic in Computer Animation. Deformations can be achieved by using several techniques, but the skeleton-based ones are the most popular. Skeletons allow artists to deform articulated parts of the digital characters by moving their bones. Other techniques, like cage-based ones, are gaining popularity but struggle to be included in animation workflows because they require to change the animation pipeline substantially. This thesis formalizes a technique that allows animators to embed cage-based deformations in standard skeleton-based pipelines. The described skeleton/cage hybrid allows artists to enrich the expressive powers of the skeletons with the degrees of freedom offered by cages. Furthermore, this thesis describes two Graphical User Interfaces dedicated to deformations and animations. The first one, CageLab, allows artists to define cage-based deformations and perform cage editing. The second one, SuperCages GUI, allows artists to author animations and deformations by using the skeleton/cage hybrid described earlier

    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

    Shape manipulation using physically based wire deformations

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    This paper develops an efficient, physically based shape manipulation technique. It defines a 3D model with profile curves, and uses spine curves generated from the profile curves to control the motion and global shape of 3D models. Profile and spine curves are changed into profile and spine wires by specifying proper material and geometric properties together with external forces. The underlying physics is introduced to deform profile and spine wires through the closed form solution to ordinary differential equations for axial and bending deformations. With the proposed approach, global shape changes are achieved through manipulating spine wires, and local surface details are created by deforming profile wires. A number of examples are presented to demonstrate the applications of our proposed approach in shape manipulation

    Automatic Cage Construction for Retargeted Muscle Fitting

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    The animation of realistic characters necessitates the construction of complicated anatomical structures such as muscles, which allow subtle shape variation of the character's outer surface to be displayed believably. Unfortunately despite numerous efforts, the modelling of muscle structures is still left for an animator who has to painstakingly build up piece by piece, making it a very tedious process. What is even more frustrating is the animator has to build the same muscle structure for every new character. We propose a muscle retargeting technique to help an animator to automatically construct a muscle structure by reusing an already built and tested model (the template model). Our method defines a spatial transfer between the template model and a new model based on the skin surface and the rigging structure. To ensure that the retargeted muscle is tightly packed inside a new character, we define a novel spatial optimization based on spherical parameterization. Our method requires no manual input, meaning that an animator does not require anatomical knowledge to create realistic accurate musculature models

    Improving automatic rigging for 3D humanoid characters

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    In the field of computer animation the process of creating an animated character is usually a long and tedious task. An animation character is usually efined by a 3D mesh (a set of triangles in the space) that gives its external appearance or shape to the character. It also used to have an inner structure, the skeleton. When a skeleton is associated to a character mesh, this association is called skeleton binding, and a skeleton bound to a character mesh is an animation rig. Rigging from scratch a character can be a very boring process. The definition and creation of a centered skeleton together with the ’painting’, by an artist,of the influence parameters between the skeleton and the mesh (the skinning) s the most demanding part to achieve an acceptable behavior for a character. This rigging process can be simplified and accelerated using an automatic rigging method. Automatic rigging methods consist in taking as input a 3D mesh, generate a skeleton based in the shape of the original model, bound the input mesh to the generated skeleton, and finally to compute a set of parameters based in a chosen skinning method. The main objective of this thesis is to generate a method for rigging a 3D arbitrary model with minimum user interaction. This can be useful to people without experience in the animation field or to experienced people to accelerate the rigging process from days to hours or minutes depending the needed quality. Having in mind this situation we have designed our method as a set of tools that can be applied to general input models defined by an artist. The contributions made in the development of this thesis can be summarized as: • Generation of an animation Rig: Having an arbitrary closed mesh we have implemented a thinning method to create first an unrefined geometry skeleton that captures the topology and pose of the input character. Using this geometric skeleton as starting point we use a refining method that creates an adjusted logic skeleton based in a template, or may be defined by the user, that is compatible with the current animation formats. The output logic skeleton is specific for each character, and it is bounded to the input mesh to create an animation rig. • Skinning: Having defined an animation rig for an arbitrary mesh we have developed an improved skinning method; this method is based on the Linear Blend Skinning(LBS) algorithm. Our contributions in the skinning field can be sub-divided in: – We propose a segmentation method that works as the core element in a weight assigning algorithm and a skinning lgorithm, we also have developed an automatic algorithm to compute the skin weights of the LBS Skinning of a rigged polygonal mesh. – Our proposed skinning algorithm uses as base the features of the LBS Skinning. The main purpose of the developed algorithm is to solve the well-known ”candy wrap” artifact; that produces a substantial loss of volume when a link of an animation skeleton is rotated over its own axis. We have compared our results with the most important methods in the skinning field, such as Dual Quaternion Skinning (DQS) and LBS, achieving a better performance over DQS and an improvement in quality over LBS. • Animation tools: We have developed a set of Autodesk Maya commands that works together as rig tool, using our previous proposed methods. • Animation loader: Moreover, an animation loader tool has been implemented, that allows the user to load animations from a skeleton with different structure to a rigged 3D model. The contributions previously described has been published in 3 research papers, the first two were presented in international congresses and the third one was acepted for its publication in an JCR indexed journal.En el campo de la animación por computadora el proceso de crear un personaje de animación es comúnmente una tarea larga y tediosa. Un personaje de animación está definido usualmente por una malla tridimensional (un conjunto de triángulos en el espacio) que le dan su apariencia externa y forma al personaje. Es igualmente común que este tenga una estructura interna, un esqueleto de animación. Cuando un esqueleto esta asociado con una malla tridimensional, a esta asociación se le llama ligado de esqueleto, y un esqueleto ligado a la mallade un personaje es conocido en inglés como "animation rig" (el conjunto de elementos necesarios, que unidos sirven para animar un personaje). Hacer el rigging desde cero de un personaje puede ser un proceso muy tedioso. La definición y creación de un esqueleto centrado en la malla junto con el "pintado" por medio de un artista de los parámetros de influencia entre el esqueleto y la malla 3D (lo que se conoce como skinning) es la parte mas demandante para alcanzar un compartimiento aceptable al deformase (moverse) la malla de un personaje. Los métodos de rigging automáticos consisten en tomar una malla tridimensional como elemento de entrada, generar un esqueleto basado en la forma del modelo original, ligar la malla de entrada al esqueleto generado y finamente calcular el conjunto de parámetros utilizados por el método de skinning elegido. El principal objetivo de esta tesis es el generar un método de rigging para un modelo tridimensional arbitrario con una interacción mínima del usuario. Este método puede ser útil para gente con poca experiencia en el campo de la animación, o para gente experimentada que quiera acelerar el proceso de rigging de días a horas o inclusive minutos, dependiendo de la calidad requerida. Teniendo en mente esta situación, hemos diseñado nuestro método como un conjunto de herramientas las cuales pueden ser aplicadas a modelos de entrada generados por cualquier artista. Las contribuciones hechas en el desarrollo de esta tesis pueden resumirse a: -Generación de un rig de animación: Teniendo una malla cerrada cualquiera, hemos implementado un método para crear primero un esqueleto geométrico sin refinar, el cual capture la pose y la topología del personaje usado como elemento de entrada. Tomando este esqueleto geométrico como punto de partida usamos un método de refinado que crea un "esqueleto lógico" adaptado a la forma del geométrico basándonos en una plantilla definida por el usuario o previamente definida, que sea compatible con los formatos actuales de animación. El esqueleto lógico generado será especifico para cada personaje, y esta ligado a la malla de entrada para así crear un rig de animación. - Skinning: Teniendo definido un rig de animación para una malla de entrada arbitraria, hemos desarrollado un método mejorado de skinning, este método sera basado en el algoritmo "Linear Blending Skinnig" (algoritmo de skinning por combinación lineal, LBS por sus siglas en inglés). Nuestras contribuciones en el campo del skinnig son: - Proponemos un nuevo método de segmentación de mallas que sea la parte medular para algoritmos de asignación automática de pesos y de skinning, también hemos desarrollado un algoritmo automático que calcule los pesos utilizados por el algoritmo LBS para una malla poligonal que tenga un rig de animación. - Nuestro algoritmo de skinning propuesto usará como base las características del algoritmo LBS. El principal propósito del algoritmo desarrollado es el solucionar el defecto conocido como "envoltura de caramelo" (candy wrapper artifact), que produce una substancial perdida de volumen al rotar una de las articulaciones del esqueleto de animación sobre su propio eje. Nuestros resultados son comparados con los métodos mas importantes en el campo del skinning tal como Cuaterniones Duales (Dual Quaternions Skinning, DQS) y LBS, alcanzando un mejor desempeño que DQS y una mejora importante sobre LBSPostprint (published version

    A Framework for the Semantics-aware Modelling of Objects

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    The evolution of 3D visual content calls for innovative methods for modelling shapes based on their intended usage, function and role in a complex scenario. Even if different attempts have been done in this direction, shape modelling still mainly focuses on geometry. However, 3D models have a structure, given by the arrangement of salient parts, and shape and structure are deeply related to semantics and functionality. Changing geometry without semantic clues may invalidate such functionalities or the meaning of objects or their parts. We approach the problem by considering semantics as the formalised knowledge related to a category of objects; the geometry can vary provided that the semantics is preserved. We represent the semantics and the variable geometry of a class of shapes through the parametric template: an annotated 3D model whose geometry can be deformed provided that some semantic constraints remain satisfied. In this work, we design and develop a framework for the semantics-aware modelling of shapes, offering the user a single application environment where the whole workflow of defining the parametric template and applying semantics-aware deformations can take place. In particular, the system provides tools for the selection and annotation of geometry based on a formalised contextual knowledge; shape analysis methods to derive new knowledge implicitly encoded in the geometry, and possibly enrich the given semantics; a set of constraints that the user can apply to salient parts and a deformation operation that takes into account the semantic constraints and provides an optimal solution. The framework is modular so that new tools can be continuously added. While producing some innovative results in specific areas, the goal of this work is the development of a comprehensive framework combining state of the art techniques and new algorithms, thus enabling the user to conceptualise her/his knowledge and model geometric shapes. The original contributions regard the formalisation of the concept of annotation, with attached properties, and of the relations between significant parts of objects; a new technique for guaranteeing the persistence of annotations after significant changes in shape's resolution; the exploitation of shape descriptors for the extraction of quantitative information and the assessment of shape variability within a class; and the extension of the popular cage-based deformation techniques to include constraints on the allowed displacement of vertices. In this thesis, we report the design and development of the framework as well as results in two application scenarios, namely product design and archaeological reconstruction

    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
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