705 research outputs found

    Fast Simulation of Skin Sliding

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    Skin sliding is the phenomenon of the skin moving over underlying layers of fat, muscle and bone. Due to the complex interconnections between these separate layers and their differing elasticity properties, it is difficult to model and expensive to compute. We present a novel method to simulate this phenomenon at real--time by remeshing the surface based on a parameter space resampling. In order to evaluate the surface parametrization, we borrow a technique from structural engineering known as the force density method which solves for an energy minimizing form with a sparse linear system. Our method creates a realistic approximation of skin sliding in real--time, reducing texture distortions in the region of the deformation. In addition it is flexible, simple to use, and can be incorporated into any animation pipeline

    A survey of real-time crowd rendering

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    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

    Skinning maps

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    Let M be a hyperbolic 3-manifold with nonempty totally geodesic boundary. We prove that there are upper and lower bounds on the diameter of the skinning map of M that depend only on the volume of the hyperbolic structure with totally geodesic boundary, answering a question of Y. Minsky. This is proven via a filling theorem, which states that as one performs higher and higher Dehn fillings, the skinning maps converge uniformly on all of Teichmuller space. We also exhibit manifolds with totally geodesic boundaries whose skinning maps have diameter tending to infinity, as well as manifolds whose skinning maps have diameter tending to zero (the latter are due to K. Bromberg and the author). In the final section, we give a proof of Thurston's Bounded Image Theorem.Comment: 50 pages, 4 figures. v3. Major revision incorporating referees' comments. To appear in the Duke Mathematical Journal. v2. Cosmetic changes, minor corrections, inclusion of theorem with K. Bromber
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