69 research outputs found

    Generating anatomical substructures for physically-based facial animation.

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    Physically-based facial animation techniques are capable of producing realistic facial deformations, but have failed to find meaningful use outside the academic community because they are notoriously difficult to create, reuse, and art-direct, in comparison to other methods of facial animation. This thesis addresses these shortcomings and presents a series of methods for automatically generating a skull, the superficial musculoaponeurotic system (SMAS – a layer of fascia investing and interlinking the mimic muscle system), and mimic muscles for any given 3D face model. This is done toward (the goal of) a production-viable framework or rig-builder for physically-based facial animation. This workflow consists of three major steps. First, a generic skull is fitted to a given head model using thin-plate splines computed from the correspondence between landmarks placed on both models. Second, the SMAS is constructed as a variational implicit or radial basis function surface in the interface between the head model and the generic skull fitted to it. Lastly, muscle fibres are generated as boundary-value straightest geodesics, connecting muscle attachment regions defined on the surface of the SMAS. Each step of this workflow is developed with speed, realism and reusability in mind

    Exact Geosedics and Shortest Paths on Polyhedral Surface

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    We present two algorithms for computing distances along a non-convex polyhedral surface. The first algorithm computes exact minimal-geodesic distances and the second algorithm combines these distances to compute exact shortest-path distances along the surface. Both algorithms have been extended to compute the exact minimalgeodesic paths and shortest paths. These algorithms have been implemented and validated on surfaces for which the correct solutions are known, in order to verify the accuracy and to measure the run-time performance, which is cubic or less for each algorithm. The exact-distance computations carried out by these algorithms are feasible for large-scale surfaces containing tens of thousands of vertices, and are a necessary component of near-isometric surface flattening methods that accurately transform curved manifolds into flat representations.National Institute for Biomedical Imaging and Bioengineering (R01 EB001550

    Geodesic computation on implicit surfaces

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    Geodesics have a wide range of applications in CAD, shape design and machine learning. Current research on geodesic computation focuses primarily on parametric surfaces and mesh representations. There is little work on implicit surfaces. In this paper, we present a novel algorithm able to compute the exact geodesics on implicit surfaces. Although the existing Fast Marching Method can generate a geodesic path on a Cartesian grid that envelopes the implicit surface in question, this method, as well as other existing methods, is unable to compute a geodesic on the original surface. The computed geodesic path is actually a polyline offsetting from the surface. Our approach provides a solution to two existing fundamental problems, which are (1) to produce a Cartesian grid that can tightly embed the implicit surface concerned, which remains challenging; and (2) to formulate exact geodesics on the original implicit surface itself. Our algorithm consists of two steps, Cartesian grid based geodesic computation and geodesic correction. The later corrects an approximate geodesic path so that it can be on the implicit surface. In addition, in comparison with other existing work, our methods can handle both low dimensional and high dimensional surfaces (hyper-surfaces)

    Automatic tailoring and cloth modelling for animation characters.

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    The construction of realistic characters has become increasingly important to the production of blockbuster films, TV series and computer games. The outfit of character plays an important role in the application of virtual characters. It is one of the key elements reflects the personality of character. Virtual clothing refers to the process that constructs outfits for virtual characters, and currently, it is widely used in mainly two areas, fashion industry and computer animation. In fashion industry, virtual clothing technology is an effective tool which creates, edits and pre-visualises cloth design patterns efficiently. However, using this method requires lots of tailoring expertises. In computer animation, geometric modelling methods are widely used for cloth modelling due to their simplicity and intuitiveness. However, because of the shortage of tailoring knowledge among animation artists, current existing cloth design patterns can not be used directly by animation artists, and the appearance of cloth depends heavily on the skill of artists. Moreover, geometric modelling methods requires lots of manual operations. This tediousness is worsen by modelling same style cloth for different characters with different body shapes and proportions. This thesis addresses this problem and presents a new virtual clothing method which includes automatic character measuring, automatic cloth pattern adjustment, and cloth patterns assembling. There are two main contributions in this research. Firstly, a geodesic curvature flow based geodesic computation scheme is presented for acquiring length measurements from character. Due to the fast growing demand on usage of high resolution character model in animation production, the increasing number of characters need to be handled simultaneously as well as improving the reusability of 3D model in film production, the efficiency of modelling cloth for multiple high resolution character is very important. In order to improve the efficiency of measuring character for cloth fitting, a fast geodesic algorithm that has linear time complexity with a small bounded error is also presented. Secondly, a cloth pattern adjusting genetic algorithm is developed for automatic cloth fitting and retargeting. For the reason that that body shapes and proportions vary largely in character design, fitting and transferring cloth to a different character is a challenging task. This thesis considers the cloth fitting process as an optimization procedure. It optimizes both the shape and size of each cloth pattern automatically, the integrity, design and size of each cloth pattern are evaluated in order to create 3D cloth for any character with different body shapes and proportions while preserve the original cloth design. By automating the cloth modelling process, it empowers the creativity of animation artists and improves their productivity by allowing them to use a large amount of existing cloth design patterns in fashion industry to create various clothes and to transfer same design cloth to characters with different body shapes and proportions with ease

    Generating anatomical substructures for physically-based facial animation

    Get PDF
    Physically-based facial animation techniques are capable of producing realistic facial deformations, but have failed to find meaningful use outside the academic community because they are notoriously difficult to create, reuse, and art-direct, in comparison to other methods of facial animation. This thesis addresses these shortcomings and presents a series of methods for automatically generating a skull, the superficial musculoaponeurotic system (SMAS – a layer of fascia investing and interlinking the mimic muscle system), and mimic muscles for any given 3D face model. This is done toward (the goal of) a production-viable framework or rig-builder for physically-based facial animation. This workflow consists of three major steps. First, a generic skull is fitted to a given head model using thin-plate splines computed from the correspondence between landmarks placed on both models. Second, the SMAS is constructed as a variational implicit or radial basis function surface in the interface between the head model and the generic skull fitted to it. Lastly, muscle fibres are generated as boundary-value straightest geodesics, connecting muscle attachment regions defined on the surface of the SMAS. Each step of this workflow is developed with speed, realism and reusability in mind.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
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