22 research outputs found

    Skin Deformation Methods for Interactive Character Animation

    Get PDF
    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

    Preserving Topology and Elasticity for Embedded Deformable Models

    Get PDF
    International audienceIn this paper we introduce a new approach for the embedding of linear elastic deformable models. Our technique results in significant improvements in the efficient physically based simulation of highly detailed objects. First, our embedding takes into account topological details, that is, disconnected parts that fall into the same coarse element are simulated independently. Second, we account for the varying material properties by computing stiffness and interpolation functions for coarse elements which accurately approximate the behaviour of the embedded material. Finally, we also take into account empty space in the coarse embeddings, which provides a better simulation of the boundary. The result is a straightforward approach to simulating complex deformable models with the ease and speed associated with a coarse regular embedding, and with a quality of detail that would only be possible at much finer resolution

    Concurrent Number Cruncher An Efficient Sparse Linear Solver on the GPU

    Get PDF
    Abstract. A wide class of geometry processing and PDE resolution methods needs to solve a linear system, where the non-zero pattern of the matrix is dictated by the connectivity matrix of the mesh. The advent of GPUs with their ever-growing amount of parallel horsepower makes them a tempting resource for such numerical computations. This can be helped by new APIs (CTM from ATI and CUDA from NVIDIA) which give a direct access to the multithreaded computational resources and associated memory bandwidth of GPUs; CUDA even provides a BLAS implementation but only for dense matrices (CuBLAS). However, existing GPU linear solvers are restricted to specific types of matrices, or use non-optimal compressed row storage strategies. By combining recent GPU programming techniques with supercomputing strategies (namely block compressed row storage and register blocking), we implement a sparse generalpurpose linear solver which outperforms leading-edge CPU counterparts (MKL / ACML)

    Sparse Meshless Models of Complex Deformable Solids

    Get PDF
    International audienceA new method to simulate deformable objects with heterogeneous material properties and complex geometries using an arbitrary number of control frames is presented. Given a volumetric map of the material properties of an object and a number of control nodes, a distribution of the nodes is computed automatically, as well as the associated shape functions. Reference frames are attached to the nodes, and deformations are applied to the object using linear blend skinning. A continuum mechanics formulation is derived from the displacements and the material properties. We introduce novel material-aware shape functions in place of the traditional radial basis functions used in meshless frameworks. These allow coarse deformation functions to very efficiently resolve nonuniform stiffnesses. Complex models can thus be simulated at high frame rates using a small number of control nodes
    corecore