137 research outputs found
DĂ©formation de la peau d'un personnage avec prise en compte des contacts
National audienceLors de l'animation d'un maillage représentant la peau d'un personnage ou d'un animal par exemple, des techniques dites de skinning sont utilisées pour le déformer au niveau des articulations. Bien que très populaires dans l'industrie pour leur très faible coût d'évaluation, les techniques de skinning géométrique comme le LBS (Linear Blending Skinning) ou les dual quaternions, ne permettent pas d'imiter de façon crédible les déformations des membres. Pour mieux capturer le comportement de la peau, d'autres méthodes basées seulement sur le maillage, utilisent des calculs coûteux comme la détection de collisions ou la correction de volume. Toutefois ces approches restent seulement adaptées au rendu hors ligne. Nous présentons la première méthode temps réel produisant une déformation du maillage en prenant en compte le contact de la peau et, éventuellement, le gonflement des muscles. Nous proposons d'utiliser de façon conjointe le maillage et une représentation volumique. Le maillage est approximé avec une surface implicite qui nous permet de le déformer de façon plausible tout en traitant les collisions et en conservant les détails du maillage
A Gradient-Based Implicit Blend
International audienceWe introduce a new family of binary composition operators that solves four major problems of constructive implicit modeling: suppressing bulges when two shapes merge, avoiding unwanted blending at a distance, ensuring that the resulting shape keeps the topology of the union, and enabling sharp details to be added without being blown up. The key idea is that field functions should not only be combined based on their values, but also on their gradients.We implement this idea through a family of C1 composition operators evaluated on the GPU for efficiency, and illustrate it by applications to constructive modeling and animation
Implicit Skinning: Real-Time Skin Deformation with Contact Modeling
SIGGRAPH 2013 Conference ProceedingsInternational audienceGeometric skinning techniques, such as smooth blending or dualquaternions, are very popular in the industry for their high performances, but fail to mimic realistic deformations. Other methods make use of physical simulation or control volume to better capture the skin behavior, yet they cannot deliver real-time feedback. In this paper, we present the first purely geometric method handling skin contact effects and muscular bulges in real-time. The insight is to exploit the advanced composition mechanism of volumetric, implicit representations for correcting the results of geometric skinning techniques. The mesh is first approximated by a set of implicit surfaces. At each animation step, these surfaces are combined in real-time and used to adjust the position of mesh vertices, starting from their smooth skinning position. This deformation step is done without any loss of detail and seamlessly handles contacts between skin parts. As it acts as a post-process, our method fits well into the standard animation pipeline. Moreover, it requires no intensive computation step such as collision detection, and therefore provides real-time performances
Robust iso-surface tracking for interactive character skinning
International audienceWe present a novel approach to interactive character skinning, which is robust to extreme character movements, handles skin contacts and produces the effect of skin elasticity (sliding). Our approach builds on the idea of implicit skinning in which the character is approximated by a 3D scalar field and mesh-vertices are appropriately re-projected. Instead of being bound by an initial skinning solution used to initialize the shape at each time step, we use the skin mesh to directly track iso-surfaces of the field over time. Technical problems are two-fold: firstly, all contact surfaces generated between skin parts should be captured as iso-surfaces of the implicit field; secondly, the tracking method should capture elastic skin effects when the joints bend, and as the character returns to its rest shape, so the skin must follow. Our solutions include: new composition operators enabling blending effects and local self-contact between implicit surfaces, as well as a tangential relaxation scheme derived from the as-rigid-as possible energy to solve the tracking problem
CurviSlicer: Slightly curved slicing for 3-axis printers
International audienceMost additive manufacturing processes fabricate objects by stacking planar layers of solidified material. As a result, produced parts exhibit a so-called staircase effect, which results from sampling slanted surfaces with parallel planes. Using thinner slices reduces this effect, but it always remains visible where layers almost align with the input surfaces. In this research we exploit the ability of some additive manufacturing processes to deposit material slightly out of plane to dramatically reduce these artifacts. We focus in particular on the widespread Fused Filament Fabrication (FFF) technology, since most printers in this category can deposit along slightly curved paths, under deposition slope and thickness constraints. Our algorithm curves the layers, making them either follow the natural slope of the input surface or on the contrary, make them intersect the surfaces at a steeper angle thereby improving the sampling quality. Rather than directly computing curved layers, our algorithm optimizes for a deformation of the model which is then sliced with a standard planar approach. We demonstrate that this approach enables us to encode all fabrication constraints , including the guarantee of generating collision-free toolpaths, in a convex optimization that can be solved using a QP solver. We produce a variety of models and compare print quality between curved deposition and planar slicing
FIELD FUNCTIONS FOR IMPLICIT SURFACES
The use of 3D computer generated models is a rapidly
growing part of the animation industry. But the established
modelling techniques, using polygons or parametric patches,
are not the best to define characters which can change their
shape as they move. A newer method, using iso-surfaces in a
scalar field, enables us to create models that can make the
dynamic shape changes seen in hand animation. We call such
models Soft Objects.
From the user's point of view, a soft object is built from primitive
key objects that blend to form a compound shape. In this paper, we
examine some of the problems of choosing suitable keys and introduce
some new field functions that increase the range of shapes available
as keys.We are currently acquiring citations for the work deposited into this collection. We recognize the distribution rights of this item may have been assigned to another entity, other than the author(s) of the work.If you can provide the citation for this work or you think you own the distribution rights to this work please contact the Institutional Repository Administrator at [email protected]
USING SOFT OBJECTS IN COMPUTER GENERATED CHARACTER ANIMATION
The animation of 3D computer generated models is a rapidly growing part
of the animation industry. One of the major criticisms that traditional
animators have of this art form is the apparent inability to generate
characters that can make the dynamic shape changes seen in hand
animation.
Recent work with SOFT objects, which change shape as they move, has
proved to be a promising method for producing such characters.
Specifying such changes is a complicated task which has received little
attention in the literature largely because it is difficult to represent
such objects using existing techniques.
The SOFT objects presented here are represented by a surface constructed
around a set of key-points and lines. This paper summarises previous
work on SOFT objects and introduces some new field functions for
their representation. Some methods are presented for describing the
animation of SOFT objects, by determining the motion of the key points
using both mathematical descriptions and physical simulations.We are currently acquiring citations for the work deposited into this collection. We recognize the distribution rights of this item may have been assigned to another entity, other than the author(s) of the work.If you can provide the citation for this work or you think you own the distribution rights to this work please contact the Institutional Repository Administrator at [email protected]
- …