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This work by Ladislav Kavan and Olga Sorkine presents an innovative approach to character articulation using elasticity-inspired deformers. The method minimizes elastic energy within voxel space to achieve realistic mesh deformations, although it is too slow for real-time applications. It compares traditional techniques such as Linear Blend Skinning (LBS) and Dual Quaternion Skinning (DQS), which suffer from common issues like the Candy Wrapper effect. The proposed alternative joint-based deformers enhance deformations using energy-minimizing weights and address the limitations seen in existing methods.
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Elasticity-Inspired Deformers for Character Articulation LadislavKavan Olga Sorkine EidgenössischeTechnische Hochschule Zurich
Character Articulation • Requires skeletal manipulation and skin mesh deformations • Realistic mesh deformation achieved by minimizing elastic energy over voxel space • Too slow for real-time… • Real-Time Alternatives: • Linear blend skinning • Dual quaternion skinning
Linear Blend Skinning • Associate each mesh vertex with multiple neighboring joints using weights • Assign weights to determine the amount of effect each joint has • Transform vertex coordinates in relation to weights and joint transformations linearly • Problems: • Candy Wrapper effect
Dual Quaternion Skinning • Associate each mesh vertex with multiple neighboring joints using weights • Assign weights to determine the amount of effect each joint has • Represent desired transformations using dual quaternions • Problems: • Bulge effect
Weighting Schemes • Manual assignment of weights (really!?) • Bounded bi-harmonic weights • Elastic energy-minimizing weights (the authors’ approach)
Joint-based Deformers • Alternative to LBS and DQS • Associate a function with each joint that describes deformations in the joint vicinity • Weights still apply • Swing/Twist Deformer combines advantages of LBS and DQS
Combined Approach • Use Swing/Twist deformers with energy minimizing weights
Results • http://igl.ethz.ch/projects/eid/ http://www.youtube.com/watch?v=a1K88Cs58-o&feature=youtu.be
Limitations and Future Work • Determining voxel size • Designing other deformers • Self-intersections/collisions • Integration over continuous range of motion