Implicit skinning

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A summary of the SIGGRAPH paper, "Implicit Skinning Real-Time Skin Deformation with Contact Modeling."

Transcript of Implicit skinning

Implicit Skinning: Real-Time Skin Deformation with Contact Modeling

SIGGRAPH 2013

2013/11/26ked

Authors

Rodolphe Vaillant, Loic Barthe,

Gael Guennebaud, Marie-Paule Cani, Damien Rhomer

Brain Wyvill, Olivier Gourmel, Mathias Paulin

Authors

Rodolphe Vaillant, Loic Barthe,

Gael Guennebaud, Marie-Paule Cani, Damien Rhomer,

Brain Wyvill, Olivier Gourmel, Mathias Paulin

Skin deformation

Popular methods

FPS

Popular methods

Problem at a bone joint

Volume preserving

Others

Not fit to standard animation pipeline

Proposed method

Implicit skinning

Dual quaternions

Video

Idea

Implicit surface

Idea

Implicit surface “Surfaces with are contours (isosurfaces) through

some scalar field in 3D” – Paul Bourke

Explicit: Implicit:

Idea

Idea

How

Overview

Input Implicit surfaces

Tracking Composition

Input

Mesh & skeleton

Weights Partitions(user defined or automati

“Automatic Rigging and Animation of 3D Characters”

Implicit surface

Definition of this paper

Radial basis function: : scalars : vectors

Solve 4m unknown coefficients

Hermit Radial Basis Function

Hermit Radial Basis Function

Radial basis function: : scalars : vectors

Solve 4m unknown coefficients Linear combination of basis function

Re-parameterization

Additional sampling

Hermit Radial Basis Function

Radial basis function:

: scalars : vectors

Hermit Radial Basis Function

Radial basis function:

: scalars : vectors

Hermit Radial Basis Function

Radial basis function:

: scalars : vectors

Hermit Radial Basis Function

Radial basis function:

: scalars : vectors

Composition

Composition

Union Blending

Composition

Union

Blending

union

Composition

Union Blending

Union Blending(bulge in contact)

Composition

Union Blending

union blending

standard proposed

Gradient-based blending

Union

Blending

Gradient-based blending

Union

Blending

standard proposed

Gradient-based blending

Detail encoding

Displacement map

Surface tracking

Collision detection

Linear blend (self-intersection)

HRBF

Stop tracking when

Memory for scalar field

32 x 32 x 32 for HRBF 128 x 128 x 128 with trilinear interpolation

20 to 70 bones: 10Mb to 35 Mb

Results

Results

Animate a joint using proposed method

Thx.