DocumentCode
2048793
Title
Particle Based Skinning
Author
Tokoi, Kohe ; Komiya, Shingo
Author_Institution
Fac. of Syst. Eng., Wakayama Univ., Wakayama, Japan
fYear
2009
fDate
11-14 Aug. 2009
Firstpage
32
Lastpage
37
Abstract
When deforming a shape by skinning in character animation, we may encounter unexpected results such as surface collapse and shape shrinkage. In this article, we propose an improved skinning method that preserves volume through deformation and prevents such shape contraction by using particles that have interaction forces affecting each other. In this method, the interaction forces working among the particles enable them to keep a constant distance from each other, and the volume is mostly preserved because the number of particles is unchanged during deformation. The particles are associated with fixed points on a skeleton, and their position and motion are controlled as if they adhere to the skeleton. Vertex positions on a surface of the shape are then fixed according to an arrangement of particles to generate the deformed object shape. We compare the deformation result of the proposed method with the result of the skinning using conventional vertex blending and show the validity of the proposed method.
Keywords
computational geometry; computer animation; user interfaces; character animation; interaction forces; particle based skinning; shape shrinkage; surface collapse; vertex blending; vertex positions; Animation; Bones; Computer graphics; Finite element methods; Joints; Motion control; Shape control; Skeleton; Systems engineering and theory; Visualization; animation; bone; particle; skinning;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer Graphics, Imaging and Visualization, 2009. CGIV '09. Sixth International Conference on
Conference_Location
Tianjin
Print_ISBN
978-0-7695-3789-4
Type
conf
DOI
10.1109/CGIV.2009.50
Filename
5298370
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