• 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