DocumentCode
2086960
Title
Lattice-Based Skinning and Deformation for Real-Time Skeleton-Driven Animation
Author
Chen, Cheng-Hao ; Lin, I-Chen ; Tsai, Ming-Han ; Lu, Pin-Hua
Author_Institution
Dept. of Comput. Sci., Nat. Chiao Tung Univ., Hsinchu, Taiwan
fYear
2011
fDate
15-17 Sept. 2011
Firstpage
306
Lastpage
312
Abstract
In this paper, we present an efficient framework to deform polygonal models for skeleton-driven animation. Standard solutions of skeleton-driven animation, such as linear blend skinning, require intensive artist intervention and focus on primary deformations. The proposed approach can generate both low- and high-frequency surface motions such as muscle deformation and vibrations with little user intervention. Given a surface mesh, we construct a lattice of cubic cells embracing the mesh and we apply lattice-based smooth skinning to drive the surface primary deformation with volume preservation. Lattice shape matching with dynamic particles, in the meantime, is utilized for secondary deformations. Due to the highly parallel lattice structure, the proposed method is liable to GPU computation. Our results show that it is adequate to vividly real-time animation.
Keywords
computer animation; computer graphic equipment; coprocessors; deformation; mesh generation; GPU computation; cubic cells; dynamic particles; lattice based smooth skinning; lattice shape matching; linear blend skinning; parallel lattice structure; polygonal models; real-time skeleton driven animation deformation; surface mesh; surface primary deformation; volume preservation; Animation; Bones; Heating; Joints; Lattices; Shape; secondary deformation; skeleton-driven animation; skinning;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer-Aided Design and Computer Graphics (CAD/Graphics), 2011 12th International Conference on
Conference_Location
Jinan
Print_ISBN
978-1-4577-1079-7
Type
conf
DOI
10.1109/CAD/Graphics.2011.41
Filename
6062807
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