Lattice-based skinning and deformation for real-time skeleton-driven animation

Cheng Hao Chen*, I-Chen Lin, Ming Han Tsai, Pin Hua Lu

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

11 Scopus citations

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.

Original languageEnglish
Title of host publicationProceedings - 12th International Conference on Computer-Aided Design and Computer Graphics, CAD/Graphics 2011
Pages306-312
Number of pages7
DOIs
StatePublished - 2011
Event12th International Conference on Computer-Aided Design and Computer Graphics, CAD/Graphics 2011 - Jinan, China
Duration: 15 Sep 201117 Sep 2011

Publication series

NameProceedings - 12th International Conference on Computer-Aided Design and Computer Graphics, CAD/Graphics 2011

Conference

Conference12th International Conference on Computer-Aided Design and Computer Graphics, CAD/Graphics 2011
Country/TerritoryChina
CityJinan
Period15/09/1117/09/11

Keywords

  • secondary deformation
  • skeleton-driven animation
  • skinning

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