In character animation achieving realistic deformations of the skin is a challenging task. Geometric skinning techniques, such as smooth blending or dual-quaternions, are very popular for their high performance but fail to produce convincing deformations. They look too soft compared to human skin deformation at a rigid bone joint. In addition advanced effects such as skin contacts or bulges are not taken into account. Other methods make use of physical simulation or volume control to better capture the skin behavior, yet they cannot deliver real-time feedback. We developed a novel skinning framework called implicit skinning. Our method produces visually plausible deformations in real-time by handling realistic skin contacts and bulges between limbs. Implicit skinning exploits the ability of implicit surfaces to be robustly combined as well as their efficient collision detection. By approximating the mesh by a set of implicit surfaces, we are able to guide the deformation of a mesh character. we can combine the implicit surfaces in real-time, and use the final implicit surface to adjust the position of mesh vertices at each animation step. Since collision detection is very efficient using implicit surfaces we achieve skin contacts between limbs at interactive to real-time frame rates. In this thesis we present the complete implicit skinning framework, that is, the conversion of a mesh character to implicit surfaces, the composition operators and the mesh deformation algorithm on top of the implicit surface. Two deformation algorithms are studied: a fast history dependent algorithm which acts as a post process on top of dual-quaternions skinning and a slower yet more robust history dependent algorithm. / Graduate
Identifer | oai:union.ndltd.org:uvic.ca/oai:dspace.library.uvic.ca:1828/7336 |
Date | 02 June 2016 |
Creators | Vaillant, Rodolphe |
Contributors | Wyvill, Brian, Barthe, Loïc |
Source Sets | University of Victoria |
Language | English, English |
Detected Language | English |
Type | Thesis |
Rights | Available to the World Wide Web |
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