Implicit skinning: character skin deformation guided by 3D scalar fields

dc.contributor.authorVaillant, Rodolphe
dc.contributor.supervisorWyvill, Brian
dc.contributor.supervisorBarthe, Loïc
dc.date.accessioned2016-06-02T18:58:58Z
dc.date.available2016-06-02T18:58:58Z
dc.date.copyright2015en_US
dc.date.issued2016-06-02
dc.degree.departmentDepartment of Computer Scienceen_US
dc.degree.levelDoctor of Philosophy Ph.D.en_US
dc.description.abstractIn 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.en_US
dc.description.scholarlevelGraduateen_US
dc.identifier.urihttp://hdl.handle.net/1828/7336
dc.languageEnglisheng
dc.language.isoenen_US
dc.rightsAvailable to the World Wide Weben_US
dc.subjectskinning, implicit surface, animation, skin contact, iso-surface trackingen_US
dc.titleImplicit skinning: character skin deformation guided by 3D scalar fieldsen_US
dc.typeThesisen_US

Files

Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
Vaillant_Rodolphe_PhD_2015.pdf
Size:
44.35 MB
Format:
Adobe Portable Document Format
Description:
License bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
1.74 KB
Format:
Item-specific license agreed upon to submission
Description: