the 43rd international conference and exhibition on
24-28 July
Anaheim, California
Introducing an example-based plasticity model based on linear-blend skinning that allows artists to author simulation objects using familiar tools. Dynamics are computed using an unmodified rigid-body simulator, making this method computationally efficient and easy to integrate into existing pipelines.
Nils Thuerey,
Technische Universität München
Ben Jones
University of Denver
Adam Bargteil
University of Maryland, Baltimore County
Tamar Shinar
University of California, Riverside
This paper combines pose-space deformation with model reduction, making it possible to enrich standard character animation pipelines with physically based soft-tissue secondary dynamics. The technique is fast and suitable for hard real-time applications in games and virtual reality.
Hongyi Xu
University of Southern California
Jernej Barbič
University of Southern California
This paper presents a practical method to synthesize plausible and dynamic skin deformation in real time based on a helper bone rig. A state-space model for a discrete time-linear, time-invariant system and nuclear-norm optimization are introduced for building compact and stable helper bone controllers.
Tomohiko Mukai
Tokai University
Shigeru Kuriyama
Toyohashi University of Technology
Introducing a new direct skeletal-based skinning method that addresses common artifacts of linear-blend skinning and dual-quaternion skinning: elbow collapsing, candy wrapper, and joint bulging. The method significantly reduces artifacts while still maintaining backward compatibility with the existing methods and without impacting performance significantly.
Binh Le
Disney Research Pittsburgh
Jessica Hodgins
Disney Research Los Angeles, Disney Research Pittsburgh