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dc.contributor.authorAbu Rumman, Nadineen_US
dc.contributor.authorFratarcangeli, Marcoen_US
dc.contributor.editorDeussen, Oliver and Zhang, Hao (Richard)en_US
dc.date.accessioned2015-10-12T13:32:47Z
dc.date.available2015-10-12T13:32:47Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12533en_US
dc.description.abstractIn this paper, we introduce a two‐layered approach addressing the problem of creating believable mesh‐based skin deformation. For each frame, the skin is first deformed with a classic linear blend skinning approach, which usually leads to unsightly artefacts such as the well‐known effect and volume loss. Then we enforce some geometric constraints which displace the positions of the vertices to mimic the behaviour of the skin and achieve effects like volume preservation and jiggling. We allow the artist to control the amount of jiggling and the area of the skin affected by it. The geometric constraints are solved using a position‐based dynamics (PBDs) schema. We employ a graph colouring algorithm for parallelizing the computation of the constraints. Being based on PBDs guarantees efficiency and real‐time performances while enduring robustness and unconditional stability. We demonstrate the visual quality and the performance of our approach with a variety of skeleton‐driven soft body characters.In this paper, we introduce a two‐layered approach addressing the problem of creating believable mesh‐based skin deformation. For each frame, the skin is first deformed with a classic linear blend skinning approach, which usually leads to unsightly artefacts such as the well‐known effect and volume loss. Then we enforce some geometric constraints which displace the positions of the vertices to mimic the behaviour of the skin and achieve effects like volume preservation and jiggling. We allow the artist to control the amount of jiggling and the area of the skin affected by it. The geometric constraints are solved using a position‐based dynamics (PBDs) schema. We employ a graph colouring algorithm for parallelizing the computation of the constraints. Being based on PBDs guarantees efficiency and real‐time performances while enduring robustness and unconditional stability.en_US
dc.publisherCopyright © 2015 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectanimation w/constraintsen_US
dc.subjectanimationen_US
dc.subjectparticle systemsen_US
dc.subjectanimationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): Computer Graphics 1.3.7 Three‐Dimensional Graphics and Realism Animation and Virtual Realityen_US
dc.titlePosition‐Based Skinning for Soft Articulated Charactersen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersArticlesen_US
dc.description.volume34en_US
dc.description.number6en_US
dc.identifier.doi10.1111/cgf.12533en_US


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