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dc.contributor.authorRohmer, Damienen_US
dc.contributor.authorHahmann, Stefanieen_US
dc.contributor.authorCani, Marie-Pauleen_US
dc.date.accessioned2015-02-21T18:00:42Z
dc.date.available2015-02-21T18:00:42Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2008.01340.xen_US
dc.description.abstractGenerating plausible deformations of a character skin within the standard production pipeline is a challenge. This paper presents a volume preservation method dedicated to skinned characters. As usual, the character is defined by a skin mesh at some rest pose and an animation skeleton. At each animation step, skin deformations are first computed using standard SSD. Our method corrects the result using a set of local deformations which model the fold-over-free, constant volume behavior of soft tissues. This is done geometrically, without the need of any physically-based simulation. To make the method easily applicable, we also provide automatic ways to extract the local regions where volume is to be preserved and to compute adequate skinning weights, both based on the character s morphology.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleLocal Volume Preservation for Skinned Charactersen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number7en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01340.xen_US
dc.identifier.pages1919-1927en_US


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  • 27-Issue 7
    Pacific Graphics 2008 - Special Issue

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