Real‐Time Deformation with Coupled Cages and Skeletons

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Date
2020
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© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd
Abstract
Skeleton‐based and cage‐based deformation techniques represent the two most popular approaches to control real‐time deformations of digital shapes and are, to a vast extent, complementary to one another. Despite their complementary roles, high‐end modelling packages do not allow for seamless integration of such control structures, thus inducing a considerable burden on the user to maintain them synchronized. In this paper, we propose a framework that seamlessly combines rigging skeletons and deformation cages, granting artists with a real‐time deformation system that operates using any smooth combination of the two approaches. By coupling the deformation spaces of cages and skeletons, we access a much larger space, containing poses that are impossible to obtain by acting solely on a skeleton or a cage. Our method is oblivious to the specific techniques used to perform skinning and cage‐based deformation, securing it compatible with pre‐existing tools. We demonstrate the usefulness of our hybrid approach on a variety of examples.
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@article{
10.1111:cgf.13900
, journal = {Computer Graphics Forum}, title = {{
Real‐Time Deformation with Coupled Cages and Skeletons
}}, author = {
Corda, F.
 and
Thiery, J. M.
 and
Livesu, M.
 and
Puppo, E.
 and
Boubekeur, T.
 and
Scateni, R.
}, year = {
2020
}, publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd
}, ISSN = {
1467-8659
}, DOI = {
10.1111/cgf.13900
} }
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