Physically Based Rigging for Deformable Characters

dc.contributor.authorCapell, Steveen_US
dc.contributor.authorBurkhart, Matthewen_US
dc.contributor.authorCurless, Brianen_US
dc.contributor.authorDuchamp, Tomen_US
dc.contributor.authorPopovic, Zoranen_US
dc.contributor.editorD. Terzopoulos and V. Zordan and K. Anjyo and P. Faloutsosen_US
dc.date.accessioned2014-01-29T07:12:33Z
dc.date.available2014-01-29T07:12:33Z
dc.date.issued2005en_US
dc.description.abstractIn this paper we introduce a framework for instrumenting ( rigging ) characters that are modeled as dynamic elastic bodies, so that their shapes can be controlled by an animator. Because the shape of such a character is determined by physical dynamics, the rigging system cannot simply dictate the shape as in traditional animation. For this reason, we introduce forces as the building blocks of rigging. Rigging forces guide the shape of the character, but are combined with other forces during simulation. Forces have other desirable features: they can be combined easily and simulated at any resolution, and since they are not tightly coupled with the surface geometry, they can be more easily transferred from one model to another. Our framework includes a new pose-dependent linearization scheme for elastic dynamics, which ensures a correspondence between forces and deformations, and at the same time produces plausible results at interactive speeds. We also introduce a novel method of handling collisions around creases.en_US
dc.description.seriesinformationSymposium on Computer Animationen_US
dc.identifier.isbn1-59593-198-8en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttps://doi.org/10.2312/SCA/SCA05/301-310en_US
dc.publisherThe Eurographics Associationen_US
dc.titlePhysically Based Rigging for Deformable Charactersen_US
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