Stretchable and Twistable Bones for Skeletal Shape Deformation

Skeleton-based linear blend skinning (LBS) remains the most popular method for real-time character deformation and animation. The key to its success is its simple implementation and fast execution. However, in addition to the well-studied elbow-collapse and candy-wrapper artifacts, the space of deformations possible with LBS is inherently limited. In particular, blending with only a scalar weight function per bone prohibits properly handling stretching, where bones change length, and twisting, where the shape rotates along the length of the bone. We present a simple modification of the LBS formulation that enables stretching and twisting without changing the existing skeleton rig or bone weights. Our method needs only an extra scalar weight function per bone, which can be painted manually or computed automatically. The resulting formulation significantly enriches the space of possible deformations while only increasing storage and computation costs by constant factors.

[1]  Ronald Fedkiw,et al.  Creating and simulating skeletal muscle from the visible human data set , 2005, IEEE Transactions on Visualization and Computer Graphics.

[2]  Cary B. Phillips,et al.  Multi-weight enveloping: least-squares approximation techniques for skin animation , 2002, SCA '02.

[3]  James E. Gain,et al.  Animation space: A truly linear framework for character animation , 2006, TOGS.

[4]  Daniel Thalmann,et al.  Joint-dependent local deformations for hand animation and object grasping , 1989 .

[5]  Takeo Igarashi,et al.  As-rigid-as-possible shape manipulation , 2005, ACM Trans. Graph..

[6]  Hans-Peter Seidel,et al.  Higher Order Barycentric Coordinates , 2008, Comput. Graph. Forum.

[7]  Jirí Zára,et al.  Geometric skinning with approximate dual quaternion blending , 2008, TOGS.

[8]  Olga Sorkine-Hornung,et al.  On Linear Variational Surface Deformation Methods , 2008, IEEE Transactions on Visualization and Computer Graphics.

[9]  John Hart,et al.  ACM Transactions on Graphics , 2004, SIGGRAPH 2004.

[10]  Peter-Pike J. Sloan,et al.  Fast and Efficient Skinning of Animated Meshes , 2010, Comput. Graph. Forum.

[11]  Jun Ohya,et al.  Fast Skeletal Animation by skinned Arc-Spline based Deformation , 2006, Eurographics.

[12]  Jian J. Zhang,et al.  Curve skeleton skinning for human and creature characters , 2006, Comput. Animat. Virtual Worlds.

[13]  John P. Lewis,et al.  Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation , 2000, SIGGRAPH.

[14]  Michael Gleicher,et al.  Building efficient, accurate character skins from examples , 2003, ACM Trans. Graph..

[15]  Olga Sorkine-Hornung,et al.  Context‐Aware Skeletal Shape Deformation , 2007, Comput. Graph. Forum.

[16]  Artus Krohn-Grimberghe,et al.  Eurographics/ Acm Siggraph Symposium on Computer Animation (2007) Deformation Styles for Spline-based Skeletal Animation , 2022 .

[17]  Sebastian Thrun,et al.  SCAPE: shape completion and animation of people , 2005, SIGGRAPH 2005.

[18]  Ilya Baran,et al.  Automatic rigging and animation of 3D characters , 2007, SIGGRAPH 2007.

[19]  Doug L. James,et al.  Skinning mesh animations , 2005, ACM Trans. Graph..