Efficient elasticity for character skinning with contact and collisions

We present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm is based on a novel discretization of corotational elasticity over a hexahedral lattice. Within this framework we enforce positive definiteness of the stiffness matrix to allow efficient quasistatics and dynamics. In addition, we present a multigrid method that converges with very high efficiency. Our design targets performance through parallelism using a fully vectorized and branch-free SVD algorithm as well as a stable one-point quadrature scheme. Since body collisions, self collisions and soft-constraints are necessary for real-world examples, we present a simple framework for enforcing them. The whole approach is demonstrated in an end-to-end production-level character skinning system.

[1]  Markus H. Gross,et al.  Physically-based simulation of objects represented by surface meshes , 2004, Proceedings Computer Graphics International, 2004..

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

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

[4]  Jovan Popovic,et al.  Automatic rigging and animation of 3D characters , 2007, ACM Trans. Graph..

[5]  Markus H. Gross,et al.  Soft Articulated Characters with Fast Contact Handling , 2007, Comput. Graph. Forum.

[6]  Steve Capell,et al.  Physically based rigging for deformable characters , 2005, SCA '05.

[7]  F. Harlow,et al.  Numerical Calculation of Time‐Dependent Viscous Incompressible Flow of Fluid with Free Surface , 1965 .

[8]  Peter Schröder,et al.  A simple geometric model for elastic deformations , 2010, ACM Trans. Graph..

[9]  Markus H. Gross,et al.  Meshless deformations based on shape matching , 2005, ACM Trans. Graph..

[10]  Steve Capell,et al.  Interactive skeleton-driven dynamic deformations , 2002, ACM Trans. Graph..

[11]  BrandtAchi,et al.  An efficient multigrid method for the simulation of high-resolution elastic solids , 2010 .

[12]  James F. O'Brien,et al.  A method for animating viscoelastic fluids , 2004, ACM Trans. Graph..

[13]  Gordon Cameron,et al.  Simulating the devolved: finite elements on WALL·E , 2008, SIGGRAPH '08.

[14]  Markus H. Gross,et al.  Eurographics/ Acm Siggraph Symposium on Computer Animation (2007) Adaptive Deformations with Fast Tight Bounds , 2022 .

[15]  Leonard McMillan,et al.  Stable real-time deformations , 2002, SCA '02.

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

[17]  Frank Tendick,et al.  Multigrid Integration for Interactive Deformable Body Simulation , 2004, ISMS.

[18]  M. Gerritsma Time dependent numerical simulations of a viscoelastic fluid on a staggered grid , 1996 .

[19]  Ronald Fedkiw,et al.  Invertible finite elements for robust simulation of large deformation , 2004, SCA '04.

[20]  Eftychios Sifakis,et al.  An efficient multigrid method for the simulation of high-resolution elastic solids , 2010, TOGS.

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

[22]  Dinesh K. Pai,et al.  Musculotendon simulation for hand animation , 2008, ACM Trans. Graph..

[23]  Richard E. Parent,et al.  Layered construction for deformable animated characters , 1989, SIGGRAPH.

[24]  Doug L. James,et al.  FastLSM: fast lattice shape matching for robust real-time deformation , 2007, ACM Trans. Graph..

[25]  Dinesh K. Pai,et al.  EigenSkin: real time large deformation character skinning in hardware , 2002, SCA '02.

[26]  Christopher D. Twigg,et al.  Point Cloud Glue: constraining simulations using the procrustes transform , 2010, SCA '10.

[27]  Ronald Fedkiw,et al.  Eurographics/ Acm Siggraph Symposium on Computer Animation (2007) Hybrid Simulation of Deformable Solids , 2022 .

[28]  Ronald Fedkiw,et al.  Robust quasistatic finite elements and flesh simulation , 2005, SCA '05.

[29]  Markus H. Gross,et al.  Interactive Virtual Materials , 2004, Graphics Interface.

[30]  Andrew Selle,et al.  Efficient elasticity for character skinning with contact and collisions , 2011, SIGGRAPH 2011.

[31]  Peter-Pike J. Sloan,et al.  Shape by example , 2001, I3D '01.

[32]  Demetri Terzopoulos,et al.  Physically-based facial modelling, analysis, and animation , 1990, Comput. Animat. Virtual Worlds.

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

[34]  Rüdiger Westermann,et al.  A real-time multigrid finite hexahedra method for elasticity simulation using CUDA , 2011, Simul. Model. Pract. Theory.

[35]  Rüdiger Westermann,et al.  Workshop on Virtual Reality Interaction and Physical Simulation (2005) a Multigrid Framework for Real-time Simulation of Deformable Volumes , 2022 .

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