Direct manipulation of interactive character skins

Geometry deformations for interactive animated characters are most commonly achieved using a skeleton-driven deformation technique called linear blend skinning. To deform a vertex, linear blend skinning computes a weighted average of that vertex rigidly transformed by each bone that influences it. Authoring a character for linear blend skinning involves explicitly setting the weights used to compute deformed vertex positions. This process is tedious, repetitive, and frustrating not only because the deformed vertex positions are not intuitively related to the vertex weights, but also because the range of possible deformations is unclear. In this paper, we present a method that lets users directly manipulate the deformed vertex positions in a linear blend skin. We compute the subspace of possible deformed vertex positions, display it for users, and let them place the vertex anywhere in this space. Our algorithm then computes the correct weights automatically. This method lets us provide a skin editing interface that gives users as much direct control as possible and makes explicit what deformations are possible.

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

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

[3]  Dinesh K. Pai,et al.  DyRT: dynamic response textures for real time deformation simulation with graphics hardware , 2002, SIGGRAPH.

[4]  Zoran Popovic,et al.  Articulated body deformation from range scan data , 2002, SIGGRAPH.

[5]  Z. Popovic,et al.  Interactive skeleton-driven dynamic deformations , 2002, ACM Trans. Graph..

[6]  Erik Lindholm,et al.  A user-programmable vertex engine , 2001, SIGGRAPH.

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

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

[9]  N. Burtnyk,et al.  Interactive skeleton techniques for enhancing motion dynamics in key frame animation , 1998 .

[10]  Edwin Catmull,et al.  A system for computer generated movies , 1998 .

[11]  John F. Hughes,et al.  An interactive 3D toolkit for constructing 3D widgets , 1993, SIGGRAPH.

[12]  John F. Hughes,et al.  Direct manipulation of free-form deformations , 1992, SIGGRAPH.

[13]  Michael Gleicher,et al.  Through-the-lens camera control , 1992, SIGGRAPH.

[14]  Barry Fowler,et al.  Geometric manipulation of tensor product surfaces , 1992, I3D '92.

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

[16]  D. Norman,et al.  Direct Manipulation Interfaces , 1985, Hum. Comput. Interact..

[17]  Ben Shneiderman,et al.  Direct Manipulation: A Step Beyond Programming Languages , 1983, Computer.

[18]  Edwin Catmull,et al.  A system for computer generated movies , 1972, ACM Annual Conference.

[19]  I. Sutherland Sketchpad a Man-Machine Graphical Communication System , 1899, DAC.

[20]  Evangelos Kokkevis,et al.  Skinning Characters using Surface Oriented Free-Form Deformations , 2000, Graphics Interface.

[21]  Seung-Hyup Shin,et al.  회전각 보간에 기반한 실시간 인체 변형 = Real-time human body deformation based on rotation angle interpolation , 2000 .