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We propose a self-supervised approach for learning physics-based subspaces for real-time simulation. Existing learning-based methods construct subspaces by approximating pre-defined simulation data in a purely geometric way. However, this…
Free-form bones, that conform closely to the surface, can effectively capture non-rigid deformations, but lack a kinematic structure necessary for intuitive control. Thus, we propose a Scaffold-Skin Rigging System, termed "Skelebones", with…
Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape…
To be suitable for film-quality animation, rigs for character deformation must fulfill a broad set of requirements. They must be able to create highly stylized deformation, allow a wide variety of controls to permit artistic freedom, and…
This work presents a novel physics-informed deep learning based super-resolution framework to reconstruct high-resolution deformation fields from low-resolution counterparts, obtained from coarse mesh simulations or experiments. We leverage…
In this paper, we present an advanced approach to solving the inverse rig problem in blendshape animation, using high-quality corrective blendshapes. Our algorithm introduces novel enhancements in three key areas: ensuring high data…
Existing data-driven methods for garment animation, usually driven by linear skinning, although effective on tight garments, do not handle loose-fitting garments with complex deformations well. To address these limitations, we develop a…
This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of…
Hand-drawn character animation is a vibrant field in computer graphics, presenting challenges in achieving geometric consistency while conveying expressive motion. Traditional skeletal animation methods maintain geometric consistency but…
3D representations of highly deformable 3D models, such as dynamic 3D meshes, have recently become very popular due to their wide applicability in various domains. This trend inevitably leads to a demand for storage and transmission of…
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,…
The softmax-based loss functions and its variants (e.g., cosface, sphereface, and arcface) significantly improve the face recognition performance in wild unconstrained scenes. A common practice of these algorithms is to perform…
Rigging and skinning clothed human avatars is a challenging task and traditionally requires a lot of manual work and expertise. Recent methods addressing it either generalize across different characters or focus on capturing the dynamics of…
The availability of affordable and portable depth sensors has made scanning objects and people simpler than ever. However, dealing with occlusions and missing parts is still a significant challenge. The problem of reconstructing a (possibly…
Faithfully reconstructing textured shapes and physical properties from videos presents an intriguing yet challenging problem. Significant efforts have been dedicated to advancing such a system identification problem in this area. Previous…
With the increase in computational power for the available hardware, the demand for high-resolution data in computer graphics applications increases. Consequently, classical geometry processing techniques based on linear algebra solutions…
Skeleton creation is an important phase in the character animation pipeline. However, handcrafting skeleton takes extensive labor time and domain knowledge. Automatic skeletonization provides a solution. However, most of the current…
We present a general framework for the garment animation problem through unsupervised deep learning inspired in physically based simulation. Existing trends in the literature already explore this possibility. Nonetheless, these approaches…
Traditional character animation specializes in characters with a rigidly articulated skeleton and a bipedal/quadripedal morphology. This assumption simplifies many aspects for designing physically based animations, like locomotion, but…
We present a method for the efficient processing of contact and collision in volumetric elastic models simulated using the Projective Dynamics paradigm. Our approach enables interactive simulation of tetrahedral meshes with more than half a…