Related papers: Robust Biharmonic Skinning Using Geometric Fields
In this work, we show that exploiting additional variables in a mixed finite element formulation of deformation leads to an efficient physics-based character skinning algorithm. Taking as input, a user-defined rig, we show how to…
In computer graphics, animation compression is essential for efficient storage, streaming and reproduction of animated meshes. Previous work has presented efficient techniques for compression by deriving skinning transformations and weights…
We propose a reduced-space elasto-dynamic solver that is well suited for augmenting rigged character animations with secondary motion. At the core of our method is a novel deformation subspace based on Linear Blend Skinning that overcomes…
Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and…
We present a novel formulation for mesh-free, reduced-order simulation of deformable hyperelastic objects. Existing work in reduced-order elastodynamic simulation represents the input geometry by either meshes, which can be difficult to…
For decades, real-time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor-intensive manual process. Existing automated…
Secondary animation effects are essential for liveliness. We propose a simple, real-time solution for adding them on top of standard skinning, enabling artist-driven stylization of skeletal motion. Our method takes a standard skeleton…
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…
Despite the growing accessibility of skeletal motion data, integrating it for animating character meshes remains challenging due to diverse configurations of both skeletons and meshes. Specifically, the body scale and bone lengths of the…
The creation of a volumetric mesh representing the interior of an input polygonal mesh is a common requirement in graphics and computational mechanics applications. Most mesh creation techniques assume that the input surface is not…
Achieving real-time physics-based animation that generalizes across diverse 3D shapes and discretizations remains a fundamental challenge. We introduce PhysSkin, a physics-informed framework that addresses this challenge. In the spirit of…
General skinning techniques aim to deform the surface of an articulated model following the pose change of a skeleton. Their rapidity makes them ideal tools for real-time animation purposes. However, popular skinning algorithms are simple,…
Some methods based on simple regularizing geometric element transformations have heuristically been shown to give runtime efficient and quality effective smoothing algorithms for meshes. We describe the mathematical framework and a…
In this technical report, we investigate efficient representations of articulated objects (e.g. human bodies), which is an important problem in computer vision and graphics. To deform articulated geometry, existing approaches represent…
Fast and light-weight methods for animating 3D characters are desirable in various applications such as computer games. We present a learning-based approach to enhance skinning-based animations of 3D characters with vivid secondary motion…
Character rigging is universally needed in computer graphics but notoriously laborious. We present a new method, HeterSkinNet, aiming to fully automate such processes and significantly boost productivity. Given a character mesh and skeleton…
Radiance field-based methods have recently been used to reconstruct human avatars, showing that we can significantly downscale the systems needed for creating animated human avatars. Although this progress has been initiated by neural…
We present a novel method for generating 3D garment deformations from given body poses, which is key to a wide range of applications, including virtual try-on and extended reality. To simplify the cloth dynamics, existing methods mostly…
We present a computational design system that assists users to model, optimize, and fabricate quad-robots with soft skins.Our system addresses the challenging task of predicting their physical behavior by fully integrating the multibody…
The proliferation of 3D representations, from explicit meshes to implicit neural fields and more, motivates the need for simulators agnostic to representation. We present a data-, mesh-, and grid-free solution for elastic simulation for any…