We introduce a novel and efficient simulation technique for generating physics-based skinning animations of skeleton-driven characters with full support for collision handling. Although physics-based approaches may use a volumetric (e.g. tetrahedral) flesh model, operations such as rendering, collision processing and user manip-ulation directly involve only the surface of this mesh. Motivated by this fact we define an elastic model of the skin surface which, while directly using only the surface degrees of freedom, exhibits a mechanical response that captures the full volumetric flesh behavior. We achieve this unusual result by combining three fundamental con-tributions: First, we present a material model which offers a plausible approximat...
International audienceMost current methods for character skinning can be categorized into 1) geometr...
Skinning is an indispensable component of the content creation pipeline for character animation in t...
In this paper we present an approach to enrich skeleton-driven animations with physically-based seco...
We introduce a novel and efficient simulation technique for generating physics-based skinning animat...
Figure 1: Real-time character animation driven by a kinematic skeleton, including secondary motions ...
We extend approaches for skinning characters to the general setting of skinning deformable mesh anim...
This thesis describes the results of our research into realistic skin and model deformation methods ...
© ACM, 2017. This is the author's version of the work. It is posted here by permission of ACM for yo...
The creation of character animation of humans, animals, or plants plays one of the most important ro...
International audienceIn this paper, we propose a new approach to model interactions through a skinn...
International audienceThis paper proposes a simple and efficient technique to enhance classical anim...
Character animation is a vital component of contemporary computer games, animated feature films and ...
Skinning is an indispensable component of the content creation pipeline for character animation in t...
Abstract: Skeleton-based skinning is widely used for realistic animation of complex characters defin...
Character animation is a vital component of contemporary computer games, animated feature films and ...
International audienceMost current methods for character skinning can be categorized into 1) geometr...
Skinning is an indispensable component of the content creation pipeline for character animation in t...
In this paper we present an approach to enrich skeleton-driven animations with physically-based seco...
We introduce a novel and efficient simulation technique for generating physics-based skinning animat...
Figure 1: Real-time character animation driven by a kinematic skeleton, including secondary motions ...
We extend approaches for skinning characters to the general setting of skinning deformable mesh anim...
This thesis describes the results of our research into realistic skin and model deformation methods ...
© ACM, 2017. This is the author's version of the work. It is posted here by permission of ACM for yo...
The creation of character animation of humans, animals, or plants plays one of the most important ro...
International audienceIn this paper, we propose a new approach to model interactions through a skinn...
International audienceThis paper proposes a simple and efficient technique to enhance classical anim...
Character animation is a vital component of contemporary computer games, animated feature films and ...
Skinning is an indispensable component of the content creation pipeline for character animation in t...
Abstract: Skeleton-based skinning is widely used for realistic animation of complex characters defin...
Character animation is a vital component of contemporary computer games, animated feature films and ...
International audienceMost current methods for character skinning can be categorized into 1) geometr...
Skinning is an indispensable component of the content creation pipeline for character animation in t...
In this paper we present an approach to enrich skeleton-driven animations with physically-based seco...