Multi-layer Lattice Model for Real-Time Dynamic Character Deformation

Naoya Iwamoto, Hubert P H Shum, Longzhi Yang, Shigeo Morishima

    Research output: Contribution to journalArticle

    6 Citations (Scopus)

    Abstract

    Due to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real-time applications such as computer games. While there are mature techniques to generate primary deformation from skeletal movement, simulating realistic and stable secondary deformation such as jiggling of fats remains challenging. On one hand, traditional volumetric approaches such as the finite element method require higher computational cost and are infeasible for limited hardware such as game consoles. On the other hand, while shape matching based simulations can produce plausible deformation in real-time, they suffer from a stiffness problem in which particles either show unrealistic deformation due to high gains, or cannot catch up with the body movement. In this paper, we propose a unified multi-layer lattice model to simulate the primary and secondary deformation of skeleton-driven characters. The core idea is to voxelize the input character mesh into multiple anatomical layers including the bone, muscle, fat and skin. Primary deformation is applied on the bone voxels with lattice-based skinning. The movement of these voxels is propagated to other voxel layers using lattice shape matching simulation, creating a natural secondary deformation. Our multi-layer lattice framework can produce simulation quality comparable to those from other volumetric approaches with a significantly smaller computational cost. It is best to be applied in real-time applications such as console games or interactive animation creation.

    Original languageEnglish
    Pages (from-to)99-109
    Number of pages11
    JournalComputer Graphics Forum
    Volume34
    Issue number7
    DOIs
    Publication statusPublished - 2015 Oct 1

    Fingerprint

    Oils and fats
    Bone
    Computer games
    Computer graphics
    Animation
    Computer hardware
    Muscle
    Costs
    Skin
    Stiffness
    Hardware
    Finite element method

    ASJC Scopus subject areas

    • Computer Networks and Communications

    Cite this

    Multi-layer Lattice Model for Real-Time Dynamic Character Deformation. / Iwamoto, Naoya; Shum, Hubert P H; Yang, Longzhi; Morishima, Shigeo.

    In: Computer Graphics Forum, Vol. 34, No. 7, 01.10.2015, p. 99-109.

    Research output: Contribution to journalArticle

    Iwamoto, Naoya ; Shum, Hubert P H ; Yang, Longzhi ; Morishima, Shigeo. / Multi-layer Lattice Model for Real-Time Dynamic Character Deformation. In: Computer Graphics Forum. 2015 ; Vol. 34, No. 7. pp. 99-109.
    @article{d0dfcace27bf4ab8840df71475b86a10,
    title = "Multi-layer Lattice Model for Real-Time Dynamic Character Deformation",
    abstract = "Due to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real-time applications such as computer games. While there are mature techniques to generate primary deformation from skeletal movement, simulating realistic and stable secondary deformation such as jiggling of fats remains challenging. On one hand, traditional volumetric approaches such as the finite element method require higher computational cost and are infeasible for limited hardware such as game consoles. On the other hand, while shape matching based simulations can produce plausible deformation in real-time, they suffer from a stiffness problem in which particles either show unrealistic deformation due to high gains, or cannot catch up with the body movement. In this paper, we propose a unified multi-layer lattice model to simulate the primary and secondary deformation of skeleton-driven characters. The core idea is to voxelize the input character mesh into multiple anatomical layers including the bone, muscle, fat and skin. Primary deformation is applied on the bone voxels with lattice-based skinning. The movement of these voxels is propagated to other voxel layers using lattice shape matching simulation, creating a natural secondary deformation. Our multi-layer lattice framework can produce simulation quality comparable to those from other volumetric approaches with a significantly smaller computational cost. It is best to be applied in real-time applications such as console games or interactive animation creation.",
    author = "Naoya Iwamoto and Shum, {Hubert P H} and Longzhi Yang and Shigeo Morishima",
    year = "2015",
    month = "10",
    day = "1",
    doi = "10.1111/cgf.12749",
    language = "English",
    volume = "34",
    pages = "99--109",
    journal = "Computer Graphics Forum",
    issn = "0167-7055",
    publisher = "Wiley-Blackwell",
    number = "7",

    }

    TY - JOUR

    T1 - Multi-layer Lattice Model for Real-Time Dynamic Character Deformation

    AU - Iwamoto, Naoya

    AU - Shum, Hubert P H

    AU - Yang, Longzhi

    AU - Morishima, Shigeo

    PY - 2015/10/1

    Y1 - 2015/10/1

    N2 - Due to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real-time applications such as computer games. While there are mature techniques to generate primary deformation from skeletal movement, simulating realistic and stable secondary deformation such as jiggling of fats remains challenging. On one hand, traditional volumetric approaches such as the finite element method require higher computational cost and are infeasible for limited hardware such as game consoles. On the other hand, while shape matching based simulations can produce plausible deformation in real-time, they suffer from a stiffness problem in which particles either show unrealistic deformation due to high gains, or cannot catch up with the body movement. In this paper, we propose a unified multi-layer lattice model to simulate the primary and secondary deformation of skeleton-driven characters. The core idea is to voxelize the input character mesh into multiple anatomical layers including the bone, muscle, fat and skin. Primary deformation is applied on the bone voxels with lattice-based skinning. The movement of these voxels is propagated to other voxel layers using lattice shape matching simulation, creating a natural secondary deformation. Our multi-layer lattice framework can produce simulation quality comparable to those from other volumetric approaches with a significantly smaller computational cost. It is best to be applied in real-time applications such as console games or interactive animation creation.

    AB - Due to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real-time applications such as computer games. While there are mature techniques to generate primary deformation from skeletal movement, simulating realistic and stable secondary deformation such as jiggling of fats remains challenging. On one hand, traditional volumetric approaches such as the finite element method require higher computational cost and are infeasible for limited hardware such as game consoles. On the other hand, while shape matching based simulations can produce plausible deformation in real-time, they suffer from a stiffness problem in which particles either show unrealistic deformation due to high gains, or cannot catch up with the body movement. In this paper, we propose a unified multi-layer lattice model to simulate the primary and secondary deformation of skeleton-driven characters. The core idea is to voxelize the input character mesh into multiple anatomical layers including the bone, muscle, fat and skin. Primary deformation is applied on the bone voxels with lattice-based skinning. The movement of these voxels is propagated to other voxel layers using lattice shape matching simulation, creating a natural secondary deformation. Our multi-layer lattice framework can produce simulation quality comparable to those from other volumetric approaches with a significantly smaller computational cost. It is best to be applied in real-time applications such as console games or interactive animation creation.

    UR - http://www.scopus.com/inward/record.url?scp=84945176435&partnerID=8YFLogxK

    UR - http://www.scopus.com/inward/citedby.url?scp=84945176435&partnerID=8YFLogxK

    U2 - 10.1111/cgf.12749

    DO - 10.1111/cgf.12749

    M3 - Article

    VL - 34

    SP - 99

    EP - 109

    JO - Computer Graphics Forum

    JF - Computer Graphics Forum

    SN - 0167-7055

    IS - 7

    ER -