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

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

*この研究の対応する著者

研究成果査読

13 被引用数 (Scopus)

抄録

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.

本文言語English
ページ(範囲)99-109
ページ数11
ジャーナルComputer Graphics Forum
34
7
DOI
出版ステータスPublished - 2015 10

ASJC Scopus subject areas

  • コンピュータ グラフィックスおよびコンピュータ支援設計

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