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

dc.contributor.authorIwamoto, Naoyaen_US
dc.contributor.authorShum, Hubert P. H.en_US
dc.contributor.authorYang, Longzhien_US
dc.contributor.authorMorishima, Shigeoen_US
dc.contributor.editorStam, Jos and Mitra, Niloy J. and Xu, Kunen_US
dc.date.accessioned2015-10-07T05:12:07Z
dc.date.available2015-10-07T05:12:07Z
dc.date.issued2015en_US
dc.description.abstractDue 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.en_US
dc.description.number7en_US
dc.description.sectionheadersCharactersen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume34en_US
dc.identifier.doi10.1111/cgf.12749en_US
dc.identifier.pages099-109en_US
dc.identifier.urihttps://doi.org/10.1111/cgf.12749en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectAnimationen_US
dc.titleMulti-layer Lattice Model for Real-Time Dynamic Character Deformationen_US
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