GMRV Publications

Real-Time Anatomically Based Character Animation

Juan Ramos, Caroline Larboulette
Proc. of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Posters and Demos - 2009
Download the publication : I3DPoster_ramos_final.pdf [289Ko]  
This poster presents a method for deforming the skin of 3D characters in real-time using an underlying set of muscles. We use a geometric model based on a revolution of two cubic splines joined with C1 continuity to generate fusiform muscles. They are attached to the bones through tendons at origin and insertion points. To simulate the force exerted by the muscles under strain and the consequent skin bulge, our model includes tension under isometric and isotonic contractions while preserving volume. We also provide an accurate sliding movement of the skin over the muscles. We have tested our algorithm with a GPU implementation obtaining real-time for a 100 character instances composed of 1400 muscles total. Our algorithm is suitable for applications where accurate skin deformation is desired as well as video games or virtual environments where fast computation is necessary.

Images and movies

leg_muscle_weights_v2.jpg [219Ko]
 

BibTex references

@InProceedings\{RL09a,
  author       = "Ramos, Juan and Larboulette, Caroline",
  title        = "Real-Time Anatomically Based Character Animation",
  booktitle    = "Proc. of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Posters and Demos",
  year         = "2009",
  url          = "http://gmrv.es/Publications/2009/RL09a"
}

Other publications in the database

» Caroline Larboulette