GMRV Publications
Real-Time Anatomically Based Character Animation
Proc. of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Posters and Demos - 2009
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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.
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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"
}
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