Abstract
A significant fraction of the world's population have experienced virtual characters through games and movies, and the possibility of online VR social experiences may greatly extend this audience. At present, the skin deformation for interactive and real-time characters is typically computed using geometric skinning methods. These methods are efficient and simple to implement, but obtaining quality results requires considerable manual "rigging" effort involving trial-and-error weight painting, the addition of virtual helper bones, etc. The recently introduced Delta Mush algorithm largely solves this rig authoring problem, but its iterative computational approach has prevented direct adoption in real-time engines.
This paper introduces Direct Delta Mush, a new algorithm that simultaneously improves on the efficiency and control of Delta Mush while generalizing previous algorithms. Specifically, we derive a direct rather than iterative algorithm that has the same ballpark computational form as some previous geometric weight blending algorithms. Straightforward variants of the algorithm are then proposed to further optimize computational and storage cost with insignificant quality losses. These variants are equivalent to special cases of several previous skinning algorithms.
Our algorithm simultaneously satisfies the goals of reasonable efficiency, quality, and ease of authoring. Further, its explicit decomposition of rotational and translational effects allows independent control over bending versus twisting deformation, as well as a skin sliding effect.
Supplemental Material
- Marc Alexa. 2002. Linear Combination of Transformations. ACM Trans. Graph. 21, 3 (July 2002), 380--387. Google Scholar
Digital Library
- Dragomir Anguelov, Praveen Srinivasan, Daphne Koller, Sebastian Thrun, Jim Rodgers, and James Davis. 2005. SCAPE: Shape Completion and Animation of People. ACM Trans. Graph. 24, 3 (July 2005), 408--416. Google Scholar
Digital Library
- Ilya Baran and Jovan Popović. 2007. Automatic Rigging and Animation of 3D Characters. ACM Trans. Graph. 26, 3, Article 72 (July 2007). Google Scholar
Digital Library
- Sofien Bouaziz, Sebastian Martin, Tiantian Liu, Ladislav Kavan, and Mark Pauly. 2014. Projective Dynamics: Fusing Constraint Projections for Fast Simulation. ACM Trans. Graph. 33, 4, Article 154 (July 2014), 11 pages. Google Scholar
Digital Library
- Christopher Brandt, Elmar Eisemann, and Klaus Hildebrandt. 2018. Hyper-reduced Projective Dynamics. ACM Trans. Graph. 37, 4, Article 80 (July 2018), 13 pages. Google Scholar
Digital Library
- Mathieu Desbrun, Mark Meyer, Peter Schröder, and Alan H. Barr. 1999. Implicit Fairing of Irregular Meshes Using Diffusion and Curvature Flow. In Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH '99). ACM Press/Addison-Wesley Publishing Co., New York, NY, USA, 317--324. Google Scholar
Digital Library
- Dimitar Dinev, Tiantian Liu, Jing Li, Bernhard Thomaszewski, and Ladislav Kavan. 2018. FEPR: Fast Energy Projection for Real-time Simulation of Deformable Objects. ACM Trans. Graph. 37, 4, Article 79 (July 2018), 12 pages. Google Scholar
Digital Library
- Richard Everson. 1997. Orthogonal, but not Orthonormal, Procrustes Problems. In Advances in Computational Mathematics.Google Scholar
- Wei-Wen Feng, Byung-Uck Kim, and Yizhou Yu. 2008. Real-time Data Driven Deformation Using Kernel Canonical Correlation Analysis. ACM Trans. Graph. 27, 3, Article 91 (Aug. 2008), 9 pages. Google Scholar
Digital Library
- Lin Gao, Yu-Kun Lai, Dun Liang, Shu-Yu Chen, and Shihong Xia. 2016. Efficient and Flexible Deformation Representation for Data-Driven Surface Modeling. ACM Trans. Graph. 35, 5, Article 158 (July 2016), 17 pages. Google Scholar
Digital Library
- Fabian Hahn, Sebastian Martin, Bernhard Thomaszewski, Robert Sumner, Stelian Coros, and Markus Gross. 2012. Rig-space Physics. ACM Trans. Graph. 31, 4, Article 72 (July 2012), 8 pages. Google Scholar
Digital Library
- Fabian Hahn, Bernhard Thomaszewski, Stelian Coros, Robert W. Sumner, and Markus Gross. 2013. Efficient Simulation of Secondary Motion in Rig-space. In Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation. 165--171. Google Scholar
Digital Library
- Alexandru-Eugen Ichim, Petr Kadleček, Ladislav Kavan, and Mark Pauly. 2017. Phace: Physics-based Face Modeling and Animation. ACM Trans. Graph. 36, 4, Article 153 (July 2017), 14 pages. Google Scholar
Digital Library
- Alec Jacobson, Ilya Baran, Ladislav Kavan, Jovan Popović, and Olga Sorkine. 2012a. Fast Automatic Skinning Transformations. ACM Trans. Graph. 31, 4, Article 77 (July 2012), 10 pages. Google Scholar
Digital Library
- Alec Jacobson, Ilya Baran, Jovan Popović, and Olga Sorkine. 2011. Bounded Biharmonic Weights for Real-time Deformation. ACM Trans. Graph. 30, 4, Article 78 (July 2011), 8 pages. Google Scholar
Digital Library
- Alec Jacobson and Olga Sorkine. 2011. Stretchable and Twistable Bones for Skeletal Shape Deformation. ACM Trans. Graph. 30, 6, Article 165 (Dec. 2011), 8 pages. Google Scholar
Digital Library
- Alec Jacobson, Tino Weinkauf, and Olga Sorkine. 2012b. Smooth Shape-Aware Functions with Controlled Extrema. Comput. Graph. Forum 31, 5 (Aug. 2012), 1577--1586. Google Scholar
Digital Library
- Doug L. James and Christopher D. Twigg. 2005. Skinning Mesh Animations. ACM Trans. Graph. 24, 3 (July 2005), 399--407. Google Scholar
Digital Library
- Ben Jones, Nils Thuerey, Tamar Shinar, and Adam W. Bargteil. 2016. Example-based Plastic Deformation of Rigid Bodies. ACM Trans. Graph. 35, 4, Article 34 (July 2016), 11 pages. Google Scholar
Digital Library
- Pushkar Joshi, Mark Meyer, Tony DeRose, Brian Green, and Tom Sanocki. 2007. Harmonic Coordinates for Character Articulation. ACM Trans. Graph. 26, 3, Article 71 (July 2007). Google Scholar
Digital Library
- Tao Ju, Scott Schaefer, and Joe Warren. 2005. Mean Value Coordinates for Closed Triangular Meshes. ACM Trans. Graph. 24, 3 (July 2005), 561--566. Google Scholar
Digital Library
- W. Kabsch. 1978. A discussion of the solution for the best rotation to relate two sets of vectors. Acta Crystallographica Section A 34 (1978), 827--828.Google Scholar
Cross Ref
- Petr Kadleček, Alexandru-Eugen Ichim, Tiantian Liu, Jaroslav Křivánek, and Ladislav Kavan. 2016. Reconstructing Personalized Anatomical Models for Physics-based Body Animation. ACM Trans. Graph. 35, 6, Article 213 (Nov. 2016), 13 pages. Google Scholar
Digital Library
- Ladislav Kavan, Steven Collins, Jiří Žára, and Carol O'Sullivan. 2008. Geometric Skinning with Approximate Dual Quaternion Blending. ACM Trans. Graph. 27, 4, Article 105 (Nov. 2008), 23 pages. Google Scholar
Digital Library
- Ladislav Kavan and Olga Sorkine. 2012. Elasticity-inspired Deformers for Character Articulation. ACM Trans. Graph. 31, 6, Article 196 (Nov. 2012), 8 pages. Google Scholar
Digital Library
- Ladislav Kavan and Jiří Žára. 2005. Spherical Blend Skinning: A Real-time Deformation of Articulated Models. In Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games (I3D '05). ACM, 9--16. Google Scholar
Digital Library
- Paul G. Kry, Doug L. James, and Dinesh K. Pai. 2002. EigenSkin: Real Time Large Deformation Character Skinning in Hardware. In Proceedings of the 2002 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA '02). ACM, New York, NY, USA, 153--159. Google Scholar
Digital Library
- Binh Huy Le and Zhigang Deng. 2012. Smooth Skinning Decomposition with Rigid Bones. ACM Trans. Graph. 31, 6, Article 199 (Nov. 2012), 10 pages. Google Scholar
Digital Library
- Binh Huy Le and Zhigang Deng. 2014. Robust and Accurate Skeletal Rigging from Mesh Sequences. ACM Trans. Graph. 33, 4, Article 84 (July 2014), 10 pages. Google Scholar
Digital Library
- Binh Huy Le and Jessica K. Hodgins. 2016. Real-time Skeletal Skinning with Optimized Centers of Rotation. ACM Trans. Graph. 35, 4, Article 37 (July 2016), 10 pages. Google Scholar
Digital Library
- J. P. Lewis, Matt Cordner, and Nickson Fong. 2000. Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-driven Deformation. In Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques. 165--172. Google Scholar
Digital Library
- Duo Li, Shinjiro Sueda, Debanga R. Neog, and Dinesh K. Pai. 2013. Thin Skin Elastodynamics. ACM Trans. Graph. 32, 4, Article 49 (July 2013), 10 pages. Google Scholar
Digital Library
- Yaron Lipman, David Levin, and Daniel Cohen-Or. 2008. Green Coordinates. ACM Trans. Graph. 27, 3, Article 78 (Aug. 2008), 10 pages. Google Scholar
Digital Library
- Libin Liu, KangKang Yin, Bin Wang, and Baining Guo. 2013. Simulation and Control of Skeleton-driven Soft Body Characters. ACM Trans. Graph. 32, 6, Article 215 (Nov. 2013), 8 pages. Google Scholar
Digital Library
- Tiantian Liu, Sofien Bouaziz, and Ladislav Kavan. 2017. Quasi-Newton Methods for Real-Time Simulation of Hyperelastic Materials. ACM Trans. Graph. 36, 3, Article 116a (May 2017). Google Scholar
Digital Library
- Matthew Loper, Naureen Mahmood, and Michael J. Black. 2014. MoSh: Motion and Shape Capture from Sparse Markers. ACM Trans. Graph. 33, 6, Article 220 (Nov. 2014), 13 pages. Google Scholar
Digital Library
- Matthew Loper, Naureen Mahmood, Javier Romero, Gerard Pons-Moll, and Michael J. Black. 2015. SMPL: A Skinned Multi-person Linear Model. ACM Trans. Graph. 34, 6, Article 248 (Oct. 2015), 16 pages. Google Scholar
Digital Library
- N. Magnenat-Thalmann, F. Cordier, Hyewon Seo, and G. Papagianakis. 2004. Modeling of bodies and clothes for virtual environments. In International Conference on Cyberworlds 2004. 201--208. Google Scholar
Digital Library
- N. Magnenat-Thalmann, R. Laperrière, and D. Thalmann. 1988. Joint-dependent Local Deformations for Hand Animation and Object Grasping. In Proceedings on Graphics Interface '88. Canadian Information Processing Society, Toronto, Ont., Canada, Canada, 26--33. http://dl.acm.org/citation.cfm?id=102313.102317 Google Scholar
Digital Library
- Joe Mancewicz, Matt L. Derksen, Hans Rijpkema, and Cyrus A. Wilson. 2014. Delta Mush: Smoothing Deformations While Preserving Detail. In Proceedings of the Fourth Symposium on Digital Production (DigiPro '14). ACM, New York, NY, USA, 7--11. Google Scholar
Digital Library
- Aleka McAdams, Yongning Zhu, Andrew Selle, Mark Empey, Rasmus Tamstorf, Joseph Teran, and Eftychios Sifakis. 2011. Efficient Elasticity for Character Skinning with Contact and Collisions. ACM Trans. Graph. 30, 4, Article 37 (July 2011), 12 pages. Google Scholar
Digital Library
- Bruce Merry, Patrick Marais, and James Gain. 2006. Animation Space: A Truly Linear Framework for Character Animation. ACM Trans. Graph. 25, 4 (Oct. 2006), 1400--1423. Google Scholar
Digital Library
- Tomohiko Mukai. 2015. Building Helper Bone Rigs from Examples. In Proceedings of the 19th ACM Symposium on Interactive 3D Graphics and Games. 77--84. Google Scholar
Digital Library
- Tomohiko Mukai and Shigeru Kuriyama. 2016. Efficient Dynamic Skinning with Low-rank Helper Bone Controllers. ACM Trans. Graph. 35, 4, Article 36 (July 2016), 11 pages. Google Scholar
Digital Library
- Sang Il Park and Jessica K. Hodgins. 2008. Data-driven Modeling of Skin and Muscle Deformation. ACM Trans. Graph. 27, 3, Article 96 (Aug. 2008), 6 pages. Google Scholar
Digital Library
- Olivier Rémillard and Paul G. Kry. 2013. Embedded Thin Shells for Wrinkle Simulation. ACM Trans. Graph. 32, 4, Article 50 (July 2013), 8 pages. Google Scholar
Digital Library
- Shunsuke Saito, Zi-Ye Zhou, and Ladislav Kavan. 2015. Computational Bodybuilding: Anatomically-based Modeling of Human Bodies. ACM Trans. Graph. 34, 4, Article 41 (July 2015), 12 pages. Google Scholar
Digital Library
- Jaewoo Seo, Geoffrey Irving, J. P. Lewis, and Junyong Noh. 2011. Compression and Direct Manipulation of Complex Blendshape Models. ACM Trans. Graph. 30, 6, Article 164 (Dec. 2011), 10 pages. Google Scholar
Digital Library
- Peter-Pike J. Sloan, Charles F. Rose, III, and Michael F. Cohen. 2001. Shape by Example. In Proceedings of the 2001 ACM Symposium on Interactive 3D Graphics. 135--143. Google Scholar
Digital Library
- Breannan Smith, Fernando De Goes, and Theodore Kim. 2018. Stable Neo-Hookean Flesh Simulation. ACM Trans. Graph. 37, 2, Article 12 (March 2018), 15 pages. Google Scholar
Digital Library
- Olga Sorkine and Marc Alexa. 2007. As-rigid-as-possible Surface Modeling. In Proceedings of the Fifth Eurographics Symposium on Geometry Processing. 109--116. http://dl.acm.org/citation.cfm?id=1281991.1282006 Google Scholar
Digital Library
- Marco Tarini, Daniele Panozzo, and Olga Sorkine-Hornung. 2014. Accurate and Efficient Lighting for Skinned Models. Computer Graphics Forum (proceedings of EUROGRAPHICS issue) 33, 2 (2014), 421--428. Google Scholar
Digital Library
- Rodolphe Vaillant, Loïc Barthe, Gaël Guennebaud, Marie-Paule Cani, Damien Rohmer, Brian Wyvill, Olivier Gourmel, and Mathias Paulin. 2013. Implicit Skinning: Real-time Skin Deformation with Contact Modeling. ACM Trans. Graph. 32, 4, Article 125 (July 2013), 12 pages. Google Scholar
Digital Library
- Rodolphe Vaillant, Gäel Guennebaud, Loïc Barthe, Brian Wyvill, and Marie-Paule Cani. 2014. Robust Iso-surface Tracking for Interactive Character Skinning. ACM Trans. Graph. 33, 6, Article 189 (Nov. 2014), 11 pages. Google Scholar
Digital Library
- G. Wahba. 1965. A Least Squares Estimate of Satellite Attitude. SIAM Rev. 7, 3 (1965), 409--409.Google Scholar
Digital Library
- Robert Y. Wang, Kari Pulli, and Jovan Popović. 2007. Real-time Enveloping with Rotational Regression. ACM Trans. Graph. 26, 3, Article 73 (July 2007). Google Scholar
Digital Library
- Xiaohuan Corina Wang and Cary Phillips. 2002. Multi-weight Enveloping: Least-squares Approximation Techniques for Skin Animation. In Proceedings of the 2002 ACM SIGGRAPH/Eurographics Symposium on Computer Animation. 129--138. Google Scholar
Digital Library
- Yu Wang, Alec Jacobson, Jernej Barbič, and Ladislav Kavan. 2015. Linear Subspace Design for Real-time Shape Deformation. ACM Trans. Graph. 34, 4, Article 57 (July 2015), 11 pages. Google Scholar
Digital Library
- Hongyi Xu and Jernej Barbič. 2016. Pose-space Subspace Dynamics. ACM Trans. Graph. 35, 4, Article 35 (July 2016), 14 pages. Google Scholar
Digital Library
Index Terms
Direct delta mush skinning and variants
Recommendations
Direct delta mush skinning compression with continuous examples
Direct Delta Mush (DDM) is a high-quality, direct skinning method with a low setup cost. However, its storage and run-time computing cost are relatively high for two reasons: its skinning weights are 4 X 4 matrices instead of scalars like other direct ...
Real-time skeletal skinning with optimized centers of rotation
Skinning algorithms that work across a broad range of character designs and poses are crucial to creating compelling animations. Currently, linear blend skinning (LBS) and dual quaternion skinning (DQS) are the most widely used, especially for real-time ...
Delta Mush: smoothing deformations while preserving detail
DigiPro '14: Proceedings of the Fourth Symposium on Digital ProductionDelta Mush is a Voodoo deformer, developed by Rhythm & Hues, which smooths arbitrary deformation of a polygonal mesh without smoothing the original detail of the model. Delta Mush does not require meticulous up-front tuning: it easily accommodates model ...





Comments