Skip to main content

Active Geometry for Game Characters

  • Conference paper

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 6459))

Abstract

Animating the geometry of a real-time character is typically done using fast methods such as smooth skinning or coarse physically-based animation. These methods are not able to capture realistic behaviors such as flesh and muscles bulging with constant volume or fine wrinkling of animated garments. This paper advocates the use of active geometric models, applied on top of the current geometric layer, to mimic these behaviors without requiring any expensive computation. Our models fit into the standard animation pipe-line and can be tuned in an intuitive way thanks to their geometric nature.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Rohmer, D., Hahmann, S., Cani, M.-P.: Exact volume preserving skinning with shape control. In: ACM SIGGRAPH/EUROGRAPHICS Symposium on Computer Animation (SCA), pp. 83–92 (August 2009)

    Google Scholar 

  2. Rohmer, D., Popa, T., Cani, M.-P., Hahmann, S., Sheffer, A.: Animation wrinkling: Augmenting coarse cloth simulations with realistic-looking wrinkles. To Appear in ACM Transactions on Graphics (TOG), Proceedings of ACM SIGGRAPH ASIA (December 2010)

    Google Scholar 

  3. Lewis, J., Cordner, M., Fong, N.: Pose space deformation: A unified approach to shape interpolation and skeleton-driven deformation. In: SIGGRAPH, pp. 165–172 (2000)

    Google Scholar 

  4. Kry, P., James, D., Pai, D.: Eigenskin: Real time large deformation character skinning in hardware. In: ACM SIGGRAPH/EUROGRAPHICS Symposium on Computer Animation (SCA), pp. 153–159 (2002)

    Google Scholar 

  5. Wang, R., Pulli, K., Popovic, J.: Real-time enveloping with rotational regression. To Appear in ACM Transactions on Graphics (TOG), Proceedings of ACM SIGGRAPH 26(3) (2007)

    Google Scholar 

  6. Wang, X., Phillips, C.: Multi-weight enveloping: Least-squares approximation techniques for skin animation. In: ACM SIGGRAPH/EUROGRAPHICS Symposium on Computer Animation (SCA), pp. 129–138 (2002)

    Google Scholar 

  7. Mohr, A., Gleicher, M.: Building efficient, accurate character skins from examples. ACM Transactions on Graphics (TOG), Proceedings of ACM SIGGRAPH 22(3) (2003)

    Google Scholar 

  8. Bloomenthal, J.: Medial-based vertex deformation. In: ACM SIGGRAPH/EUROGRAPHICS Symposium on Computer Animation (SCA), pp. 147–151 (2002)

    Google Scholar 

  9. Alexa, M.: Linear combination of transformations. ACM Transactions on Graphics (TOG), Proceedings of ACM SIGGRAPH 21(3) (2002)

    Google Scholar 

  10. Kavan, L., Collins, S., Zara, J., O’Sullivan, C.: Geometric skinning with approximate dual quaternion blending. ACM Transactions on Graphics (TOG) 27(4) (2008)

    Google Scholar 

  11. Larboulette, C., Cani, M.-P., Arnaldi, B.: Dynamic Skinning: Adding real-time dynamic effects to an existing character animation. In: Spring Conference on Computer Graphics, SCCG (2005)

    Google Scholar 

  12. Larboulette, C., Cani, M.-P.: Real-time dynamic wrinkles. In: Computer Graphics International, CGI (2004)

    Google Scholar 

  13. Angelidis, A., Singh, K.: Kinodynamic skinning using volume-preserving deformations. In: ACM SIGGRAPH/EUROGRAPHICS Symposium on Computer Animation (SCA), pp. 129–140 (2007)

    Google Scholar 

  14. Choi, K.-J., Ko, H.-S.: Stable but responsive cloth. ACM Transactions on Graphics (TOG), Proceedings of ACM SIGGRAPH 21(3) (2002)

    Google Scholar 

  15. English, E., Bridson, R.: Animating developable surfaces using nonconforming elements. ACM Transactions on Graphics (TOG), Proceedings of ACM SIGGRAPH 27(3) (2008)

    Google Scholar 

  16. Thomaszewski, B., Pabst, S., Strasser, W.: Continuum-based strain limiting. Computer Graphics Forum. Proocedings of EUROGRAPHICS 28(2) (2009)

    Google Scholar 

  17. Wang, H., Hecht, F., Ramanoorthi, R., O’Brien, J.: Example-based wrinkle synthesis for clothing animation. ACM Transactions on Graphics (TOG), Proceedings of ACM SIGGRAPH 29(4) (2010)

    Google Scholar 

  18. de Aguiar, E., Sigal, L., Treuille, A., Hodgins, J.: Stable spaces for real-time clothing. ACM Transactions on Graphics (TOG), Proceedings of ACM SIGGRAPH 29(4) (2010)

    Google Scholar 

  19. Decaudin, P., Juilius, D., Wither, J., Boissieux, L., Sheffer, A., Cani, M.-P.: Virtual grarments: A fully geometric approach for clothing design. Computer Graphics Forum. Proceedings of EUROGRAPHICS 25(3) (2006)

    Google Scholar 

  20. Muller, M., Chentanez, N.: Wrinkle meshes. In: ACM SIGGRAPH/EUROGRAPHICS Symposium on Computer Animation, SCA (2010)

    Google Scholar 

  21. Hadap, S., Bangerter, E., Volino, P., Magnenat-Thalmann, N.: Animating wrinkles on clothes. In: IEEE Proceedings on Visualization, pp. 175–182 (1999)

    Google Scholar 

  22. Kimmerle, S., Wacker, M., Holzer, C.: Multilayered wrinkle textures from strain. In: VMV, pp. 225–232 (2004)

    Google Scholar 

  23. Cutler, L., Gershbein, R., Wang, X., Curtis, C., Maigret, R., Prasso, L., Farson, P.: An art-directed wrinkle system for CG character clothing. In: ACM SIGGRAPH/EUROGRAPHICS Symposium on Computer Animation, SCA (2005)

    Google Scholar 

  24. Rohmer, D., Hahmann, S., Cani, M.-P.: Local volume preservation for skinned characters. In: Computer Graphics Forum, Proceedings of Pacific Graphics, vol. 27(7) (October 2008)

    Google Scholar 

  25. Elber, G.: Linearizing the area and volume constraints. Technical Report, TECHNION Israel (2000)

    Google Scholar 

  26. McCormack, J., Sherstyuk: Creating and rendering convolution surfaces. Computer Graphics Forum 17 (2001)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Rohmer, D., Hahmann, S., Cani, MP. (2010). Active Geometry for Game Characters. In: Boulic, R., Chrysanthou, Y., Komura, T. (eds) Motion in Games. MIG 2010. Lecture Notes in Computer Science, vol 6459. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16958-8_17

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-16958-8_17

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-16957-1

  • Online ISBN: 978-3-642-16958-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics