Anatomy guided bottom up creature skinning
DOI:
https://doi.org/10.18046/syt.v9i17.1051Keywords:
Mesh, skinning, creature, 3D.Abstract
It is possible to guide skin construction from the creature’s inner anatomy. This paper introduces a method where is provided the system with bones, a set of muscles and a set of subsidiary organs in order to generate the mesh of the skin. The method generates a set of feature points from the inner anatomy. Then, it projects the feature points on a mirror plane which cuts the creature in the middle. Once in the plane, triangulate and reflect the points and adjust the skin’s mesh inflating it and deflating it until all skin vertices are within some threshold of the underlying anatomy. Finally, fur is generated with offsets calculated from the skin’s mesh.Feature point generation and automatic mesh generation strongly rely on the anatomical knowledge provided to the algorithm. However, it eliminates the need of a preexisting skin mesh. The resulting mesh is consistent with the underlying anatomy.References
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Bourke, P. (1994). Polygonising a scalar field. http://local.wasp.uwa.edu.au/ pbourke/geometry/polygonise/
Breton, G., Bouville, C., and Pel’e, D. (2001). FaceEngine a 3D facial animation engine for real time applications. In Web3D ’01: Proceedings of the sixth international conference on 3D Web technology, New York, NY, USA, 15–22. ACM.
Cheng, S. W., Dey, T. K., and Ramos, E. A. (2007). Delaunay refinement for piecewise smooth complexes. In SODA ’07: Proceedings of the eighteenth annual ACM-SIAM symposium on Discrete algorithms, Philadelphia, PA, USA, 1096–1105. Society for Industrial and Applied Mathematics.
Collins, G. and Hilton, A. (2001), Models for character animation. Software Focus, 2: 44–51
Hansford, D. (2007). Barycentric Coordinates Introduction to Computer Graphics Arizona State University. http://www.farinhansford.com/dianne/teaching/cse470/materials/BarycentricCoords.pdf
James, D. L. and Twigg, C. D. (2005). Skinning mesh animations. In SIGGRAPH ’05: ACM SIGGRAPH 2005 Papers, New York, NY, USA, 399–407. ACM.
Kähler, K., Haber, J., and Seidel, H.-P. (2003). Reanimating the dead: reconstruction of expressive faces from skull data. In SIGGRAPH ’03: ACM SIGGRAPH 2003 Papers, New York, NY, USA, 554–561. ACM.
Karabassi, E.-A., Papaioannou, G., and Theoharis, T. (1999). A fast depth-buffer based voxelization algorithm. J. Graph. Tools, 4 (4), 5–10.
Kavan, L., Collins, S., ˇZ´ara, J., and O’Sullivan, C. (2007). Skinning with dual quaternions. In I3D ’07: Proceedings of the 2007 symposium on Interactive 3D graphics and games, New York, NY, USA, 39–46. ACM.
King, S. A. (2001). A facial model and animation techniques for animated speech. PhD. thesis, The Ohio State University.
Lorensen, W. E. and Cline, H. E. (1987). Marching cubes: A high resolution 3D surface construction algorithm. In SIGGRAPH ’87: Proceedings of the 14th annual conference on Computer graphics and interactive techniques, New York, NY, USA, 163–169. ACM.
Mohr, A. and Gleicher, M. (2003). Building efficient, accurate character skins from examples. In SIGGRAPH ’03: ACM SIGGRAPH 2003 Papers, New York, NY, USA, 562–568. ACM.
Morse, B. S., Liu, W., Yoo, T. S., and Subramanian, K. (2005). Active Contours Using a Constraint-Based Implicit Representation. Computer Vision and Pattern Recognition, IEEE Computer Society Conference on, 1, 285–292.
Navarro Newball (2010). Londra, A Dog Facial Animation Model. PhD thesis. Department of Computer Science. University of Otago.
Papaioannou, G. (2002). A simple and fast technique for fur rendering. http://www.aueb.gr/users/gepap/.
Simmons, M., Wilhelms, J., and Van Gelder, A. (2002). Model-based reconstruction for creature animation. In SCA ’02: Proceedings of the 2002 ACM SIGGRAPH/ Eurographics symposium on Computer animation, New York, NY, USA,139–146. ACM.
Tarini, M., Yamauchi, H., Haber, J., and Seidel, H.-P. (2002). Texturing Faces. In Graphics Interface, 89–98.
Tutorial board (2011). Interview With CGI Artist Andrius Balciunas Also Known As “CryingHorn”. http://www.tutorialboard.net/interview-cgi-artist-andrius-balciunas-cryinghorn/
Tutorial board (2011). Interview with 3D CG Artist Marcos Nicacio. http://www.tutorialboard.net/interview-3d-cg-artist-marcos-nicacio/
Tutorial board (2011). Interview With 3D Character Artist from Blitz Game Studios Jose Lazaro. http://www.tutorialboard.net/interview-3d-character-artist-blitz-game-studios-jose-lazaro/
Van Overveld, K. and Wyvill, B. (2004). Shrinkwrap: An efficient adaptive algorithm for triangulating an iso-surface. Vis. Comput., 20 (6), 362–379.
Ward D (2010). Game engine Character Part 1. Blender Tutorials. http://www.blendercookie.com/2010/05/13/game-enginecharacter-part-1/
Wilhelms, J. and Van Gelder, A. (1997). Anatomically based modeling. In SIGGRAPH’97: Proceedings of the 24th annual conference on Computer graphics and interactive techniques, New York, NY, USA, 173–180. ACM Press/Addison-Wesley Publishing Co.
Williamson J. Modeling a Creatures Head (2008). http://www.blendernation.com/2008/02/21/timelapse-video-modeling-a-creatures-head/
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2011-07-13
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