A Muscle Model for Enhanced Character Skinning
Files
Date issued
2013
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
This paper presents a novel method for deforming the skin of 3D characters in real-time using an underlying set
of muscles. We use a geometric model based on parametric curves to generate the various shapes of the muscles.
Our new model includes tension under isometric and isotonic contractions, a volume preservation approximation
as well as a visually accurate sliding movement of the skin over the muscles. The deformation of the skin is
done in two steps: first, a skeleton subspace deformation is computed due to the bones movement; then, vertices
displacements are added due to the deformation of the underlying muscles.
We have tested our algorithm with a GPU implementation. The basis of the parametric primitives that serve for the
muscle shape definition is stored in a cache. For a given frame, the shape of each muscle as well as its associated
skin displacement are defined by only the splines control points and the muscle’s new length. The data structure
to be sent to the GPU is thus small, avoiding the data transfer bottleneck between the CPU and the GPU. Our
technique is suitable for applications where accurate skin deformation is desired as well as video games or virtual
environments where fast computation is necessary.
Description
Subject(s)
3D modely, svaly, animace postav
Citation
Journal of WSCG. 2013, vol. 21, no. 2, p. 107-116.