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Animating skin with wrinkles using curvature evolution and energy minimization.

机译:使用曲率演化和能量最小化为皱纹赋予皮肤生气。

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摘要

Modeling and animating skin with wrinkles is very important for character animation in films and games. To model wrinkles, it is important to consider all aspects that influence the formation of wrinkles such as skin texture and physiology, mathematics of elasticity, geometry and the associated physics behind the wrinkling phenomenon, and integrate these techniques efficiently. A number of previous approaches, including physically-based modeling, geometric wrinkling, texture or bump mapping, have tried to model skin with wrinkles; however, realistic and computationally efficient modeling of skin with wrinkles remain a challenge.;In this dissertation, we propose an integrated physiology and physically-based geometric model of skin that allows dynamic formation of wrinkles suitable for animation. The physics of wrinkling involves the study of large deformations of naturally thin elastic sheets and is governed by a set of nonlinear partial differential equations that are very difficult to solve. Instead, we model the wrinkling of skin as curvature-driven evolution of one-dimensional profile curves (sampled from the skin mesh through intersections with a cutting plane) that allows for singularities. Skin elasticity is captured using an energy functional defined by skin stretching, bending, interacting with underlying components, and constrained by self-collisions. The proposed solution determines skin motion by seeking its minimal energy configuration; fast convergence of the numerical solution is ensured through a good initial estimate formulated using careful placement of joint vertices.;The regularity of skin deformation allows us to dynamically reconstruct the 2D skin mesh from the 1D profile curve animations. This two-step approach is computationally lightweight. Our energy minimization solutions converge in quick time without the use of any special purpose hardware. Our model sizes are compact and storage-efficient since the wrinkles are generated on-the-fly through a parameterized subdivision of the wrinkles triangles during animation. These parameterizations are intuitive and allow the animator to control the width and depth of the wrinkles as well as the height of the folds surrounding the wrinkles. Our approach allows realistic skin animation by supporting automatic generation of wrinkles and smooth motion of skin joints.;We have implemented the proposed modeling and animation system for skin with dynamic wrinkling in C++ which allows a user to control the parametrizations, extract profile curves, identify the anchors, and define association between profile curve and skin mesh vertices automatically. We have applied our system to animate skin on the human finger with wrinkles.
机译:对皮肤进行皱纹建模和动画处理对于电影和游戏中的角色动画非常重要。要对皱纹进行建模,重要的是要考虑影响皱纹形成的所有方面,例如皮肤纹理和生理,弹性数学,几何形状以及皱纹背后的相关物理原理,并有效地整合这些技术。先前的许多方法,包括基于物理的建模,几何皱纹,纹理或凹凸贴图,都试图对具有皱纹的皮肤进行建模。然而,对皱纹皮肤的逼真的建模和高效计算仍然是一个挑战。本论文提出了一种基于生理学和基于物理的综合几何模型,可以动态形成适合动画的皱纹。起皱的物理学涉及天然薄弹性片材的大变形的研究,并且由一组非线性的偏微分方程组控制,这些方程组很难求解。相反,我们将皮肤的皱纹建模为允许奇异性的一维轮廓曲线的曲率驱动演变(从皮肤网格通过与切割平面的交点采样)。使用由皮肤拉伸,弯曲,与下面的组件相互作用以及受自碰撞约束的能量功能来捕获皮肤弹性。所提出的解决方案通过寻求最小的能量配置来确定皮肤运动。通过精心设计关节顶点来制定良好的初始估计值,可以确保数值解的快速收敛。皮肤变形的规律性使我们能够从1D轮廓曲线动画中动态重建2D皮肤网格。这种两步方法在计算上是轻量级的。我们的能源最小化解决方案可在不使用任何专用硬件的情况下迅速收敛。我们的模型尺寸紧凑且存储效率高,因为通过动画过程中皱纹三角形的参数化细分即时生成了皱纹。这些参数化非常直观,并允许动画师控制皱纹的宽度和深度以及围绕皱纹的折痕的高度。我们的方法通过支持皱纹的自动生成和皮肤关节的平滑运动来实现逼真的皮肤动画;;我们在C ++中实现了具有动态起皱功能的皮肤建模和动画系统,该系统可以让用户控制参数设置,提取轮廓曲线,识别锚,并自动定义轮廓曲线和蒙皮网格顶点之间的关联。我们已将我们的系统应用于使人手指上的皮肤产生皱纹的动画。

著录项

  • 作者

    Venkataraman, Kartik.;

  • 作者单位

    University of California, Santa Cruz.;

  • 授予单位 University of California, Santa Cruz.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2008
  • 页码 220 p.
  • 总页数 220
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;
  • 关键词

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