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Efficient Elasticity for Character Skinning



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Efficient elasticity for character skinning with contact and collisions Aleka McAdams1 3 Yongning Zhu2 Andrew Selle1 Mark Empey1 1 3 1 Rasmus Tamstorf Joseph Teran Eftychios Sifakis4 1 1 3 Walt Disney Animation Studios University of California Los Angeles 2 4 PDI DreamWorks University of Wisconsin Madison Figure 1 Our method takes a geometric internal skeleton left and a source surface mesh not pictured as input Based on a hexahedral lattice center it then simulates a deformed surface right obeying self collision and volumetric elasticity The example shown here has 106 567 cells and simulates at 5 5 seconds per frame c Disney Enterprises Inc Abstract 1 We present a new algorithm for near interactive simulation of skeleton driven high resolution elasticity models Our methodology is used for soft tissue deformation in character animation The algorithm is based on a novel discretization of corotational elasticity over a hexahedral lattice Within this framework we enforce positive definiteness of the stiffness matrix to allow efficient quasistatics and dynamics In addition we present a multigrid method that converges with very high efficiency Our design targets performance through parallelism using a fully vectorized and branch free SVD algorithm as well as a stable one point quadrature scheme Since body collisions self collisions and soft constraints are necessary for real world examples we present a simple framework for enforcing them The whole approach is demonstrated in an end toend production level character skinning system CR Categories I 6 8 Simulation and Modeling Types of Simulation Animation Keywords skinning corotated elasticity physics based modeling elastic deformations Links DL PDF W EB Introduction Creating appealing characters is essential for feature animation One challenging aspect is the production of life like deformations for soft tissues comprising both humans and animals In order to provide the necessary control and performance for an animator



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