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-to end production-level character skinning system.
Youtube wont let me post the link, but the paper name is
Efficient elasticity for character skinning with contact and collisions
dattasid123 1 week ago
wow looks great
TheAugust189 2 months ago
I'd love to see some of the underlying algorithms! =)
telephonedude 6 months ago
Really great. I wonder how much more processing power is needed to do this in realtime games like beat em ups.
ExtremeTeddy 6 months ago
Hands are always the most awkward looking to me in 3D characters. This fixes it entirely. I hope I get to use this soon. I feel like this is the way to go.
Any thoughts on how it would enter into the real-time gaming workflow?
artbyjcm 6 months ago