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McAdams et al, ACM SIGGRAPH 2011

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Uploaded by on Jul 5, 2011

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.

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  • Youtube wont let me post the link, but the paper name is

    Efficient elasticity for character skinning with contact and collisions

  • wow looks great

  • I'd love to see some of the underlying algorithms! =)

  • Really great. I wonder how much more processing power is needed to do this in realtime games like beat em ups.

  • 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?

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