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Controlling deformable material with dynamic morph targets

Published: 27 February 2009 Publication History

Abstract

We present a method to control the behavior of elastic, deformable material in a dynamic simulation. We introduce dynamic morph targets, the equivalent in dynamic simulation to the geometric morph targets in (quasi-static) modeling. Dynamic morph targets define the pose-dependent physical state of soft objects, including surface deformation and elastic and inertial properties. Given these morph targets, our algorithm then derives a dynamic model that can be simulated in time-pose-space, interpolating the dynamic morph targets at the input poses. Our method easily integrates with current modeling and animation pipelines: at different poses, an artist simply provides a set of dynamic morph targets. Whether these input states are physically plausible is completely up to the artist. The resulting deformable models expose fully dynamic, pose-dependent behavior, driven by the artist-provided morph targets, complete with inertial effects.
Our deformable models are computationally efficient at runtime through modal reduction and pose-space polynomial interpolation. These models can therefore be plugged into existing dynamic simulation engines, either forming interactive, deformable content in real-time games or providing secondary dynamic effects for kinematically-driven characters in feature animation films. Finally, our method also facilitates certain time-consuming rigging procedures, by providing a physically based approach to resolve co-articulation deficiencies in traditional skinning methods, such as in shoulder regions, fully automatically.

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cover image ACM Conferences
I3D '09: Proceedings of the 2009 symposium on Interactive 3D graphics and games
February 2009
253 pages
ISBN:9781605584294
DOI:10.1145/1507149
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 27 February 2009

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Author Tags

  1. deformation
  2. modal analysis
  3. morph targets
  4. physically based modeling
  5. reduced dynamics

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I3D '09
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I3D '09: Symposium on Interactive 3D Graphics and Games
February 27 - March 1, 2009
Massachusetts, Boston

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Overall Acceptance Rate 148 of 485 submissions, 31%

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  • (2023)Defending Low-Bandwidth Talking Head Videoconferencing Systems From Real-Time Puppeteering Attacks2023 IEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops (CVPRW)10.1109/CVPRW59228.2023.00105(983-992)Online publication date: Jun-2023
  • (2021)Parametric Skeletons with Reduced Soft‐Tissue DeformationsComputer Graphics Forum10.1111/cgf.1419940:6(34-46)Online publication date: 2-Feb-2021
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