Subdivision Surfaces in Character Animation (original) (raw)
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Proceedings International Conference on Shape Modeling and Applications, 2001
Modeling three-dimensional faces on the computer has been an interesting yet challenging problem. This paper presents a method for creating cartoon faces by using a subdivision scheme. We use set-operations for conceptual design of subdivision control meshes. To ensure the quality of the control mesh, we have eliminated high valenced extraordinary vertices since smoothness of the surface decreases with valence. In addition, we have limited the number of extraordinary vertices to eliminate ripples. We have also ensured an even structure around extraordinary vertices (The size of each quadrilateral in subdivided meshes are roughly similar). We have also developed a user-friendly interface to sculpt the control mesh. Using this interface we have been able to create a variety of cartoon faces.
Efficient substitutes for subdivision surfaces
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Skinning geometry effectively continues to be one of the more challenging and time consuming aspects of character setup. While anatomic and physically based approaches to skinning have been investigated, many skinned objects have no physical equivalents. Geometric approaches, which are more general and provide finer control, are thus predominantly used in the animation industry. Free-form deformations (FFD) are a powerful paradigm for the manipulation of deformable objects. Skinning objects indirectly using an FFD lattice reduces the geometric complexity that needs to be controlled by a skeleton. Many techniques have extended the original box-shaped FFD lattices to more general control lattice shapes and topologies, while preserving the notion of embedding objects within a lattice volume. This paper in contrast, proposes a surface-oriented FFD, where the space deformed by the control surface is defined by a distance function around the surface. Surface-oriented control structures bear a strong visual semblance to the geometry they deform and can be constructed from the deformable geometry automatically. They also allow localization of control lattice complexity and deformation detail, making them ideally suited to the automated skinning of characters. This approach has been successfully implemented within the Maya2.0 animation system.
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