Abstract
Skeleton-based and cage-based deformation techniques represent the two most popular approaches to control real-time deformations of digital shapes and are, to a vast extent, complementary to one another. Despite their complementary roles, high-end modelling packages do not allow for seamless integration of such control structures, thus inducing a considerable burden on the user to maintain them synchronized. In this paper, we propose a framework that seamlessly combines rigging skeletons and deformation cages, granting artists with a real-time deformation system that operates using any smooth combination of the two approaches. By coupling the deformation spaces of cages and skeletons, we access a much larger space, containing poses that are impossible to obtain by acting solely on a skeleton or a cage. Our method is oblivious to the specific techniques used to perform skinning and cage-based deformation, securing it compatible with pre-existing tools. We demonstrate the usefulness of our hybrid approach on a variety of examples.
| Original language | English |
|---|---|
| Pages (from-to) | 19-32 |
| Number of pages | 14 |
| Journal | Computer Graphics Forum |
| Volume | 39 |
| Issue number | 6 |
| DOIs | |
| Publication status | Published - 1 Sept 2020 |
Keywords
- animation
- deformations
- modelling
- • Computing methodologies → Shape modelling