← ArchivePaper2015
Position-Based Skinning for Soft Articulated Characters
Two-layer skinning that applies position-based dynamics constraints on top of LBS to achieve volume preservation and soft jiggle in real time.
Abstract
In this paper, we introduce a two‐layered approach addressing the problem of creating believable mesh‐based skin deformation. For each frame, the skin is first deformed with a classic linear blend skinning approach, which usually leads to unsightly artefacts such as the well‐known candy‐wrapper effect and volume loss. Then we enforce some geometric constraints which displace the positions of the vertices to mimic the behaviour of the skin and achieve effects like volume preservation and jiggling. We allow the artist to control the amount of jiggling and the area of the skin affected by it. The geometric constraints are solved using a position‐based dynamics (PBDs) schema. We employ a graph colouring algorithm for parallelizing the computation of the constraints. Being based on PBDs guarantees efficiency and real‐time performances while enduring robustness and unconditional stability. We demonstrate the visual quality and the performance of our approach with a variety of skeleton‐driven soft body characters.
How to read this
- Category
- Method: a skinning algorithm (two-layer LBS + PBD)
- Contributions
- Two-layered skin deformation that first applies linear blend skinning, then corrects it with geometric constraints solved via position-based dynamics.
- Achieves volume preservation and jiggling while reducing classic LBS artefacts such as the candy-wrapper effect and volume loss.
- Parallelizes constraint solving with a graph-colouring algorithm and gives the artist control over jiggle amount and affected skin region, in real time.
- Context
- Builds skeleton-driven soft-body skinning on top of Mueller et al.'s Position Based Dynamics, layering PBD constraints over standard linear blend skinning.Builds on: Position Based Dynamics
- Correctness
- Demonstrated on a variety of skeleton-driven soft-body characters with real-time, unconditionally stable PBD; results are geometric/plausible rather than physically rigorous, so it targets believable jiggle and volume, not accurate soft-tissue mechanics.
- Clarity
- Accessible if you know LBS and PBD; a first pass conveys the two-layer idea, a second pass for the constraint formulation and graph-colouring parallelism.
- How to read it
- First pass for the layering concept and artist controls; second pass on the PBD constraints and parallel solver if integrating into a real-time rig.
Builds on
Built upon by
Nothing yet.
Related work
- NeuroSkinning: Automatic Skin Binding for Production Characters with Deep Graph Networks 2019 / SIGGRAPH
- Fast Complementary Dynamics via Skinning Eigenmodes 2023 / SIGGRAPH
- Geodesic Voxel Binding for Production Character Meshes 2013 / SCA
- Learning Skeletal Articulations with Neural Blend Shapes 2021 / SIGGRAPH
Keywords
This page summarises the entry and links to its original source. The archive never hosts or redistributes the publication itself.Show it in the full archive list →