← ArchivePaper2002
EigenSkin: Real Time Large Deformation Character Skinning in Hardware
Compresses pose-dependent skinning corrections into per-joint eigenbases (PCA of displacement deltas) and evaluates them on the GPU, real-time corrective skinning in hardware.
Abstract
EigenSkin precomputes accurate but expensive nonlinear skin deformations for a character, then approximates their difference from standard linear blend skinning with a compact per-joint eigenbasis of displacement corrections (eigendisplacements) obtained by principal component analysis. At runtime these corrections are evaluated and applied on programmable graphics hardware, so large pose-dependent skin deformations of a detailed character, demonstrated on a human hand, run in real time. The method delivers the visual quality of dense corrective skinning at a fraction of the runtime cost.
How to read this
- Category
- Method: GPU corrective character skinning via eigenbases
- Contributions
- Approximates pose-dependent skin corrections to linear blend skinning with a compact per-joint eigenbasis (eigendisplacements from PCA)
- Evaluates the corrections on programmable graphics hardware for real-time large deformations
- Delivers dense corrective-skinning quality at a fraction of the runtime cost
- Context
- Builds on Pose Space Deformation, compressing its corrective-shape idea into a low-rank, GPU-evaluable form.Builds on: Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation
- Correctness
- Sound and practical; quality depends on how many eigenbasis terms are kept and on the training poses, a standard accuracy-versus-cost tradeoff.
- Clarity
- Clear; the eigendisplacement idea is intuitive if you know PCA, and the hardware mapping is well explained.
- How to read it
- First pass: the eigendisplacement correction to LBS and why it is GPU-friendly. Second pass: the PCA construction and per-joint bases if you will implement it.
Builds on
Built upon by
Nothing yet.
Related work
- Real-Time Weighted Pose-Space Deformation on the GPU 2006 / CGF
- Scan-based Volume Animation Driven by Locally Adaptive Articulated Registrations 2011 / TVCG
- Delta Mush: Smoothing Deformations While Preserving Detail 2014 / DigiPro
- Mobilizing Mocap, Motion Blending, and Mayhem: Rig Interoperability for Crowd Simulation on Incredibles 2 2018 / 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 →