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Projective Skinning

Martin Komaritzan, Mario Botsch

I3D43 citesSkinningCFX

Projective Skinning is a physics-based character skinning approach that overcomes well-known artifacts of geometric skinning while maintaining real-time performance, enabling dynamic effects and resol

Abstract

Projective Skinning is a physics-based character skinning approach that overcomes well-known artifacts of geometric skinning while maintaining real-time performance, enabling dynamic effects and resolving local self-collisions. It needs neither skinning weights nor a complex volumetric tessellation, requiring just a triangle mesh and a skeleton as input. The method builds a two-layer model of rigid bones and an elastic soft tissue layer that is computed efficiently from the input surface mesh and is solved with projective dynamics.

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Category
Method: a physics-based real-time character skinning algorithm
Contributions
  • A physics-based skinning approach that avoids common geometric-skinning artifacts at real-time rates
  • Builds a two-layer model of rigid bones plus an elastic soft-tissue layer directly from a triangle mesh and skeleton
  • Requires no skinning weights or volumetric tessellation, and resolves local self-collisions while enabling dynamic effects
Context
Builds on Projective Dynamics, applying its fast constraint-projection solver to the skinning problem as an alternative to linear-blend / geometric skinning.Builds on: Projective Dynamics: Fusing Constraint Projections for Fast Simulation
Correctness
Demonstrated as real-time with dynamic effects and local self-collision resolution; a reader should note 'local' self-collisions and the soft-tissue layer derived from the surface, so global collisions and material realism are not the focus.
Clarity
Accessible idea with a concise model description; a first pass conveys the two-layer concept, a second pass is needed for the projective-dynamics solve.
How to read it
First pass for the no-weights, two-layer (bone + soft tissue) framing and why it beats geometric skinning; do a second pass on the projective-dynamics constraints if you plan to implement it.

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