Skip to content

← ArchivePaper2012

A Blendshape Model that Incorporates Physical Interaction

Wan-Chun Ma, Yi-Hua Wang, Graham Fyffe, Jernej Barbic, Bing-Yu Chen, Paul Debevec

TOGWeta FXFacialSkinning

Extends blendshape facial models with physics-based collision response so blendshape targets automatically account for contact deformation.

Abstract

This paper presents a blendshape technique that augments linear shape interpolation with a physically based mass-spring system to overcome two limitations of linear blendshapes: degradation under large rotations and the inability to handle self collision or scene interaction. A mass-spring system is built for each blendshape target and initialized to its steady state, after which the spring rest lengths are linearly interpolated and the interpolated shape is computed as the equilibrium of the resulting system. Because the equilibrium minimizes local area and volume distortion, the method yields physically plausible deformations even across large rotations between targets. The mass-spring formulation also enables physical interaction with other scene elements through collision detection and handling, without requiring any precomputation, skeleton, or manual intervention.

How to read this

Category
Method: a physics-augmented blendshape facial model
Contributions
  • Augments linear blendshape interpolation with a physically based mass-spring system to fix degradation under large rotations and the inability to handle collisions
  • Builds a mass-spring system per blendshape target, interpolates spring rest lengths, and solves for the equilibrium shape (minimizing local area and volume distortion) for plausible deformation across large rotations
  • Enables physical interaction with other scene elements via collision detection and handling, with no precomputation, skeleton, or manual intervention
Context
Builds on blendshape facial animation and direct-manipulation blendshapes (Lewis and Anjyo 2010), adding a physical equilibrium layer to address linear-blending artifacts.Builds on: Direct Manipulation Blendshapes
Correctness
Plausible deformation across large rotations and contact is the claim; results are physically based but use a mass-spring (not full FEM) model so realism is approximate, and a reader should note quality depends on the per-target spring system and on collision detection robustness.
Clarity
Clearly motivated by two known blendshape failure modes; a first pass conveys the rest-length-interpolation-plus-equilibrium idea, with a second pass for the mass-spring setup and solve.
How to read it
First pass for why linear blends fail and how the equilibrium reformulation helps; second pass on the mass-spring construction and collision handling if extending or implementing it.

Builds on

Built upon by

Nothing yet.

Related work

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 →