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A Blendshape Model that Incorporates Physical Interaction
Wan-Chun Ma, Yi-Hua Wang, Graham Fyffe, Jernej Barbic, Bing-Yu Chen, Paul Debevec
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
- Smooth Contact-Aware Facial Blendshapes Transfer 2013 / DigiPro
- Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation 2000 / SIGGRAPH
- Advances for Digital Humans in VFX Production at Goodbye Kansas Studios 2022 / SIGGRAPH
- Practice and Theory of Blendshape Facial Models 2014 / Eurographics
Keywords
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