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Efficient Elasticity for Character Skinning with Contact and Collisions
Aleka McAdams, Yongning Zhu, Andrew Selle, Mark Empey, Rasmus Tamstorf, Joseph Teran, Eftychios Sifakis
Near-interactive corotational elasticity on hexahedral lattices for character soft-tissue deformation, handling contact and collisions in production at Disney.
Abstract
This paper presents a near-interactive algorithm for simulating skeleton-driven, high-resolution corotational elasticity for soft-tissue character skinning. The method introduces a novel one-point quadrature discretization of corotational elasticity over a uniform hexahedral lattice, with a stabilization scheme that suppresses hourglassing nullspace modes while requiring only a single polar decomposition per cell. The authors enforce positive definiteness of the element stiffness matrix through an inexpensive matrix-free indefiniteness correction, enabling efficient conjugate gradient solves for both quasistatics and implicit dynamics, and develop a multigrid solver (including a Full Approximation Scheme nonlinear variant) that scales to hundreds of thousands of degrees of freedom. The system targets parallelism with a branch-free vectorized SVD and handles body collisions, self-collisions, and soft constraints via embedded proxy points with penalty-based response, demonstrated in a production character skinning pipeline.
How to read this
- Category
- Method: a near-interactive physics-based skinning algorithm (corotational elasticity)
- Contributions
- A one-point quadrature discretization of corotational elasticity over a uniform hexahedral lattice with a stabilization scheme suppressing hourglass modes, needing only one polar decomposition per cell
- A matrix-free indefiniteness correction enforcing element stiffness positive-definiteness, enabling efficient CG solves for quasistatics and implicit dynamics
- A multigrid solver (with a Full Approximation Scheme nonlinear variant) and a branch-free vectorized SVD scaling to hundreds of thousands of DOFs, handling body/self-collisions and soft constraints
- Context
- Production soft-tissue character skinning at Disney, building on the corotational-elasticity and FEM simulation lineage and pushing it toward interactive rates via lattice discretization and multigrid.
- Correctness
- Demonstrated in a production character-skinning pipeline with collision and constraint handling; a reader should note the method assumes a uniform hexahedral embedding lattice and relies on the stabilization to control nullspace modes, so behavior depends on lattice resolution and the penalty-based collision response.
- Clarity
- Dense numerical-methods paper; a first pass conveys the system design and goals, but a second pass is needed to follow the quadrature, stabilization and multigrid formulation.
- How to read it
- First pass for the overall pipeline and why one-point quadrature plus stabilization matters; do a careful second pass on the discretization, the indefiniteness correction, and the multigrid/FAS solver if you intend to implement or evaluate it.
Builds on
Nothing in the archive, this is a starting point.
Related work
- Data-Driven Physics for Human Soft Tissue Animation 2017 / SIGGRAPH
- Steklov-Poincare Skinning 2014 / SCA
- Flesh, Flab, and Fascia Simulation on Zootopia 2016 / SIGGRAPH
- Efficient Dynamic Skinning with Low-Rank Helper Bone Controllers 2016 / SIGGRAPH
Keywords
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