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Collision-free Construction of Animated Feathers Using Implicit Constraint Surfaces
This paper presents a scheme for constructing complex, non-penetrating feather geometry suitable for feature animation.
Abstract
This paper presents a scheme for constructing complex, non-penetrating feather geometry suitable for feature animation. The method derives a potential field from guide geometry and uses an implicit constraint surface, defined as a displacement from the character skin, so adjacent feathers never intersect. The approach is frame independent and yields visually smooth animation free of popping, demonstrated on a character with several thousand feathers.
How to read this
- Category
- Method: a collision-free feather construction technique
- Contributions
- A scheme for constructing complex non-penetrating feather geometry for feature animation
- Derives a potential field from guide geometry and uses an implicit constraint surface defined as a displacement from the character skin so adjacent feathers never intersect
- A frame-independent approach yielding visually smooth, pop-free animation, shown on a character with several thousand feathers
- Context
- Builds on Chen et al.'s feather modeling and Bridson et al.'s robust cloth collision handling, and is the published, peer-reviewed companion in spirit to Rijpkema's earlier rendertime feather talk.Builds on: Modeling and Rendering of Realistic Feathers · Robust Treatment of Collisions, Contact and Friction for Cloth Animation
- Correctness
- Demonstrated on a character with several thousand feathers with smooth pop-free results; being frame-independent it sidesteps temporal-coherence solvers, so the main assumption to note is that the implicit constraint surface and potential field adequately capture the desired feather layout.
- Clarity
- Accessible and well-scoped; a first pass conveys the potential-field-plus-constraint-surface idea, a second pass for the field construction details.
- How to read it
- Read first for how the displacement-from-skin constraint surface guarantees non-penetration frame by frame; a second pass on the potential-field derivation pays off if you implement grooming, and compare against the Rijpkema talk.
Builds on
Built upon by
Related work
- Rendertime Procedural Feathers Through Blended Guide Meshes 2008 / SIGGRAPH
- Mesh-Driven Generation and Animation of Groomed Feathers 2019 / SIGGRAPH
- Apteryx: Procedural Generation, Sculpting and Grooming of Feathers 2024 / SIGGRAPH
- Animating Puss in Boots' Feather in Shrek 2 2004 / SIGGRAPH
Keywords
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