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Modeling Skin Separate object(s) per limb (and joints) Continuous Skin

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Presentation on theme: "Modeling Skin Separate object(s) per limb (and joints) Continuous Skin"— Presentation transcript:

1 Modeling Skin Separate object(s) per limb (and joints) Continuous Skin
Rigidly transform vertices Transform vertices between bisectors Blend using multiple bones Pose space deformations Wrap skin around model of internal structure

2 Separate objects Overlapping gives appearance of continuous surface - somewhat Add element at joint to smooth between limbs Works best with uniform color

3 Bind skin vertex to skeleton
Continuous skin Design character skin Define underlying skeleton from skin Bind skin vertex to skeleton

4 Rigidly bind vertex to closest bone
Skin vertex Closest bone Associate vertex with closest ‘bone’ Rigidly transform vertex as bone transforms

5 Problems with overlap and stretching
Rigidly transform vertices Problems with overlap and stretching

6 Bind vertex to bone - bisectors
Locate vertex relative to closest bone Joint bisectors Normal of bisecting plane Skin vertex Line parallel to bone through vertex s t s – distance from vertex to first bisector t – distance between bisectors v Distance from vertex to bone d p2 p0 p1

7 Use d, s, t to reconstruct location of vertex relative to bone
Map vertices to relative location Use d, s, t to reconstruct location of vertex relative to bone

8 Bind vertex to multiple bones
Locate vertex relative to closest bone Skin vertex 20% 80% User ‘paints’ which bones affect what vertices Relative distance used to compute weights

9 Vertices around joint are affected by both bones
Blend transformation of vertices Vertices around joint are affected by both bones

10 So add addition joints or use alternatives to linear blending
But twists can collapse vertices So add addition joints or use alternatives to linear blending

11 See: www.cs.wisc.edu/graphics/Courses/cs-838-2001/Students/lx/p2.htm
Pose space deformations User ‘sculpts’ skin in various poses For each vertex solve weights to use with Radial Basis Functions for scattered data interpolation See:

12 Use anatomy to model deep structure
What artists do Surface geometry affected by what’s happening underneath Skin wraps bones, muscles, tendons, subcutaneous tissue

13 Warp skin based on model of internal structure
Skeletal articulation modifies shape of muscle Muscle shape modifies skin shape Add model of tendons, fatty tissue

14 Reference material Artistic Anatomy
Anatomy related to surface appearance versus Medical Anatomy Well-developed literature Forensic Science Facial Reconstruction Plastic Surgery Surface Appearance Reconstruction

15 Layered: Bone-Muscle-Skin
Muscle &Tendons Fatty Tissue Bone Skin

16 Modeling - Layered FFD muslces John Chadwick, ABD CSE OSU ‘90

17 Modeling - Thalmann, EPFL
Implicit surfaces From

18 Modeling Embed polyhedra in implicit surface
Implicits used for approx. collision detect & respond Polyhedra used for display Use M.-P. Cani technique to distort implicits based on collisions Karan Singh, PhD CSE OSU ‘95

19 Human Figure Ferdi Scheepers, PhD
CSE OSU ‘97 Use artistic anatomy to design muscles

20 Human Figure

21 Human Figure

22 Figures - Wilhelms, UCSB

23 Use Visible Human dataset
Skeletal Muscle Modeling Using a NURBS-Based Finite Element Method


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