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ProcDef: Local‐to‐global Deformation for Skeleton‐free Character Animation
Author(s) -
Ijiri Takashi,
Takayama Kenshi,
Yokota Hideo,
Igarashi Takeo
Publication year - 2009
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/j.1467-8659.2009.01559.x
Subject(s) - computer science , animation , deformation (meteorology) , character animation , character (mathematics) , morphing , matching (statistics) , computer animation , frame (networking) , orientation (vector space) , motion capture , computer graphics (images) , computer vision , artificial intelligence , motion (physics) , geometry , geology , mathematics , telecommunications , oceanography , statistics
Animations of characters with flexible bodies such as jellyfish, snails, and, hearts are difficult to design using traditional skeleton‐based approaches. A standard approach is keyframing, but adjusting the shape of the flexible body for each key frame is tedious. In addition, the character cannot dynamically adjust its motion to respond to the environment or user input. This paper introduces a new procedural deformation framework (ProcDef) for designing and driving animations of such flexible objects. Our approach is to synthesize global motions procedurally by integrating local deformations. ProcDef provides an efficient design scheme for local deformation patterns; the user can control the orientation and magnitude of local deformations as well as the propagation of deformation signals by specifying line charts and volumetric fields. We also present a fast and robust deformation algorithm based on shape‐matching dynamics and show some example animations to illustrate the feasibility of our framework.