Velocity Skinning for Real-Time Stylized Skeletal Animation
Velocity Skinning for Real-time Stylized Skeletal Animation Damien Rohmer, Marco Tarini, Niranjan Kalyanasundaram, Faezeh Moshfeghifar, Marie-Paule Cani, Victor Zordan To cite this version: Damien Rohmer, Marco Tarini, Niranjan Kalyanasundaram, Faezeh Moshfeghifar, Marie-Paule Cani, et al.. Velocity Skinning for Real-time Stylized Skeletal Animation. Computer Graphics Forum, Wiley, 2021, 40 (2). hal-03195315 HAL Id: hal-03195315 https://hal-polytechnique.archives-ouvertes.fr/hal-03195315 Submitted on 14 Apr 2021 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Velocity Skinning for Real-time Stylized Skeletal Animation Damien Rohmer1, Marco Tarini2, Niranjan Kalyanasundaram3, Faezeh Moshfeghifar4, Marie-Paule Cani1, Victor Zordan3 1 LIX, Ecole Polytechnique/CNRS, IP Paris, 2 University of Milan, 3 Clemson University, 4 University of Copenhagen Figure 1: Left: Skeletal rig, with a single bone in the head: When animated using velocity skinning, secondary animation effects are automatically added to the ear, and face, while the horn can be set as rigid. Right: The native efficiency and simplicity of the method is compatible with GPU implementation used to compute thousands of animated cows in real-time. Abstract Secondary animation effects are essential for liveliness.
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