This paper proposes automatic skinning using extended position based dynamic in character animation, which adds energy conservation constraints based on the easy expandability of the position based dynamics. In the skeletal motion process, the deformation of surface mesh is divided into two stages. First stage: at each frame, the skeleton moves and both the surface and volumetric vertices are deformed by a standard LBS algorithm. Second stage: we use position based dynamics to update both the tetrahedral mesh and surface mesh automatically by solving the constraints. Lastly, self-collision and Laplacian smoothing are used to refine the deformation locally and output the result. In order to verify the feasibility and effectiveness of the mentioned algorithm, this paper experiment with different models and obtain the desired results.
Published in | Science Discovery (Volume 5, Issue 2) |
DOI | 10.11648/j.sd.20170502.18 |
Page(s) | 135-143 |
Creative Commons |
This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited. |
Copyright |
Copyright © The Author(s), 2017. Published by Science Publishing Group |
Linear Blending Skinning, Position Based Dynamic, Self-Collision Detection, Laplacian Smoothing
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APA Style
Lijuan Chen, Junjun Pan. (2017). Research on Automatic Skinning of Articulated Characters Using Extended Position Based Dynamic. Science Discovery, 5(2), 135-143. https://doi.org/10.11648/j.sd.20170502.18
ACS Style
Lijuan Chen; Junjun Pan. Research on Automatic Skinning of Articulated Characters Using Extended Position Based Dynamic. Sci. Discov. 2017, 5(2), 135-143. doi: 10.11648/j.sd.20170502.18
AMA Style
Lijuan Chen, Junjun Pan. Research on Automatic Skinning of Articulated Characters Using Extended Position Based Dynamic. Sci Discov. 2017;5(2):135-143. doi: 10.11648/j.sd.20170502.18
@article{10.11648/j.sd.20170502.18, author = {Lijuan Chen and Junjun Pan}, title = {Research on Automatic Skinning of Articulated Characters Using Extended Position Based Dynamic}, journal = {Science Discovery}, volume = {5}, number = {2}, pages = {135-143}, doi = {10.11648/j.sd.20170502.18}, url = {https://doi.org/10.11648/j.sd.20170502.18}, eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.sd.20170502.18}, abstract = {This paper proposes automatic skinning using extended position based dynamic in character animation, which adds energy conservation constraints based on the easy expandability of the position based dynamics. In the skeletal motion process, the deformation of surface mesh is divided into two stages. First stage: at each frame, the skeleton moves and both the surface and volumetric vertices are deformed by a standard LBS algorithm. Second stage: we use position based dynamics to update both the tetrahedral mesh and surface mesh automatically by solving the constraints. Lastly, self-collision and Laplacian smoothing are used to refine the deformation locally and output the result. In order to verify the feasibility and effectiveness of the mentioned algorithm, this paper experiment with different models and obtain the desired results.}, year = {2017} }
TY - JOUR T1 - Research on Automatic Skinning of Articulated Characters Using Extended Position Based Dynamic AU - Lijuan Chen AU - Junjun Pan Y1 - 2017/05/04 PY - 2017 N1 - https://doi.org/10.11648/j.sd.20170502.18 DO - 10.11648/j.sd.20170502.18 T2 - Science Discovery JF - Science Discovery JO - Science Discovery SP - 135 EP - 143 PB - Science Publishing Group SN - 2331-0650 UR - https://doi.org/10.11648/j.sd.20170502.18 AB - This paper proposes automatic skinning using extended position based dynamic in character animation, which adds energy conservation constraints based on the easy expandability of the position based dynamics. In the skeletal motion process, the deformation of surface mesh is divided into two stages. First stage: at each frame, the skeleton moves and both the surface and volumetric vertices are deformed by a standard LBS algorithm. Second stage: we use position based dynamics to update both the tetrahedral mesh and surface mesh automatically by solving the constraints. Lastly, self-collision and Laplacian smoothing are used to refine the deformation locally and output the result. In order to verify the feasibility and effectiveness of the mentioned algorithm, this paper experiment with different models and obtain the desired results. VL - 5 IS - 2 ER -