Ladislav Kavan

dblp:14/4520 · DBLP profile ↗
← Back
62ranked-venue papers
10as first author
17since 2021 · last 2026
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 58 · 10 first-author · 15 since 2021Human-computer interaction and ubiquitous computing · 8 · 4 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 5 · 2 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021
YearPublicationVenuePosition
2026 SkinCells: Sparse Skinning using Voronoi Cells
Egor Larionov, Igor Santesteban, Hsiao-Yu Chen, Gene Wei-Chin Lin, Philipp Herholz, Ryan Goldade, Ladislav Kavan, Douglas Roble, Tuur Stuyck
Comput. Graph. Forum7
2026 SkinCells: Sparse Skinning using Voronoi Cells
abstract
Abstract For decades, real‐time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor‐intensive manual process. Existing automated tools frequently struggle with intricate geometries, often necessitating significant manual refinement to reach production standards. We present a robust, fully automated method for generating high‐quality skinning weights from a standard mesh and skeleton in a canonical A‐ or T‐pose. Unlike traditional approaches, our framework offers direct sparsity controls to limit bone influences per vertex – a critical requirement for maintaining performance in large‐scale mobile environments. Furthermore, we address the challenge of Level‐of‐Detail (LoD) management by optimizing weights within a continuous spatial volume rather than on discrete vertices. This allows a single optimization pass to be applied seamlessly across multiple asset resolutions and variations. Central to our approach is a novel parameterized family of functions, we call SkinCells. We demonstrate that our method consistently produces stable, high‐quality results even in complex scenarios where standard biharmonic weight computations fail.
Egor Larionov, Igor Santesteban, Hsiao-Yu Chen, Gene Wei-Chin Lin, Philipp Herholz, Ryan Goldade, Ladislav Kavan, Douglas Roble, Tuur Stuyck
Comput. Graph. Forum7
2026 Physics-Based Simulation of Contact-Induced Facial Wrinkling
abstract
Abstract Facial skin dynamics are inherently challenging to simulate due to a combination of geometric, material, and anatomical complexities. Human skin is a nonlinear layered material with spatially heterogeneous attachments to the underlying tissues. During contact events, localized compression and shear induce mechanical instabilities, leading to fine‐scale wrinkling patterns governed by a delicate interplay of geometry, boundary conditions, and through‐the‐thickness stresses. We present a finite element framework to simulate contact‐induced wrinkling of facial skin. We model skin as a viscoelastic material with time‐dependent relaxation that governs the rate, persistence, and damping of wrinkle formation. We employ high‐order prismatic solid‐shell elements to resolve through‐thickness stresses and high‐frequency deformation modes. Central to our approach, we introduce a continuum‐based formulation of skin ligaments to model heterogeneous skin attachments and provide anatomically inspired mobility constraints. These skin ligaments control the formation and appearance of facial wrinkles by modulating their amplitude, wavelength, and spatial distribution. We evaluate our method on a set of synthetic examples and compare simulations with real‐world footage. These results demonstrate that our skin model produces temporally coherent and visually realistic wrinkle patterns during transient contact.
Juan Montes 0001, Ladislav Kavan, Edmond Boyer, Ryan Goldade, Stelian Coros, Bernhard Thomaszewski
Comput. Graph. Forum2
2026 STyMo: Fast and Controllable Few-Shot Motion Style Transfer
abstract
Supporting a wide variety of motion styles is critical for creating diverse virtual characters, but current methods either require large stylized datasets or pre-trained models that cannot generalize beyond their training distribution. We present STyMo, a few-shot approach that learns motion style from only seconds of paired data and trains in one to two minutes. Our key insight is to decompose style into two components: a static component capturing time-invariant posture, and a temporal component capturing frame-wise dynamics. This decomposition yields an interpretable system where posture intensity, temporal exaggeration, and per-body-region style can be adjusted at runtime. Furthermore, the reduction in required training data and computation time structurally permits an iterative authoring workflow. To ensure robustness on arbitrary inputs, we further introduce a stylizability gate that automatically prevents artifacts on out-of-distribution motions. We demonstrate results across diverse motion styles, from subtle emotional variations to exaggerated character archetypes, and release our processed paired dataset to facilitate future research. The source code used in this paper can be found at: https://github.com/facebookresearch/STyMo
Jose Luis Ponton, Alexander W. Winkler, Ladislav Kavan, Yuting Ye, Petr Kadlecek
ACM Trans. Graph.3
2025 QMF-Blend: Quantized Matrix Factorization for Efficient Blendshape Compression
abstract
In this paper, we introduce a state-of-the-art blendshape compression algorithm that significantly reduces storage requirements and computational complexity in facial animation. Our approach leverages large sparse matrix factorization and quantization to compress high-dimensional blendshape coefficients into a compact representation, preserving essential features and high-frequency geometric details. The proposed algorithm outperforms existing methods in terms of compression ratio, reconstruction quality, and computational efficiency. We demonstrate its effectiveness through extensive experiments on various animated face models, achieving compression factors of up to 100 × over sparse blendshapes with minimal impact on quality. Our technique offers compression rates up to 4.6 × better than the prior state-of-the-art while also improving approximation error and preserving features like wrinkles. Additionally, our runtime computation is up to 3 × faster than state-of-the-art on CPU and 70% faster than state-of-the-art on GPU, facilitating high-quality facial animation on low-powered computing platforms with limited resources.
Roman Fedotov, Brian Budge, Ladislav Kavan
SIGGRAPH Asia3
2024 DeepSSM: A blueprint for image-to-shape deep learning models
Riddhish Bhalodia, Shireen Y. Elhabian, Jadie Adams, Wenzheng Tao, Ladislav Kavan, Ross T. Whitaker
Medical Image Anal.5
2024 A Mesh-based Simulation Framework using Automatic Code Generation
abstract
Optimized parallel implementations on GPU or CPU have dramatically enhanced the fidelity, resolution and accuracy of physical simulations and mesh-based algorithms. However, attaining optimal performance requires expert knowledge and might demand complex code and memory layout optimizations. This adds to the fact that physical simulation algorithms require the implementation of derivatives, which can be a tedious and error-prone process. In recent years, researchers and practitioners have investigated the concept of designing systems that allow for a more expressive definition of mesh-based simulation code. These systems leverage domain-specific languages (DSL), automatic differentiation or symbolic computing to enhance readability of implementations without compromising performance. We follow this line of work and propose a symbolic code generation approach tailored to mesh-based computations on parallel devices. Our system extends related work by incorporating collision handling and a data access synchronization approach, enabling rapid sparse matrix assembly.
Philipp Herholz, Tuur Stuyck, Ladislav Kavan
ACM Trans. Graph.3
2022 Virtual Elastic Objects
abstract
We present Virtual Elastic Objects (VEOs): virtual objects that not only look like their real-world counterparts but also behave like them, even when subject to novel interactions. Achieving this presents multiple challenges: not only do objects have to be captured including the physical forces acting on them, then faithfully reconstructed and rendered, but also plausible material parameters found and simulated. To create VEOs, we built a multi-view capture system that captures objects under the influence of a compressed air stream. Building on recent advances in model-free, dynamic Neural Radiance Fields, we reconstruct the objects and corresponding deformation fields. We propose to use a differentiable, particle-based simulator to use these deformation fields to find representative material parameters, which enable us to run new simulations. To render simulated objects, we devise a method for integrating the simulation results with Neural Radiance Fields. The resulting method is applicable to a wide range of scenarios: it can handle objects composed of inhomogeneous material, with very different shapes, and it can simulate interactions with other virtual objects. We present our results using a newly collected dataset of 12 objects under a variety of force fields, which will be made available upon publication.
Hsiao-Yu Chen, Edith Tretschk, Tuur Stuyck, Petr Kadlecek, Ladislav Kavan, Etienne Vouga, Christoph Lassner
CVPR5
2022 3D Shape Segmentation Using Soft Density Peak Clustering and Semi-Supervised Learning
Zhenyu Shu, Sipeng Yang, Shi-Qing Xin, Chaoyi Pang, Ladislav Kavan, Ligang Liu 0001
Comput. Aided Des.6
2022 Detecting 3D Points of Interest Using Projective Neural Networks
abstract
Detecting points of interest on 3D shapes is a fundamental research problem in geometry processing. Due to the complicated relationship between points of interest and their geometric features, detecting points of interest on any given 3D shape remains challenging. Due to the lack of training data, previous data-driven methods for detecting 3D points of interest mainly focus on utilizing hand-crafted geometric features to predict the probabilities of each point being a POI, which greatly limits detection performance. In this paper, we propose a novel algorithm for detecting 3D points of interest by using projective neural networks. Our method first projects the labeled training 3D shapes into multiple 2D views and then learns the required features from the 2D views in an end-to-end fashion. The points of interest on test 3D shapes are then automatically detected by applying the learned neural network and our improved density peak clustering. Our method relies neither on hand-crafted feature descriptors nor a large quantity of expensive 3D training data to obtain satisfactory results. Experimental results show significantly superior detection performance of our method over the state-of-the-art methods.
Zhenyu Shu, Sipeng Yang, Shi-Qing Xin, Chaoyi Pang, Xiaogang Jin 0001, Ladislav Kavan, Ligang Liu 0001
IEEE Trans. Multim.6
2022 Soft Articulated Characters in Projective Dynamics
abstract
We propose a fast and robust solver to simulate continuum-based deformable models with constraints, in particular, rigid-body and joint constraints useful for soft articulated characters. Our method embeds the degrees of freedom of both articulated rigid bodies and deformable bodies in one unified constrained optimization problem, thus coupling the deformable and rigid bodies. Inspired by Projective Dynamics which is a fast numerical solver to simulate deformable objects, we also propose a novel local/global solver that takes full advantage of the pre-factorized system matrices to accelerate the solve of our constrained optimization problem. Therefore, our method can efficiently simulate character models, with rigid-body parts (bones) being correctly coupled with deformable parts (flesh). Our method is stable because backward Euler time integration is applied to both rigid and deformable degrees of freedom. Our unified optimization problem is rigorously derived from constrained Newtonian mechanics. When simulating only articulated rigid bodies as a special case, our method converges to the state-of-the-art rigid body simulators.
Tiantian Liu 0002, Ladislav Kavan
IEEE Trans. Vis. Comput. Graph.3
2022 Interactive Deep Colorization and its Application for Image Compression
abstract
Recent methods based on deep learning have shown promise in converting grayscale images to colored ones. However, most of them only allow limited user inputs (no inputs, only global inputs, or only local inputs), to control the output colorful images. The possible difficulty lies in how to differentiate the influences of different inputs. To solve this problem, we propose a two-stage deep colorization method allowing users to control the results by flexibly setting global inputs and local inputs. The key steps include enabling color themes as global inputs by extracting K mean colors and generating K-color maps to define a global theme loss, and designing a loss function to differentiate the influences of different inputs without causing artifacts. We also propose a color theme recommendation method to help users choose color themes. Based on the colorization model, we further propose an image compression scheme, which supports variable compression ratios in a single network. Experiments on colorization show that our method can flexibly control the colorized results with only a few inputs and generate state-of-the-art results. Experiments on compression show that our method achieves much higher image quality at the same compression ratio when compared to the state-of-the-art methods.
Yi Xiao 0004, Peiyao Zhou, Yan Zheng 0003, Andrew Chi-Sing Leung, Ladislav Kavan
IEEE Trans. Vis. Comput. Graph.7
2021 Scale-Adaptive ICP
Yusuf Sahillioglu, Ladislav Kavan
Graph. Model.2
2021 Leveraging unsupervised image registration for discovery of landmark shape descriptor
Riddhish Bhalodia, Shireen Y. Elhabian, Ladislav Kavan, Ross T. Whitaker
Medical Image Anal.3
2021 Capturing detailed deformations of moving human bodies
abstract
We present a new method to capture detailed human motion, sampling more than 1000 unique points on the body. Our method outputs highly accurate 4D (spatio-temporal) point coordinates and, crucially, automatically assigns a unique label to each of the points. The locations and unique labels of the points are inferred from individual 2D input images only, without relying on temporal tracking or any human body shape or skeletal kinematics models. Therefore, our captured point trajectories contain all of the details from the input images, including motion due to breathing, muscle contractions and flesh deformation, and are well suited to be used as training data to fit advanced models of the human body and its motion. The key idea behind our system is a new type of motion capture suit which contains a special pattern with checkerboard-like corners and two-letter codes. The images from our multi-camera system are processed by a sequence of neural networks which are trained to localize the corners and recognize the codes, while being robust to suit stretching and self-occlusions of the body. Our system relies only on standard RGB or monochrome sensors and fully passive lighting and the passive suit, making our method easy to replicate, deploy and use. Our experiments demonstrate highly accurate captures of a wide variety of human poses, including challenging motions such as yoga, gymnastics, or rolling on the ground.
Hyojoon Park, Kutay Macit, Ladislav Kavan
ACM Trans. Graph.4
2021 Interactive cutting and tearing in projective dynamics with progressive cholesky updates
abstract
We propose a new algorithm for updating a Cholesky factorization which speeds up Projective Dynamics simulations with topological changes. Our approach addresses an important limitation of the original Projective Dynamics, i.e., that topological changes such as cutting, fracturing, or tearing require full refactorization which compromises computation speed, especially in real-time applications. Our method progressively modifies the Cholesky factor of the system matrix in the global step instead of computing it from scratch. Only a small amount of overhead is added since most of the topological changes in typical simulations are continuous and gradual. Our method is based on the update and downdate routine in CHOLMOD, but unlike recent related work, supports dynamic sizes of the system matrix and the addition of new vertices. Our approach allows us to introduce clean cuts and perform interactive remeshing. Our experiments show that our method works particularly well in simulation scenarios involving cutting, tearing, and local remeshing operations.
Tiantian Liu 0002, Ladislav Kavan, Baoquan Chen
ACM Trans. Graph.3
2021 Learning active quasistatic physics-based models from data
abstract
Humans and animals can control their bodies to generate a wide range of motions via low-dimensional action signals representing high-level goals. As such, human bodies and faces are prime examples of active objects, which can affect their shape via an internal actuation mechanism. This paper explores the following proposition: given a training set of example poses of an active deformable object, can we learn a low-dimensional control space that could reproduce the training set and generalize to new poses? In contrast to popular machine learning methods for dimensionality reduction such as auto-encoders, we model our active objects in a physics-based way. We utilize a differentiable, quasistatic, physics-based simulation layer and combine it with a decoder-type neural network. Our differentiable physics layer naturally fits into deep learning frameworks and allows the decoder network to learn actuations that reach the desired poses after physics-based simulation. In contrast to modeling approaches where users build anatomical models from first principles, medical literature or medical imaging, we do not presume knowledge of the underlying musculature, but learn the structure and control of the actuation mechanism directly from the input data. We present a training paradigm and several scalability-oriented enhancements that allow us to train effectively while accommodating high-resolution volumetric models, with as many as a quarter million simulation elements. The prime demonstration of the efficacy of our example-driven modeling framework targets facial animation, where we train on a collection of input expressions while generalizing to unseen poses, drive detailed facial animation from sparse motion capture input, and facilitate expression sculpting via direct manipulation.
Sangeetha Grama Srinivasan, Qisi Wang, Junior Rojas, Gergely Klár, Ladislav Kavan, Eftychios Sifakis
ACM Trans. Graph.5
2020 Self-supervised Discovery of Anatomical Shape Landmarks
Riddhish Bhalodia, Ladislav Kavan, Ross T. Whitaker
MICCAI (4)2
2020 Solving for muscle blending using data
Dimitar Dinev, Wenxian Guo, Petr Kadlecek, Ladislav Kavan
Comput. Graph.4
2020 Scribble-Based 3D Shape Segmentation via Weakly-Supervised Learning
abstract
Shape segmentation is a fundamental problem in shape analysis. Previous research shows that prior knowledge helps to improve the segmentation accuracy and quality. However, completely labeling each 3D shape in a large training data set requires a heavy manual workload. In this paper, we propose a novel weakly-supervised algorithm for segmenting 3D shapes using deep learning. Our method jointly propagates information from scribbles to unlabeled faces and learns deep neural network parameters. Therefore, it does not rely on completely labeled training shapes and only needs a really simple and convenient scribble-based partially labeling process, instead of the extremely time-consuming and tedious fully labeling processes. Various experimental results demonstrate the proposed method's superior segmentation performance over the previous unsupervised approaches and comparable segmentation performance to the state-of-the-art fully supervised methods.
Zhenyu Shu, Xiaoyong Shen, Shi-Qing Xin, Qingjun Chang, Jieqing Feng, Ladislav Kavan, Ligang Liu 0001
IEEE Trans. Vis. Comput. Graph.6
2019 A Cooperative Autoencoder for Population-Based Regularization of CNN Image Registration
Riddhish Bhalodia, Shireen Y. Elhabian, Ladislav Kavan, Ross T. Whitaker
MICCAI (2)3
2019 Average Vector Field Integration for St. Venant-Kirchhoff Deformable Models
abstract
We propose Average Vector Field (AVF) integration for simulation of deformable solids in physics-based animation. Our method achieves exact energy conservation for the St. Venant-Kirchhoff material without any correction steps or extra parameters. Exact energy conservation implies that our resulting animations 1) cannot explode and 2) do not suffer from numerical damping, which are two common problems with previous numerical integration techniques. Our method produces lively motion even with large time steps as typically used in physics-based animation. Our implicit update rules can be formulated as a minimization problem and solved in a similar way as optimization-based backward Euler, with only a mild computing overhead. Our approach also supports damping and collision response models, making it easy to deploy in practical computer animation pipelines.
Junior Rojas, Tiantian Liu 0002, Ladislav Kavan
IEEE Trans. Vis. Comput. Graph.3
2019 Detecting 3D Points of Interest Using Multiple Features and Stacked Auto-encoder
abstract
Considering the fact that points of interest on 3D shapes can be discriminated from a geometric perspective, it is reasonable to map the geometric signature of a point $p$p to a probability value encoding to what degree $p$p is a point of interest, especially for a specific class of 3D shapes. Based on the observation, we propose a three-phase algorithm for learning and predicting points of interest on 3D shapes by using multiple feature descriptors. Our algorithm requires two separate deep neural networks (stacked auto-encoders) to accomplish the task. During the first phase, we predict the membership of the given 3D shape according to a set of geometric descriptors using a deep neural network. After that, we train the other deep neural network to predict a probability distribution defined on the surface representing the possibility of a point being a point of interest. Finally, we use a manifold clustering technique to extract a set of points of interest as the output. Experimental results show superior detection performance of the proposed method over the previous state-of-the-art approaches.
Zhenyu Shu, Shi-Qing Xin, Ligang Liu 0001, Ladislav Kavan
IEEE Trans. Vis. Comput. Graph.5
2019 Building anatomically realistic jaw kinematics model from data
Wenwu Yang, Nathan Marshak, Daniel Sýkora, Srikumar Ramalingam, Ladislav Kavan
Vis. Comput.5
2018 Dynamic implicit muscles for character skinning
Valentin Roussellet, Nadine Abu Rumman, Florian Canezin, Nicolas Mellado, Ladislav Kavan, Loïc Barthe
Comput. Graph.5
2018 User-Guided Lip Correction for Facial Performance Capture
abstract
Abstract Facial performance capture is the primary method for generating facial animation in video games, feature films and virtual environments, and recent advances have produced very compelling results. Still, one of the most challenging regions is the mouth, which often contains systematic errors due to the complex appearance and occlusion/dis‐occlusion of the lips. We present a novel user‐guided approach to correcting these common lip shape errors present in traditional capture systems. Our approach is to allow a user to manually correct a small number of problematic frames, and then our system learns the types of corrections desired and automatically corrects the entire performance. As correcting even a single frame using traditional 3D sculpting tools can be time consuming and require great skill, we also propose a simple and fast 2D sketch‐based method for generating plausible lip corrections for the problematic key frames. We demonstrate our results on captured performances of three different subjects, and validate our method with an additional sequence that contains ground truth lip reconstructions.
Dimitar Dinev, Thabo Beeler, Derek Bradley, Moritz Bächer, Ladislav Kavan
Comput. Graph. Forum6
2018 An evaluation of canonical forms for non-rigid 3D shape retrieval
abstract
Canonical forms attempt to factor out a non-rigid shape’s pose, giving a pose-neutral shape. This opens up the possibility of using methods originally designed for rigid shape retrieval for the task of non-rigid shape retrieval. We extend our recent benchmark for testing canonical form algorithms. Our new benchmark is used to evaluate a greater number of state-of-the-art canonical forms, on five recent non-rigid retrieval datasets, within two different retrieval frameworks. A total of fifteen different canonical form methods are compared. We find that the difference in retrieval accuracy between different canonical form methods is small, but varies significantly across different datasets. We also find that efficiency is the main difference between the methods.
David Pickup, Xianfang Sun, Paul L. Rosin, Ralph R. Martin, Zhi-Quan Cheng, Zhouhui Lian, Sipin Nie, Longcun Jin, Gil Shamai, Yusuf Sahillioglu, Ladislav Kavan
Graph. Model.12
2018 Stabilizing Integrators for Real-Time Physics
abstract
We present a new time integration method featuring excellent stability and energy conservation properties, making it particularly suitable for real-time physics. The commonly used backward Euler method is stable but introduces artificial damping. Methods such as implicit midpoint do not suffer from artificial damping but are unstable in many common simulation scenarios. We propose an algorithm that blends between the implicit midpoint and forward/backward Euler integrators such that the resulting simulation is stable while introducing only minimal artificial damping. We achieve this by tracking the total energy of the simulated system, taking into account energy-changing events: damping and forcing. To facilitate real-time simulations, we propose a local/global solver, similar to Projective Dynamics, as an alternative to Newton’s method. Compared to the original Projective Dynamics, which is derived from backward Euler, our final method introduces much less numerical damping at the cost of minimal computing overhead. Stability guarantees of our method are derived from the stability of backward Euler, whose stability is a widely accepted empirical fact. However, to our knowledge, theoretical guarantees have so far only been proven for linear ODEs. We provide preliminary theoretical results proving the stability of backward Euler also for certain cases of nonlinear potential functions.
Dimitar Dinev, Tiantian Liu 0002, Ladislav Kavan
ACM Trans. Graph.3
2018 FEPR: fast energy projection for real-time simulation of deformable objects
abstract
We propose a novel projection scheme that corrects energy fluctuations in simulations of deformable objects, thereby removing unwanted numerical dissipation and numerical "explosions". The key idea of our method is to first take a step using a conventional integrator, then project the result back to the constant energy-momentum manifold. We implement this strategy using fast projection , which only adds a small amount of overhead to existing physics-based solvers. We test our method with several implicit integration rules and demonstrate its benefits when used in conjunction with Position Based Dynamics and Projective Dynamics. When added to a dissipative integrator such as backward Euler, our method corrects the artificial damping and thus produces more vivid motion. Our projection scheme also effectively prevents instabilities that can arise due to approximate solves or large time steps. Our method is fast, stable, and easy to implement---traits that make it well-suited for real-time physics applications such as games or training simulators.
Dimitar Dinev, Tiantian Liu 0002, Bernhard Thomaszewski, Ladislav Kavan
ACM Trans. Graph.5
2017 Environment-Scale Fabrication: Replicating Outdoor Climbing Experiences
abstract
Despite rapid advances in 3D printing, fabricating large, durable and robust artifacts is impractical with current technology. We focus on a particularly challenging environment-scale artifact: rock climbing routes. We propose a prototype fabrication method to replicate part of an outdoor climbing route and enable the same sensorimotor experience in an indoor gym. We start with 3D reconstruction of the rock wall using multi-view stereo and use reference videos of a climber in action to identify localized rock features that are necessary for ascent. We create 3D models akin to traditional indoor climbing holds, fabricated using rapid prototyping, molding and casting techniques. This results in robust holds accurately replicating the features and configuration of the original rock route. Validation was performed on two rock climbing sites in New Hampshire and Utah. We verified our results by comparing climbers' moves on the indoor replicas and original outdoor routes.
Emily Whiting, Nada Ouf, Liane Makatura, Christos Mousas, Zhenyu Shu, Ladislav Kavan
CHI6
2017 Phace: physics-based face modeling and animation
abstract
We present a novel physics-based approach to facial animation. Contrary to commonly used generative methods, our solution computes facial expressions by minimizing a set of non-linear potential energies that model the physical interaction of passive flesh, active muscles, and rigid bone structures. By integrating collision and contact handling into the simulation, our algorithm avoids inconsistent poses commonly observed in generative methods such as blendshape rigs. A novel muscle activation model leads to a robust optimization that faithfully reproduces complex facial articulations. We show how person-specific simulation models can be built from a few expression scans with a minimal data acquisition process and an almost entirely automated processing pipeline. Our method supports temporal dynamics due to inertia or external forces, incorporates skin sliding to avoid unnatural stretching, and offers full control of the simulation parameters, which enables a variety of advanced animation effects. For example, slimming or fattening the face is achieved by simply scaling the volume of the soft tissue elements. We show a series of application demos, including artistic editing of the animation model, simulation of corrective facial surgery, or dynamic interaction with external forces and objects.
Alexandru Eugen Ichim, Petr Kadlecek, Ladislav Kavan, Mark Pauly
ACM Trans. Graph.3
2017 Quasi-Newton Methods for Real-Time Simulation of Hyperelastic Materials
abstract
We present a new method for real-time physics-based simulation supporting many different types of hyperelastic materials. Previous methods such as Position-Based or Projective Dynamics are fast but support only a limited selection of materials; even classical materials such as the Neo-Hookean elasticity are not supported. Recently, Xu et al. [2015] introduced new “spline-based materials” that can be easily controlled by artists to achieve desired animation effects. Simulation of these types of materials currently relies on Newton’s method, which is slow, even with only one iteration per timestep. In this article, we show that Projective Dynamics can be interpreted as a quasi-Newton method. This insight enables very efficient simulation of a large class of hyperelastic materials, including the Neo-Hookean, spline-based materials, and others. The quasi-Newton interpretation also allows us to leverage ideas from numerical optimization. In particular, we show that our solver can be further accelerated using L-BFGS updates (Limited-memory Broyden-Fletcher-Goldfarb-Shanno algorithm). Our final method is typically more than 10 times faster than one iteration of Newton’s method without compromising quality. In fact, our result is often more accurate than the result obtained with one iteration of Newton’s method. Our method is also easier to implement, implying reduced software development costs.
Tiantian Liu 0002, Sofien Bouaziz, Ladislav Kavan
ACM Trans. Graph.3
2016 3D model classification via Principal Thickness Images
Zhenyu Shu, Shi-Qing Xin, Huixia Xu, Ladislav Kavan, Ligang Liu 0001
Comput. Aided Des.4
2016 Fast and Robust Inversion-Free Shape Manipulation
abstract
Abstract We present a shape manipulation technique capable of producing deformations of 2D and 3D meshes, guaranteeing that no elements will be inverted. We achieve this by augmenting the quadratic ex‐rotated elastic energy with additional convex terms that penalize the presence of inverted elements. Using a schedule of increasing penalty coefficients, we efficiently and robustly converge to an inversion free state by solving a sequence of unconstrained convex minimization problems. This process can be interpreted as a special purpose Semi‐Definite Programming (SDP) solver. We demonstrate that our method outperforms solvers used in previous work, including commercial‐grade SDP software (MOSEK). As an additional benefit, our method also converges to the solution via a more intuitive path, which can be used for quick preview. We demonstrate the efficacy of our scheme in a number of 2D and 3D shapes undergoing moderate to drastic deformation.
Tiantian Liu 0002, Ming Gao 0023, Lifeng Zhu, Eftychios Sifakis, Ladislav Kavan
Comput. Graph. Forum5
2016 Reconstructing personalized anatomical models for physics-based body animation
abstract
We present a method to create personalized anatomical models ready for physics-based animation, using only a set of 3D surface scans. We start by building a template anatomical model of an average male which supports deformations due to both 1) subject-specific variations: shapes and sizes of bones, muscles, and adipose tissues and 2) skeletal poses. Next, we capture a set of 3D scans of an actor in various poses. Our key contribution is formulating and solving a large-scale optimization problem where we compute both subject-specific and pose-dependent parameters such that our resulting anatomical model explains the captured 3D scans as closely as possible. Compared to data-driven body modeling techniques that focus only on the surface, our approach has the advantage of creating physics-based models, which provide realistic 3D geometry of the bones and muscles, and naturally supports effects such as inertia, gravity, and collisions according to Newtonian dynamics.
Petr Kadlecek, Alexandru Eugen Ichim, Tiantian Liu 0002, Jaroslav Krivánek, Ladislav Kavan
ACM Trans. Graph.5
2016 Detail-Preserving Mesh Unfolding for Nonrigid Shape Retrieval
abstract
We present a shape deformation algorithm that unfolds any given 3D shape into a canonical pose that is invariant to nonrigid transformations. Unlike classical approaches, such as least-squares multidimensional scaling, we preserve the geometric details of the input shape in the resulting shape, which in turn leads to a content-based nonrigid shape retrieval application with higher accuracy. Our optimization framework, fed with a triangular or a tetrahedral mesh in 3D, tries to move each vertex as far away from each other as possible subject to finite element regularization constraints. Intuitively this effort minimizes the bending over the shape while preserving the details. Avoiding geodesic distances in our computation renders the method robust to topological noise. Compared to state-of-the-art approaches, our method is simpler to implement, faster, more accurate in shape retrieval, and less sensitive to topological errors.
Yusuf Sahillioglu, Ladislav Kavan
ACM Trans. Graph.2
2015 Adaptable Anatomical Models for Realistic Bone Motion Reconstruction
abstract
Abstract We present a system to reconstruct subject‐specific anatomy models while relying only on exterior measurements represented by point clouds. Our model combines geometry, kinematics, and skin deformations (skinning). This joint model can be adapted to different individuals without breaking its functionality, i.e., the bones and the skin remain well‐articulated after the adaptation. We propose an optimization algorithm which learns the subject‐specific (anthropometric) parameters from input point clouds captured using commodity depth cameras. The resulting personalized models can be used to reconstruct motion of human subjects. We validate our approach for upper and lower limbs, using both synthetic data and recordings of three different human subjects. Our reconstructed bone motion is comparable to results obtained by optical motion capture (Vicon) combined with anatomically‐based inverse kinematics (OpenSIM). We demonstrate that our adapted models better preserve the joint structure than previous methods such as OpenSIM or Anatomy Transfer.
Lifeng Zhu, Ladislav Kavan
Comput. Graph. Forum3
2015 Reducing numerical dissipation in smoke simulation
Zhanpeng Huang, Ladislav Kavan, Weikai Li 0001, Pan Hui 0001, Guanghong Gong
Graph. Model.2
2015 Basis enrichment and solid-fluid coupling for model-reduced fluid simulation
abstract
Abstract We present several enhancements to model‐reduced fluid simulation that allow improved simulation bases and two‐way solid–fluid coupling. Specifically, we present a basis enrichment scheme that allows us to combine data‐driven or artistically derived bases with more general analytic bases derived from Laplacian eigenfunctions. We handle two‐way solid–fluid coupling in a time‐splitting fashion—we alternately timestep the fluid and rigid body simulators, while taking into account the effects of the fluid on the rigid bodies and vice versa. We employ the vortex panel method to handle solid–fluid coupling and use dynamic pressure to compute the effect of the fluid on rigid bodies. Copyright © 2014 John Wiley & Sons, Ltd.
Dan Gerszewski, Ladislav Kavan, Peter-Pike J. Sloan, Adam W. Bargteil
Comput. Animat. Virtual Worlds2
2015 Skuller: A volumetric shape registration algorithm for modeling skull deformities
Yusuf Sahillioglu, Ladislav Kavan
Medical Image Anal.2
2015 Linear subspace design for real-time shape deformation
abstract
We propose a method to design linear deformation subspaces, unifying linear blend skinning and generalized barycentric coordinates. Deformation subspaces cut down the time complexity of variational shape deformation methods and physics-based animation (reduced-order physics). Our subspaces feature many desirable properties: interpolation, smoothness, shape-awareness, locality, and both constant and linear precision. We achieve these by minimizing a quadratic deformation energy, built via a discrete Laplacian inducing linear precision on the domain boundary. Our main advantage is speed: subspace bases are solutions to a sparse linear system, computed interactively even for generously tessellated domains. Users may seamlessly switch between applying transformations at handles and editing the subspace by adding, removing or relocating control handles. The combination of fast computation and good properties means that designing the right subspace is now just as creative as manipulating handles. This paradigm shift in handle-based deformation opens new opportunities to explore the space of shape deformations.
Yu Wang 0033, Alec Jacobson, Jernej Barbic, Ladislav Kavan
ACM Trans. Graph.4
2015 Computational bodybuilding: anatomically-based modeling of human bodies
abstract
We propose a method to create a wide range of human body shapes from a single input 3D anatomy template. Our approach is inspired by biological processes responsible for human body growth. In particular, we simulate growth of skeletal muscles and subcutaneous fat using physics-based models which combine growth and elasticity. Together with a tool to edit proportions of the bones, our method allows us to achieve a desired shape of the human body by directly controlling hypertrophy (or atrophy) of every muscle and enlargement of fat tissues. We achieve near-interactive run times by utilizing a special quasi-statics solver (Projective Dynamics) and by crafting a volumetric discretization which results in accurate deformations without an excessive number of degrees of freedom. Our system is intuitive to use and the resulting human body models are ready for simulation using existing physics-based animation methods, because we deform not only the surface, but also the entire volumetric model.
Shunsuke Saito, Zi-Ye Zhou, Ladislav Kavan
ACM Trans. Graph.3
2014 Sound localization and multi-modal steering for autonomous virtual agents
abstract
With the increasing realism of interactive applications, there is a growing need for harnessing additional sensory modalities such as hearing. While the synthesis and propagation of sounds in virtual environments has been explored, there has been little work that addresses sound localization and its integration into behaviors for autonomous virtual agents. This paper develops a framework that enables autonomous virtual agents to localize sounds in dynamic virtual environments, subject to distortion effects due to attenuation, reflection and diffraction from obstacles, as well as interference between multiple audio signals. We additionally integrate hearing into standard predictive collision avoidance techniques and couple it with vision to allow agents to react to what they see and hear, while navigating in virtual environments.
Yu Wang 0033, Mubbasir Kapadia, Ladislav Kavan, Norman I. Badler
I3D4
2014 Projective dynamics: fusing constraint projections for fast simulation
abstract
We present a new method for implicit time integration of physical systems. Our approach builds a bridge between nodal Finite Element methods and Position Based Dynamics, leading to a simple, efficient, robust, yet accurate solver that supports many different types of constraints. We propose specially designed energy potentials that can be solved efficiently using an alternating optimization approach. Inspired by continuum mechanics, we derive a set of continuum-based potentials that can be efficiently incorporated within our solver. We demonstrate the generality and robustness of our approach in many different applications ranging from the simulation of solids, cloths, and shells, to example-based simulation. Comparisons to Newton-based and Position Based Dynamics solvers highlight the benefits of our formulation.
Sofien Bouaziz, Sebastian Martin, Tiantian Liu 0002, Ladislav Kavan, Mark Pauly
ACM Trans. Graph.4
2014 Ink-and-ray: Bas-relief meshes for adding global illumination effects to hand-drawn characters
abstract
We present a new approach for generating global illumination renderings of hand-drawn characters using only a small set of simple annotations. Our system exploits the concept of bas-relief sculptures, making it possible to generate 3D proxies suitable for rendering without requiring side-views or extensive user input. We formulate an optimization process that automatically constructs approximate geometry sufficient to evoke the impression of a consistent 3D shape. The resulting renders provide the richer stylization capabilities of 3D global illumination while still retaining the 2D hand-drawn look-and-feel. We demonstrate our approach on a varied set of hand-drawn images and animations, showing that even in comparison to ground-truth renderings of full 3D objects, our bas-relief approximation is able to produce convincing global illumination effects, including self-shadowing, glossy reflections, and diffuse color bleeding.
Daniel Sýkora, Ladislav Kavan, Martin Cadík, Ondrej Jamriska, Alec Jacobson, Brian Whited, Maryann Simmons, Olga Sorkine-Hornung
ACM Trans. Graph.2
2013 Enhancements to Model-reduced Fluid Simulation
abstract
We present several enhancements to model-reduced fluid simulation that allow improved simulation bases and two-way solid-fluid coupling. Specifically, we present a basis enrichment scheme that allows us to combine data driven or artistically derived bases with more general analytic bases derived from Laplacian Eigenfunctions. We handle two-way solid-fluid coupling in a time-splitting fashion---we alternately timestep the fluid and rigid body simulators, while taking into account the effects of the fluid on the rigid bodies and vice versa. We employ the vortex panel method to handle solid-fluid coupling and use dynamic pressure to compute the effect of the fluid on rigid bodies.
Dan Gerszewski, Ladislav Kavan, Peter-Pike J. Sloan, Adam W. Bargteil
MIG2
2013 Locally Injective Mappings
abstract
Abstract Mappings and deformations are ubiquitous in geometry processing, shape modeling, and animation. Numerous deformation energies have been proposed to tackle problems like mesh parameterization and volumetric deformations. We present an algorithm that modifies any deformation energy to guarantee a locally injective mapping, i.e., without inverted elements. Our formulation can be used to compute continuous planar or volumetric piecewise‐linear maps and it uses a barrier term to prevent inverted elements. Differently from previous methods, we carefully design both the barrier term and the associated numerical techniques to be able to provide immediate feedback to the user, enabling interactive manipulation of inversion‐free mappings. Stress tests show that our method robustly handles extreme deformations where previous techniques converge very slowly or even fail. We demonstrate that enforcing local injectivity increases fidelity of the results in applications such as shape deformation and parameterization.
Christian Schüller 0001, Ladislav Kavan, Daniele Panozzo, Olga Sorkine-Hornung
Comput. Graph. Forum2
2013 Anatomy transfer
abstract
Characters with precise internal anatomy are important in film and visual effects, as well as in medical applications. We propose the first semi-automatic method for creating anatomical structures, such as bones, muscles, viscera and fat tissues. This is done by transferring a reference anatomical model from an input template to an arbitrary target character, only defined by its boundary representation (skin). The fat distribution of the target character needs to be specified. We can either infer this information from MRI data, or allow the users to express their creative intent through a new editing tool. The rest of our method runs automatically: it first transfers the bones to the target character, while maintaining their structure as much as possible. The bone layer, along with the target skin eroded using the fat thickness information, are then used to define a volume where we map the internal anatomy of the source model using harmonic (Laplacian) deformation. This way, we are able to quickly generate anatomical models for a large range of target characters, while maintaining anatomical constraints.
Ali-Hamadi Dicko, Tiantian Liu 0002, Benjamin Gilles, Ladislav Kavan, François Faure, Olivier Palombi, Marie-Paule Cani
ACM Trans. Graph.4
2013 Robust inside-outside segmentation using generalized winding numbers
abstract
Solid shapes in computer graphics are often represented with boundary descriptions, e.g. triangle meshes, but animation, physically-based simulation, and geometry processing are more realistic and accurate when explicit volume representations are available. Tetrahedral meshes which exactly contain (interpolate) the input boundary description are desirable but difficult to construct for a large class of input meshes. Character meshes and CAD models are often composed of many connected components with numerous self-intersections, non-manifold pieces, and open boundaries, precluding existing meshing algorithms. We propose an automatic algorithm handling all of these issues, resulting in a compact discretization of the input's inner volume. We only require reasonably consistent orientation of the input triangle mesh. By generalizing the winding number for arbitrary triangle meshes, we define a function that is a perfect segmentation for watertight input and is well-behaved otherwise. This function guides a graphcut segmentation of a constrained Delaunay tessellation (CDT), providing a minimal description that meets the boundary exactly and may be fed as input to existing tools to achieve element quality. We highlight our robustness on a number of examples and show applications of solving PDEs, volumetric texturing and elastic simulation.
Alec Jacobson, Ladislav Kavan, Olga Sorkine-Hornung
ACM Trans. Graph.2
2013 Fast simulation of mass-spring systems
abstract
We describe a scheme for time integration of mass-spring systems that makes use of a solver based on block coordinate descent. This scheme provides a fast solution for classical linear (Hookean) springs. We express the widely used implicit Euler method as an energy minimization problem and introduce spring directions as auxiliary unknown variables. The system is globally linear in the node positions, and the non-linear terms involving the directions are strictly local. Because the global linear system does not depend on run-time state, the matrix can be pre-factored, allowing for very fast iterations. Our method converges to the same final result as would be obtained by solving the standard form of implicit Euler using Newton's method. Although the asymptotic convergence of Newton's method is faster than ours, the initial ratio of work to error reduction with our method is much faster than Newton's. For real-time visual applications, where speed and stability are more important than precision, we obtain visually acceptable results at a total cost per timestep that is only a fraction of that required for a single Newton iteration. When higher accuracy is required, our algorithm can be used to compute a good starting point for subsequent Newton's iteration.
Tiantian Liu 0002, Adam W. Bargteil, James F. O'Brien, Ladislav Kavan
ACM Trans. Graph.4
2012 Fast automatic skinning transformations
abstract
Skinning transformations are a popular way to articulate shapes and characters. However, traditional animation interfaces require all of the skinning transformations to be specified explicitly, typically using a control structure (a rig). We propose a system where the user specifies only a subset of the degrees of freedom and the rest are automatically inferred using nonlinear, rigidity energies. By utilizing a low-order model and reformulating our energy functions accordingly, our algorithm runs orders of magnitude faster than previous methods without compromising quality. In addition to the immediate boosts in performance for existing modeling and real time animation tools, our approach also opens the door to new modes of control: disconnected skeletons combined with shape-aware inverse kinematics. With automatically generated skinning weights, our method can also be used for fast variational shape modeling.
Alec Jacobson, Ilya Baran, Ladislav Kavan, Jovan Popovic, Olga Sorkine-Hornung
ACM Trans. Graph.3
2012 Elasticity-inspired deformers for character articulation
abstract
Current approaches to skeletally-controlled character articulation range from real-time, closed-form skinning methods to offline, physically-based simulation. In this paper, we seek a closed-form skinning method that approximates nonlinear elastic deformations well while remaining very fast. Our contribution is two-fold: (1) we optimize skinning weights for the standard linear and dual quaternion skinning techniques so that the resulting deformations minimize an elastic energy function. We observe that this is not sufficient to match the visual quality of the original elastic deformations and therefore, we develop (2) a new skinning method based on the concept of joint-based deformers . We propose a specific deformer which is visually similar to nonlinear variational deformation methods. Our final algorithm is fully automatic and requires little or no input from the user other than a rest-pose mesh and a skeleton. The runtime complexity requires minimal memory and computational overheads compared to linear blend skinning, while producing higher quality deformations than both linear and dual quaternion skinning.
Ladislav Kavan, Olga Sorkine-Hornung
ACM Trans. Graph.1
2011 Least Squares Vertex Baking
abstract
Abstract We investigate the representation of signals defined on triangle meshes using linearly interpolated vertex attributes. Compared to texture mapping, storing data only at vertices yields significantly lower memory overhead and less expensive runtime reconstruction. However, standard approaches to determine vertex values such as point sampling or averaging triangle samples lead to suboptimal approximations. We discuss how an optimal solution can be efficiently calculated using continuous least‐squares. In addition, we propose a regularization term that allows us to minimize gradient discontinuities and mach banding artifacts while staying close to the optimum. Our method has been integrated in a game production lighting tool and we present examples of representing signals such as ambient occlusion and precomputed radiance transfer in real game scenes, where vertex baking was used to free up resources for other game components.
Ladislav Kavan, Adam W. Bargteil, Peter-Pike J. Sloan
Comput. Graph. Forum1
2011 Physics-inspired upsampling for cloth simulation in games
abstract
We propose a method for learning linear upsampling operators for physically-based cloth simulation, allowing us to enrich coarse meshes with mid-scale details in minimal time and memory budgets, as required in computer games. In contrast to classical subdivision schemes, our operators adapt to a specific context (e.g. a flag flapping in the wind or a skirt worn by a character), which allows them to achieve higher detail. Our method starts by pre-computing a pair of coarse and fine training simulations aligned with tracking constraints using harmonic test functions. Next, we train the upsampling operators with a new regularization method that enables us to learn mid-scale details without overfitting. We demonstrate generalizability to unseen conditions such as different wind velocities or novel character motions. Finally, we discuss how to re-introduce high frequency details not explainable by the coarse mesh alone using oscillatory modes .
Ladislav Kavan, Dan Gerszewski, Adam W. Bargteil, Peter-Pike J. Sloan
ACM Trans. Graph.1
2010 Moving crowds: a linear animation system for crowd simulation
abstract
No abstract available.
Martin Prazák, Ladislav Kavan, Rachel McDonnell, Rachel Dobbyn, Carol O'Sullivan
SI3D2
2010 Fast and Efficient Skinning of Animated Meshes
abstract
Abstract Skinning is a simple yet popular deformation technique combining compact storage with efficient hardware accelerated rendering. While skinned meshes (such as virtual characters) are traditionally created by artists, previous work proposes algorithms to construct skinning automatically from a given vertex animation. However, these methods typically perform well only for a certain class of input sequences and often require long pre‐processing times. We present an algorithm based on iterative coordinate descent optimization which handles arbitrary animations and produces more accurate approximations than previous techniques, while using only standard linear skinning without any modifications or extensions. To overcome the computational complexity associated with the iterative optimization, we work in a suitable linear subspace (obtained by quick approximate dimensionality reduction) and take advantage of the typically very sparse vertex weights. As a result, our method requires about one or two orders of magnitude less pre‐processing time than previous methods.
Ladislav Kavan, Peter-Pike J. Sloan, Carol O'Sullivan
Comput. Graph. Forum1
2009 Automatic linearization of nonlinear skinning
abstract
Linear blending is a very popular skinning technique for virtual characters, even though it does not always generate realistic deformations. Recently, nonlinear blending techniques (such as dual quaternions) have been proposed in order to improve upon the deformation quality of linear skinning. The trade-off consists of the increased vertex deformation time and the necessity to redesign parts of the 3D engine. In this paper, we demonstrate that any nonlinear skinning technique can be approximated to an arbitrary degree of accuracy by linear skinning, using just a few samples of the nonlinear blending function (virtual bones). We propose an algorithm to compute this linear approximation in an automatic fashion, requiring little or no interaction with the user. This enables us to retain linear skinning at the core of our 3D engine without compromising the visual quality or character setup costs.
Ladislav Kavan, Steven Collins, Carol O'Sullivan
SI3D1
2008 Polypostors: 2D polygonal impostors for 3D crowds
abstract
Various methods have been proposed to animate and render large crowds of humans in real time for applications such as games and interactive walkthroughs. Recent methods have been developed to render large numbers of pre-computed image-based human representations (Impostors) by exploiting commodity graphics hardware, thus achieving very high frame-rates while maintaining visual fidelity. Unfortunately, these images consume a lot of texture memory, no in-betweening is possible, and the variety of animations that can be shown is severely restricted. This paper proposes an alternative method that significantly improves upon pre-computed impostors: automatically generated 2D polygonal characters (or Polypostors). When compared with image-based crowd rendering systems, Polypostors exhibit a similarly high level of rendering efficiency and visual fidelity, with considerably lower memory requirements (up to a factor of 30 in our test cases). Furthermore, Polypostors enable simple in-betweening and can thus deliver a greater variety of animations at any required level of smoothness with almost no overhead.
Ladislav Kavan, Simon Dobbyn, Steven Collins, Jirí Zára, Carol O'Sullivan
SI3D1
2008 Geometric skinning with approximate dual quaternion blending
abstract
Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, has some serious drawbacks that require artist intervention. Therefore, a number of alternatives have been proposed in recent years. All of them successfully combat some of the artifacts, but none challenge the simplicity and efficiency of linear blend skinning. As a result, linear blend skinning is still the number one choice for the majority of developers. In this article, we present a novel skinning algorithm based on linear combination of dual quaternions. Even though our proposed method is approximate, it does not exhibit any of the artifacts inherent in previous methods and still permits an efficient GPU implementation. Upgrading an existing animation system from linear to dual quaternion skinning is very easy and has a relatively minor impact on runtime performance.
Ladislav Kavan, Steven Collins, Jirí Zára, Carol O'Sullivan
ACM Trans. Graph.1
2007 Skinning with dual quaternions
abstract
Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, has some serious drawbacks that require artist intervention. Therefore, a number of alternatives have been proposed in recent years. All of them successfully combat some of the artifacts, but none challenge the simplicity and efficiency of linear blend skinning. As a result, linear blend skinning is still the number one choice for the majority of developers. In this paper, we present a novel GPU-friendly skinning algorithm based on dual quaternions. We show that this approach solves the artifacts of linear blend skinning at minimal additional cost. Upgrading an existing animation system (e.g., in a videogame) from linear to dual quaternion skinning is very easy and has negligible impact on run-time performance.
Ladislav Kavan, Steven Collins, Jirí Zára, Carol O'Sullivan
SI3D1
2007 Skinning arbitrary deformations
abstract
Matrix palette skinning (also known as skeletal subspace deformation) is a very popular real-time animation technique. So far, it has only been applied to the class of quasi-articulated objects, such as moving human or animal figures. In this paper, we demonstrate how to automatically construct skinning approximations of arbitrary precomputed animations, such as those of cloth or elastic materials. In contrast to previous approaches, our method is particularly well suited to input animations without rigid components. Our transformation fitting algorithm finds optimal skinning transformations (in a least-squares sense) and therefore achieves considerably higher accuracy for non-quasi-articulated objects than previous methods. This allows the advantages of skinned animations (e.g., efficient rendering, rest-pose editing and fast collision detection) to be exploited for arbitrary deformations.
Ladislav Kavan, Rachel McDonnell, Simon Dobbyn, Jirí Zára, Carol O'Sullivan
SI3D1
2005 Fast Collision Detection for Skeletally DeformableModels
abstract
We present a new method of collision detection for models deformed by linear blend skinning. The linear blend skinning (also known as skeleton-subspace deformation, vertex-blending, or enveloping) is a popular method to animate believable organic models. We consider an exact collision detection based on a hierarchy of bounding spheres. The main problem with this approach is the update of bounding volumes – they must follow the current deformation of the model. We introduce a new fast method to refit the bounding spheres, which can be executed on spheres in any order. Thanks to this on-demand refitting operation we obtain a collision detection algorithm with speed comparable to the standard rigid body collision detection. The algorithm was tested on a variety of practical situations, including an animated crowd. According to these experiments, the proposed approach is considerably faster than the previous method.
Ladislav Kavan, Jirí Zára
Comput. Graph. Forum1