We present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm is based on a novel discretization of corotational elasticity over a hexahedral lattice. Within this framework we enforce positive definiteness of the stiffness matrix to allow efficient quasistatics and dynamics. In addition, we present a multigrid method that converges with very high efficiency. Our design targets performance through parallelism using a fully vectorized and branch-free SVD algorithm as well as a stable one-point quadrature scheme. Since body collisions, self collisions and soft-constraints are necessary for real-world examples, we present a simple framework for enforcing them. The whole approach is demonstrated in an end-to-end production-level character skinning system.
Figure 1: Our system was used to author artistic volumetric effects for the movie Tangled. Our technique's ability to produce curving light beams is used to match the organic artistic style of the film. AbstractWe present a method for generating art-directable volumetric effects, ranging from physically-accurate to non-physical results. Our system mimics the way experienced artists think about volumetric effects by using an intuitive lighting primitive, and decoupling the modeling and shading of this primitive. To accomplish this, we generalize the physically-based photon beams method to allow arbitrarily programmable simulation and shading phases. This provides an intuitive design space for artists to rapidly explore a wide range of physically-based as well as plausible, but exaggerated, volumetric effects. We integrate our approach into a real-world production pipeline and couple our volumetric effects to surface shading.
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