Proceedings Computer Graphics International, 2004.
DOI: 10.1109/cgi.2004.1309258
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Real-time dynamic wrinkles

Abstract: This paper proposes a new method for designing dynamic wrinkles that appear and disappear according to the underlying deformation of tissues. The user positions and orients wrinkling tools on a mesh. During animation, geometric wrinkles are generated in real-time in the regions covered by the tools, mimicking resistance to compression of tissues. The wrinkling feature can be added to any existing animation. When the local resolution of the mesh is not sufficient, our tool refines it according to the wrinkle's … Show more

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Cited by 39 publications
(33 citation statements)
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“…The method is similar to Larboulette's work [17], but the wrinkle pattern is dynamically generated in the GPU. However, this approach uses a large part of GPU capacities that recent facial animation systems need for realistic skin rendering.…”
Section: Related Workmentioning
confidence: 99%
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“…The method is similar to Larboulette's work [17], but the wrinkle pattern is dynamically generated in the GPU. However, this approach uses a large part of GPU capacities that recent facial animation systems need for realistic skin rendering.…”
Section: Related Workmentioning
confidence: 99%
“…This technique requires one or several wrinkle patterns for each model. Larbourlette et al [17] used a compression detection algorithm applied to mesh triangles to trigger predefined wrinkles. The wrinkles progressively appear as the mesh is compressed.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Oshita et al [12] proposed a geometric method to add wrinkles to the edges of a cloth mesh based on the length variation of the edges. Larboulette et al [8] described the generation of wrinkles on a cloth or skin mesh along the position and orientation specified by the designer. The curves of the wrinkles are controlled by the compression of the mesh.…”
Section: Related Workmentioning
confidence: 99%
“…The mesh grows and folds according to the input. Larboulette and Cani [LC04] use a curve on a surface, along which the mesh is contracted with length preservation. In a similar vein, Wang et al [WWY06] fold the neighborhood of a curve using a physical simulation and locally refining the mesh.…”
Section: Related Workmentioning
confidence: 99%