Real-Time Secondary Animation with Spring Decomposed Skinning

dc.contributor.authorAkyürek, Bartuen_US
dc.contributor.authorSahillioglu, Yusufen_US
dc.contributor.editorAttene, Marcoen_US
dc.contributor.editorSellán, Silviaen_US
dc.date.accessioned2025-06-20T07:41:03Z
dc.date.available2025-06-20T07:41:03Z
dc.date.issued2025
dc.description.abstractWe present a framework to integrate secondary motion into the existing animation pipelines. Skinning provides fast computation for real-time animation and intuitive control over the deformation. Despite the benefits, traditional skinning methods lack secondary dynamics such as the jiggling of fat tissues. We address the rigidity of skinning methods by physically simulating the deformation handles with spring forces. Most studies introduce secondary motion into skinning by employing FEM simulation on volumetric mesh vertices, coupling their computational complexity with mesh resolution. Unlike these approaches, we do not require any volumetric mesh input. Our method scales to higher mesh resolutions by directly simulating deformation handles. The simulated handles, namely the spring bones, enrich rigid skinning deformation with a diverse range of secondary animation for subjects including rigid bodies, elastic bodies, soft tissues, and cloth simulation. In essence, we leverage the benefits of physical simulations in the scope of deformation handles to achieve controllable real-time dynamics on a wide range of subjects while remaining compatible with existing skinning pipelines. Our method avoids tetrahedral remeshing and it is significantly faster compared to FEM-based volumetric mesh simulations.en_US
dc.description.number5
dc.description.sectionheadersAnimation and Morphing
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume44
dc.identifier.doi10.1111/cgf.70209
dc.identifier.issn1467-8659
dc.identifier.pages14 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.70209
dc.identifier.urihttps://diglib.eg.org/handle/10.1111/cgf70209
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies → Animation; Physical simulation
dc.subjectComputing methodologies → Animation
dc.subjectPhysical simulation
dc.titleReal-Time Secondary Animation with Spring Decomposed Skinningen_US
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