Arts and Technology. First International Conference, ArtsIT 2009, Yi-Lan, Taiwan, September 24-25, 2009, Revised Selected Papers

Research Article

Artist-Oriented Real-Time Skin Deformation Using Dynamic Patterns

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  • @INPROCEEDINGS{10.1007/978-3-642-11577-6_12,
        author={Masaki Oshita and Kenji Suzuki},
        title={Artist-Oriented Real-Time Skin Deformation Using Dynamic Patterns},
        proceedings={Arts and Technology. First International Conference, ArtsIT 2009, Yi-Lan, Taiwan, September 24-25, 2009, Revised Selected Papers},
        proceedings_a={ARTSIT},
        year={2012},
        month={5},
        keywords={Skin deformation deformation pattern height map GPU},
        doi={10.1007/978-3-642-11577-6_12}
    }
    
  • Masaki Oshita
    Kenji Suzuki
    Year: 2012
    Artist-Oriented Real-Time Skin Deformation Using Dynamic Patterns
    ARTSIT
    Springer
    DOI: 10.1007/978-3-642-11577-6_12
Masaki Oshita1,*, Kenji Suzuki1,*
  • 1: Kyushu Institute of Technology
*Contact email: oshita@ces.kyutech.ac.jp, suzuki@cg.ces.kyutech.ac.jp

Abstract

In this paper, we propose an easy-to-use real-time method to simulate realistic deformation of human skin. We utilize the fact that various skin deformations such as wrinkles, bulging and protruding bones can be categorized into various deformation patterns. A deformation pattern for a local skin region is represented using a dynamic height map. Users of our system specify a region of the body model in the texture space to which each deformation pattern should be applied. Then, during animation, the skin deformation of the body model is realized by changing the height patterns based on the joint angles and applying bump mapping or displacement mapping to the body model. The pattern deformation process is efficiently executed on a GPU.