Abstract

Skinning, which is used in skeletal simulations to express the human body, has been weighted between bones to enable muscle-like motions. Weighting is not a form of calculating the pressure and density of muscle fibers in the human body. Therefore, it is not possible to express physical changes when external forces are applied. To express a similar behavior, an animator arbitrarily customizes the weight values. In this study, we apply the kernel and pressure-dependent density variations used in particle-based fluid simulations to skinning simulations. As a result, surface tension and elasticity between particles are applied to muscles, indicating realistic human motion. We also propose a tension yield condition that reflects Tresca’s yield condition, which can be easily approximated using the difference between the maximum and minimum values of the principal stress to simulate the tension limit of the muscle fiber. The density received by particles in the kernel is assumed to be the principal stress. The difference is calculated by approximating the moment of greatest force to the maximum principal stress and the moment of least force to the minimum principal stress. When the density of a particle increases beyond the yield condition, the object is no longer subjected to force. As a result, one can express realistic muscles.

Highlights

  • Skinning, which is used in skeletal simulations to express the human body, has been weighted between bones to enable muscle-like motions

  • We proposed the yield condition expression for body elasticity in Equation (4). ρmin is the density of an object with minimum principal stress, and ρmax is the density of an object with maximum principal stress

  • The body is bent in the direction in which the force is applied, and slowly stretches out due to the smoothed particle hydrodynamics (SPH) smoothing kernel, which tries to maintain the same distance as the force in the range

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Summary

Introduction

Skeletal simulation is one of the central components of digital content, such as movies, computer games, and virtual reality (VR). Skin changes are often not linearly expressed in relation to the movement of the skeleton, so there is a limit to obtaining realistic human appearance motions. SPH techniques can be used to intuitively calculate the motion of a solid or fluid, which varies over time owing to interactions between particles, and are suitable for expressing the motion of an deformable solid or fluid. We propose a particle-based skinny simulation method using SPH techniques. The movements of particles that replace muscles are calculated using SPH techniques These particles express the motion of the human body by the movement of the skeleton.

Related Works
Problems with Traditional Weight-Based Skinning Techniques
Muscle Pressure Control Using SPH Fluid Simulation
Animation
Experimental Results
Conclusions
Full Text
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