Abstract
Traditional Verlet integration frameworks have been successful with their robustness and efficiency to simulate deformable bodies ranging from simple cloth to geometrically complex solids. However, the existing frameworks deform the models as a whole. We present a Verlet integration framework which provides local surface deformation on the selected area of the mesh without giving any global deformation impact to the whole model. The framework is specifically designed for facial surfaces of the cartoon characters in computer animation. Our framework provides an interactive selection of the deformation influence area by using geodesic distance computation based on heat kernel. Additionally, the framework exploits the geometric constraints for stretching, shearing and bending to handle the environmental interactions such as collision. The proposed framework is robust and easy to implement since it is based on highly accurate geodesic distance computation and solving the projected geometric constraints. We demonstrate the benefits of our framework with the results obtained from various facial models to present its potential in terms of practicability and effectiveness.
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Acknowledgments
This work is funded by Fundação para a Ciência e Tecnologia/FCT (SFRH/BD/82477/2011), POPH/FSE program, and is a result of the project NanoSTIMA Macro-to-Nano Human Sensing: Towards Integrated Multimodal Health Monitoring and Analytics, NORTE-01-0145-FEDER-000016, supported by Norte Portugal Regional Operational Programme (NORTE 2020), through Portugal 2020 and the European Regional Development Fund. We thank Xenxo Alvarez and Hiroki Itokazu for the models, Thomas Neumann and Timm Wagener for sharing their research material online. We also thank José Serra and Pedro Mendes for their support.
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Appendix: Constraint Derivations
Appendix: Constraint Derivations
The constraint function for stretching from Eq. 8 is \(C_1(q_{i,j}) = |D| - l_{ij}\) where \(D = |q_j - q_i|\). The corresponding gradients are \(\nabla _{q_i} C = -n\) and \(\nabla _{q_j} C = n\) where \(n = \frac{q_j - q_i}{|q_j - q_i|}\). After substituting the gradients to Eq. 7, the Lagrange multiplier becomes \(\lambda = \frac{|q_j - q_i|-l}{|w_j + w_i|}\) where \(w_i = w_j = 1\), and from [15] the final corrections are:
The constraint function for shearing from Eq. 9 is defined as \(C(q_{i,j,k}) = cos^{-1}(D) - \gamma _{ijk}\), where \(D = M_{ij} \cdot M_{ik}\) from Eq. 11. With \(\frac{d}{dx} cos^{-1}(x) = -\frac{1}{\sqrt{1-x^2}}\), the corresponding gradients are obtained as follows:
After substituting the gradients to Eq. 7, the Lagrange multiplier becomes:
where \(w_i = w_j = w_k = 1\). The corrections can be computed easily for the shearing constraint by substituting the gradients and Lagrange multiplier in Eq. 6. We use a middle step to demonstrate the calculations:
The general final correction for shearing constraint is:
The constraint function for bending from Eq. 10 is defined as \(C(q_{i,j,k,l}) = cos^{-1}(D) - \theta _{ijkl}\), where \(D = N_{ijk} \cdot N_{ijl}\) from Eq. 12. According to [15] \(q_i\) is set to 0 (\(q_i = 0\)), with \(\frac{d}{dx} cos^{-1}(x) = -\frac{1}{\sqrt{1-x^2}}\), the corresponding gradients are obtained as follows:
After substituting the gradients to Eq. 7, the Lagrange multiplier becomes:
where \(w_i = w_j = w_k = w_l = 1\). By following the form mentioned in [15], as a middle step, we take advantage of the following computations before finding the final corrections:
The general final correction for bending constraint is:
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Cetinaslan, O., Orvalho, V. (2016). Localized Verlet Integration Framework for Facial Models. In: Perales, F., Kittler, J. (eds) Articulated Motion and Deformable Objects. AMDO 2016. Lecture Notes in Computer Science(), vol 9756. Springer, Cham. https://doi.org/10.1007/978-3-319-41778-3_1
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