“Robust Skin Simulation in Incredibles 2”

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Entry Number: 51

Title:

    Robust Skin Simulation in Incredibles 2

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Abstract:


    Robustly simulating the dynamics of skin sliding over a character’s body is an ongoing challenge. Skin can become non-physically “snagged” in curved or creased regions, such as armpits, and create unusable results. These problems usually arise when it becomes ambiguous which kinematic surface the skin should be sliding along. We have found that many of these problems can be addressed by performing 2D ray-tracing over the surface of the mesh. The approach is fast and robust, and has been used successfully in Incredibles 2.

References:


    Ryan Kautzman, Jiayi Chong, and Patrick Coleman. 2012. Stable, Art-Directable Skin and Flesh Using Biphasic Materials. In ACM SIGGRAPH Talks.
    Ryan Kautzman, Bill Wise, Meng Yu, Per Karlsson, Mark Hessler, and Audrey Wong. 2016. Finding Hank: Or How to Sim an Octopus. In ACM SIGGRAPH Talks.
    Duo Li, Shinjiro Sueda, Debanga R. Neog, and Dinesh K. Pai. 2013. Thin Skin Elasto-dynamics. ACM Trans. Graph. 32, 4, Article 49 (July 2013), 10 pages.
    Andy Milne, Mark McLaughlin, Rasmus Tamstorf, Alexey Stomakhin, Nicholas Burkard, Mitch Counsell, Jesus Canal, David Komorowski, and Evan Goldberg. 2016. Flesh, Flab, and Fascia Simulation on Zootopia. In ACM SIGGRAPH Talks. Article 34, 2 pages.
    Jun Saito and Simon Yuen. 2017. Efficient and Robust Skin Slide Simulation. In Proceedings of the ACM SIGGRAPH Digital Production Symposium. Article 10, 6 pages.
    Breannan Smith, Fernando de Goes, and Theodore Kim. 2018. Stable Neo-Hookean Flesh Simulation. ACM Trans. Graph. in press (2018).
    Rasmus Tamstorf, Toby Jones, and Stephen F. McCormick. 2015. Smoothed Aggregation Multigrid for Cloth Simulation. ACM Trans. Graph. 34, 6, Article 245 (Oct. 2015), 245:1–245:13 pages.


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