Skeleton-based and cage-based deformation techniques represent the two most popular approaches to control real-time defor- mations of digital shapes and are, to a vast extent, complementary to one another. Despite their complementary roles, high-end modelling packages do not allow for seamless integration of such control structures, thus inducing a considerable burden on the user to maintain them synchronized. In this paper, we propose a framework that seamlessly combines rigging skeletons and deformation cages, granting artists with a real-time deformation system that operates using any smooth combination of the two approaches. By coupling the deformation spaces of cages and skeletons, we access a much larger space, containing poses that are impossible to obtain by acting solely on a skeleton or a cage. Our method is oblivious to the specific techniques used to perform skinning and cage-based deformation, securing it compatible with pre-existing tools. We demonstrate the usefulness of our hybrid approach on a variety of examples.
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BibTex
@article{CTLPBS20,
author = {Corda, Fabrizio and Thiery, Jean Marc and Livesu, Marco and Puppo, Enrico and Boubekeur, Tamy and Scateni, Riccardo},
title = {Real-Time Deformation with Coupled Cages and Skeletons},
journal = {Computer Graphics Forum},
year = {2020},
volume = {(to appear)},
number = {},
doi = {10.1111/cgf.13900}}