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Character
Animation using
Hierarchical
B-splines
David
R.
Forsey
Appeared in Eurographics Workshop on Animation and Simulation '91 (submitted
March 1991)
TR-91-32
ABSTRACT
The challenge of building and animating computer generated human and
animal figures is complicated by the need to smoothly and realistically
control the deformation of the surface around the articulations of the
underlying skeleton. This paper reviews approaches to surface
modelling for character animation and describes a geometric (as apposed
to physically-based) approach to character modelling using an extension
to the hierarchical B-spline. This techinique provides
differential attachment of the surface to the skeleton and allows
multi-resolution control of surface deformation during animation. The
attachment mechanism is simple, easy to use, inexpensive, extensible
and can drastically reduce the effort required to animate a surface.
The techniques introduced are illustrated using examples of human and
animal forms.