Character Modeling using Physically based Deformable Curves
L. H. You
1
, E. Chaudhry
1
, X. Jin
2
, X. S. Yang
1
and Jian J. Zhang
1
1
National Centre for Computer Animation, Bournemouth University, Poole, Dorset, U.K.
2
State Key Lab of CAD & CG, Zhejiang University, Zhejiang, China
Keywords: Character Modelling, Physically based Deformable Curves, Sculpting Forces, Ordinary Differential
Equations, Analytical Solution.
Abstract: Curve and physically based surface modelling techniques are becoming more and more active in geometric
modelling of three-dimension (3D) objects since the former can create 3D models easily and quickly and the
latter can produce more realistic appearances. In this paper, we present a curve and physically based surface
modelling technique to create 3D models of virtual characters. This technique is based on physically based
curve deformation. With such a technique, a character model is created from a number of surface patches.
Each surface patch is obtained from physically based deformable curves. We introduce sculpting forces into
a vector-valued ordinary differential equation to control the physically based deformations of curves. By
describing concentrated sculpting forces with a sine series, we present an efficient analytical solution of the
ordinary differential equation which can determine physically based curve deformations quickly. An
example of character modelling is presented to demonstrate the application of our proposed technique.
1 INTRODUCTION
Virtual characters are widely applied in many
industries. Currently, the most popular modelling
techniques of virtual characters are polygon,
NURBS and subdivision.
A lot of literature addresses polygon modeling
such as Autodesk Maya Press (2006), Russo (2005),
Apostol (2012), Patnode (2008) and Flaxman
(2008).
NURBS tools can be found in various 3D
modelling and animation software packages. There
are many publications talking about NURBS such as
Piegl and Tiller (1997), Reese (2000), Rogers
(2000), and Farin (2001).
Subdivision modelling (Cashman 2012) depends
on subdivision schemes. Approximating schemes
include Catmull and Clark (1978), Doo and Sabin
(1978), Loop (1978), Peters and Reif (1997), Habib
and Warren (1999), and Kobbelt (2000).
Interpolating schemes include Dyn and Levin (1990)
and Zorin et al., (1996) etc.
Curve-based surface modelling creates free-form
surfaces from some characteristic curves. It was
investigated by Singh and Fiume (1998), Igarashi et
al., (1999), Karpenko and Hughes (2006), Nealen et
al., (2007), Liu et al., (2008), and Gal et al., (2009).
In addition to purely geometric modeling,
physics-based modeling methods have been
investigated by Terzopoulos and Fleischer (1988),
Terzopoulos and Qin (1994), Xie and Qin (2004),
Choi et al. (2004), Müller et al., (2005), Nealen et
al., (2006), McDonnell and Qin (2007), and
Swanson et al. (2009).
The work presented in this paper aims to
combine the high efficiency of curve-based surface
modelling with physically based shape deformation
together and develop a new technique of character
modelling.
2 MATHEMATICAL MODEL AND
ANALYTICAL SOLUTION
A character model can be decomposed into a
number of parts and some surface patches. Each of
the parts and surface patches can be created
separately. The parts can be produced by connecting
its surface patches together, and the whole character
model can be built by assembling these parts. In this
section, we discuss the mathematical model of
curve-based surface modelling and the solution of
the mathematical model.
119
H. You L., Chaudhry E., Jin X., S. Yang X. and J. Zhang J..
Character Modeling using Physically based Deformable Curves.
DOI: 10.5220/0004297601190122
In Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information
Visualization Theory and Applications (GRAPP-2013), pages 119-122
ISBN: 978-989-8565-46-4
Copyright
c
2013 SCITEPRESS (Science and Technology Publications, Lda.)
2.1 Mathematical Model
In order to maintain a smooth transition at the
interface between two adjacent character parts, the
position and first derivative of the two adjacent
surface parts should keep the same at their joint
interface. A character part has two ends which are at
0u and 1u , respectively. Both ends are the two
interfaces of the part. If we assume that the vector-
valued position function and first partial derivative
to be met by the character part are
0
()vC
and
0
()vD
at one end
0u and
1
()vC
and
1
()vD
at the other
end
1u , the surface
(,)uvS
of the part should
satisfy the following boundary constraints
00
11
(,)
0 ( , ) ( ) ( )
(,)
1 ( , ) ( ) ( )
uv
uuvv v
u
uv
uuvv v
u


S
SC D
S
SC D
(1)
where () () () ()
T
iixiyiz
u CuCuCu


C
)1 ,0(
i
,
() () () () ( 0,1)
T
iixiyiz
uDuDuDu i



D , and
(,) (,) (,) (,)
T
xyz
uv S uv S uv S uv


S .
The surface
(,)uvS
of the character part can be
created by a set of curves between two interface
curves
0
()vC
and
1
()vC
and satisfying the
constraints of the first partial derivatives
0
()vD
and
1
()vD
, and the shape of the character part can be
achieved by deforming the curves.
According to the concept of physics-based
geometric modelling, a geometric object possesses
material properties and geometric attributes such as
length, width and thickness. For the physics-based
geometric modelling of a curve with an elastic and
isotropic behaviour, the material properties are
Young’s modulus
E
and Poisson’s ratio
, and the
geometric attribute is the thickness
h .
The lateral deformation of a curve is similar to
the bending of an elastic beam. Therefore, the
governing equation of the lateral deformation of a
curve can be derived with the same methodology as
that of the bending of an elastic beam which can be
described by
4
4
()
()
du
Du
du
C
F
(2)
where
3
2
12(1 )
Eh
D
(3)
and () () () ()
T
xyz
u CuCuCu
C
is a vector-valued
deformation function of the curve, and
() () () ()
T
xyz
u FuFuFu
F
is a vector-valued
function of sculpting forces.
The solution to equation (2) represents an
arbitrary 3D curve. At the two ends of the curve, the
curve should satisfy boundary constraints (1) at a
certain position
i
vv
. When v
changes from 0 to 1,
a set of curves are generated which define a 3D
surface
(,)uvS
. Therefore, equations (2) and (1)
form the mathematical model of a 3D surface
describing a part of character models. In the
following section, we discuss how to solve the
mathematical model.
2.2 Analytical Solution of
Mathematical Model
Equation (2) is a vector-valued nonhomogeneous
fourth order ordinary differential equation.
According to the knowledge of ordinary differential
equations, the general solution of Eq. (2) consists of
two parts: the complementary solution and the
particular solution which can be written as
23
12 3
4
11
2
()
1
[ ( , )sin ]sin
I
ij i
ni
uuuu
D
uv nu nu
n




0
Cddd d
p
(4)
The following work is to generate a 3D surface
(,)uvS
from the curve (4) and boundary constraints
(1). At the position
v , the surface becomes a curve
defined by Eq. (4). Therefore, boundary constraints
(1) can be changed into
0
0
1
1
0 ( , ) ( ) ( )
(, )
()
( )
1 ( , ) ( ) ( )
(, )
()
( )
jj
j
j
jj
j
j
uuvuv
uv
du
v
udu
uuvuv
uv
du
v
udu




SCC
S
C
D
SCC
S
C
D
(5)
Inserting Eq. (4) into the above boundary
constraints, we can determine all the four vector-
valued unknown constants
0
d
,
1
d
,
2
d
and
3
d
, and
obtain the mathematical expression of the curve.
Since
v can be any values within the range [0,
1], we change
v into
v
, and obtain the
mathematical representation of a 3D surface which
will be used to create various surface patches
GRAPP2013-InternationalConferenceonComputerGraphicsTheoryandApplications
120
between two boundary curves in the following
section.
3 APPLICATION EXAMPLE
In this section, we use our proposed technique to
build a horse model. A house is first decomposed
into parts. These parts are body, ears, legs and tail.
Taking one leg of the horse whose profile curve is
shown in Figure 1a as an example, we further
decompose the leg into 4 surface patches. Then we
draw the five boundary curves shown in Figure 1b.
a b
Figure 1: Creation of boundary curves of a horse leg.
From the first and second curves from the top in
Figure 1b, we create the first surface patch shown in
Figure 2a. The second, third and fourth patches are
from the second and third boundary curves, the third
and fourth boundary curves, and the fourth and fifth
boundary curves, respectively. These three created
surface patches are given in Figures 2b 2c, and 2d,
respectively.
a b c d
Figure 2: Surface patches of a horse leg.
Then we put the four surface patches together
and build the horse leg model shown in Figure 3a.
Similarly, we obtained the other three legs which are
shown in Figures 3b, 3c and 3d, respectively.
a b c d
Figure 3: Creation of horse legs.
With the same method, the other parts of body,
ears, and tail were produced and depicted in Figures
4a, 4b, 4c and 4d.
a b c d
Figure 4: Creation of horse body, ears and tail.
The last step of the horse modelling is to
assemble all parts together. For the surface patches
which share common boundary curves and the first
partial derivatives, the positional and tangential
continuities are maintained automatically. However,
for the surface patches which intersect each other,
we first determine the intersecting curves between
them. Then, two curves which are on the intersecting
surface patches and close to the intersecting curves
are determined. And a blending surface between
these two curves is created to smoothly connect the
two intersecting surface patches together. With the
above treatment, we built the horse model and
depicted it in Figure 5.
Figure 5: Created horse model.
4 CONCLUSIONS
A new modelling technique of character models has
been proposed in this paper. This technique aims to
combine curve-based surface modelling and
physically based deformations together, and creates
free-form surfaces using physically based
deformable curves. A vector-valued fourth order
ordinary differential equation involving concentrated
sculpting forces is introduced to achieve physically
based deformable curves, and sharing of boundary
curves and the first derivatives by two adjacent
patches is used to obtain the positional and
tangential continuities of two adjacent patches at the
shared boundary curves.
In order to make the proposed technique build
character models efficiently, we transformed
concentrated sculpting forces into an analytical
mathematical expression and derived the analytical
solution of the vector-valued fourth order ordinary
differential equation by means of the analytical
mathematical expression of concentrated sculpting
CharacterModelingusingPhysicallybasedDeformableCurves
121
forces.
We have applied our proposed technique in the
modelling of a horse model which demonstrates the
effectiveness of our proposed technique in character
modelling.
ACKNOWLEDGEMENTS
This research is supported by the grant of UK Royal
Society International Joint Projects / NSFC 2010.
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