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Gene Lin

Publications and source records attributed to Gene Lin.

2 recordsLinked to original sources

SkinCells: Sparse Skinning using Voronoi Cells

For decades, real-time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor-intensive manual process. Existing automated tools frequently struggle with intricate geometries, often necessitating significant manual refinement to reach production standards. We present a robust, fully automated method for generating high-quality skinning weights from a standard mesh and skeleton in a canonical A- or T-pose. Unlike traditional approaches, our framework offers direct sparsity controls to limit bone influences per vertex -- a critical requirement for maintaining performance in large-scale mobile environments. Furthermore, we address the challenge of Level-of-Detail (LoD) management by optimizing weights within a continuous spatial volume rather than on discrete vertices. This allows a single optimization pass to be applied seamlessly across multiple asset resolutions and variations. Central to our approach is a novel parameterized family of functions, we call SkinCells. We demonstrate that our method consistently produces stable, high-quality results even in complex scenarios where standard biharmonic weight computations fail.

cs.GR

Dress Anyone : Automatic Physically-Based Garment Pattern Refitting

Well-fitted clothing is essential for both real and virtual garments to enable self-expression and accurate representation for a large variety of body types. Common practice in the industry is to provide a pre-made selection of distinct garment sizes such as small, medium and large. While these may cater to certain groups of individuals that fall within this distribution, they often exclude large sections of the population. In contrast, individually tailored clothing offers a solution to obtain custom-fit garments that are tailored to each individual. However, manual tailoring is time-consuming and requires specialized knowledge, prohibiting the approach from being applied to produce fitted clothing at scale. To address this challenge, we propose a novel method leveraging differentiable simulation for refitting and draping 3D garments and their corresponding 2D pattern panels onto a new body shape, enabling a workflow where garments only need to be designed once, in a single size, and they can be automatically refitted to support numerous body size and shape variations. Our method enables downstream applications, where our optimized 3D drape can be directly ingested into game engines or other applications. Our 2D sewing patterns allow for accurate physics-based simulations and enables manufacturing clothing for the real world.

cs.GR