Gergő Haragos
Supervisor(s): Márton Vaitkus
Budapest University of Technology and Economics
Abstract: Character animation is a classic problem in computer graphics. Traditionally, characters are modeled as polygonal meshes and animated using a skeleton. The standard method, linear blend skinning, transfers bone transforma-tions to the skin through weighted averages . While some tools automate skinning weight generation, manual fine-tuning by artists is still common. An alternative is the “Delta Mush” method [, which involves: 1) animating with simple skinning weights, 2) smoothing the mesh to eliminate artifacts, and 3) restoring surface details by adding displacement vectors (“deltas”). Despite its simplicity and efficiency , Delta Mush does not prevent self-intersections. This work explores addressing this limitation by detecting self-intersections using continuous collision detection and modifying delta vectors for valid results.
Keywords: Animation
Full text: Year: 2025