This video illustrates my prototype implementation of a pretty cool method to clean up bad deformation artifacts that was presented at SIGGRAPH 2014 by Rhythm & Hues Studios:
Overall it's an efficient post corrector to any deformation stack. Awesome idea that deserves to be in the spotlight!
Joe Mancewicz, Matt L. Derksen, and Cyrus A. Wilson. 2014. Delta mush: smoothing deformations while preserving detail. In ACM SIGGRAPH 2014 Talks (SIGGRAPH '14). ACM, New York, NY, USA, , Article 28 , 1 pages.
This is my first week testing Fabric Engine's Splice for Maya and it seems to be working great.
After checking out some of the tutorial workshops they provide I was ready to implement something myself.
I chose to investigate the "Delta Mush" deformer as seen in the 'Voodoo' videos, 2nd video here: http://www.fxguide.com/featured/voodoo-magic/
The way I saw it the algorithm was a 2 step process:
- Perform weighted discrete laplacian on the source mesh and store the deltas in tangent space.
- Perform weighted discrete laplacian on the deformed mesh and apply the stored deltas in tangent space.
Note that the skinning/deformation is by no means trying to represent an anatomically correct deformation. This way you can see the results from the Delta Mush much better. :) The biggest difference you'll see is that there's no more extreme stretching.
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