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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A skeleton/cage hybrid paradigm for digital animation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Fabrizio Corda</string-name>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <abstract>
        <p>Digital animators require simple tools and techniques that allow them to create computer animations in an easy, fast and intuitive way. To perform this kind of task, several methods are available, like cagebased or skeleton-based skinning. Cages and skeletons allow animators to de ne mesh deformation in order to obtain a character pose. Both of them have di erent pros and cons, and di erent expressive power. We aim to create a new skinning technique using a skeleton/cage hybrid paradigm that merges together the expressive power of both of them, reducing the complexity of pose de nition and making the animation pipeline more simple, intuitive and straightforward.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Nowadays, computer graphics is widely used by all kinds of industries:
cinematographics, videogames, engineering, medical and so on. Computer animation is
one of the most important branches of computer graphics, and it makes it
possible to give the idea of movement of three-dimensional characters or objects.</p>
      <p>Artists and digital animators require powerful tools that allow them to
generate computer animations in an easy, fast and intuitive way. There are several
di erent kinds of techniques that allow to achieve this objective. The main
technique used to perform this kind of task is called skinning and makes use of
di erent structures in order to obtain mesh deformation that de nes the
character poses. Two popular skinning structures are the so-called cages and
skinningskeletons. A cage is an external structure that contains a three-dimensional mesh,
and the deformation of such mesh is obtained by manipulating the cage vertices.
A skinning-skeleton, instead, is composed of bones and/or joints and is an
internal structure contained in a three-dimensional mesh. The deformation of the
character mesh is obtained by applying geometric transformations to bones and
joints.</p>
      <p>Cages and skeletons have di erent expressive powers and di erent positive
and negative aspects. Skeletons are usually used to perform articulation
deformations, while Cages are usually used to perform volumetric deformations. This
topic is discussed in details in section 2.</p>
      <p>The de nition of character poses is a time-consuming task, and consequently
animators need simple and fast techniques that allow them to simplify the
animation process. For this reason we want to de ne a new skinning technique, and
our aim is to create a skeleton/cage hybrid that merges the expressive power of
the skeleton with the one of the cage.</p>
      <p>At the state of the art, there are two main works that address this kind of
problem but both of them need to rede ne the cage and the skeleton from scratch
with some constraints. Our idea, instead, is to merge together already existing
cages, with already existing skeletons, proposing an hybrid skinning paradigm.
Our goal is also to develop a software tool that allows users to realize
deformations using this paradigm. This tool must be fast, simple and more easy to
use than other professional software used to realize deformations, like Maya or
Blender. In this way, the animator is able to use at the same time both skeletons
and cages to realize animations, simplifying the animation pipeline, reducing
the animator workload and making the deformation process more intuitive and
straightforward.</p>
      <p>In section 3 we examine in details the related works discussed earlier, while,
in section 4, the preliminary idea is explained.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <sec id="sec-2-1">
        <title>The Skinning process</title>
        <p>In order to create an animation and bring a virtual character \to life" we need
to produce a sequence of character poses, and we can identify several techniques
used by digital animators that ful l this purpose. One of the most popular
techniques is the skeleton-based or cage-based skinning.</p>
        <p>Usually, a three-dimensional character is a polyhedral structure called mesh
composed of vertices, edges and faces. The faces can be composed of triangles,
quads, general polygons, or a combination of all these.</p>
        <p>The pose of the character mesh is obtained by deforming the mesh itself, moving
all its vertices and, consequently, all the faces and edges. A mesh can be
composed of millions of vertices and, in order to de ne a pose, manually edit every
single vertex would be an impossible task for an animator, for this reason the
skinning techniques were created.</p>
        <p>
          The skinning process de nes how the geometric surface of the character must
deform, i.e. how its vertices (with faces and edges) must move, according to a
function de ned by deformation primitives [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] (also known as handles). Those
primitives are usually manually set up by a trained Digital Animator (called also
as rigging artist) during a delicate and time consuming phase called rigging.
        </p>
        <p>During the rigging phase, the artist speci es the in uence of every single
deformation primitive on every mesh vertex de ning the so-called \weights", so
that the deformation of a handle will propagate to every single vertex
proportionally to the amount of in uence that the handle has on each single vertex.
The skinning weights can be computed automatically by using several
techniques, or can be de ned manually, with greater precision, by a rigging artist.</p>
        <p>In synthesis, the skinning process is considered an essential task because it
simpli es the whole deformation process. Indeed, it prevents digital animators
from manually editing every single vertex of the mesh to make it move and
allows them to simply associate a group of vertices to a single handle or
multiple handles. This is necessary especially if we want to animate a very complex
three-dimensional character composed of thousands or millions of vertices. For
this reason it is clear that it is easier to manipulate single handles to obtain a
deformation (needed to represent a pose) rather than a very large amount of
vertices.</p>
        <p>Deformations can be performed through di erent kinds of deformation
primitives, and according to the structure of those primitives, we can talk of skeletons
or cages, whose advantages and disadvantages must be taken into account
according to the morphology of the digital character. In some contexts, the choice
of a speci c handle deeply simpli es the work of the animators and enables them
to improve the graphical result.</p>
        <p>
          In the next paragraphs the details of cages and skeletons are discussed, and
further information about all the skinning techniques can be found in [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] and
[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Skeletons</title>
        <p>A skeleton is a structure contained inside the character skin. It is usually
composed of bones and/or joints: the rst ones represent the rigid parts of a
character and the second ones are usually placed in the character articulation. In
a skeleton-based skinning setup, bones and joints can be used as handles to
create the deformation and propagate it to the character skin vertices using
automatically generated or manually de ned skinning weights. So, skeletons usually
represent the articulated portion of a digital character. (Fig. 1)</p>
        <p>
          There are several techniques that make use of skinning skeletons in order
to perform skin deformation (surveys can be found in [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] and [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]). The most
popular one is the Linear Blend Skinning, also known as skeleton-subspace
deformation [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], where every skeleton handle (bone or joint) is represented as a
spatial transformation matrix Tj 2 IR3x4 and, therefore, we are able to de ne a
deformation of the character skin using the following formula:
where vi0 represents the \deformed" position of the i-th character vertex vi,
and Tj is the manipulated transformation of the j-th skeleton handle, and wi;j
is the handle weight, or the amount of in uence of handle j on skin vertex i. In
this way, we are able to de ne the character poses by manipulating the skeleton
transformations. (Fig. 2)
        </p>
        <p>Unfortunately, Linear Blend Skinning presents visual artifacts like volume
loss, self-intersection and the so-called \candy-wrapper" artifact, caused by the
linear interpolation of the transformation matrices.</p>
        <p>
          Another popular skeleton-based skinning technique is called Dual
Quaternion Skinning [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Rather than using a rigid transformation matrix to perform
transformation, DQS makes use of the dual-quaternions theory [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] to perform
rotations and translation, that has a more robust behaviour with interpolation.
For this reason, DQS solves the \candy-wrapper" problem but, at the same time,
it creates the so-called \joint bulging" artifacts. (Fig. 3)
A cage is a simpli ed (coarse) version of the mesh it represents and it should
preferably have a small number of vertices. It can be seen as a low-resolution
abstraction of the character. It is completely external to its mesh and envelops
it, and it represents the mesh morphology.
        </p>
        <p>In a cage-based skinning setup, the cage vertices can be used as handles to
create the deformation and propagate it to the character skin vertices by using
barycentric coordinates as weights.</p>
        <p>
          The cage-based skinning deformation derives directly from the Free Form
Deformation [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] that o ers an intuitive and smooth control over the character skin by
only using lattice control points (Fig. 4), but this technique does not take into
account the character morphology. In fact, for complex mesh like a character
articulated with several limbs, FFD becomes di cult or impossible to use in
order to obtain a signi cant and meaningful deformation.
        </p>
        <p>
          Cage-based deformation, instead, is based on the concept of generalized
barycentric coordinates, through which we are able to express the position of every
character vertex in relation to its cage vertices. There are several de nitions
of barycentric coordinates such as Mean Value [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], Positive Mean Value [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ],
Harmonic [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], and Green Coordinates [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Each one has pros and cons, and
a comparison between them is available in [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. Those barycentric coordinates
represent the in uence weight wj (vi) that each cage vertex cj has on a mesh
vertex vi, and can be computed in pre-processing.
The barycentric coordinates wj (vi) must satisfy the following property:
so, during the cage-based skinning process, we are able to de ne a
deformation of the character skin by using the following formula:
vi =
m
X wj (vi)cj
j=1
vi0 =
m
X wj (vi)c0j
j=1
(2)
(3)
where vi0 represents the \deformed" position of the i-th character vertex vi,
and c0j is the manipulated position of the j-th cage vertex cj , also called the cage
handle. In this way, manipulating and moving the cage vertices, we are able to
de ne the character poses. (Fig. 5)
Skeletons and Cages have di erent expressive powers and it is paramount to an
animator's work to choose the most appropriate one, as it can both simplify the
process and yield better results.
        </p>
        <p>Skeletons are very useful and intuitive to use for articulated characters such
as humanoids. In fact, in order to move an arm, we simply need to manipulate
the single bone that represents the arm itself. Instead, using a cage, we need
to move all the cage handles that envelope the arm. So, with the skeleton a
single handle is needed, while, in the other case, we need to manipulate multiple
handles to perform the same deformation.</p>
        <p>Vice-versa, cages are very useful for volumetric deformation. For example, if we
want to animate a bouncing ball enveloped in a square-shaped cage, we need
to only move the top handles of the cage to obtain the deformation and the
compression of the ball. Instead, using a skeleton, this would be a less intuitive
task because the most trivial skeleton representation for a ball would be a single
handle placed in the centre of it, so we need to de ne more complex and less
intuitive skeletons, with extra bones and joints, to perform a similar (but not
equal) deformation obtainable with a simple cage. Also, if we want to animate
a breathing character, we can not accomplish this by using a skeleton. Instead,
with a cage, we are able to obtain the breathing e ect by simply moving the
portion of the cage de ned around the character's chest.</p>
        <p>So, because of the di erent expressive power, the choice between a skeleton and
a cage can lead to a reduction or to an increase of the rigging and skinning e orts
based on the type of animation we want to realize. For this reason, the de nition
of a skeleton/cage hybrid paradigm can merge together all the positive side of
skeleton and cages, allowing the animator to use both of them at the same time
seamlessly, simplifying and making the animation process more intuitive, and
reducing the workload for a digital artist.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Related works</title>
      <p>At the moment, there are two main contributions to the skeleton/cages merging
for skinning purposes.</p>
      <p>
        The rst one is the method proposed by Ju et al. with the cage-based
skinning templates [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. This work aims to create a skinning algorithm that allows
to perform deformations that are replicable on multiple characters using a
skeleton/cage hybrid.
      </p>
      <p>In this method the skeleton is rigged to a cage and drives the motion of the
cage vertices. In details, given the character mesh and a skeleton, the algorithm
creates a full cage from \templates", partial cages associated to a particular
skeleton part. Then, manipulating the skeleton handles, the algorithm will
deform the associated cage using a particular deformation function similar (but
di erent) to Linear Blend Skinning. Then the deformation will be propagated
from the cage to the character skin using Mean Value Coordinates as barycentric
weights.</p>
      <p>The main purpose of this work is not to merge together the expressive power
of skeleton and cages but to create volume preserving deformations using skeleton
handles, overcoming the \candy-wrapper" artifact typical of the Linear Blend
Skinning algorithm. (Fig. 6) So, in this case, we do not have a true skeleton/cage
hybrid because it is not possible to interact directly with the cage handles to
perform the deformation. In fact, to create a pose, the artist must interact only with
the skeleton handles and the cage is used only the de ne the skin deformation.
Also, the cage must be generated ad-hoc from the associated skeleton, so
previously modelled and rigged cages can not be used. Furthermore, all the previously
computed skeleton skinning weights must be dropped because the skeleton will
be rigged directly to the cage vertex using a speci c function rather than directly
to the character skin.</p>
      <p>
        The second method is the one proposed by Jacobson et al. with the Bounded
Biharmonic Weights [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. This work aims to make the digital animator free to
use every kind of skinning primitive it prefers, like skeleton handles, cage handles
or simple points to perform two-dimensional or three-dimensional character
deformation. They give a de nition for automatically computed skinning weights
that can be used simultaneously and seamlessly with the three types of skinning
structures listed earlier.
      </p>
      <p>Despite the very good graphical result for the deformation (Fig. 7), the
digital artist must necessarily use the bounded biharmonic as skinning weights, so
previously computed or manually generated skinning weights can not be used,
and all the pre-existing skeleton and cages must be rigged again with the new
automatically generated weights.
4</p>
    </sec>
    <sec id="sec-4">
      <title>The preliminary idea</title>
      <p>The proposed idea is to formalize a skeleton/cage hybrid that uni es the
expressive powers of the skeletons with the ones of the cages. In this way, animators
have the freedom to use one kind of skinning primitive rather than the other
based on the kind of pose or animation they want to achieve. In fact, as
discussed earlier, for articulation deformations, like a humanoid walking or moving
its arms, skeleton is the best choice. Instead, for volumetric deformations such
as muscle bulging or thinning, a man breathing or a ball bouncing, cage is the
best choice.</p>
      <p>This new uni ed skinning paradigm must be weight agnostic, in fact, in order
to simplify the rigging phase, we want to enable animators to use pre-existing
rigged skeletons with pre-existing rigged cages, using the already de ned weights
for each structure. By using this approach, in a production studio, there is no
need to e ectively create a skeleton, cages or weights from scratch, but an
animator can simply adapt the skinning algorithm to operate simultaneously with
the previously de ned ones.</p>
      <p>
        In details, if we observe the linear blending equation for skeletons (eq. 1) and the
linear blending equation for cages (eq. 3) we can observe several similarities (as
observed also in [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]), in fact we can treat a Tj skeleton transformation (de ned
by the relative bones or joints), and a cj cage vertex (that represents the cage
handle) as the same kind of generic handle hj .
      </p>
      <p>The idea is to formalize a skinning equation like the following one:
vi0 =
m
X ai;j hj
j=1
(4)
(5)
where ai;j is an\agnostic skinning weight" derived directly from the already
de ned ones in the cage and in the skeleton. To do this, we need to nd a
\bilateral relation" or a mapping between the cage weights and the skeleton
weights, and consequently between the skeleton and the cage. In synthesis, we
want to obtain a function f that, given a cage weight wcage and a skeleton weight
wskel, provides an \agnostic" weight a usable on both cage and skeleton:
a = f (wcage; wskel)</p>
      <p>So, our purpose is to be able to perform a simultaneous and seamless
manipulation of all the generic handles h: the manipulation of the cage handles will
result in the deformation of the character and of the skeleton and, vice-versa,
the manipulation of the skeleton handles will result in the deformation of the
character and of the cage. For example, if the animator wants to animate a
running man representing also the character's breath, he can use the skeleton
handles to de ne the movements of arms and legs, while using at the same time
the cage handles to represent the breathing animation. Also, we want to be able
to constrain the movement of the cage based on the constraints de ned on the
skeleton. In fact, if the skeleton bones are constrained to rotation only and can
not be stretched, the relative portion of the cage can not be stretched either.
Moreover, constraints de ned on the cage must re ect on the skeleton
deformation.</p>
      <p>In synthesis, the three main aspects we have to ful l are:
{ Understand how the manipulation of skeleton handles drives the motion of
the cage handles.
{ Understand how the manipulation of cage handles drives the motion of the
skeleton handles.
{ Choose what kind of skinning formula de nes the physical deformation of
the character's skin.</p>
      <p>The second task is the most particular because, while the skeleton movements
can be reproduced by the cage, this is not true if we switch cage and skeleton. In
fact, breathing, bulging or bouncing animation can not be obtained easily (if not
at all) with skeletons so we have to understand how these animations obtained
with cage handles a ect the skeleton handles. (Fig. 8)
For the third task, instead, we have to understand if we obtain a better skin
deformation by only using the skeleton-based skinning formula (eq. 1), only using
the cage-based skinning formula (eq. 3) or using some form of combination of</p>
      <p>The fundamental and novel aspect of this idea is that it does not require
to de ne a totally new ad-hoc cage, or ad-hoc skeleton, and is not limited or
bounded to a particular type of skinning weight. In this way, the animator can
de ne poses for the animation in an intuitive way, using the appropriate type of
skinning handle, avoiding the need to de ne extra bones or joints in skeletons
to obtain complex animations, and streamlining and simplifying the animation
pipeline.</p>
      <p>In the nal phase of the project we plan to evaluate the usability of the
developed tool, measuring the User Experience while realizing deformations and
character poses. We want also to compare the UX against professional software
like Maya and Blender, measuring the ease of use and the cognitive load.
5</p>
    </sec>
    <sec id="sec-5">
      <title>University doctoral program context</title>
      <p>I am Fabrizio Corda, a PhD student at the Department of Mathematics and
Computer Science at University of Cagliari. My work is being conducted into
the CG3HCI Lab, the Computer Graphics and Geometry Modelling supervised
by the Prof. Riccardo Scateni and followed by Dr. Marco Livesu. I have started</p>
    </sec>
  </body>
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