Skip to main content

Pose-space subspace dynamics

Citations of this article
Mendeley users who have this article in their library.
Get full text


We enrich character animations with secondary soft-tissue Finite Element Method (FEM) dynamics computed under arbitrary rigged or skeletal motion. Our method optionally incorporates pose-space deformation (PSD). It runs at milliseconds per frame for complex characters, and fits directly into standard character animation pipelines. Our simulation method does not require any skin data capture; hence, it can be applied to humans, animals, and arbitrary (real-world or fictional) characters. In standard model reduction of three-dimensional nonlinear solid elastic models, one builds a reduced model around a single pose, typically the rest configuration. We demonstrate how to perform multi-model reduction of Finite Element Method (FEM) nonlinear elasticity, where separate reduced models are precomputed around a representative set of object poses, and then combined at runtime into a single fast dynamic system, using subspace interpolation. While time-varying reduction has been demonstrated before for offline applications, our method is fast and suitable for hard real-time applications in games and virtual reality. Our method supports self-contact, which we achieve by computing linear modes and derivatives under contact constraints.




Xu, H., & Barbič, J. (2016). Pose-space subspace dynamics. In ACM Transactions on Graphics (Vol. 35). Association for Computing Machinery.

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free