BlendSim: Simulation on Parametric Blendshapes using Spacetime Projective Dynamics

Abstract We propose BlendSim, a novel framework for editable simulation using spacetime optimization on the lightweight animation representation. Traditional spacetime control methods suffer from a high computational complexity, which limits their use in interactive animation. The proposed approach effectively reduces the dimensionality of the problem by representing the motion trajectories of each vertex using continuous parametric Bézier splines with variable keyframe times. Because this mesh animation representation is continuous and fully differentiable, it can be optimized such that it follows the laws of physics under various constraints. The proposed method also integrates constraints, such as collisions and cyclic motion, making it suitable for real‐world applications where seamless looping and physical interactions are required. Leveraging projective dynamics, we further enhance the computational efficiency by decoupling the optimization into local parallelizable and global quadratic steps, enabling a fast and stable simulation. In addition, BlendSim is compatible with modern animation workflows and file formats, such as the glTF, making it practical way for authoring and transferring mesh animation.

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Publication Details

Journal
Computer Graphics Forum
Published
2025-04-18
DOI
https://doi.org/10.1111/cgf.70068
Primary Topic
Human Motion and Animation
Type
article
Field-Weighted Citation Impact
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article

BlendSim: Simulation on Parametric Blendshapes using Spacetime Projective Dynamics

Nobuyuki Umetani, Yuhan Wu
Computer Graphics Forum
Human Motion and Animation
article

BlendSim: Simulation on Parametric Blendshapes using Spacetime Projective Dynamics

Nobuyuki Umetani, Yuhan Wu
article en

Abstract

Abstract We propose BlendSim, a novel framework for editable simulation using spacetime optimization on the lightweight animation representation. Traditional spacetime control methods suffer from a high computational complexity, which limits their use in interactive animation. The proposed approach effectively reduces the dimensionality of the problem by representing the motion trajectories of each vertex using continuous parametric Bézier splines with variable keyframe times. Because this mesh animation representation is continuous and fully differentiable, it can be optimized such that it follows the laws of physics under various constraints. The proposed method also integrates constraints, such as collisions and cyclic motion, making it suitable for real‐world applications where seamless looping and physical interactions are required. Leveraging projective dynamics, we further enhance the computational efficiency by decoupling the optimization into local parallelizable and global quadratic steps, enabling a fast and stable simulation. In addition, BlendSim is compatible with modern animation workflows and file formats, such as the glTF, making it practical way for authoring and transferring mesh animation.

Computer Graphics ForumVol. 44(2)
The University of Tokyo (JP)
Life below water
Openalex Percentile: Top 92%
Human Motion and Animation
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