Folding by Skinning

ABSTRACT We propose a novel method, entitled “Folding by Skinning”, which creatively integrates skinning techniques with folding simulations. This method allows users to specify a two‐dimensional crease pattern along with the desired folding angles for each crease. Based on this input, the system computes the final three‐dimensional shape of the fold. Rather than employing costly physics‐based simulations, we explore the skinning method, noted for its effectiveness in handling the geometry of the folded shape. We recommend extracting the skinning weights directly from the user‐defined crease patterns. By combining the obtained skinning weights with the user‐input folding angles, the initial shape undergoes dual quaternion skinning to produce the folding result. Users can further optimize the shape using post‐processing and targeted filtering of weights to generate more realistic results. Our experimental results demonstrate that “Folding by Skinning” yields high‐quality outcomes and offers relatively fast computation, making it an effective tool for computer‐aided design, animation, and fabrication applications.

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Publication Details

Journal
Computer Animation and Virtual Worlds
Published
2025-05-01
DOI
https://doi.org/10.1002/cav.70055
Primary Topic
Advanced Materials and Mechanics
Type
article
Field-Weighted Citation Impact
0.00

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article

Folding by Skinning

Lifeng Zhu, Chunyang Ma
Computer Animation and Virtual Worlds
Advanced Materials and Mechanics
article

Folding by Skinning

Lifeng Zhu, Chunyang Ma
article en

Abstract

ABSTRACT We propose a novel method, entitled “Folding by Skinning”, which creatively integrates skinning techniques with folding simulations. This method allows users to specify a two‐dimensional crease pattern along with the desired folding angles for each crease. Based on this input, the system computes the final three‐dimensional shape of the fold. Rather than employing costly physics‐based simulations, we explore the skinning method, noted for its effectiveness in handling the geometry of the folded shape. We recommend extracting the skinning weights directly from the user‐defined crease patterns. By combining the obtained skinning weights with the user‐input folding angles, the initial shape undergoes dual quaternion skinning to produce the folding result. Users can further optimize the shape using post‐processing and targeted filtering of weights to generate more realistic results. Our experimental results demonstrate that “Folding by Skinning” yields high‐quality outcomes and offers relatively fast computation, making it an effective tool for computer‐aided design, animation, and fabrication applications.

Computer Animation and Virtual WorldsVol. 36(3)
State Key Laboratory of Digital Medical Engineering (CN), Southeast University (CN)
National Natural Science Foundation of China, Fundamental Research Funds for the Central Universities
Openalex Percentile: Top 87%
Advanced Materials and Mechanics
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