Rig My Ride: Automatic Rigging of Physics-based Vehicles for Games 48
We extend the concept of traditional rigging, which links polygonal meshes to an underlying skeleton for 3D characters, to the creation of physics-based wheeled vehicle models directly from surface geometry. Unlike character rigging, physics-based rigging involves assigning joints and collision proxies to animate the surface geometry. We present an automated pipeline that transforms a polygon soup into a physics-based, multi-wheeled vehicle model. The pipeline begins by using text-driven 2D image segmentation to identify vehicle components, which are then mapped onto the 3D mesh. A rough estimate of collision geometries and joint parameters is then used to initialize a rigid body simulation of the vehicle. Then, a numerical optimization refines these parameters in order to produce more realistic vehicle behaviour. The final result is a functioning physics-based vehicle for real-time simulations, which is demonstrated across a variety of vehicles, including cars, tricycles, lunar rovers, and even a semi-truck with 10 wheels.
Authors
- Sheldon Andrews (ORCID: https://orcid.org/0000-0001-9776-117X)
- Paul G. Kry
- Max Katz
Institutions
- Logos Technologies (United States) (US)
- McGill University (CA)
- École de Technologie Supérieure (CA)
Publication Details
- Journal
- Proceedings of the ACM on Computer Graphics and Interactive Techniques
- Published
- 2025-08-08
- DOI
- https://doi.org/10.1145/3747861
- Primary Topic
- 3D Shape Modeling and Analysis
- Type
- article
- Field-Weighted Citation Impact
- 0.00