I first saw this technique here, note the date:
http://blog.wolfire.com/2009/11/volumetric-heat-diffusion-skinning/

The Autodesk implementation has a better voxelization and weight
falloff solution though.

Having implemented this technique before, the most difficult part it to get
a reasonable performance out if it.


On Tuesday, March 18, 2014, Raffaele Fragapane <raffsxsil...@googlemail.com>
wrote:

> http://www.dgp.toronto.edu/~mdelasa/voxelization/ <- proposal and video
> http://www.delasa.net/data/sca2013_voxelization.pdf <- actual paper
>
> It's not particularly hard conceptually, but personally I wouldn't do it
> in ICE. It'd likely be below acceptable performance for a large enough set
> of voxels, and you'd be in trouble to bring GPGPU performance into ICE
> nodes if you were willing to write one (I got really flaky results
> personally, but it's not impossible).
>
> It's not terribly hard to do in C++ nor to thread it decently in CUDA,
> there are some very obvious potential kernels to it, and plenty stuff you
> could start from for OCTrees structures, sorting, walking and so on already
> available to not re-invent the wheel.
>
> You are missing a (moderately) clever bit though as you need to find
> boundaries and geodesic distance, if you just walked outwards from a bone
> inclusive voxel indiscriminately you would be only marginally better off
> than if you simply used plain geometric distance methods, but it's not an
> order of magnitude more complex than what you'd think of by intuition.
>
> It's not really a hugely impressive feature, don't get me wrong, but it's
> not a day's worth of work to offer a proper generic implementation that
> will scale to respectable complexity.
>
>
> On Wed, Mar 19, 2014 at 1:43 PM, Bk 
> <p...@bustykelp.com<javascript:_e(%7B%7D,'cvml','p...@bustykelp.com');>
> > wrote:
>
>> Unless there is some clever part that Im missing, It's not a hard thing
>> to implement. Fill a volume with voxels. Spread out( iterate) influence
>> from bones across the volume particle to particle by neighbours.
>> Get closest voxel to surface and find resulting influence for each bone.
>> Normalise and write to envelope .
>> I'd be bold enough to suggest it could be done in ICE in a day.
>>
>>
>> On 19 Mar 2014, at 02:35, Eric Thivierge 
>> <ethivie...@gmail.com<javascript:_e(%7B%7D,'cvml','ethivie...@gmail.com');>>
>> wrote:
>>
>> Unfortunately have to agree with Luc-Eric on this point. Blender probably
>> has a heat map algo or something. I haven't seen the geodesic anywhere but
>> the AD research vid from around last Siggraph.
>>
>> --------------------------------------------
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Tue, Mar 18, 2014 at 10:31 PM, Luc-Eric Rousseau 
>> <luceri...@gmail.com<javascript:_e(%7B%7D,'cvml','luceri...@gmail.com');>
>> > wrote:
>>
>>> On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
>>> <paulocdua...@gmail.com<javascript:_e(%7B%7D,'cvml','paulocdua...@gmail.com');>>
>>> wrote:
>>> > Agree, and the geodesic voxel binding skin algorithm, Blender already
>>> have
>>> > at least 1 year ago or more. In other words, no innovation, only
>>> > implementation of existing tools.
>>>
>>> Got a link to that?  Geodesic voxel binding is research by Autodesk.
>>>
>>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


-- 
Technical Director @ DreamWorks Animation

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