PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling
Hao Zhang, Haolan Xu, Chun Feng, Varun Jampani, and Narendra Ahuja

TL;DR
PhysRig introduces a physics-based, differentiable skinning and rigging framework that models elastic materials more realistically than traditional linear blend skinning, enabling improved animation and pose transfer for articulated objects.
Contribution
This work presents PhysRig, a novel physics-based skinning and rigging framework that embeds skeletons into volumetric soft-body models, enhancing realism and expressiveness over existing LBS methods.
Findings
Outperforms traditional LBS in realism and physical plausibility.
Successfully models elastic materials like soft tissues and fur.
Demonstrates versatility in pose transfer applications.
Abstract
Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and differentiability. However, LBS introduces artifacts such as volume loss and unnatural deformations, and it fails to model elastic materials like soft tissues, fur, and flexible appendages (e.g., elephant trunks, ears, and fatty tissues). In this work, we propose PhysRig: a differentiable physics-based skinning and rigging framework that overcomes these limitations by embedding the rigid skeleton into a volumetric representation (e.g., a tetrahedral mesh), which is simulated as a deformable soft-body structure driven by the animated skeleton. Our method leverages continuum mechanics and discretizes the object as particles embedded in an Eulerian background grid…
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