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Sculpted Data Driven and Physically Based Character Deformation

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Skeletal driven deformation for articulated body motion. Shape interpolation among a set of poses for facial animation. Pose Space Deformation ... – PowerPoint PPT presentation

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Title: Sculpted Data Driven and Physically Based Character Deformation


1
Sculpted Data Driven and Physically Based
Character Deformation
  • Patrick Coleman
  • CSC 2529 Character Animation
  • February 12, 2003

2
Papers
  • Pose Space Deformation A Unified Approach to
    Shape and Interpolation and Skeleton-Driven
    Deformation J.P. Lewis, Matt Cordner, Nickson
    Fong
  • DyRT Dynamic Response Textures for Real Time
    Deformation Simulation with Graphics
    Hardware Doug L. James and Dinesh K. Pai
  • Interactive Skeleton-Driven Dynamic
    Deformations Capell, Green, Curless, Duchamp,
    Popovic

3
Pose Space Deformation
  • Common Approaches to Character Deformation
  • Skeletal driven deformation for articulated body
    motion
  • Shape interpolation among a set of poses for
    facial animation
  • Pose Space Deformation
  • Combine these approaches and address their
    shortcomings

4
Skeletal Subspace Deformation
  • Surface Points are tied to joints, linearly
    weighted
  • User often tweaks weights to achieve desired
    response
  • Restrictive subspace not capable of achieving all
    desired poses
  • Leads to unnatural deformations to certain poses
  • Maya smooth skinning

5
SSD Problems
Elbow twist
Collapsing Elbow
Maya Example
6
Shape Interpolation
  • Linearly combine a number of key poses using
    slider values

7
Shape Interpolation
  • Linearly combine a number of key poses using
    slider values
  • Allows user to explicitly sculpt poses
  • Positional interpolation is only C0 continuous
  • Poses can add up or cancel out unexpectedly
  • Maya Blend Shape

Maya Example
8
PSD
  • Skeletal-driven deformation among a set of key
    poses
  • User sculpts set of poses
  • Scattered data interpolation to determine
    configuration driven deformation
  • Facial animation among a set of key poses
  • Scattered data interpolation driven by relative
    key pose weights

9
Scattered Data Interpolation
  • Locally weight nearby configurations using
    precomputed radial basis functions
  • Allows smooth interpolation among configurations
    if desired
  • Precomputation to achieve real-time deformation
  • User must avoid very similar poses

10
Suggested Facial Space
  • Adapted from psychological research

Aroused
alarmed
delighted
frustrated
Pleasure
Displeasure
serene
tired
Sleepy
11
PSD Summary
  • Data driven approach to dynamic deformation
  • Data supplied by user sculpting important poses
  • Scattered data interpolation among key poses to
    determine intermediate poses using radial basis
    functions
  • Can be skeleton driven
  • Can be blendShaped (sliders to distribute
    weight among poses)

no, blendShaped is not a real word.
12
Dynamic Response Textures
  • Geometrically complex, interactive,
    physically-based, volumetric, deformation models,
    with negligible main CPU costs.
  • Modal Analysis to determine how modal deformation
    of surface points
  • Hardware vertex program to drive deformations
    based on rigid body motion

13
Modal Analysis
  • Reduce vibration to a set of frequency modes
  • Overall Deformation is a superposition of
    deformation due to each mode
  • u displacementM mass matrixD dampening
    coefficient matrix (sM) K stiffness
    coefficient matrix

14
Modal Analysis
  • Determine a set of vibration modes
  • Natural frequency of vibration
  • Modal dampening

15
Low Frequency Modes for Torso
16
Applying Modal Vibration
  • Assume system is a rest at time t0
  • Integrate solution to modal ODE to time
    t Solution is dependent on force matrix, modal
    vibration frequency, and modal dampening factor
  • Throw away high frequency modes Not very
    noticeable Can cause temporal aliasing

17
Rigid Motion Excitement
  • Allows use of skeletal motion to drive local
    modal deformation
  • Consider both linear and angular velocity
  • Euler discretization of acceleration
  • Digital filter for efficient integration
  • Assumes modal vibration is not dependent on
    skeletal deformation
  • This allows pre-computation of all deformation
    parameters
  • Interpolate deformation with base pose across
    affected region

18
Hardware Acceleration
  • NVIDIA GeForce3 vertex program

19
DyRT Video
20
DyRT Summary
  • Fast application of tissue response to dynamic
    movement
  • Modal analysis to reduce deformation to discrete
    modes
  • Precomputation of response functions
  • Part of the rendering pipeline (hardware program)
  • Models wearing tight red shorts with SIGGRAPH
    logos embedded in a Texan theme are kind of scary

21
Interactive Skeleton Driven Dynamic Deformations
  • Simulation of secondary motion of deformable
    objects in real time
  • Framework
  • Embed object in volumetric grid with bone
    constraints
  • Constrain grid to lie along bones for efficient
    computation
  • Superpose locally linear simulations driven by
    single bone
  • Hierarchical basis on grid to adapt to level of
    detail

22
Problem Formulation
  • Rest state of object
  • Deformation
  • Overall system state

23
Hierarchical grid basis
  • Subdivide grid over detail of object
  • Trilinear basis functions
  • falls off from one to zero along lines of
    control mesh

24
Equations of Motion
  • Euler-Lagrange equations
  • First three terms reduce to numerical integration
  • Integration Subdivide control mesh to desired
    level Compute basis function values at each
    vertex Tetrahedralize domain (allows piecewise
    linear approximation of functions) Integrate
    over each tetrahedron using linear
    approximations of basis functions

25
System setup
  • Manual definition of skeleton, control mesh,
    regions of local linearization

26
Solving the System
  • Linearize equations at each time step
    (Baraff/Witkin 98)
  • Conjugate Gradient solver applied to sparse
    linear system of second equation, direct solution
    of first equation follows

27
Bone Constraints
  • Some velocities are known
  • Second equation reduces to
  • Same form, lower complexity

28
Position Constraints
  • Allow for interaction with other objects, user
  • Velocity enforced in CG solver by projecting
    constraint onto simulation space velocity
    components (Barraff/Witkin 98)
  • Introduction of new detail coefficients in
    basis

29
Local Linearization
  • Locally linearize influence of nearby bones
  • Use manually assigned vertex weights to blend
    among regions
  • Independently solve each region
  • Composite regional solutions

30
Other details
  • Twisting motion is penalized with stiffness
    dependent on potential gradient along deformation
  • Adaptive addition and removal of basis functions
    in hierarchy

31
ISDDD Video
32
ISDDD Summary
  • Real-time dynamic response for elastically
    deformable models
  • Objects are embedded in a hierarchical control
    mesh to which the finite element method is
    applied
  • Alignment of control grid to skeleton simplifies
    solution
  • Locally linearized regions of influence to reduce
    complexity
  • Point constraints allow interaction

33
Useful References(if you really want to
understand whats going on)
  • Dynamic Response Textures
  • Good Vibrations Modal Dynamics for Graphics and
    Animation Pentland and Williams, SIGGRAPH 1989
  • A User-Programmable Vertex Engine Lindholm,
    Kilgard, Moreton, SIGGRAPH 2001
  • Interactive Skeleton Driven Dynamic Deformations
  • Large Steps in Cloth Simulation Baraff
    Witkin, SIGGRAPH 1998
  • Physically Based Modeling Baraff Witkin,
    SIGGRAPH 2001 Course notes, available from
    Pixars web site
  • An Introduction to the Conjugate Gradient Method
    Without the Agonizing Pain Shewchuk, 1994. See
    citation in Baraff/Witkin 1998
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