Kizamu: A System For Sculpting Digital Characters - PowerPoint PPT Presentation

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Kizamu: A System For Sculpting Digital Characters

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Several new ADF rendering approaches. Methods for inputting and outputting models ... High resolution digital sculpting. Intuitive to use. Efficient in memory ... – PowerPoint PPT presentation

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Title: Kizamu: A System For Sculpting Digital Characters


1
Kizamu A System For Sculpting Digital Characters
  • SIGGRAPH 2001
  • Ronald N. Perry
  • Sarah F. Frisken

2
Introduction
  • Kizamu
  • A computer-based sculpting system for creating
    digital characters
  • To carve in Japanese

3
Motivation
  • Digital character model
  • Smooth surface
  • Fine detail
  • Clay
  • Polygon
  • NURBS
  • Subdivision surfaces

4
Motivation
  • Requirements for sculpting system
  • Digital clay
  • Smooth surfaces, fine detail
  • Undo, duplicate, store permanently
  • Standard hardware
  • Standard input, output
  • ADFs
  • Integrate volume and surface into a single
    representation
  • Can be combined by simple CSG operations

5
Background
  • ADFs
  • Adaptively Sampled Distance Fields
  • S. Frisken, R. Perry Adaptively Sampled Distance
    Fields A General Representation of Shape for
    Computer Graphics, Proc. GIGGRAPH 00

6
Kizamu
  • Contributions
  • Volumetric sculpting interface
  • Advances in ADF generation, editing
  • Several new ADF rendering approaches
  • Methods for inputting and outputting models
  • Input scanned range image
  • Output triangle model at various LOD

7
Related Work
  • Meta-clay
  • Metaballs
  • Density based object representation
  • Does not represent edges, corners, fine detail
  • FreeForm
  • 3 degree-of-freedom haptic input device (force
    feedback)
  • Sampled intensity values (regularly sampled
    volume)
  • Marching cubes (memory overlaed)

8
The Sculpting System
9
Interaction Paradigms
  • Surface following
  • Guide the tool position and orientation
  • Bezier tool paths
  • Scripting of the tool path
  • Distance-based constraint
  • Control point editing

10
Generating ADFs
  • Bottom-up
  • Excessive amount of memory
  • Too many distance computations
  • Top-down
  • Expensive octree neighbor searches
  • Requires many redundant distance computations
  • Poor performance
  • Level-8 ADF 20 sec (Pentium III)
  • Level-9 ADF 40 sec (Pentium III)

11
Tiled Generation
  • Better memory utilization
  • Cache optimized
  • Reuse of distance computations
  • Tile
  • Distance value are stored
  • Bit flags
  • Reuse flag
  • Performance
  • Level-8 ADF 1 sec (Pentium III)
  • Level-9 ADF 2 sec (Pentium III)

12
Editing
  • ADF local editing
  • Procedurally generated tool paths
  • A script of sculpting operations
  • Maintaining the stroke history
  • Correcting the remote field
  • Differencing tool
  • Dist(p)min(distobj(p), -disttool(p))
  • Additive tool
  • Dist(p)max(distobj(p), disttool(p))

13
Rendering
  • Global rendering (global view change)
  • Triangle
  • Rendered through OpenGL
  • Generate 200,000 triangles 0.37s on a P4
  • Point
  • Point-based rendering
  • 800,000 Phong illuminated points in 0.2 s

14
Rendering
  • Local rendering (locally update)
  • Ray casting
  • Adaptive / non-adaptive
  • Local triangle regeneration
  • Triangles of affected cell are deleted, new ones
    regenerated.
  • requires memory

15
Fitting Kizamu Into the Character Animation
Pipeline
  • Input from range data
  • Wheelers algorithm
  • Each range image is converted to a range surface
    triangle mesh
  • Create an octree using a probability-weighted
    function
  • Marching cube
  • Enhances the algorithm using ADFs

16
Triangulating ADFs
  • Properties
  • Topologically consistent
  • Fast
  • LOD
  • Methods
  • Vertex at the cell center
  • Vertices of neighboring cells are joined
  • Vertices are moved towards the surface
  • LOD
  • Boundary leaf cell -gt leaf cell (error threshold)

17
Conclusion
  • Integrating ADFs
  • Shape representation
  • High resolution digital sculpting
  • Intuitive to use
  • Efficient in memory usage and processing
  • Several new algorithms and approaches
  • Interface
  • Efficient generation, editing
  • Rendering approaches

18
Future work
  • Digital animation
  • Generating NURBS
  • Volumetric representation
  • Deformation
  • Volumetric characters
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