A Painting Interface for Interactive Surface Deformations - PowerPoint PPT Presentation

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A Painting Interface for Interactive Surface Deformations

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A Painting Interface for Interactive Surface Deformations Jason Lawrence Thomas Funkhouser Princeton University – PowerPoint PPT presentation

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Title: A Painting Interface for Interactive Surface Deformations


1
A Painting Interface for Interactive Surface
Deformations
  • Jason Lawrence
  • Thomas Funkhouser
  • Princeton University

2
Motivation
  • Many objects are hard to model

3
Challenges
  • Complex Surfaces
  • Scale
  • User Control

4
Challenges
  • Complex Surfaces
  • Scale
  • User Control

5
Challenges
  • Complex Surfaces
  • Scale
  • User Control

Museth et al.
6
Existing Interfaces
  • Control lattice
  • Free-form deformations
  • NURBS surface control points
  • Physical Simulation
  • Deformable Models
  • Level Set Editing Operators
  • Sculpting interfaces
  • Voxel-based sculpting
  • Surface sculpting

7
Existing Interfaces
  • Control lattice
  • Free-form deformations
  • NURBS surface control points
  • Physical Simulation
  • Deformable Models
  • Level Set Editing Operators
  • Sculpting interfaces
  • Voxel-based sculpting
  • Surface sculpting

8
Existing Interfaces
  • Control lattice
  • Free-form deformations
  • NURBS surface control points
  • Physical Simulation
  • Deformable Models
  • Level Set Editing Operators
  • Sculpting interfaces
  • Voxel-based sculpting
  • Surface sculpting

9
Existing Interfaces
  • Control lattice
  • Free-form deformations
  • NURBS surface control points
  • Physical Simulation
  • Deformable Models
  • Level Set Editing Operators
  • Sculpting interfaces
  • Voxel-based sculpting
  • Surface sculpting

10
Existing Interfaces
  • Control lattice
  • Free-form deformations
  • NURBS surface control points
  • Physical Simulation
  • Deformable Models
  • Level Set Editing Operators
  • Sculpting interfaces
  • Voxel-based sculpting
  • Surface sculpting

11
Existing Interfaces
  • Control lattice
  • Free-form deformations
  • NURBS surface control points
  • Physical Simulation
  • Deformable Models
  • Level Set Editing Operators
  • Sculpting interfaces
  • Voxel-based sculpting
  • Surface sculpting

Maya Artisan Sculpt Surface Tool
12
Key Observation
  • Directly painting and then interactively
    simulating is a more controllable, powerful way
    to locally deform surfaces.

13
Our Approach
  • The user paints directly onto the surface of an
    object.
  • Paint is interpreted as the instantaneous surface
    velocity.
  • User simulates velocity until the desired effect
    is achieved.

14
Our Approach
  • The user paints directly onto the surface of an
    object.
  • Paint is interpreted as the instantaneous surface
    velocity.
  • User simulates velocity until the desired effect
    is achieved.

15
Our Approach
  • The user paints directly onto the surface of an
    object.
  • Paint is interpreted as the instantaneous surface
    velocity.
  • User simulates velocity until the desired effect
    is achieved.

16
Overview of Talk
  • Introduction
  • Method
  • Applying Paint
  • Defining Paint
  • Simulating Paint
  • Results

17
Overview of Talk
  • Introduction
  • Method
  • Applying Paint
  • Defining Paint
  • Simulating Paint
  • Results

18
Applying Paint
  • Directly inject paint into scene.
  • Use 2D brush bitmaps to modulate intensity
    Hanrahan90.

Various Brushes
19
Applying Paint
20
Applying Paint
21
Overview of Talk
  • Background
  • Method
  • Applying Paint
  • Defining Paint
  • Simulating Paint
  • Results

22
Defining Paint
  • What is paint?
  • Paint describes surface velocity

23
Surface Velocity
  • Surface velocity can capture useful modeling
    operations
  • Propagating organic, blobby deformations
  • Advective spiky, discontinuous
  • Curvature-dependent diffusion

24
Surface Velocity
  • We define surface velocity at some point along
    the models surface x, with surface normal n, as
    the linear combination of three terms
  • v(x) vprop(x) vadv(x) vcurv(x)

25
Propagating Velocity
  • Propagating velocity causes the surface to move
    in the direction of its current surface normal,
    producing blobby, organic deformations
  • vprop(x) an

26
Propagating Velocity
27
Advective Velocity
  • Advective velocity causes the surface to move
    at a constant speed in a constant direction
  • vadv(x) ßp

28
Advective Velocity
29
Curvature-Dependent Velocity
  • Curvature-dependent velocity causes the surface
    to move at a speed proportional to its mean
    curvature, ?, in the direction of its surface
    normal.
  • vcurv(x) ??n

30
Curvature-Dependent Velocity
31
Specify Paint
  • Total velocity of a point on the models surface
  • v(x) an ßp ??n

32
Specify Paint
  • The paint IS the values of a, ß, and ?.
  • The direction of advective motion, p, determined
    by current viewing direction, surface normal, or
    arbitrary direction.

33
Overview of Talk
  • Background
  • Method
  • Applying Paint
  • Defining Paint
  • Simulating Paint
  • Results

34
Simulating Paint
  • Goal move surface according to velocity user has
    painted.

35
Dynamic Surface
  • We need a surface representation that supports
  • Interactive update rates.
  • Associate paint with surface.
  • Editing at multiple scales.
  • Created prototype system with two
    representations
  • Level Sets
  • Dynamic Triangle Mesh

36
Triangle Mesh
  • Represent surface as triangle mesh where the
    vertices are free to move in space.
  • Store paint at each vertex.

37
Adaptive Refinement
  • Our implementation provides two types of mesh
    refinement
  • Temporal refine mesh during deformation to
    accurately sample the dynamic surface.
  • Brush-Dependent refine mesh depending on
    location and orientation of brush to accurately
    sample the brush.

38
Temporal Refinement
  • Explicitly maintain an even distribution of
    vertices over the surface by refining mesh.

39
Temporal Refinement
  • Explicitly maintain an even distribution of
    vertices over the surface by refining mesh.

40
Adaptive Refinement
  • Our implementation provides two types of mesh
    refinement
  • Temporal refine mesh during deformation to
    accurately sample the dynamic surface.
  • Painting refine mesh depending on location and
    orientation of brush to accurately sample the
    brush.

41
Brush-Dependent Refinement
42
Overview of Talk
  • Background
  • Method
  • Applying Paint
  • Defining Paint
  • Simulating Paint
  • Results

43
Results
44
Results
  • Painting interface meets challenges
  • Complex Surfaces
  • Scale
  • User Control

Modeling Time 20 min.
45
Results
  • Painting interface meets challenges
  • Complex Surfaces
  • Scale
  • User Control

Modeling Time 20 min.
46
Results
  • Painting interface meets challenges
  • Complex Surfaces
  • Scale
  • User Control

Modeling Time 3 min.
47
Conclusion
  • We have found that this painting metaphor gives
    the user direct, local control over surface
    deformations for several applications
  • Creating new models
  • Removing noise from existing models
  • Adding geometric texture to an existing surface
    at multiple scales

48
Limitations
  • Covers limited class of objects.
  • Self-intersections.
  • Topological changes.

David Breen, et. al.
49
Limitations
  • Covers limited class of objects.
  • Self-intersections.
  • Topological changes.

50
Limitations
  • Covers limited class of objects.
  • Self-intersections.
  • Topological changes.

51
Limitations
  • Covers limited class of objects.
  • Self-intersections.
  • Topological changes.

52
Future Work
  • Adaptive level sets.
  • Transfering geometric texture from one part of a
    model to another.
  • Expressing geometric content as paint for
    compression applications.
  • Time-dependent pigment vectors (e.g. spline
    curves on a sphere).

53
Acknowledgements
  • Ross Whitakers VISPACK
  • Daniel Aliaga

54
(No Transcript)
55
Applying Paint Level Sets
56
Level Sets Details
  • Level Set Theory tells us how to change the
    samples to induce some desired change in the
    embedded surface.

57
Level Sets Details
  • Fundamental result from LS theory.
  • F() is the speed of the surface at position x in
    the direction of its normal vector!

58
Mesh Refinement
  • Maintain desired edge length.
  • f actual/desired
  • f lt 0.5 collapse
  • f gt 1.5 split
  • Swap to maximize minimum interior angle.

Markosian, et. al.
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