Title: Real-Time Enveloping with Rotational Regression
1Real-Time Enveloping with Rotational Regression
Robert WangKari PulliJovan Popovic
2Enveloped (skinned) characters are pervasive.
skeleton
mesh
- Skeletons are often used to control meshes.
3Physically based modeling provides realistic
deformations.
- Realistic deformations
- Finite-element based Teran et al. 2005
- Anatomy based Scheepers et al. 1997
- Elastically deformable Capell et al. 2002,
2005 - Used in movie production
- Off-the-shelf commercial tools
- Slow evaluation
Teran et al. 2005
Absolute Character Tools 1.6
4We learn a fast model from exported examples.
Exported Examples (skeleton-mesh pairs)
Black Box Simulation
Fast Model
Our method
5Artists can still use existing modeling tools or
scanned data.
Exported Examples (skeleton-mesh pairs)
3-D Scan Data
Fast Model
6This is analogous to mesh simplification.
- Faster to render
- Optimized for interactive applications
- Higher quality
- Used in movie production
7How do we map a skeleton to a mesh?
What parameters should we learn? How to model
muscle deformations for fast evaluation?
8Linear blend skinning linearly maps joint
rotations to vertex positions.
- Most popular enveloping technique for games
- Coarse modeling parameters (but very simple)
- Not very expressive (but very fast)
Figure from Wang and Phillips 2002
9Linear blend skinning has many names.
- Also known as,
- Single-Weight Enveloping
- Skeletal Subspace Deformation (SSD)
- Or just, Skinning
- We will use Linear Blend Skinning or SSD.
10The two steps of our work are deformation
gradients prediction and mesh reconstruction.
Deformation gradients prediction
(Rotational Regression)
11We present a replacement for linear blend
skinning.
- Coarse modeling parameters.
- Cant handle certain types of deformations.
- Fast
- Lets you use your existing modeling tool.
- Good for muscle bulges.
- Fast
Whenever you have an existing model, you should
use our technique instead of linear blend
skinning.
12Our model is inspired by the behavior of a
flexing bicep.
Surface rotation
Bone rotation
- Rigid components move with the bone rotation
- Other surfaces rotate in the opposite direction
13Angle is scaled by u. Axis is offset by rotation
W.
target rotation (surface)
source rotation (bone)
14We map a sequence of bone rotations to a sequence
of surface rotations.
target rotation sequence (surface)
source rotation sequence (bone)
15We fit parameters u and W by regression.
Surface rotations
u,W
Best-fit parameters
Skeleton rotations
16Rotational regression is good at capturing muscle
bulges.
17Mesh reconstruction stitches deformation
gradients together.
- Deformation gradients prediction
18Mesh reconstruction solved with least-squares.
deformation gradients
vertex positions
Least squares
- Least-squares problem equivalent to linear
system. - Computation is matrix-multiplication.
19Near-rigid vertices help eliminate low-frequency
errors at extremities.
- Low-frequency errors can accumulate at
extremities of mesh - We fix a set of near-rigid vertices to their SSD
predictions - Still a least squares problem
20We build upon existing mesh reconstruction work.
- Mesh IK Sumner et al. 2005, Der et al. 2006
- SCAPE Anguelov et al. 2005
- Similar formulation, faster evaluation.
Anguelov et al. 2005
21Heres a review of what weve covered.
Rotational Regression
Deformation Gradients Prediction
Least-squares problem
Mesh Reconstruction
22Model reduction lowers the dimensionality of
problem.
C
?
C
?
Dl(q)
Dk(q)
SSD
- Large multiplication on CPU
- Smaller multiplications on GPU
23Model reduction uses greedy clustering.
- Vertices clustered into proxy-bones.
- Per-triangle deformation gradients clustered into
key deformation gradients.
24Mesh reconstruction reduced to the following
matrix-multiplications.
C
?
- All on GPU
- Computation in fragment program
Dl(q)
key deformation gradients
Map from key deformation gradients to
proxy-bones
SSD weights
25Skinning Mesh Animations is a an alternative
approach to model reduction.
- The method from Skinning Mesh Animations uses
mean-shift clustering and is more robust to
errors. James and Twigg 2005 - Our method minimizes vertex error and is faster
26Deformation gradients prediction is now on key
deformation sequences.
- Fewer deformation gradient sequences to predict
rotational regression.
27Mesh reconstruction step reduced to
matrix-multiplications on GPU.
- Smaller matrix-multiplications
- Supported on graphics hardware
C
?
Dl(q)
28Our Technical Contributions
Rotational Regression
Accurate and GPU-Ready Poisson Reconstruction
Model Reduction
29Results
30Results
31Results
32Our work approximates the training examples
better than SSD and also generalizes well.
33Our model is suitable for interactive techniques.
- Evaluation speed within a factor of two of SSD
- Off-line training preprocess is usually less than
half an hour
34How does our work fit with previous work?
35Our work is complementary to displacement
correcting techniques.
Figure from Kry et al. 2001
- Previous work provide corrective displacements.
- Pose space deformation Lewis et al. 2000,
- Shape by example Sloan et al. 2001,
- Eigenskin Kry et al. 2002
- Our work provides better approximation of
rotations. - Our work complements approaches that build upon
SSD.
36Displacement correcting approaches fail when SSD
is very wrong.
37Our work builds upon previous ideas on enriching
the SSD model.
- Multi-weight enveloping Wang and Phillips 2002
- Additional joints Mohr and Gleicher 2003
- Our technique has more parameters than SSD and
generalizes the additional-bones model.
38A more expressive model is useful here.
39Our model doesnt do a perfect job.
- Not perfect reproduction
- Inspired by muscle bulging and twisting. Other
behaviors empirically validated. - Displacement correcting technique can be used for
exact reproduction of examples.
40Conclusion Fast and accurate enveloping.
- Fast evaluation of physical simulations through
learning. - Within a factor of two of SSD on most models
- Accurate reproduction of details
- Better approximation and generalization
- Complementary to previous work
- A replacement for linear blend skinning
41Acknowledgements
- Funding
- Nokia Research Center
- National Science Foundation
- Pixar Animation Studios
- Hardware/Software
- NVIDIA Corporation
- Autodesk
- Data
- Drago Anguelov
- Joel Anderson
- Michael Comet, Comet Digital, LLC
- Mark Snoswell, CG Character
- Joseph Teran, Ron Fedkiw
- MIT Graphics Group
- Ilya Baran
- Jiawen Chen
- Sylvain Paris
42Questions?
- Thank you for coming to our talk!
43Learning tasks trade expressiveness and
simplicity.
More Expressive Captures more types of
deformation.
Simpler Easier to fit Fewer training examples
needed. Less likely to overfit.
Rotational Regression
44Linear blend skinning (SSD) is a rough and ready
map from joint rotation matrices to vertex
positions.
- Most popular enveloping technique for games
- Coarse modeling parameters (but very simple)
- Not expressive enough (but very fast)
desired deformation
SSD deformation
45Model Reduction
- True optimization not as tractable
- We approximate it with a greedy algorithm
inspired by mesh simplification.
difficult to solve simultaneously
discrete optimization
46Our work builds upon previous ideas on
- Additional joints Mohr and Gleicher 2003
- Multi-weight enveloping Wang and Phillips 2002
- Our technique generalize the additional-
- bones model
- We evaluate cross-validation error to
- test for overfitting
Wang and Phillips 2002
47Rotational regression is good at capturing muscle
bulges.