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Subdivision Surfaces in Character Animation

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Pixar developed a generalization (semi-sharp) Controllable sharpness ... Pixar = sweet. Developments make subdivision surfaces very practical and useful ... – PowerPoint PPT presentation

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Title: Subdivision Surfaces in Character Animation


1
Subdivision Surfaces in Character Animation
  • Tony DeRose - Michael Kass - Tien Truong
  • - Pixar Animation Studios -

Pierce Groover March 4th, 2003
2
Agenda
  • Background of subdivision surfaces
  • Reasons for use
  • Methods and implementation
  • Pixar developments
  • Conclusion and Geris Game

3
Background
  • NURBS (Nonuniform Rational B-Splines)
  • Easy and Available

4
Background
  • Problems
  • Trimming NURBS is expensive and can have
    numerical errors
  • When used in animation, very hard to hide seams
  • These problems can be fixed with Subdivision

5
Background
  • Subdivision
  • No Trimming
  • Connectivity and smoothness guaranteed
  • No hacks needed
  • Did not have development like NURBS

6
Background
  • Pixar needed to develop tools
  • Semi-sharp creases
  • Based on infinitely sharp creases (Hoppe)
  • Physical simulation (ie clothing)
  • Collision detection
  • Texture mapping

7
Background
  • But First
  • What is Subdivision?

8
Subdivision
  • Construct a surface from an arbitrary polyhedron
  • Subdivide each face of the polyhedron
  • The limit will be a smooth surface

9
Subdivision
  • How to subdivide a face?
  • Divide each edge in half
  • Average the centroids of each adjacent edge
  • Reconnect the two edges with the new vertex

10
Subdivision
  • Three main methods
  • Catmull-Clark (quadrilaterals)
  • Loops method (triangles)
  • Butterfly method (triangles)

11
Subdivision
  • Chose Catmull-Clark
  • Generalize B-Splines
  • Easier to implement with existing software
  • Quadrilaterals are better at describing human
    body parts
  • Tube-like arms, legs, fingers, etc

12
Subdivision Catmull-Clark
  • Same as methods as in 2-D
  • Start with control mesh
  • Split all faces into quadrilaterals
  • Apply subdivision rules
  • Limit surface is tangent plane smooth no matter
    where the control vertices are placed

13
Subdivision
14
Pixar Developments
  • Semi-sharp creases
  • Physical simulation
  • Efficient collision detection
  • Texture mapping

15
Sharp Creases
  • Pioneered by Hoppe
  • Very useful
  • Simply mark a subset of the edges as sharp and
    apply a different set of governing rules
  • Easy to model

16
Sharp Creases
  • But
  • Real world objects cannot have infinitely sharp
    creases
  • Sometimes necessary to have tightly curved edges
  • So..

17
Semi-Sharp Creases
  • Pixar developed a generalization (semi-sharp)
  • Controllable sharpness
  • Sharpness (s) 0, smooth
  • Sharpness (s) inf, sharp
  • Achievable through hybrid subdivision

18
Semi-Sharp Creases
19
Semi-Sharp Creases
20
Physical Simulation
  • Model kinematic/dynamic objects
  • Specifically, but not limited to, clothing
  • Must define an energy functional
  • Finite difference approach
  • Use springs to model clothing

21
Physical Simulation
  • Model kinematic/dynamic objects
  • Specifically, but not limited to, clothing
  • Must define an energy functional
  • Finite difference approach
  • Use springs to model clothing

22
Collision Detection
  • Simple solution
  • Test each geometric element against all others
  • Not practical (N2 Bad)
  • Use 2-d or 3-d structure to represent objects
  • They used 2-d
  • Hierarchy fixed, storage is static, never need
    rebalance

23
Collision Detection
  • Done mostly in preprocessing
  • Hierarchy is made from bottom up
  • Start at leaves with control mesh
  • Get more detailed as move up
  • Root is final surface
  • Only need update control vertices positions

24
Texture mapping
  • Solid color painting is easy, already defined
  • Texturing is not so easy
  • Using polygonal methods can result in distortion

25
Texture mapping
  • Treat texture coordinates in same way as
    geometric coordinates and use subdivision
  • These are scalar fields
  • Used in Geris jacket, ears, nostrils
  • Procedural shaders use scalar values to determine
    colors

26
Texture mapping
  • Scalar values are determined by using
    interpolation at control points using Laplacian
    smoothing
  • Sometimes even done manually

27
DEMOS!
  • 2D
  • http//www.subdivision.org/subdivision/demos/2d.js
    p
  • 3D
  • http//www.subdivision.org/subdivision/demos/demos
    .jsp

28
Conclusion
  • Subdivision gt NURBS
  • More control, accuracy
  • Pixar sweet
  • Developments make subdivision surfaces very
    practical and useful
  • Now part of Renderman

29
Geris game
  • First definitive work with subdivision
  • Crazy old man playing chess against himself
  • Enjoy!
  • http//www.pixar.com/shorts/gg/theater/short_320.h
    tml

30
Thank You
  • Pictures and references from
  • http//www.subdivision.org
  • http//www.3dgraphicsoutpost.com/subdivisionsurfac
    esintro.htm
  • http//www.cs.princeton.edu/courses/archive/fall02
    /cs526/lectures/subdivision.pdf
  • http//www.pixar.com/
  • http//www.scg.uwaterloo.ca/hqle/subdivision/imag
    es/Loop/Loop1.html
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