Subdivision Surfaces in Character Animation - PowerPoint PPT Presentation

1 / 18
About This Presentation
Title:

Subdivision Surfaces in Character Animation

Description:

Semi-sharp Creases. An adjustable intermediate between smooth surfaces and ... Most 'sharp' edges in nature are smooth at a sufficiently close distance ... – PowerPoint PPT presentation

Number of Views:81
Avg rating:3.0/5.0
Slides: 19
Provided by: renatop
Category:

less

Transcript and Presenter's Notes

Title: Subdivision Surfaces in Character Animation


1
Subdivision Surfaces in Character Animation
Chris DeCoro Presentation of an article by
DeRose, et. Al.
2
Talk outline
  • Introduction
  • Motivation and applications
  • Previous work
  • Additional requirements of animation
  • Semi-sharp Creases
  • Rendering
  • Physically-based Modeling
  • Conclusion

3
Motivation and Background
  • Animation requires smooth surfaces for visual
    appeal
  • Traditional Approach NURBS
  • However, single patches have limited topology
  • Difficult to maintain smoothness during animation
  • Often require expensive and inaccurate trimming
  • Proposed Solution Subdivision Surfaces
  • Able to represent arbitrary topology
  • No trimming
  • No seams always smooth

4
Previous work
  • Catmull-Clark Subdivision
  • Input is a quadrilateral mesh, M0
  • From mesh Mn, reaches Mn1 through subdivision
  • Adds additional vertices to make each quad into 4
    subdivided quads
  • Limit surface (infinite subdivisions) is smooth
  • Infinitely-sharp Creases
  • In some locations, the ideal surface is not
    smooth
  • For these applications, we require creases
  • Sharp edges are manually marked as such
  • Algorithm uses special subdivision rules

5
Additional requirements of animation
  • Semi-sharp Creases
  • An adjustable intermediate between smooth
    surfaces and infinitely sharp creases
  • Physical Modeling
  • Surfaces pose challenges in representing real
    world movement and collisions
  • The article will focus on physical modeling of
    cloth
  • Rendering
  • NURBS have a direct parameterization for texture
    mapping
  • Subdivision surfaces do not

6
Talk outline
  • Introduction
  • Semi-sharp Creases
  • The need for Semi-sharp Creases
  • Standard Subdivision
  • Infinitely-sharp Creases
  • Overall Algorithm
  • Rendering
  • Physically-based Modeling
  • Conclusion

7
The Need for Semi-sharp Creases
  • Most sharp edges in nature are smooth at a
    sufficiently close distance
  • E.g. the edge of a table top
  • Often we wish to control the degree of sharpness
  • Shown in the illustrations below

8
Standard Subdivision
  • Standard Catmull-Clark Subdivision has three
    types of points in each refined mesh
  • Face points
  • Vertex points
  • Edge points
  • Face points centroid of each quad region
  • Edge points 0.25(vi ei fJ-1 fJ )
  • Vertex points (n-2)/nvi 1/n2sum(ei)
    1/n2sum(fi1)

9
(No Transcript)
10
Infinitely-Sharp Creases
  • Control vertices and edges are manually tagged as
    sharp
  • Face points same as smooth rule
  • Edge points place at midpoint of edge
  • Vertex points
  • One sharp incident edge (dart) same as smooth
    rule
  • Two sharp edges (crease) (e1 6vi e2) / 8
  • Three or more sharp edges (corner) do not modify
    point

11
Overall Algorithm
  • For creases with integer sharpness s
  • Subdivide using infinitely-sharp rules s times
  • For creases with non-integer sharpness s
  • Assume creases with sharpness floor(s) and
    ceil(s)
  • Determine subdivision points for both cases
  • Linearly interpolate to compute points for s
  • After previous steps, and for all elements
  • Perform standard (smooth) subdivision to the
    limit

12
Talk outline
  • Introduction
  • Semi-sharp Creases
  • Rendering
  • Surface texture mapping
  • Implementation issues
  • Physically-based Modeling
  • Conclusion

13
Texture Mapping
  • Textures parameterized onto a 2d plane
  • Ideal for NURBS
  • Not so ideal for Subdivision Surfaces
  • Solution Subdivide texture coordinates
  • Manually apply texture coordinates to the base
    mesh
  • Treat vertex as (x,y,z,s,t) five-tuple
  • The texture coordinates are subdivided along with
    the coordinates
  • Can be applied to arbitrary attributes
  • Normals, arbitrary shader parameters

14
Implementation Issues
  • The author is working with the Pixar RenderMan
    system
  • Requires geometry be subdivided to sub-pixel
    sized micropolygons
  • Each primitive must bound itself, dice into
    micropolygons
  • Bounding takes advantage of convex hull property
  • Each primitive must dice itself into
    micropolygons
  • Locally, surface represents bicubic B-spline
    patch
  • Surface is converted into patch, uses less space
    (4x4 grid)
  • Regular structure makes easier to dice into
    micropolygons

15
Talk outline
  • Introduction
  • Semi-sharp Creases
  • Rendering
  • Physically-based Modeling
  • Computing cloth energy functional
  • Collision determination
  • Conclusion

16
Determining Energy Functional
  • Basic properties are specified by energy
    functional
  • Represents attraction or resistance of material
    to deformation
  • Catmull-Clark methods become regular grids
  • Ideal for representing woven fabrics
  • Energy term represented by
  • E(p1,p2) 0.5(p1-p2/p1-p2)2
  • p1, p2 are the positions at rest
  • This can be used to represent the motion of cloth
  • Limited motion along thread directions
  • Folds freely along the diagonals

17
Collision Determination
  • Several approaches stand out
  • Test every object against each other
    (impractical)
  • Three-D spatial partitioning (not ideal)
  • Two-D surface partitioning
  • Advantages of surface partitioning
  • Hierarchy fixed if connectivity does not change
  • All data statically allocated, compute in
    preprocess
  • Hierarchy generation through un-subdividing
  • Pick a candidate edge e
  • Remove faces adjacent to e, merge to
    super-face
  • Mark edges adjacent to super-face as
    non-candidates for one iteration (for better
    balancing)
  • Store bounding box
  • At run time, use precomputed hierarchy to compare
    bounding boxes between object and obstacles

18
Conclusion
  • Subdivision surfaces are a better alternative to
    NURBS
  • Always smooth, no seams
  • No trimming, greater range of topology
  • Semi-sharp Creases allow for enhanced control
  • Sharpness can range smooth from none to infinite
  • Scalar-field texture maps allow for simplified
    texturing
  • Directly generated from the base mesh
  • Successfully integrated into RenderMan
  • Thus has shown to be successful in real-world
    applications
  • Collision detection model / Energy functional
  • Allows for realistic physics
Write a Comment
User Comments (0)
About PowerShow.com