Exploiting Subdivision in Modeling and Animation - PowerPoint PPT Presentation

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Exploiting Subdivision in Modeling and Animation

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Exploiting Subdivision in Modeling and Animation. David R. Forsey ... use Catmull-Clark subdivision surfaces to join spline surfaces ... – PowerPoint PPT presentation

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Title: Exploiting Subdivision in Modeling and Animation


1
Exploiting Subdivision in Modeling and Animation
  • David R. Forsey
  • The University of British ColumbiaRadical
    Entertainment Inc.

2
Topics
  • Multiresolution Animation
  • What it is.
  • How to use it.

3
Retrospective
  • Hierarchical B-Spline Refinement, SIGGRAPH88
    Forsey/Bartels.

4
Motivations for H-Splines
  • H-Splines were developed specifically for
    animation.
  • Address problems with traditional B-splines
  • non-local knot insertion
  • the degree-of-freedom problem.

5
Local Refinement
  • Models rapidly become heavy
  • patches in locations they are not needed
  • extra rendering overhead
  • may affect previously defined animation
  • even more points to animate
  • Local refinement adds patches to a restricted
    area

6
Local Refinement

7
Local Refinement
  • Created using a multiresolution representation
  • Can dramatically reduce the storage requirements

8
Multiresolution Editing
  • Each resolution procedurally related to the next
    coarsest level
  • arbitrary procedure (offset operator) for each
    control point.
  • creates a reactive surface

9
H-Splines
  • Applicable to any surface formulation with
  • Local support
  • Subdivision that does not alter the shape of the
    limit surface
  • polygons
  • other splines (including curves deformation
    lattices)
  • various subdivision surface formulations
  • wavelets (depending upon basis used)

10
H-Splines
  • Advantages
  • Top-down modelling (more like sculpting)
  • details maintained during broad-scale editing
  • faster/easier to animate complex surfaces
  • Efficient representation (compression)
  • Refinement only where needed

11
Multiresolution Animation
  • Available in a limited form commercially
  • MetaNURBs (Lightwave)
  • Meshsmooth (3DMax)
  • Symbolics L-surf (now Nicheman)
  • various polygon smoothing packages

12
Animating with H-Splines
  • Offset Operators
  • tangent plane offset
  • frame offset (attaches a control vertex to a
    skeletal segment)
  • others described later

13
Simple Head

14
Low-Res Attachment

15
Effect on finer resolution

16

17
Example Animation
18
Locking down geometry
19
Locking Down Geometry, Part II
  • Full Detail Lowest Resolution

20
Locking Down Geometry, Part II
  • Level 1 Level 2

21
Locking Down Geometry, Part II
  • Full Resolution Bent Full Resolution Straight

22
Example Animation
23
Multiresolution Animation
  • Advantages
  • allows top-down approach to surface animation
  • easy to mix broad-scale and fine scale effects
  • faster to animate
  • low-res model always available (for interactive
    speed)
  • less worry about high-res model behaviour

24
Layered Animation
  • Low-res modification High-res effect

25
Layered Animation
  • Medium-res modification
    High-res effect

26
Layered Animation
  • Both modifications Both
    modifications, jaw open

27
Example Animation
28
Level of Detail
  • Because the animation occurs at multiple levels
    of detail, low-res models still animate when used
    as low resolution geometry

29
Layered Animation
  • Animation at each resolution layers deformations
    rather than blending them.
  • Makes it easy to combine vertex animation with
    shape interpolation.
  • Can combine relative (offset animation) with
    absolute (skeletal attachments) effects easily.
  • Provides LOD for animation as well as geometry

30
Editing Operations
  • Any spline-based tools can be used with H-Splines
  • Additional operations possible
  • copy level, region (rubber stamp details)
  • non-hierarchical editing
  • modify offset
  • move cv normal/tangent/along parent surface
  • move cv along offset
  • rotate offset
  • move offset origin

31
Secondary Motion using Offsets
  • Typical spring/mass simulations produce jello
    effects
  • Can provide more structure by treating each
    offsets as a rod/mass system.
  • prevents motion into surface
  • surface details preserved
  • fast, easy to calculate

32
Secondary Motion using Offsets
33
Secondary Motion using Offsets
  • Sample animation

34
Secondary Motion using Offsets
  • Wrinkles
  • Uses a behaviour map indicating location of
    wrinkle and dynamic properties (if combined with
    rod/mass simulation).
  • value from map used to determine how to alter the
    offset parameterized by change in distance to
    neighbour
  • low-res modifications to surface
    increase/decrease size of wrinkle

35
Secondary Motion using Offsets
  • Wrinkles

36
Secondary Motion using Offsets
  • Wrinkles

37
More Examples
38
Surface Approximation
  • Problem
  • Animators need to control placement of isoparms
  • Draw lines directly onto sculptures for
    digitization as a spline control mesh
  • Non-locality of knots creates heavier mesh,
    crowded lines
  • H-Spline Approach
  • Allows mesh to be drawn with areas of higher
    detail

39
Variations
Link to paper
  • Surface Pasting
  • Diagonal features are difficult to model
  • Such features are modeled separately and pasted
    onto the low-res surface
  • Generalizes H-Splines, but are more
    computationally expensive.
  • (Note commercially available in the Houdini
    animation system)

40
Surface Pasting

41
Surface Pasting
  • Overlapping features Underlying parameter space

42
Grafting Surfaces
  • Arbitrary topology surfaces difficult with
    tensor-product splines
  • use Catmull-Clark subdivision surfaces to join
    spline surfaces
  • maintain compatibility with B-splines
  • minimizes the number of extraordinary points
  • maintains a simple U/V mapping for textures and
    attribute maps

43
Grafting
  • Two grafted cylinders Finger grafts

44
Grafting
  • Low-res hand with grafts Rendered
    hand

45
Multiresolution Simulation
  • Problem
  • simulations based on simple finite elements
    (spring/mass meshes) are difficult to control
  • unclear how to set the parameters for a
    particular behaviour
  • stiff systems suffer from numerical instability
    or small step sizes
  • very few formulations that deal with micro/macro
    effects in the same model

46
Multiresolution Simulation
link to paper
  • Animators Solution
  • use a multiresolution representation of surface
  • propagate a proportion of forces to each
    successive resolution
  • similar to multigrid methods, but different
    equation solved at each resolution
  • can retain surface details using an offset
    representation

47
Multiresolution Simulation
100 of forces applied at lowest resolution
100 of forces applied at highest resolution
Forces applied at multiple resolutions
48
Multiresolution Deformations
link to paper
  • Uses similar approach, but uses kinematics rather
    than dynamics

49
Multiresolution Deformations
  • Different behaviours are created by varying the
    amount each resolution accomodates the deformation

50
Multiresolution deformations
  • Time varying effects are added by delaying the
    change to the position and orientation of the
    offsets

Behaviour during insertion of sphere
Behaviour during withdrawal of sphere
51
Summary
  • Multiresolution Modeling and Animation
  • provides a number of additional tools based on
    offset operators
  • fast, easy to use on complex models
  • provides good control over complex models
  • compatible with tools or simulations that operate
    on spline surfaces
  • computations simple enough for real-time
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