Title: Exploiting Subdivision in Modeling and Animation
1Exploiting Subdivision in Modeling and Animation
- David R. Forsey
- The University of British ColumbiaRadical
Entertainment Inc.
2Topics
- Multiresolution Animation
- What it is.
- How to use it.
3Retrospective
- Hierarchical B-Spline Refinement, SIGGRAPH88
Forsey/Bartels.
4Motivations 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.
5Local 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
6Local Refinement
7Local Refinement
- Created using a multiresolution representation
- Can dramatically reduce the storage requirements
8Multiresolution Editing
- Each resolution procedurally related to the next
coarsest level - arbitrary procedure (offset operator) for each
control point. - creates a reactive surface
9H-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)
10H-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
11Multiresolution Animation
- Available in a limited form commercially
- MetaNURBs (Lightwave)
- Meshsmooth (3DMax)
- Symbolics L-surf (now Nicheman)
- various polygon smoothing packages
12Animating with H-Splines
- Offset Operators
- tangent plane offset
- frame offset (attaches a control vertex to a
skeletal segment) - others described later
13Simple Head
14Low-Res Attachment
15Effect on finer resolution
16 17Example Animation
18Locking down geometry
19Locking Down Geometry, Part II
- Full Detail Lowest Resolution
20Locking Down Geometry, Part II
21Locking Down Geometry, Part II
- Full Resolution Bent Full Resolution Straight
22Example Animation
23Multiresolution 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
24Layered Animation
- Low-res modification High-res effect
25Layered Animation
- Medium-res modification
High-res effect
26Layered Animation
- Both modifications Both
modifications, jaw open
27Example Animation
28Level of Detail
- Because the animation occurs at multiple levels
of detail, low-res models still animate when used
as low resolution geometry
29Layered 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
30Editing 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
31Secondary 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
32Secondary Motion using Offsets
33Secondary Motion using Offsets
34Secondary 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
35Secondary Motion using Offsets
36Secondary Motion using Offsets
37More Examples
38Surface 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
39Variations
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)
40Surface Pasting
41Surface Pasting
- Overlapping features Underlying parameter space
42Grafting 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
43Grafting
- Two grafted cylinders Finger grafts
44Grafting
- Low-res hand with grafts Rendered
hand
45Multiresolution 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
46Multiresolution 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
47Multiresolution Simulation
100 of forces applied at lowest resolution
100 of forces applied at highest resolution
Forces applied at multiple resolutions
48Multiresolution Deformations
link to paper
- Uses similar approach, but uses kinematics rather
than dynamics
49Multiresolution Deformations
- Different behaviours are created by varying the
amount each resolution accomodates the deformation
50Multiresolution 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
51Summary
- 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