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Exploiting Subdivision in Modeling and Animation

Exploiting Subdivision in Modeling and Animation. David R. Forsey The University of British Columbia & Radical Entertainment Inc. Topics. Multiresolution Animation What it is. How to use it. Retrospective. “Hierarchical B-Spline Refinement”, SIGGRAPH’88 Forsey/Bartels.

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Exploiting Subdivision in Modeling and Animation

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  1. Exploiting Subdivision in Modeling and Animation David R. Forsey The University of British Columbia&Radical Entertainment Inc.

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

  3. Retrospective • “Hierarchical B-Spline Refinement”, SIGGRAPH’88Forsey/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. Example Animation

  17. “Locking down” geometry

  18. Locking Down Geometry, Part II • Full Detail Lowest Resolution

  19. Locking Down Geometry, Part II • Level 1 Level 2

  20. Locking Down Geometry, Part II • Full Resolution Bent Full Resolution Straight

  21. Example Animation

  22. 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

  23. Layered Animation • Low-res modification High-res effect

  24. Layered Animation • Medium-res modification High-res effect

  25. Layered Animation • Both modifications Both modifications, jaw open

  26. Example Animation

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

  28. 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

  29. 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

  30. 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

  31. Secondary Motion using Offsets

  32. Secondary Motion using Offsets • Sample animation

  33. 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

  34. Secondary Motion using Offsets • Wrinkles

  35. Secondary Motion using Offsets • Wrinkles

  36. More Examples

  37. 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

  38. 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)

  39. Surface Pasting

  40. Surface Pasting • Overlapping features Underlying parameter space

  41. 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

  42. Grafting • Two grafted cylinders Finger grafts

  43. Grafting • Low-res hand with grafts Rendered hand

  44. 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

  45. Multiresolution Simulation link to paper • Animator’s 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

  46. Multiresolution Simulation 100 % of forces applied at lowest resolution 100 % of forces applied at highest resolution Forces applied at multiple resolutions

  47. Multiresolution Deformations link to paper • Uses similar approach, but uses kinematics rather than dynamics

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

  49. 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

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