Animation of 3D surfaces
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1 Animation of 3D surfaces
2 Motivations When character animation is controlled by skeleton set of hierarchical joints joints oriented by rotations the character shape still needs to be visible: visible = to be rendered as a continuous shape typically, a surface is rendered 2
3 Motivations visible shape is made of organic tissues 3
4 Motivations visible shape is made of organic tissues 4
5 Motivations What is the goal of 3D animation? 5
6 Motivations 3D animation workflow 6
7 Motivations Animation of 3D surface is actually the most practical thing: direct connection with modeling phase shape and texture light structure, easy to animate possibly real-time works will be focused on workarounds to cope with this approximation of reality 7
8 Overview Skinning Non-linear deformers Shape morphing Mesh edition 8
9 Overview Skinning Non-linear deformers Shape morphing Mesh edition 9
10 Skinning Goal: bind a skeleton and a shape P 1 P P P 2 10
11 Skinning Linear blend skinning P P2 P P1 P = w1*p1 + w2*p2 11
12 Skinning Linear blend skinning B A P Q B A P2 Q P1 P P = w 1 *P1 + w 2 *P2 w i : [0..1], skin weights 12
13 Skinning Linear blend skinning M 2 (θ) P 0 P 2 P 1 P θ M 0,1 M 0,2 M 1 P = w 1 *P 1 + w 2 *P 2 M : R and T with P i = M 0,i M i (θ)m -1 0,i P 0 13
14 Skinning Linear blend skinning A P 0 Q 0 B A Q B M 2 (θ) P θ M 0,1 M 0,2 M 1 P = Σ i w i * M 0,i M i (θ)m -1 0,i P 0 Implemented as Skin>Smooth bind in Maya 14
15 Skinning Linear blend skinning B A P B A P(θ) δ δ λ Q λ θ Q(θ) 15
16 Skinning Limitations P = Σ i w i * M 0,i M i M -1 0,i P 0 = ( Σ i w i * M 0,i M i M -1 0,i ) P 0 Non-rigid transformation 16
17 Skinning Improvements Skinning as a prediction function from joint configuration to 3D shapes V = f a (θ) = Σ i a i f( θ -θ i ) [ θ n, V n ] θ in R m, with m joints dof V in R p, with p mesh vertices a i in R p, n parameters [ θ 1, V 1 ] [Lewis et al., 2000] [ θ i, V i ] a = argmin Σ i V i f a (θ i ) 2 f a (θ) = Σ i a i f( θ -θ i ) Radial Basis Function (RBF) 17
18 Skinning Improvements Incorporate user-defined examples of shapes and automatically add some joints and weights in LBS [Mohr et Gleicher, 2003] 18
19 Skinning Improvements Compute the matrix interpolation while maintaining correct rotations, using dual quaternions P = Σ i w i * M 0,i M i M -1 0,i P 0 = ( Σ i w i * M 0,i M i M -1 0,i ) P 0 [Kavan et al., 2007] 19
20 Overview Skinning Non-linear deformers Shape morphing Mesh edition 20
21 Non-linear deformers Global modification of 3D shapes the transformation matrix is a function of R 3 point 21
22 Non-linear deformers Non-uniform rotation (twisting) 22
23 Non-linear deformers Vortex 23
24 Non-linear deformers Free-Form Deformation (FFD) Object embedded in 3D rubber 24
25 Non-linear deformers FFD : Space interpolation 25
26 Non-linear deformers FFD applications to non-characters objects 26
27 Non-linear deformers Preserving volume V = 4/3 π abc b = ¾ V / ( π ac) Influence object combined with skinning [Scheepers et al., 97] 27
28 Non-linear deformers Preserving volume Motion of Muscles induces a displacement field [Angelidis et Singh, 2007] 28
29 Overview Skinning Non-linear deformers Shape morphing Mesh edition 29
30 Shape blending a 3D shape is a linear combination of reference shapes a linear interpolation for each vertex, S = S 0 +Σ i w i (S i -S 0 ) animation is controlled by blend coefficient w i typical application is facial animation 30
31 Shape blending Blend Shapes 31
32 Shape blending Facial animation : two main domains Emotion any expression is combination of basic expression: fear, disgust, joy, surprise, anger [Ekman, 75] Talking visual perception of speech production 32
33 Lip-synching Difficult task how to post-synchronized video onto audio track one common solution : a phoneme = a 3D shape several visually equivalent phonemes as a viseme [p,b,m], [f,v], etc. 33
34 Lip-synching Problem of the co-articulation effect audio-visual speech signal is continuous audio and visual are not synchronized by nature (anticipation and latency) gesture vs shape [Reveret et Essa, 2001] 34
35 Overview Skinning Non-linear deformers Shape morphing Mesh edition 35
36 Barycentric coordinates Low-resolution «cage» controlling a highresolution mesh each vertex is a linear combination w.r.t cage vertices and normals => local coordinates or weights difficulty: getting the right weights, leading to little artefacts Mean value coordinates, Harmonic coordinates, Green coordinates, etc 36
37 Laplacian mesh edition Character animation without a skeleton Group of vertices are locally deformed while preserving surface details Based on discrete differential geometry [Sorkine et al., 2004] 37
38 Laplacian mesh edition Each vertex coordinate is replaced by the difference to the average of its neighbors D = L V : d i = V i -(1/ N i )Σ kϵni V k Deformation by adding constrains add some rows to L => L* and D => D* Reconstruction of V by approximation V* = argmin V ( L V D ) More details on: Laplacian-mesh-processing.pdf 38
39 Laplacian mesh edition Application to key-frame animation [Xu et al., 2006] 39
Animation of 3D surfaces.
Animation of 3D surfaces Motivations When character animation is controlled by skeleton set of hierarchical joints joints oriented by rotations the character shape still needs to be visible: visible =
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