Free-Form Deformation and Other Deformation Techniques

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1 Free-Form Deformation and Other Deformation Techniques

2 Deformation

3 Deformation

4 Basic Definition Deformation: A transformation/mapping of the positions of every particle in the original object to those in the deformed body Each particle represented by a point p is moved by ( ): p (t, p) where p represents the original position and (t, p) represents the position at time t.

5 Deformation Applications Toy Story Disney / Pixar

6 Deforming Objects Changing an object s shape Usually refers to non-simulated algorithms Usually relies on user guidance Easiest when the number of faces and vertices of a shape is preserved, and the shape topology is not changed either Define the movements of vertices

7 Deformation Modify Geometry Space Transformation (x,y,z) (x,y,z)

8 Defining Vertex Functions If vertex i is displaced by (x, y, z) units Displace each neighbor, j, of i by (x, y, z) * f (i, j) f (i,j) is typically a function of distance Euclidean distance Number of edges from i to j Distance along surface (i.e., geodesics)

9 Moving Vertices Time consuming to define the trajectory through space of all vertices Instead, control a few seed vertices which in turn affect nearby vertices

10 Warping

11 Vertex Displacement Function i is the (shortest) number of edges between i and j n is the max number of edges affected (k=0) = linear; (k<0) = rigid; (k>0) = elastic f f ( i) ( i) i n 1 k 1 i n 1 ; k k 1 0 ; k 0 Warping effects by using power functions For attenuating warping effects

12 2-D Grid Deformation 1974 film Hunger Draw object on grid Deform grid points Use bilinear interpolation to re-compute vertex positions on deformed grid

13 2D Grid-based Deformation Assumption Easier to deform grid points than object vertices

14 2D Grid-based Deformation Inverse bilinear mapping (determine u,v from points)

15 2D Grid-based Deformation

16

17 Polyline Deformation (Skeleton) Draw a piecewise linear line (polyline) passing through the geometry For each vertex compute Closest polyline segment Distance to segment Relative distance along this segment Deform polyline and re-compute vertex positions The earlier version of skeleton-based deformation

18 Bulging & Bending

19 Hierarchical

20 FFDs as tools to design shapes

21 Object Modification/Deformation Modify the vertices directly Vertex warping OR Modify the space the vertices lie in 2D grid-based deformation Skeletal bending Global transformations Free-form deformations

22 Global Deformations Alan Barr, SIGGRAPH 84 A 3x3 transformation matrix affects all vertices P =M(P).dot. P M(P) can taper, twist, bend

23 Global Transformations p' Mp Commonly-used linear transformation of space p ' M( p) p In Global Transformations, Transform is a function of where you are in space

24 Global Transformations

25 Global Transformations

26 Global Transformations z above z min : rotate Q z between z min, z max : Rotate from 0 to Q z below z min : no rotation

27

28 Compound Global Transformations

29

30 Nonlinear Global Deformation

31 Nonlinear Global Deformation Good for modeling [Barr 87] Animation is harder

32 Space Warping Deformation the object by deforming the space it is residing in Two main techniques: Nonlinear deformation Free Form Deformation (FFD) Independent of object representation

33 Nonlinear Global Deformation Objects are defined in a local object space Deform this space by using a combination of: Non-uniform scaling Tapering Twisting Bending

34 What is Free-Form? Parametric surfaces are free-form surfaces. The flexibility in this technique of deformation allows us deform the model in a free-form manner. Any surface patches Global or local deformation Continuity in local deformation Volume preservation

35 Free-Form Deformations Embed object in uniform grid Represent each point in space as a weighted combination of grid vertices v i x0 x1 x2 x3 v w i x i

36 Free-Form Deformations Embed object in uniform grid Represent each point in space as a weighted combination of grid vertices Assume x i are equally spaced and use Bernstein basis functions d v w x (1 t) d i i i i i i i x0 x1 x2 x3 v t x i

37 Free-Form Deformations Embed object in uniform grid Represent each point in space as a weighted combination of grid vertices Assume x i are equally spaced and use Bernstein basis functions v w x d (1 t) d i i i i i i i i x0 x1 x2 x3 t x t v 2 3 1

38 Free-Form Deformations Embed object in uniform grid Represent each point in space as a weighted combination of grid vertices Assume x i are equally spaced and use Bernstein basis functions w i d (1 v) i d i x0 x1 x2 x3 v i v 2 3 1

39 2D Example

40 2D Example

41 2D Example 1 4 5,

42 2D Example 1 4 5, 2 3 u v

43 2D Example ( 1 v u) 2(1 u) uv 4 5, 2 3 u 2 v 2 u v (1 u ) (1 v) v 4(1 u ) u(1 v) v 2u 2 (1 v) v 2 ( 1u) (1 v ) 2 2(1 u) u(1 v) 2 u 2 ( 1 v) 2

44 2D Example , u v

45 Applying the Deformation v w i, j p i, j i, j p i, j v

46 Applying the Deformation v w i, j p i, j i, j p i, j v p ˆ i, j

47 Applying the Deformation v w i, j p i, j i, j p i, j vˆ w i j p i, j ˆ, i, j v vˆ p ˆ i, j

48 FFD Contributions Smooth deformations of arbitrary shapes Local control of deformation Performing deformation is fast Widely used Game/Movie industry Part of nearly every 3D modeling package

49 Challenges in Deformation Large meshes millions of polygons Need efficient techniques for computing and specifying the deformation Digital Michelangelo Project

50 Deformation Handles Low-resolution auxiliary shape controls deformation of high-resolution model

51 Deformation Handles Low-resolution auxiliary shape controls deformation of high-resolution model

52 Deformation Handles Low-resolution auxiliary shape controls deformation of high-resolution model

53 Deformation Handles Low-resolution auxiliary shape controls deformation of high-resolution model

54 Free-Form Deformation (FFD) Sederberg, SIGGRAPH 86 Place geometric object inside local coordinate space Build local coordinate representation Deform local coordinate space and thus deform geometry

55 Free-Form Deformation (FFD) Basic idea: deform space by deforming a lattice around an object The deformation is defined by moving the control points of the lattice Imagine it as if the object were enclosed by rubber The key is how to define Local coordinate system The mapping

56 Free-Form Deformation Similar to 2-D grid deformation Define 3-D lattice surrounding geometry Move grid points of lattice and deform geometry accordingly Local coordinate system is initially defined by three (perhaps non orthogonal) vectors

57 Trilinear Interpolation Let S, T, and U (with origin P 0 define local coordinate axes of bounding box that encloses geometry A vertex, P s, coordinates are: U T S P P T S u T S U P P S U t S U T P P U T s ) ( ) ( ) ( ) ( ) ( ) ( 0 0 0

58 Volumetric Control Points Each of S, T, and U axes are subdivided by control points A lattice of control points is constructed Bezier interpolation of move control points define new vertex positions ijk k k n n k j j m m j i i l l i ijk P u u k n t t j m s s i l u t s P U n k T m j S l i P P U u T t S s P P ) (1 ) (1 ) (1 ),, (

59 Free-Form Deformation (FFD) The lattice defines a Bezier volume Q( u, v, w) pijkb( u) B( v) B( w) ijk Compute lattice coordinates ( u, v, w) Move the control points p ijk Compute the deformed points Q( u, v, w)

60 The FFD Process - Example

61 Examples

62 Smoothness of Deformation Constraining Bezier control points controls smoothness C 1 0 C 1 C C 2 Image taken from Free-form Deformations of Solid Geometric Models

63 Smooth the deformed surface Can be done by properly set the lattice position and (l, m, n ) dimension

64 Free-Form Deformations Continuities As in Bezier curve interpolation Continuity controlled by coplanarity of control points

65 Volume Preservation Must ensure that the jacobian of the deformation is 1 everywhere ),, ( ),,, ( ),,, ( ˆ ˆ,, ˆ z y x H z y x G z y x F z y x 1 z H y H x H z G y G x G z F y F x F Images taken from Free-form Deformations of Solid Geometric Models

66 FFD: Examples From Fast Volume-Preserving Free Form Deformation Using Multi-Level Optimization appeared in ACM Solid Modelling 99

67 FFD: Examples From Fast Volume-Preserving Free Form Deformation Using Multi-Level Optimization appeared in ACM Solid Modelling 99

68 FFD: Examples From Fast Volume-Preserving Free Form Deformation Using Multi-Level Optimization appeared in ACM Solid Modelling 99

69 Advantages Smooth deformation of arbitrary shapes Local control of deformations Computing the deformation is easy Deformations are very fast

70 Disadvantages Must use cubical cells for deformation Restricted to uniform grid Deformation warps space not surface Does not take into account geometry/topology of surface May need many FFD s to achieve a simple deformation

71 FFD Example

72 FFD Example

73 Free-Form Deformation Widely used deformation technique Fast, easy to compute Some control over volume preservation/smoothness Uniform grids are restrictive

74 FFD as a Animation Tool

75 Use FFDs to Animate Build control point lattice that is smaller than geometry Move lattice through geometry so it affects different regions in sequence Animate mouse under the rug, or subdermals (alien under your skin), etc.

76 Use FFDs to Animate Build FFD lattice that is larger than geometry Translate geometry within lattice so new deformations affect it with each move Change shape of object to move along a path

77 FFD Animation Animate a reference and a deformed lattice reference deformed morphed

78 FFD Animation Animate the object through the lattice reference deformed morphed

79 Animating the FFD Create interface for efficient manipulation of lattice control points over time Connect lattices to rigid limbs of human skeleton Physically simulate control points

80 Application: Skin, Muscle, and Bone Animation Exo-muscular system Skeleton -> changes FFD -> changes skin

81

82 FFD for Human Animation

83 Free-Form Deformation

84 Non-Tensor-Product Grid Structure

85 Arbitrary Grid Structure (Star-Shape)

86 Volume defined by Arbitrary Lattices The volumetric regions of space results from Catmull-Clark subdivision method.

87 Modified Refinement Rules Green: boundary edges. Red: sharp edges. Yellow: corner vertices

88 Arbitrary Topology Previous method can only handle a parallelepiped lattice. A new method allows lattices of arbitrary topology.

89 Arbitrary Topology FFDs The concept of FFDs was later extended to allow an arbitrary topology control volume to be used

90 Results

91 Results Deform a monster s arm

92 Direct Manipulation

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