Pose Space Deformation A unified Approach to Shape Interpolation and Skeleton-Driven Deformation

Similar documents
Animation of 3D surfaces.

Animation of 3D surfaces

CS 523: Computer Graphics, Spring Shape Modeling. Skeletal deformation. Andrew Nealen, Rutgers, /12/2011 1

Skeletal deformation

Skinning Mesh Animations

CS 775: Advanced Computer Graphics. Lecture 4: Skinning

A Powell Optimization Approach for Example-Based Skinning in a Production Animation Environment

animation computer graphics animation 2009 fabio pellacini 1

Human body animation. Computer Animation. Human Body Animation. Skeletal Animation

animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time

Master s Thesis. Cloning Facial Expressions with User-defined Example Models

Pose Space Deformation Notes

Animation. CS 4620 Lecture 33. Cornell CS4620 Fall Kavita Bala

Computer Animation Visualization. Lecture 5. Facial animation

Deformation Sensitive Decimation

SCAPE: Shape Completion and Animation of People

Example-Based Skeleton Extraction. Scott Schaefer Can Yuksel

Synthesizing Realistic Facial Expressions from Photographs

Deformation Transfer for Triangle Meshes

Rigging / Skinning. based on Taku Komura, Jehee Lee and Charles B.Own's slides

Point Multiplication and Soft Caching: An Approach for Accelerating Calculations in Graphics

K A I S T Department of Computer Science

Animations. Hakan Bilen University of Edinburgh. Computer Graphics Fall Some slides are courtesy of Steve Marschner and Kavita Bala

Animation. CS 465 Lecture 22

Articulated Characters

Warping and Morphing. Ligang Liu Graphics&Geometric Computing Lab USTC

3D Modeling techniques

Muscle Based facial Modeling. Wei Xu

This week. CENG 732 Computer Animation. Warping an Object. Warping an Object. 2D Grid Deformation. Warping an Object.

Skeleton-Based Shape Deformation using Simplex Transformations

计算机图形学. Computer Graphics 刘利刚.

05 Mesh Animation. Steve Marschner CS5625 Spring 2016

Kinematics & Motion Capture

Problem Set 4. Assigned: March 23, 2006 Due: April 17, (6.882) Belief Propagation for Segmentation

Advanced Graphics and Animation

Real-Time Cutscenes Hand Keyed Animations Joint Only Face Rigs

Animation COM3404. Richard Everson. School of Engineering, Computer Science and Mathematics University of Exeter

Free-Form Deformation and Other Deformation Techniques

Modeling Deformable Human Hands from Medical Images

Surfaces, meshes, and topology

Image Warping. Srikumar Ramalingam School of Computing University of Utah. [Slides borrowed from Ross Whitaker] 1

Geometric Modeling and Processing

Real-time Facial Expressions in

CS 231. Deformation simulation (and faces)

A skeleton/cage hybrid paradigm for digital animation

Face Morphing. Introduction. Related Work. Alex (Yu) Li CS284: Professor Séquin December 11, 2009

Animation II: Soft Object Animation. Watt and Watt Ch.17

Video based Animation Synthesis with the Essential Graph. Adnane Boukhayma, Edmond Boyer MORPHEO INRIA Grenoble Rhône-Alpes

Geometric Transformations and Image Warping Chapter 2.6.5

Real-Time Weighted Pose-Space Deformation on the GPU

Fast Facial Motion Cloning in MPEG-4

Faces and Image-Based Lighting

Shape modeling Modeling technique Shape representation! 3D Graphics Modeling Techniques

CSE452 Computer Graphics

To Do. Advanced Computer Graphics. The Story So Far. Course Outline. Rendering (Creating, shading images from geometry, lighting, materials)

Advanced Computer Graphics

Inverse Kinematics for Reduced Deformable Models

Speech Driven Synthesis of Talking Head Sequences

Geometric Transformations and Image Warping

Meshless Modeling, Animating, and Simulating Point-Based Geometry

Topics in Computer Animation

Inverse Kinematics for Reduced Deformable Models

10 - ARAP and Linear Blend Skinning

Announcements: Quiz. Animation, Motion Capture, & Inverse Kinematics. Last Time? Today: How do we Animate? Keyframing. Procedural Animation

Animation space: a truly linear framework for character animation

Displacement estimation

Faces. Face Modeling. Topics in Image-Based Modeling and Rendering CSE291 J00 Lecture 17

CS 231. Deformation simulation (and faces)

Human Skeletal and Muscle Deformation Animation Using Motion Capture Data

Large Mesh Deformation Using the Volumetric Graph Laplacian

Contents. Implementing the QR factorization The algebraic eigenvalue problem. Applied Linear Algebra in Geoscience Using MATLAB

Images from 3D Creative Magazine. 3D Modelling Systems

Animation. CS 4620 Lecture 32. Cornell CS4620 Fall Kavita Bala

Refinable C 1 spline elements for irregular quad layout

CSE 554 Lecture 7: Deformation II

Animation Lecture 10 Slide Fall 2003

Character animation Christian Miller CS Fall 2011

DA Progress report 2 Multi-view facial expression. classification Nikolas Hesse

Real-Time Ambient Occlusion for Dynamic Character Skins

12 - Spatial And Skeletal Deformations. CSCI-GA Computer Graphics - Fall 16 - Daniele Panozzo

Physically-Based Modeling and Animation. University of Missouri at Columbia

Key 3D Modeling Terms Beginners Need To Master

Modelling and Animating Hand Wrinkles

Surface Registration. Gianpaolo Palma

Style-based Inverse Kinematics

Facial Animation System Design based on Image Processing DU Xueyan1, a

Free-form deformation (FFD)

SM2231 :: 3D Animation I :: Basic. Rigging

Lecture 22 of 41. Animation 2 of 3: Rotations, Quaternions Dynamics & Kinematics

Lecture 22 of 41. Animation 2 of 3: Rotations, Quaternions Dynamics & Kinematics

Variational Geometric Modeling with Wavelets

Deformation Transfer for Triangle Meshes

Interpolation & Polynomial Approximation. Cubic Spline Interpolation II

Motion Synthesis and Editing. Yisheng Chen

Vision-based Control of 3D Facial Animation

Inverse Kinematics (part 1) CSE169: Computer Animation Instructor: Steve Rotenberg UCSD, Winter 2018

Computer Graphics I Lecture 11

Data-Driven Face Modeling and Animation

FACIAL ANIMATION FROM SEVERAL IMAGES

Robust Human Body Shape and Pose Tracking

Transcription:

Pose Space Deformation A unified Approach to Shape Interpolation and Skeleton-Driven Deformation J.P. Lewis Matt Cordner Nickson Fong Presented by 1

Talk Outline Character Animation Overview Problem Statement Background Skeleton-Subspace Deformation Shape Interpolation Pose Space Deformation Deformation Model Evaluation Related Works 2

Character Animation Overview Animation: To give a soul to a lifeless character 3

Character Animation Problem Statement Main Components: 1. Character Model 2. Deformation model 4

Character Animation Deformation Model Complexity: vertex: 3 DoFs z y => Reduction of DoFs x 5

Character Animation Deformation Model Mapping: Parameters => Deformation 6

Joint rotations of a skeleton Character Animation Deformation Model 7

Character Animation Deformation Model Emotional Axes X=Sad/Happy Y=Relaxed/ Excited 8

Character Animation Deformation Model Reduction of DoFs Reduced Deformation Freedom Pathological Defects Movement Deficiencies Lack of realism Difficulty to control the deformations 9

Character Animation Deformation Model Reduction of DoFs Reduced Deformation Freedom Pathological Defects Movement Deficiencies Lack of realism Difficulty to control the deformations Pose Space Deformation solves these problems retaining few DoFs 10

Skeleton-Subspace Deformation also called skinning, enveloping Deformation Model Skeleton => Vertex Position 11

Skeleton-Subspace Deformation Initial pose 1. Local coordinates v,v 2. Vertex-joint weights: w`, w`` y v v v x 12

Skeleton-Subspace Deformation New pose y v = w` T (v`)+ w`` T (v``) T from local to world coordinates v v v x 13

Pros Simple Smooth deformations Low memory requirements Real-time deformations Skeleton-Subspace Deformation 14

Skeleton-Subspace Deformation Cons Indirect control on deformations through weights Deformation Subspace is limited => Pathological Defects (complex Joint configurations, Collapsing Elbow ) 15

Skeleton-Subspace Deformation Collapsing Elbow 16

Skeleton-Subspace Deformation Initial pose Frame 1 Frame 2 17

Skeleton-Subspace Deformation New pose Frame 1 Frame 2 18

Skeleton-Subspace Deformation Cons Indirect control on deformations through weights PSD: direct sculpting Deformation Subspace is limited => Pathological Defects (complex Joints, Collapsing Elbow ) PSD: interpolation of a vast range of deformations 19

Shape Interpolation also called shape blending, multi-target morphing Algorithm Input: key shapes S k (same topology) Superposition Anger Disgust Fear S = k w k S k Joy Sadness Surprise 20

Shape Interpolation + => neutral smirk half smirk 21

Shape Interpolation ½( + )= neutral smirk half smirk 22

Shape Interpolation ½( + )= neutral smirk half smirk 23

Tony de Peltrie 1985 24

Shape Interpolation Pros Direct manipulation of desired expressions Skin deformation for facial animation (Used in the movies) 25

Shape Interpolation Cons Not suited for skeleton-based deformations 26

Shape Interpolation Cons Not suited for skeleton-based deformations Storage expensive 27

Shape Interpolation Cons Not suited for skeleton-based deformations Storage expensive Conflicting Key Shapes 28

Shape Interpolation Conflicting Key Shapes Key Shapes are not independent Superposition a KS Happy + b KS Surprise 29

Shape Interpolation Conflicting Key Shapes Key Shapes are not independent Superposition a KS Happy + b KS Surprise + c KS Fear 30

Shape Interpolation Conflicting Key Shapes Key Shapes are not independent Superposition a KS Happy + b KS Surprise + c KS Fear 31

Shape Interpolation Conflicting Key Shapes Key Shapes are not independent Superposition a KS Happy + b KS Surprise + c KS Fear PSD: interpolation between key Shapes 32

Shape Interpolation Cons Not suited for skeleton-based deformations Storage expensive Conflicting Key Shapes Key Shape <=> Animation Parameter 33

Shape Interpolation Key Shape Anim. Parameter If new expression is needed => New Key shape & New Parameter S = k w k S k 34

Shape Interpolation Key Shape Anim. Parameter If new expression is needed => New Key shape & New Parameter S = k w k S k PSD: no additional parameter freedom in the design of parameter space 35

Comparison Table Shape Interpolation Skeletonsubspace Deformation Pose Space Deformation Performance Real-time Real-time Memory High requirements Low requirements Smoothness of Interpolation Not always Yes Direct manipulation Yes No Field of application Facial Deformation Body (skeletoninfluenced) Deformation 36

Comparison Table Shape Interpolation Skeletonsubspace Deformation Pose Space Deformation Performance Real-time Real-time Real-time Memory High requirements Low requirements Smoothness of Interpolation Not always Yes Direct manipulation Yes No Field of application Facial Deformation Body (skeletoninfluenced) Deformation 37

Comparison Table Shape Interpolation Skeletonsubspace Deformation Pose Space Deformation Performance Real-time Real-time Real-time Memory High requirements Low requirements Low requirements Smoothness of Interpolation Not always Yes Direct manipulation Yes No Field of application Facial Deformation Body (skeletoninfluenced) Deformation 38

Comparison Table Shape Interpolation Skeletonsubspace Deformation Pose Space Deformation Performance Real-time Real-time Real-time Memory High requirements Low requirements Low requirements Smoothness of Interpolation Not always Yes If needed Direct manipulation Yes No Field of application Facial Deformation Body (skeletoninfluenced) Deformation 39

Comparison Table Shape Interpolation Skeletonsubspace Deformation Pose Space Deformation Performance Real-time Real-time Real-time Memory High requirements Low requirements Low requirements Smoothness of Interpolation Not always Yes If needed Direct manipulation Yes No Yes Field of application Facial Deformation Body (skeletoninfluenced) Deformation 40

Comparison Table Shape Interpolation Skeletonsubspace Deformation Pose Space Deformation Performance Real-time Real-time Real-time Memory High requirements Low requirements Low requirements Smoothness of Interpolation Not always Yes If needed Direct manipulation Yes No Yes Field of application Facial Deformation Body (skeletoninfluenced) Deformation Facial and Body Deformations 41

Character Animation Deformation Model Mapping: Parameters => Deformation 42

Character Animation Deformation Model Mapping: Parameters => Deformation Pose Space Deformation Interpolat from deformation examples 43

Character Animation Deformation Model Mapping: Parameters => Deformation Pose Space => Displacements Δx Pose Space Deformation Interpolat from deformation examples 44

Pose Space Deformation Face Animation 1. Pose Space Ex: Emotion Space 2. Initial Face Model 3. Sculpting of examples with Pose Space Coordinates [Δx: between initial model and examples] 4. Interpolant 45

Pose Space Deformation Face Animation 46

Pose Space Deformation Body Animation 1. Pose Space Ex: Skeleton Parameters 2. Skeleton & Model 3. Sculpting of examples with Pose Space Coordinates [Δx: between SSD and examples] 4. Interpolant 47 SSD PSD

Pose Space Deformation Body Animation 48

Interpolant: Interpolat from Examples Pose Space => Displacements Δx from {(PSCoord 1, Δx 1 ),..., (PSCoord N, Δx N )} Scattered Data Interpolation: Interpolation of a set of irregularly located data points Approaches: -Shepard s Method - Radial Basis Function Interpolation 49

Shepard s Method dˆ( x) N k = 1 = N w k = 1 k w ( x) d k ( x) k w p ( x) = x, p > k x k 0 d,, K 1 d N are the given data points at x, K 1,x N 50

Weight function 51

Flat zones 52

Average at far points 53

Shepard s Method Properties: p Singular at data points ( ) Infinitely differentiable except at data points Partial derivatives are zero at data points => flat zones around data points Far from data points converges to the N N average value dˆ( w x k w ( ) d k k k = 1 k = 1 ) = = N k = 1 k w ( ) ( x) = x with p > 0 k x k N d k x k 54

55 Radial Basis Functions also called Hardy s multiquadratics from at solving a system of linear equations: ( ) = = N k k w k d 1 - ) ( ˆ x x x ψ w N w,, 1 K N d d,, 1 K N x,x, 1 K ( ) ( ) ( ) ( ) = N N N N N k N w w d d M L M O M L M 1 1 1 1 1 - - - - x x x x x x x x ψ ψ ψ ψ d Ψ w =

Choice of Radial Basis Function ψ () r = r 3 ψ () r = r ψ 2 2 α () r = ( r + σ ), α > 0 linear cubic localized r = x - x k ψ 2 () r = r ln( r) Thin-plate spline function ψ 2 2 β () r = ( r + σ ),0 < β < 1 56

Gaussian Radial Basis ψ () r r = exp 2 2σ 2 r = x - x k => dˆ( x) = 2 x - xk w k exp 2 = 1 2σ N k 57

Gaussian Basis Function 58

Gaussian Radial Basis 59

Properties: - smooth - localized: σ ψ Gaussian Radial Basis ( r) = 0 for r => width of falloff is adjustable - relatively fast to compute (table) 2 r () ψ r = exp 2 2σ 60

Deformation model: Interpolant: Pose Space Deformation [Summary] Pose Space => Displacements Δx from {(PSCoord 1, Δx 1 ),..., (PSCoord N, Δx N )} dˆ ( x) = N k = 1 w k ψ ( x) 61

Workflow l 62

For N poses: Preprocessing phase: - NxN Matrix Ψ must be inverted - Matrix-vector multiplication w = Ψ ( component of displaced vertex) Animation phase: dˆ ( x) - Interpolated table lookup d = Ψ w = Ψ = N k = 1 Performance ψ ψ w k ( x - x ) L ψ ( x - x ) ( x - x ) L ψ ( x - x ) ψ 1 1 M 1 k N d ( x - x ) k O N N M 1 N 63

Memory Requirements For N poses: Every vertex stores Nx3 weights (N weights component of a vertex) N pose space coordinates of ex. dˆ ( x) = N k = 1 w k ψ ( x - x ) k 64

Memory Requirements For N poses: Every vertex stores Nx3 weights (N weights component of a vertex) N pose space coordinates of ex. dˆ ( x) = N k = 1 w k ψ ( x - x ) k 65

Memory Requirements For N poses: Every vertex stores Nx3 weights (N weights component of a vertex) N pose space coordinates of ex. dˆ ( x) = N k = 1 w k ψ ( x - x ) k 66

Pros & Cons Pros: Wide range of deformations Arbitrary Pose Space Axes Real-time synthesis Relatively simple to implement Control on interpolation ( σ) Direct manipulation (Iterative layered refinement) 67

Pros & Cons Cons: Accuracy is reliant on the modeler/animator σ is manually tuned Performance Memory requirements 68

Critiques ( T ) 1 d T Least Square Problem w = Ψ Ψ Ψ? 1 w = Ψ d with Ψ regular If N poses then 3 NxN matrices must be inverted for each control vertex? Only one NxN matrix must be inverted Close coordinates in PS results in a numerically unstable matrix Ψ (regularization, TSVD) Ψ 69

Related Papers Shape from Examples Sloan, Rose, Cohen (I3D conference 2001) EigenSkin Kry, James, Pai (SIGGRAPH 2002) Skinning Mesh Animation James, Twigg (SIGGRAPH 2005) 70

Shape by Examples Sloan, Rose, Cohen Paradigm: Design by Examples Interpolation in Lagrangian form Radial Basis Functions (B-Splines) and Polynomials Interpolation & Extrapolation Reparameterization Applied also to Textures Preprocessing phase: one linear system per example Animation phase: twice faster 71

Shape by Examples Sloan, Rose, Cohen 72

Paradigm: Design by Examples Articulated characters Deformation field for each Joint support EigenDeformations (Deformation basis) EigenSkin Kry, James, Pai Mapping: Joint => Eigendeformation coordinates 1-D interpolation with Radial Basis Functions No non-linear joint-joint coupling effects Graphical Hardware Optimization Reduction of Memory Requirements Real-time rendering 73

EigenSkin Kry, James, Pai 74

Skinning Mesh Animation James, Twigg Approximation of sequence of input meshes No Pose Space Skinning algorithm: Proxy bone Transformations (+ weights) automatically approximated Displacement field in rest pose (TSVD) Real-time rendering (Graphical HW support)... more to come 75

Question Time 76