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Freestyle aims to develop an intuitive sculpting system for artists and users, vital in 3D content creation for movies and games. The system supports topological changes and provides efficient handling of geometry adjustments. This method interacts with quasi-uniform meshes, time evolution, and sculpting tools to achieve realistic sculpting that mimics physical properties. The system allows for easy surface deformation tracking and collision detection, ensuring a simplified workflow for both professional and amateur users.
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sculpting meshes with self-adaptive topology Freestyle Lucian Stanculescua,b , RaphaëlleChainea , Marie-PauleCanib,c a LIRIS, University of Lyon, France bLJK, Universityof Grenoble, France c INRIA, France Freestyle
Introduction • Quasi-uniform mesh • Time evolution • Sculpting tools • Results • Conclusion and future work • Demo Contents Freestyle
Goal : Develop an intuitive sculpting system • professional artists and amateur users • Digital sculpting : important tool for 3D content creation • animated movies, special effects, computer games • Models behind professional applications : • polygonal (no changes in topological genus) • ZBrush, Mudbox, Sculptris, Blender • regular grids (surface extraction, no color) • 3D Coat • Specific workflow • limitations 1. Introduction Freestyle
Grid-based methods (Galyean and Hughes ‘91) • Deformation tools (Ferley et al. ‘01), virtual clay (Dewaele et al. ‘04) • Surface extraction • Implicit methods : Blob Tree • Deformations by Warp Curves (Sugihara et al. ‘10) • Hierarchy of tools • Particlesystems (Pons and Boissonnat ‘07, Debard et al. ‘07) • topology changes, quality adaptive mesh – relaxation process slow • Mesh-based • Model-based deformations : Laplacian editing (Sorkine et al. ‘04) • Space deformations (Angelidis et al. ‘04, von Funck et al. ‘06) • No change in topology 1. Introduction :: related work Freestyle
Enable topological changes in mesh models • Interactive • Why meshes ? • No relaxationand complex reconstruction • Large variety of tools • Fast rendering on GPU 1. Introduction :: objective Freestyle
Main idea : manifold mesh with uniform sampling • Advantages : • Simplify collision detection • Easily handle changes in topology • Simple tracking of surface deformations 2. Quasi-uniform mesh Freestyle
D1. Δ tight mesh – closed manifold mesh M with edges < Δ • Constructed by splitting edges > Δ • Advantage: vertices reflect geometry (precision Δ: detail) • edge split 2. Quasi-uniform mesh :: detail Freestyle
D2. Compliance with d • iterate over all edges • collapse if edge < d • ! Favored for most edges but not guaranteed • edge collapse 2. Quasi-uniform mesh :: mesh quality Freestyle
D3. Quasi-uniform mesh • d < Δ,closed manifold mesh M • compliance with d • restoration of Δ tightness. • d < Δ / 2 • d: better uniformity, increase in vertex creation-deletion events 2. Quasi-uniform mesh Freestyle
Vertices displaced by deformation fields • Apply compliance with d • Restore Δtightness • Handle topology • Difficulty • Detect important events before : • Loss in detail • Self-intersection 3. Time evolution Freestyle
D4. Θ : minimum thickness supported by quasi-uniform mesh Θ : minimum distance between two non-adjacent vertices. Simple collisions : vertex-vertex connecting 1-rings 3. Time evolution Freestyle
D5. μ : maximum allowed displacement for a vertex. 4 μ ² ≤ Θ² - Δ² / 3 3. Time evolution Freestyle
Difficulty : maintain manifold mesh • Neighbourhood cleanup • Handle degenerate cases • Delete coinciding triangles (a) • Split surface at coinciding vertices and edges (a, b) • a) b) 3. Time evolution Freestyle
Displacement fields • Space deformations • volume preserving • Model dependent • normals, geodesic distance… • Deformation applied discretely • Large displacements • divided • max(norm) < μ 4. Sculpting tools Freestyle
4. Sculpting tools :: space Sweep deform (volume preserving) Freestyle
4. Sculpting tools :: model Inflate (normals) Freestyle
5. Results • Object : 30k points • Collision detection – most time expensive • GPU implementation (x 30 speed-up, Le Grand, GPU Gems 3) • Interactive ~200k points • no optimization (VBO regions, GPU collision) Freestyle
6. Conclusions • Handle arbitrary changes in topology • simple quasi-uniform framework • Intuitive model based on two physical properties of materials • surface detail and bulk thickness • Closer to real-life sculpting • auto-refinement • changes in topology Freestyle
6. Future work • Sharp features • Sculpting curves • Fast approximate Boolean operations • Surface painting • Adaptive sampling (local quasi-uniform meshes) • Further validation by professional and amateur users Freestyle
7. Demo Freestyle
Thank you ! Freestyle