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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 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’88Forsey/Bartels.
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.
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
Local Refinement • Created using a multiresolution representation • Can dramatically reduce the storage requirements
Multiresolution Editing • Each resolution procedurally related to the next coarsest level • arbitrary procedure (offset operator) for each control point. • creates a “reactive surface”
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)
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
Multiresolution Animation • Available in a limited form commercially: • MetaNURBs (Lightwave) • Meshsmooth (3DMax) • Symbolics L-surf (now Nicheman) • various polygon smoothing packages
Animating with H-Splines • Offset Operators: • tangent plane offset • “frame” offset (attaches a control vertex to a skeletal segment) • others described later
Locking Down Geometry, Part II • Full Detail Lowest Resolution
Locking Down Geometry, Part II • Level 1 Level 2
Locking Down Geometry, Part II • Full Resolution Bent Full Resolution Straight
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
Layered Animation • Low-res modification High-res effect
Layered Animation • Medium-res modification High-res effect
Layered Animation • Both modifications Both modifications, jaw open
Level of Detail • Because the animation occurs at multiple levels of detail, low-res models still animate when used as low resolution geometry
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
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
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
Secondary Motion using Offsets • Sample animation
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
Secondary Motion using Offsets • Wrinkles
Secondary Motion using Offsets • Wrinkles
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
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)
Surface Pasting • Overlapping features Underlying parameter space
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
Grafting • Two grafted cylinders Finger grafts
Grafting • Low-res hand with grafts Rendered hand
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
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
Multiresolution Simulation 100 % of forces applied at lowest resolution 100 % of forces applied at highest resolution Forces applied at multiple resolutions
Multiresolution Deformations link to paper • Uses similar approach, but uses kinematics rather than dynamics
Multiresolution Deformations • Different behaviours are created by varying the amount each resolution accomodates the deformation
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