SURFACE CORRECTION ON Animation Studios Claude Levastre Our - - PowerPoint PPT Presentation

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SURFACE CORRECTION ON Animation Studios Claude Levastre Our - - PowerPoint PPT Presentation

SHAPE ANALYSIS DRIVEN SURFACE CORRECTION ON Animation Studios Claude Levastre Our production rig Fully procedural rig Facial Body Auto rig system No blendshapes No corrective blendshapes Dynasculpt : All in one tool


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SHAPE ANALYSIS DRIVEN SURFACE CORRECTION

ON Animation Studios Claude Levastre

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SLIDE 2
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SLIDE 3

Our production rig

  • Fully procedural rig
  • Facial
  • Body
  • Auto rig system
  • No blendshapes
  • No corrective blendshapes
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SLIDE 4

Dynasculpt : All in one tool

  • Pose space deformation
  • Facial
  • Body
  • Artistic refinement
  • Post animation model polishing
  • Post corrections for physicaly simulated

models

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Dynasculpt main features

  • Sculpt wrapping
  • Surface Local coordinate system
  • Shape analysis to drive corrections
  • Direct drive
  • Across Radial Basis Function interpolators
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SLIDE 6
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SLIDE 7

Sculpt wrapping

  • Use smoothed normals of laplacian filtered mesh
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SLIDE 8

Computing sculpt deltas

  • Artist sculpts the corrected shape from a

reference shape

  • Compute smoothed normals of reference shape

For each moved vertex : Compute the delta in world space For each edge of vertex umbrella : Compute an edge matrix Compute a local delta using edge matrix

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SLIDE 9

Local Delta for edge 1

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Local Delta for edge 2

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Local Delta for edge 3

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SLIDE 12

Local Delta for edge 4

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SLIDE 13

Restoring Sculpt deltas

  • Compute smoothed normals of current model

For each vertex : For each edge in vertex umbrella : Compute edge matrix Transform each local delta to get world delta Compute average delta Scale average delta to the right length

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SLIDE 14

Restore local delta 1 in world space

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Restore local delta 2 in world space

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Restore local delta 3 in world space

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Restore local delta 4 in world space

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World delta is average of previous deltas

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Multiple deltas VS classical simple delta

  • More stability when restoring a sculpt
  • Single delta technique failed with :
  • Huge tangential displacements (skin sliding)
  • Hard polygon deformation of target model
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Sculpt wrapping efficiency

  • Geometry post process
  • Can be applied on current shape independently of

previous deformations

  • Sculpts are additive, orderless
  • Good visual results when applied on animated model
  • Good stability even with extreme deformation and

polygon stretching

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SLIDE 21

Shape Analysis

  • Kind of point cloud comparaison
  • Similarity factor between
  • Reference shape of correction
  • Current shape of animated model
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SLIDE 22

Shape analysis

Data needed :

  • A reference shape (the wrong shape to recognize)
  • Current animated shape
  • A set of vertices to analyse
  • Vertices moved by correction
  • User defined recognition zone
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SLIDE 23

Angular variation of each possible vertex pair

  • Reference shape
  • Current shape

N N

α α

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SLIDE 24

Angular variation of each possible vertex pair

  • Reference shape
  • Current shape

N N

α α

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SLIDE 25

Angular variation of each possible vertex pair

  • Reference shape
  • Current shape

N N

α α

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SLIDE 26

Angular variation of each possible vertex pair

  • Reference shape
  • Current shape

N N

α α

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SLIDE 27

N = vertices count Vc = current vertex position Vr = reference vertex position s = scale factor (user tuning) Nc = current vertex normal Nr = reference vertex normal P = power mean factor (for user tuning)

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SLIDE 28
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Combine Shape Analysis with PSD ?

We need a POSE SPACE for ‘Pose Space Deformation’

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Compute Similarity 0.3 Current Pose Coordinate (0.1 , 0.3 , 0.9) Correction database Compute Similarity 0.1 Compute Similarity 0.9

Reference shape Corrected shape

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SLIDE 31

RBF interpolator A 1.0 0.6 0.1 0.6 1.0 0.3 0.1 0.3 1.0

Wanted blend factor Cross similarity

1.0 0.0 0.0 RBF interpolator B 1.0 0.6 0.1 0.6 1.0 0.3 0.1 0.3 1.0

Wanted blend factor Cross similarity

0.0 1.0 0.0 RBF interpolator C 1.0 0.6 0.1 0.6 1.0 0.3 0.1 0.3 1.0

Wanted blend factor Cross similarity

0.0 0.0 1.0 Current Pose Coordinate (0.1 , 0.3 , 0.9) Blend factor C 0.9 Blend factor B 0.1 Blend factor A 0.0 Apply Sculpt

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Realtime performance

  • Use OpenCL on workstation
  • Use Intel OpenCL driver on farm
  • Working Buffers are mostly stored on GPU
  • Corrections deltas
  • Vertex connectivity
  • Vertex normals
  • tangent matrices, etc…
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Shape analysis with GPU

  • Two stages parallel reduction algorithm
  • Preprocess a reduced set of vertices to analyse
  • Precompute vertices decimation with a 3D grid
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SLIDE 36

Conclusion

  • Sculpt wrapping vs blendshapes or corrective

blendshapes.

  • Less intermediate sculpting
  • Good visual results and stability
  • Shape regognition
  • Fast shape fixes and refinement without any driver
  • Requires minimal user skills
  • PSD for facial and body rig correction require more

advanced user skills

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SLIDE 37

Many thanks for coming

c.levastre@onanimationstudios.com www.onanimationstudios.com/technology