real-time enveloping with rotational regression robert wang kari pulli jovan popović
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Real-Time Enveloping with Rotational Regression
Real-Time Enveloping with Rotational Regression
Robert WangKari PulliJovan Popović
Robert WangKari PulliJovan Popović
Enveloped (skinned) characters are pervasive.Enveloped (skinned) characters are pervasive.
Skeletons are often used to control meshes.
skeleton mesh
Physically based modeling provides realistic deformations. Physically based modeling provides realistic deformations. Realistic deformations
– Finite-element based [Teran et al. 2005]
– Anatomy based [Scheepers et al. 1997]
– Elastically deformable [Capell et al. 2002, 2005]
– Used in movie production
– Off-the-shelf commercial tools
Slow evaluation
[Teran et al. 2005]
[Absolute Character Tools 1.6]
We learn a fast model from exported examples.We learn a fast model from exported examples.
Exported Examples
(skeleton-mesh pairs)
Fast Model
Our method
Black Box Simulation
Artists can still use existing modeling tools or scanned data.Artists can still use existing modeling tools or scanned data.
Exported Examples
(skeleton-mesh pairs)
Fast Model3-D Scan Data
This is analogous to mesh simplification.This is analogous to mesh simplification.
High-resolution mesh
Low-resolution mesh
mesh simplification
Higher quality
Used in movie production
Faster to render
Optimized for interactive applications
Physical simulation Rotational Regression Enveloping
learning
How do we map a skeleton to a mesh?How do we map a skeleton to a mesh?
?
What parameters should we learn?
How to model muscle deformations for fast evaluation?
Linear blend skinning linearly maps joint rotations to vertex positions.Linear blend skinning linearly maps joint rotations to vertex positions.
Most popular enveloping technique for games
Coarse modeling parameters (but very simple)
Not very expressive (but very fast)
+
y
y
Figure from [Wang and Phillips 2002]
Linear blend skinning has many names.Linear blend skinning has many names.
Also known as,
– Single-Weight Enveloping
– Skeletal Subspace Deformation (SSD)
– Or just, “Skinning”
We will use “Linear Blend Skinning” or “SSD.”
The two steps of our work are deformation gradients prediction and mesh reconstruction.The two steps of our work are deformation gradients prediction and mesh reconstruction.
Mesh reconstruction
Deformation gradients prediction
(Rotational Regression)
We present a replacement for linear blend skinning.We present a replacement for linear blend skinning.
Coarse modeling parameters.
Can’t handle certain types of deformations.
Fast
Lets you use your existing modeling tool.
Good for muscle bulges.
Fast
Whenever you have an existing model, you Whenever you have an existing model, you should use our technique instead of linear blend should use our technique instead of linear blend skinning.skinning.
+
Rigid components move with the bone rotation
Other surfaces rotate in the opposite direction
Our model is inspired by the behavior of a flexing bicep.Our model is inspired by the behavior of a flexing bicep.
Surface rotation
Bone rotation
Angle is scaled by u. Axis is offset by rotation W.Angle is scaled by u. Axis is offset by rotation W.
source rotation (bone)
target rotation
(surface)
We map a sequence of bone rotations to a sequence of surface rotations.We map a sequence of bone rotations to a sequence of surface rotations.
source rotation
sequence (bone)
target rotation
sequence (surface)
… …
We fit parameters u and W by regression.We fit parameters u and W by regression.
Skeleton rotations
Surface rotations u’,W’
Best-fit parameters
Rotational regression is good at capturing muscle bulges.Rotational regression is good at capturing muscle bulges.
Mesh reconstruction stitches deformation gradients together.Mesh reconstruction stitches deformation gradients together.
Deformation gradients prediction
Mesh reconstruction
Least-squares problem equivalent to linear system.
Computation is matrix-multiplication.
Mesh reconstruction solved with least-squares.Mesh reconstruction solved with least-squares.
deformation gradients
vertex positions
Least –squares
C
D(q)
Near-rigid vertices help eliminate low-frequency errors at extremities.Near-rigid vertices help eliminate low-frequency errors at extremities.
Low-frequency errors can accumulate at extremities of mesh
We fix a set of near-rigid vertices to their SSD predictions
Still a least squares problem
We build upon existing mesh reconstruction work.We build upon existing mesh reconstruction work. Mesh IK [Sumner et al. 2005], [Der et al. 2006]
SCAPE [Anguelov et al. 2005]
Similar formulation, faster evaluation.
[Anguelov et al. 2005]
Here’s a review of what we’ve covered.Here’s a review of what we’ve covered.
Rotational Regression
Deformation Gradients Prediction
Mesh Reconstruction
Least-squares problem
C
Dk(q)
Model reduction lowers the dimensionality of problem.Model reduction lowers the dimensionality of problem.
Large multiplication on CPU
Smaller multiplications on GPU
Dk(q)
C C’
Dl(q)
SSD
Model reduction uses greedy clustering.Model reduction uses greedy clustering.
Vertices clustered into proxy-bones.
Per-triangle deformation gradients clustered into “key” deformation gradients.
P = 450 225 110 50 25
Mesh reconstruction reduced to the following matrix-multiplications.Mesh reconstruction reduced to the following matrix-multiplications.
C’
Dl(q)
SSD weights
“key” deformation gradients
Map from “key” deformation gradients to proxy-bones
All on GPU:
Computation in fragment program
Skinning Mesh Animations is a an alternative approach to model reduction.Skinning Mesh Animations is a an alternative approach to model reduction.
The method from Skinning Mesh Animations uses mean-shift clustering and is more robust to errors. [James and Twigg 2005]
Our method minimizes vertex error and is faster
Deformation gradients prediction is now on “key” deformation sequences.
Deformation gradients prediction is now on “key” deformation sequences.
Fewer deformation gradient sequences to predict rotational regression.
Mesh reconstruction step reduced to matrix-multiplications on GPU.Mesh reconstruction step reduced to matrix-multiplications on GPU.
Smaller matrix-multiplications
Supported on graphics hardware
C’
Dl(q)
Our Technical Contributions:Our Technical Contributions:
Rotational Regression
Accurate and GPU-Ready Poisson Reconstruction
Model Reduction
Our work approximates the training examples better than SSD and also generalizes well.Our work approximates the training examples better than SSD and also generalizes well.
Our model is suitable for interactive techniques.Our model is suitable for interactive techniques.
Evaluation speed within a factor of two of SSD
Off-line training preprocess is usually less than half an hour
Our work is complementary to displacement correcting techniques.Our work is complementary to displacement correcting techniques.
Previous work provide corrective displacements.
– Pose space deformation [Lewis et al. 2000],
– Shape by example [Sloan et al. 2001],
– Eigenskin [Kry et al. 2002]
Our work provides better approximation of rotations.
Our work complements approaches that build upon SSD.
Figure from [Kry et al. 2001]
Displacement correcting approaches fail when SSD is very wrong.Displacement correcting approaches fail when SSD is very wrong.
Our work builds upon previous ideas on enriching the SSD model. Our work builds upon previous ideas on enriching the SSD model.
Multi-weight enveloping [Wang and Phillips 2002]
Additional joints [Mohr and Gleicher 2003]
Our technique has more parameters than SSD and generalizes the additional-bones model.
Our model doesn’t do a perfect job.Our model doesn’t do a perfect job.
Not perfect reproduction
– Inspired by muscle bulging and twisting. Other behaviors empirically validated.
– Displacement correcting technique can be used for exact reproduction of examples.
Conclusion: Fast and accurate enveloping.Conclusion: Fast and accurate enveloping.
Fast evaluation of physical simulations through learning.
– Within a factor of two of SSD on most models
Accurate reproduction of details
– Better approximation and generalization
– Complementary to previous work
A replacement for linear blend skinning
AcknowledgementsAcknowledgements
Funding
– Nokia Research Center
– National Science Foundation
– Pixar Animation Studios
Hardware/Software
– NVIDIA Corporation
– Autodesk
Data
– Drago Anguelov
– Joel Anderson
– Michael Comet, Comet Digital, LLC
– Mark Snoswell, CG Character
– Joseph Teran, Ron Fedkiw
MIT Graphics Group
– Ilya Baran
– Jiawen Chen
– Sylvain Paris
Learning tasks trade expressiveness and simplicity.Learning tasks trade expressiveness and simplicity.
More Expressive:
Captures more types of deformation.
Simpler:
Easier to fit
Fewer training examples needed.
Less likely to overfit.
Rotational Regression
Linear blend skinning (SSD) is a rough and ready map from joint rotation matrices to vertex positions.
Linear blend skinning (SSD) is a rough and ready map from joint rotation matrices to vertex positions. Most popular enveloping technique for games
Coarse modeling parameters (but very simple)
Not expressive enough (but very fast)
desired deformation
SSD deformation
Model ReductionModel Reduction
True optimization not as tractable
We approximate it with a greedy algorithm inspired by mesh simplification.
difficult to solve simultaneously
discrete optimization
Our work builds upon previous ideas on Our work builds upon previous ideas on
Additional joints [Mohr and Gleicher 2003]
Multi-weight enveloping [Wang and Phillips 2002]
Our technique generalize the additional-
bones model
We evaluate cross-validation error to
test for overfitting
[Wang and Phillips 2002]