skeleton-based rigid skinning for character animation

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GRAPP, Lisbon, February 20 University of Ioannina Skeleton-based Rigid Skinning for Character Animation Andreas Vasilakis and Ioannis Fudos Department of Computer Science University of Ioannina, Greece {abasilak,fudos}@cs.uoi.gr

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Skeleton-based Rigid Skinning for Character Animation. Andreas Vasilakis and Ioannis Fudos Department of Computer Science University of Ioannina , Greece { abasilak,fudos }@ cs.uoi.gr. Abstract. A new skeletal animation framework: Addresses vertex weighting  Works on a single mesh - PowerPoint PPT Presentation

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Page 1: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Skeleton-based Rigid Skinning for Character Animation

Andreas Vasilakis and Ioannis Fudos 

Department of Computer Science University of Ioannina, Greece

{abasilak,fudos}@cs.uoi.gr

Page 2: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Abstract

A new skeletal animation framework:• Addresses vertex weighting • Works on a single mesh• Produces refined skeleton extraction• Derives robust rigid skinning with blending

patches

Page 3: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Talk Structure

• Introduction

• Skeletonization

• Improved Rigid Skinning

• Results

• Summary

• Future Work

Page 4: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Introduction

• Realistic mesh animation in Movie/Game industry

• Skeletal animation• Rigid Skinning

• self-intersections• Linear Blend Skinning - LBS

• volume loss• vertex weighting• training pose set• over-fitting

collapsing jointcandy wrapper

Rigid Skinning LBS

Page 5: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Related Work

• Skeletonization• Geometric Methods

• Reeb graphs• Volumetric Methods

• Field functions • Other Methods

• Training pose set • Mesh contraction• Mesh decomposition

• Skinning• Geometric Methods

• Simple/Dual quaternions• Spherical blending

• Example-based Methods• Skeletal-Subspace Deformation• Multi-weight Enveloping• Animation Space

Page 6: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Skeletonization

o Centroid - Principal Axis Methods *o Approximate refinements using local and neighbor

featureso Improve skeleton orientationo Global alignment of OBBs (for skinning)

(*): Lien J.M., Keyser, J. and Amato N.M., “Simultaneous shape decomposition and skeletonization”. In proceeding of 2006 ACM symposium on Solid and Physical Modeling.

Page 7: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Opening Method

• Opening centroid - OC• Boundary: common joint

points between neighbor components

• Skeletal segments intersect component borders

• Addresses previous flaws• Kernel's centroid• Lacks topological

information

Centroid Method

Page 8: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Principal Axis Method

• Algorithm:1) through centroid of kernel

and resides within component

2) subdivision with OC projections

3) sort OCs4) grouping algorithm5) connecting algorithm

• Slightly slower than previous• High quality skeleton morphs

Page 9: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Grouping Algorithm

F1: Normalized Merging Function between OCs:• average of distances of OCs to PA

• ratio of non utilized PA length

F2: Normalized Separating Function between 2 groups:• average of distances of OCs to PA

• complement of ratio of generated PA length

Page 10: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Connecting Algorithm

• OCs -> 1 link point and is close to1) PA's centroid 2) PA's end point

• OCs -> k>1 link points and are close to1) PA's centroid2) PA's end point

Page 11: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Skeleton Refinements

• PCA is limited on cuboid and spherical shapes • Approximate slight modifications • Perfection of PA orientation by 2 novel methods:

• Local Refinement• Hierarchical Refinement

Page 12: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Local Refinement

• OC = 1: match closest PD with vector• OC > 1: weighted vector alignment with 

• angle = a * weight• a = angle between vector and closest PD• weight = 1 / (|OC|+1)

Page 13: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Hierarchical Refinement

• Skeletal uniformity• Algorithm:

1) Align closest parent PD with child PA 2) Align the closest pair of remaining child-parent PDs

• Limitation : Initial PD orientation of root node

Page 14: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Advanced Rigid Skinning

• Our skinning algorithm1) Removing vertices2) Adding vertices3) Blending mesh 4) Computing mesh normal vectors

Page 15: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Removing Vertices

• Detect which points are inside neighbor's OBBs• Optimal cut due to previous refinements• Vector Classes 

• Boundary• Replaced• In-Between

Page 16: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Adding Vertices - FBPC

o Boundary points -> circular arc o interpolation between before - after rotationo QLERP

Page 17: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Adding Vertices - RBPC

• Triplet• In-Between, child-parent Replaced sets • min {dihedral angle of planes}• Rational Bezier arc• Replace In-Between with Vm

Page 18: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Blending Mesh

• Tight Cocone algorithm *

Computing normals

• Patch Normal = average { new + old normal faces }

(*): Dey T.K and Goswami S.. “Tight cocone: a water-tight surface reconstructor”. In proceeding of 2003 ACM symposium on Solid Modeling and Applications.

Page 19: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Results - Skeletonization

Human Model:

Dinosaur Model:

Page 20: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Results - Skinning

Page 21: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Conclusions

• Refined skeleton extraction technique

• Robust rigid skinning without using weights

Future work

• Skeletonization• Local refinement: optimization method

• Skinning  • GPU implementation

Page 22: Skeleton-based  Rigid Skinning for Character Animation

GRAPP, Lisbon, February 2009University of Ioannina

Thank You

Questions ???