258 research outputs found
A 3D+t Laplace operator for temporal mesh sequences
International audienceThe Laplace operator plays a fundamental role in geometry processing. Several discrete versions have been proposed for 3D meshes and point clouds, among others. We define here a discrete Laplace operator for temporally coherent mesh sequences, which allows to process mesh animations in a simple yet efficient way. This operator is a discretization of the Laplace-Beltrami operator using Discrete Exterior Calculus on CW complexes embedded in a four-dimensional space. A parameter is introduced to tune the influence of the motion with respect to the geometry. This enables straightforward generalization of existing Laplacian static mesh processing works to mesh sequences. An application to spacetime editing is provided as example
Real-time content-aware texturing for deformable surfaces
Animation of models often introduces distortions to their parameterisation, as these are typically optimised for a single frame. The net effect is that under deformation, the mapped features, i.e. UV texture maps, bump maps or displacement maps, may appear to stretch or scale in an undesirable way. Ideally, what we would like is for the appearance of such features to remain feasible given any underlying deformation. In this paper we introduce a real-time technique that reduces such distortions based on a distortion control (rigidity) map. In two versions of our proposed technique, the parameter space is warped in either an axis or a non-axis aligned manner based on the minimisation of a non-linear distortion metric. This in turn is solved using a highly optimised hybrid CPU-GPU strategy. The result is real-time dynamic content-aware texturing that reduces distortions in a controlled way. The technique can be applied to reduce distortions in a variety of scenarios, including reusing a low geometric complexity animated sequence with a multitude of detail maps, dynamic procedurally defined features mapped on deformable geometry and animation authoring previews on texture-mapped models. © 2013 ACM
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Fast and deep deformation approximations
Character rigs are procedural systems that compute the shape of an animated character for a given pose. They can be highly complex and must account for bulges, wrinkles, and other aspects of a character's appearance. When comparing film-quality character rigs with those designed for real-time applications, there is typically a substantial and readily apparent difference in the quality of the mesh deformations. Real-time rigs are limited by a computational budget and often trade realism for performance. Rigs for film do not have this same limitation, and character riggers can make the rig as complicated as necessary to achieve realistic deformations. However, increasing the rig complexity slows rig evaluation, and the animators working with it can become less efficient and may experience frustration. In this paper, we present a method to reduce the time required to compute mesh deformations for film-quality rigs, allowing better interactivity during animation authoring and use in real-time games and applications. Our approach learns the deformations from an existing rig by splitting the mesh deformation into linear and nonlinear portions. The linear deformations are computed directly from the transformations of the rig's underlying skeleton. We use deep learning methods to approximate the remaining nonlinear portion. In the examples we show from production rigs used to animate lead characters, our approach reduces the computational time spent on evaluating deformations by a factor of 5×-10×. This significant savings allows us to run the complex, film-quality rigs in real-time even when using a CPU-only implementation on a mobile device
A survey of real-time crowd rendering
In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft
IST Austria Thesis
Computer graphics is an extremely exciting field for two reasons. On the one hand,
there is a healthy injection of pragmatism coming from the visual effects industry
that want robust algorithms that work so they can produce results at an increasingly
frantic pace. On the other hand, they must always try to push the envelope and
achieve the impossible to wow their audiences in the next blockbuster, which means
that the industry has not succumb to conservatism, and there is plenty of room to
try out new and crazy ideas if there is a chance that it will pan into something
useful.
Water simulation has been in visual effects for decades, however it still remains
extremely challenging because of its high computational cost and difficult artdirectability.
The work in this thesis tries to address some of these difficulties.
Specifically, we make the following three novel contributions to the state-of-the-art
in water simulation for visual effects.
First, we develop the first algorithm that can convert any sequence of closed
surfaces in time into a moving triangle mesh. State-of-the-art methods at the time
could only handle surfaces with fixed connectivity, but we are the first to be able to
handle surfaces that merge and split apart. This is important for water simulation
practitioners, because it allows them to convert splashy water surfaces extracted
from particles or simulated using grid-based level sets into triangle meshes that can
be either textured and enhanced with extra surface dynamics as a post-process.
We also apply our algorithm to other phenomena that merge and split apart, such
as morphs and noisy reconstructions of human performances.
Second, we formulate a surface-based energy that measures the deviation of a
water surface froma physically valid state. Such discrepancies arise when there is a
mismatch in the degrees of freedom between the water surface and the underlying
physics solver. This commonly happens when practitioners use a moving triangle
mesh with a grid-based physics solver, or when high-resolution grid-based surfaces
are combined with low-resolution physics. Following the direction of steepest
descent on our surface-based energy, we can either smooth these artifacts or turn
them into high-resolution waves by interpreting the energy as a physical potential.
Third, we extend state-of-the-art techniques in non-reflecting boundaries to handle spatially and time-varying background flows. This allows a novel new
workflow where practitioners can re-simulate part of an existing simulation, such
as removing a solid obstacle, adding a new splash or locally changing the resolution.
Such changes can easily lead to new waves in the re-simulated region that would
reflect off of the new simulation boundary, effectively ruining the illusion of a
seamless simulation boundary between the existing and new simulations. Our
non-reflecting boundaries makes sure that such waves are absorbed
A Finite Element Method for Interactive Physically Based Shape Modelling with Quadratic Tetrahedra
We present an alternative approach to standard geometric shape editing using physically-based simulation. With our technique, the user can deform complex objects in real-time. The enabling technology of this approach is a fast and accurate finite element implementation of an elasto-plastic material model, specifically designed for interactive shape manipulation. Using quadratic shape functions, we avoid the inherent drawback of volume locking exhibited by methods based on linear finite elements.
The physical simulation uses a tetrahedral mesh, which is constructed from a coarser approximation of the detailed surface. Having computed a deformed state of the tetrahedral mesh, the deformation is transferred back to the high detail surface. This can be accomplished in an accurate and efficient way using the quadratic shape functions.
In order to guarantee stability and real-time frame rates during the simulation, we cast the elasto-plastic problem into a linear formulation. For this purpose, we present a corotational formulation for quadratic finite elements. We demonstrate the versatility of our approach in interactive manipulation sessions and show that our animation system can be coupled with further physics-based animations like, e.g. fluids and cloth, in a bi-directional way
FacEMOTE: Qualitative Parametric Modifiers for Facial Animations
We propose a control mechanism for facial expressions by applying a few carefully chosen parametric modifications to preexisting expression data streams. This approach applies to any facial animation resource expressed in the general MPEG-4 form, whether taken from a library of preset facial expressions, captured from live performance, or entirely manually created. The MPEG-4 Facial Animation Parameters (FAPs) represent a facial expression as a set of parameterized muscle actions, given as intensity of individual muscle movements over time. Our system varies expressions by changing the intensities and scope of sets of MPEG-4 FAPs. It creates variations in “expressiveness” across the face model rather than simply scale, interpolate, or blend facial mesh node positions. The parameters are adapted from the Effort parameters of Laban Movement Analysis (LMA); we developed a mapping from their values onto sets of FAPs. The FacEMOTE parameters thus perturb a base expression to create a wide range of expressions. Such an approach could allow real-time face animations to change underlying speech or facial expression shapes dynamically according to current agent affect or user interaction needs
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