188 research outputs found

    A survey of real-time crowd rendering

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    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

    Implicit Skinning: Real-Time Skin Deformation with Contact Modeling

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    SIGGRAPH 2013 Conference ProceedingsInternational audienceGeometric skinning techniques, such as smooth blending or dualquaternions, are very popular in the industry for their high performances, but fail to mimic realistic deformations. Other methods make use of physical simulation or control volume to better capture the skin behavior, yet they cannot deliver real-time feedback. In this paper, we present the first purely geometric method handling skin contact effects and muscular bulges in real-time. The insight is to exploit the advanced composition mechanism of volumetric, implicit representations for correcting the results of geometric skinning techniques. The mesh is first approximated by a set of implicit surfaces. At each animation step, these surfaces are combined in real-time and used to adjust the position of mesh vertices, starting from their smooth skinning position. This deformation step is done without any loss of detail and seamlessly handles contacts between skin parts. As it acts as a post-process, our method fits well into the standard animation pipeline. Moreover, it requires no intensive computation step such as collision detection, and therefore provides real-time performances

    DĂ©formation de la peau d'un personnage avec prise en compte des contacts

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    National audienceLors de l'animation d'un maillage représentant la peau d'un personnage ou d'un animal par exemple, des techniques dites de skinning sont utilisées pour le déformer au niveau des articulations. Bien que très populaires dans l'industrie pour leur très faible coût d'évaluation, les techniques de skinning géométrique comme le LBS (Linear Blending Skinning) ou les dual quaternions, ne permettent pas d'imiter de façon crédible les déformations des membres. Pour mieux capturer le comportement de la peau, d'autres méthodes basées seulement sur le maillage, utilisent des calculs coûteux comme la détection de collisions ou la correction de volume. Toutefois ces approches restent seulement adaptées au rendu hors ligne. Nous présentons la première méthode temps réel produisant une déformation du maillage en prenant en compte le contact de la peau et, éventuellement, le gonflement des muscles. Nous proposons d'utiliser de façon conjointe le maillage et une représentation volumique. Le maillage est approximé avec une surface implicite qui nous permet de le déformer de façon plausible tout en traitant les collisions et en conservant les détails du maillage

    MoDA: Modeling Deformable 3D Objects from Casual Videos

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    In this paper, we focus on the challenges of modeling deformable 3D objects from casual videos. With the popularity of neural radiance fields (NeRF), many works extend it to dynamic scenes with a canonical NeRF and a deformation model that achieves 3D point transformation between the observation space and the canonical space. Recent works rely on linear blend skinning (LBS) to achieve the canonical-observation transformation. However, the linearly weighted combination of rigid transformation matrices is not guaranteed to be rigid. As a matter of fact, unexpected scale and shear factors often appear. In practice, using LBS as the deformation model can always lead to skin-collapsing artifacts for bending or twisting motions. To solve this problem, we propose neural dual quaternion blend skinning (NeuDBS) to achieve 3D point deformation, which can perform rigid transformation without skin-collapsing artifacts. In the endeavor to register 2D pixels across different frames, we establish a correspondence between canonical feature embeddings that encodes 3D points within the canonical space, and 2D image features by solving an optimal transport problem. Besides, we introduce a texture filtering approach for texture rendering that effectively minimizes the impact of noisy colors outside target deformable objects. Extensive experiments on real and synthetic datasets show that our approach can reconstruct 3D models for humans and animals with better qualitative and quantitative performance than state-of-the-art methods

    Dual-Quaternion Julia Fractals

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    Fractals offer the ability to generate fascinating geometric shapes with all sorts of unique characteristics (for instance, fractal geometry provides a basis for modelling infinite detail found in nature). While fractals are non-euclidean mathematical objects which possess an assortment of properties (e.g., attractivity and symmetry), they are also able to be scaled down, rotated, skewed and replicated in embedded contexts. Hence, many different types of fractals have come into limelight since their origin discovery. One particularly popular method for generating fractal geometry is using Julia sets. Julia sets provide a straightforward and innovative method for generating fractal geometry using an iterative computational modelling algorithm. In this paper, we present a method that combines Julia sets with dual-quaternion algebra. Dual-quaternions are an alluring principal with a whole range interesting mathematical possibilities. Extending fractal Julia sets to encompass dual-quaternions algebra provides us with a novel visualize solution. We explain the method of fractals using the dual-quaternions in combination with Julia sets. Our prototype implementation demonstrate an efficient methods for rendering fractal geometry using dual-quaternion Julia sets based upon an uncomplicated ray tracing algorithm. We show a number of different experimental isosurface examples to demonstrate the viability of our approach

    Matrix-based Parameterizations of Skeletal Animated Appearance

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    Alors que le rendu réaliste gagne de l’ampleur dans l’industrie, les techniques à la fois photoréalistes et basées sur la physique, complexes en terme de temps de calcul, requièrent souvent une étape de précalcul hors-ligne. Les applications en temps réel, comme les jeux vidéo et la réalité virtuelle, se basent sur des techniques d’approximation et de précalcul pour atteindre des résultats réalistes. L’objectif de ce mémoire est l’investigation de différentes paramétrisations animées pour concevoir une technique d’approximation de rendu réaliste en temps réel. Notre investigation se concentre sur le rendu d’effets visuels appliqués à des personnages animés par modèle d’armature squelettique. Des paramétrisations combinant des données de mouvement et d’apparence nous permettent l’extraction de paramètres pour le processus en temps réel. Établir une dépendance linéaire entre le mouvement et l’apparence est ainsi au coeur de notre méthode. Nous nous concentrons sur l’occultation ambiante, où la simulation de l’occultation est causée par des objets à proximité bloquant la lumière environnante, jugée uniforme. L’occultation ambiante est une technique indépendante du point de vue, et elle est désormais essentielle pour le réalisme en temps réel. Nous examinons plusieurs paramétrisations qui traitent l’espace du maillage en fonction de l’information d’animation par squelette et/ou du maillage géométrique. Nous sommes capables d’approximer la réalité pour l’occultation ambiante avec une faible erreur. Notre technique pourrait également être étendue à d’autres effets visuels tels le rendu de la peau humaine (diffusion sous-surface), les changements de couleur dépendant du point de vue, les déformations musculaires, la fourrure ou encore les vêtements.While realistic rendering gains more popularity in industry, photorealistic and physically- based techniques often necessitate offline processing due to their computational complexity. Real-time applications, such as video games and virtual reality, rely mostly on approximation and precomputation techniques to achieve realistic results. The objective of this thesis is to investigate different animated parameterizations in order to devise a technique that can approximate realistic rendering results in real time. Our investigation focuses on rendering visual effects applied to skinned skeletonbased characters. Combined parameterizations of motion and appearance data are used to extract parameters that can be used in a real-time approximation. Trying to establish a linear dependency between motion and appearance is the basis of our method. We focus on ambient occlusion, a simulation of shadowing caused by objects that block ambient light. Ambient occlusion is a view-independent technique important for realism. We consider different parameterization techniques that treat the mesh space depending on skeletal animation information and/or mesh geometry. We are able to approximate ground-truth ambient occlusion with low error. Our technique can also be extended to different visual effects, such as rendering human skin (subsurface scattering), changes in color due to the view orientation, deformation of muscles, fur, or clothe

    Improving automatic rigging for 3D humanoid characters

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    In the field of computer animation the process of creating an animated character is usually a long and tedious task. An animation character is usually efined by a 3D mesh (a set of triangles in the space) that gives its external appearance or shape to the character. It also used to have an inner structure, the skeleton. When a skeleton is associated to a character mesh, this association is called skeleton binding, and a skeleton bound to a character mesh is an animation rig. Rigging from scratch a character can be a very boring process. The definition and creation of a centered skeleton together with the ’painting’, by an artist,of the influence parameters between the skeleton and the mesh (the skinning) s the most demanding part to achieve an acceptable behavior for a character. This rigging process can be simplified and accelerated using an automatic rigging method. Automatic rigging methods consist in taking as input a 3D mesh, generate a skeleton based in the shape of the original model, bound the input mesh to the generated skeleton, and finally to compute a set of parameters based in a chosen skinning method. The main objective of this thesis is to generate a method for rigging a 3D arbitrary model with minimum user interaction. This can be useful to people without experience in the animation field or to experienced people to accelerate the rigging process from days to hours or minutes depending the needed quality. Having in mind this situation we have designed our method as a set of tools that can be applied to general input models defined by an artist. The contributions made in the development of this thesis can be summarized as: • Generation of an animation Rig: Having an arbitrary closed mesh we have implemented a thinning method to create first an unrefined geometry skeleton that captures the topology and pose of the input character. Using this geometric skeleton as starting point we use a refining method that creates an adjusted logic skeleton based in a template, or may be defined by the user, that is compatible with the current animation formats. The output logic skeleton is specific for each character, and it is bounded to the input mesh to create an animation rig. • Skinning: Having defined an animation rig for an arbitrary mesh we have developed an improved skinning method; this method is based on the Linear Blend Skinning(LBS) algorithm. Our contributions in the skinning field can be sub-divided in: – We propose a segmentation method that works as the core element in a weight assigning algorithm and a skinning lgorithm, we also have developed an automatic algorithm to compute the skin weights of the LBS Skinning of a rigged polygonal mesh. – Our proposed skinning algorithm uses as base the features of the LBS Skinning. The main purpose of the developed algorithm is to solve the well-known ”candy wrap” artifact; that produces a substantial loss of volume when a link of an animation skeleton is rotated over its own axis. We have compared our results with the most important methods in the skinning field, such as Dual Quaternion Skinning (DQS) and LBS, achieving a better performance over DQS and an improvement in quality over LBS. • Animation tools: We have developed a set of Autodesk Maya commands that works together as rig tool, using our previous proposed methods. • Animation loader: Moreover, an animation loader tool has been implemented, that allows the user to load animations from a skeleton with different structure to a rigged 3D model. The contributions previously described has been published in 3 research papers, the first two were presented in international congresses and the third one was acepted for its publication in an JCR indexed journal.En el campo de la animación por computadora el proceso de crear un personaje de animación es comúnmente una tarea larga y tediosa. Un personaje de animación está definido usualmente por una malla tridimensional (un conjunto de triángulos en el espacio) que le dan su apariencia externa y forma al personaje. Es igualmente común que este tenga una estructura interna, un esqueleto de animación. Cuando un esqueleto esta asociado con una malla tridimensional, a esta asociación se le llama ligado de esqueleto, y un esqueleto ligado a la mallade un personaje es conocido en inglés como "animation rig" (el conjunto de elementos necesarios, que unidos sirven para animar un personaje). Hacer el rigging desde cero de un personaje puede ser un proceso muy tedioso. La definición y creación de un esqueleto centrado en la malla junto con el "pintado" por medio de un artista de los parámetros de influencia entre el esqueleto y la malla 3D (lo que se conoce como skinning) es la parte mas demandante para alcanzar un compartimiento aceptable al deformase (moverse) la malla de un personaje. Los métodos de rigging automáticos consisten en tomar una malla tridimensional como elemento de entrada, generar un esqueleto basado en la forma del modelo original, ligar la malla de entrada al esqueleto generado y finamente calcular el conjunto de parámetros utilizados por el método de skinning elegido. El principal objetivo de esta tesis es el generar un método de rigging para un modelo tridimensional arbitrario con una interacción mínima del usuario. Este método puede ser útil para gente con poca experiencia en el campo de la animación, o para gente experimentada que quiera acelerar el proceso de rigging de días a horas o inclusive minutos, dependiendo de la calidad requerida. Teniendo en mente esta situación, hemos diseñado nuestro método como un conjunto de herramientas las cuales pueden ser aplicadas a modelos de entrada generados por cualquier artista. Las contribuciones hechas en el desarrollo de esta tesis pueden resumirse a: -Generación de un rig de animación: Teniendo una malla cerrada cualquiera, hemos implementado un método para crear primero un esqueleto geométrico sin refinar, el cual capture la pose y la topología del personaje usado como elemento de entrada. Tomando este esqueleto geométrico como punto de partida usamos un método de refinado que crea un "esqueleto lógico" adaptado a la forma del geométrico basándonos en una plantilla definida por el usuario o previamente definida, que sea compatible con los formatos actuales de animación. El esqueleto lógico generado será especifico para cada personaje, y esta ligado a la malla de entrada para así crear un rig de animación. - Skinning: Teniendo definido un rig de animación para una malla de entrada arbitraria, hemos desarrollado un método mejorado de skinning, este método sera basado en el algoritmo "Linear Blending Skinnig" (algoritmo de skinning por combinación lineal, LBS por sus siglas en inglés). Nuestras contribuciones en el campo del skinnig son: - Proponemos un nuevo método de segmentación de mallas que sea la parte medular para algoritmos de asignación automática de pesos y de skinning, también hemos desarrollado un algoritmo automático que calcule los pesos utilizados por el algoritmo LBS para una malla poligonal que tenga un rig de animación. - Nuestro algoritmo de skinning propuesto usará como base las características del algoritmo LBS. El principal propósito del algoritmo desarrollado es el solucionar el defecto conocido como "envoltura de caramelo" (candy wrapper artifact), que produce una substancial perdida de volumen al rotar una de las articulaciones del esqueleto de animación sobre su propio eje. Nuestros resultados son comparados con los métodos mas importantes en el campo del skinning tal como Cuaterniones Duales (Dual Quaternions Skinning, DQS) y LBS, alcanzando un mejor desempeño que DQS y una mejora importante sobre LBSPostprint (published version

    Dual Quaternions Robotics: A) The 3R Planar Manipulator

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    Kinematics analysis studies the relative motions, such as, first of all, the displacement in space of the end effector of a given robot, and thus its velocity and acceleration, associated with the links of the given robot that is usually designed so that it can position its end-effector with a three degree-of-freedom of translation and three degree-of-freedom of orientation within its workspace. This chapter presents mainly, on the light of both main concepts; the first being the screw motion or/ and dual quaternions kinematics while the second concerns the classical ‘Denavit and Hartenberg parameters method’ the direct kinematics of a planar manipulator. First of all, examples of basic solid movements such as rotations, translations, their combinations and general screw motions are studied using both (4x4) matrices rigid body transformations and dual quaternions so that the reader could compare and note the similarity of the results obtained using one or the other method. Both dual quaternions technique as well as its counterpart the classical ‘Denavit and Hartenberg parameters method’ are finally applied to a three degree of freedom (RRR) planar manipulator. Finally, we and the reader, can observe that the two methods confirm exactly one another by giving us the same results for each of the examples and applications considered, while noting that the fastest, simplest more straightforward and easiest to apply method, is undoubtedly the one using dual quaternions. As a result this work may as well act as a beginners guide to the practicality of using dual-quaternions to represent the rotations and translations ie: or any rigid motion in character-based hierarchies.We must emphasize the fact that the use of Matlab software and quaternions and / or dual quaternions in the processing of 3D rotations and/or screw movements is and will always be the most efficient, fast and accurate first choice. Dual quaternion direct kinematics method could be generalised, in the future, to more complicated spatial and/ or industrial robots as well as to articulated and multibody system

    Investigating the Effect of Mixing Two Skinning Algorithms on Area Preservation

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    We propose to investigate the effects of by mixing weights between two vertex skinning algorithms. The vertex skinning algorithms in discussion are Linear Blend Skinning (LBS) and Dual Quaternion Skinning (DQS), each of which is not perfect if used in isolation. With our proposed algorithm, a per-vertex mixing weight determines the linear combination with which LBS and DQS are employed to find a deformed mesh that is neither lacking in volume due to LBS, nor contains volume gain from DQS. Finding the best mixing weight will allow for more plausible deformations, with respect to shape and volume of models. We will investigate previous attempts to fix the flaws of LBS and DQS , which is important especially when many models are being skinned. This work extends the work by Yin, which was published in 2019, meaning this is still a very novel approach to skinning, without much other published material building off it yet. The expected outcome is an insight into the validity of Yin's approach in specific setups and how DQS and LBS can be combined at a per-vertex level to sustain mesh area and shape
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