Presentation is loading. Please wait.

Presentation is loading. Please wait.

Deformation techniques

Similar presentations


Presentation on theme: "Deformation techniques"— Presentation transcript:

1 Deformation techniques
CSE 3541 Matt Boggus

2 Interpolation based animation
Keyframes and inbetweening Modifying geometry Morphing between two objects

3 Keyframes and inbetweening
Intermediate three positions are “inbetweens” or “tweens” Given two mesh objects with the same number of vertices, interpolate the vertex positions to get an “in-between” mesh

4 Correspondence and types
Data/Geometry must “match” to interpolate between Previously seen how to interpolate between points Now consider interpolating between Curves Polyhedron Images (and polygons) Image from

5 Interpolating between two curves
Conditions: P(0) maps to Q(0) P(1) maps to Q(1) All of P maps to all of Q One to one – no two P(u) map to same Q(v) Onto – every Q(v) has a P-1(u) value

6 Interpolating between two curves
Solutions: If P and Q use the same curve formation and # control points, then generate intermediate curves by interpolating the control points Supersample: Generate same number of points on P and Q, then interpolate between matching points

7 Object (Unity Mesh) Modification
Vertex warping Modify the vertices directly 2D grid-based deforming Modify the space the vertices lie in Free Form Deformations Skeletal bending Global transforms

8 Warping Vertices closer to seed are displaced more

9 For attenuating warping
Power functions For attenuating warping k determines how quickly increase in distance decreases the magnitude of warping

10 2D grid-based deforming
Assumption: easier to deform grid points than object vertices A (global coordinates): (25.6,14.7) A (local coordinates): (5.6, 2.7) A’s Grid cell (5, 2) A’s position in cell (0.6, 0.7)

11 2D grid-based deforming
Inverse bilinear mapping P values at corners known from grid deformation u and v are known from point’s position in original grid cell

12 2D grid-based deforming

13 2D skeleton-based bending

14 2D skeleton-based bending
For each vertex, determine which line segment (or bone) it is closest to: L2 distance to it: d relative position on the line segment: r = d2/d1

15 2D skeleton-based bending
For new vertex position on repositioned (and possibly rescaled) line segment, Interpolate r along line segment Place d units away from the line segment

16 Examples of artist driven deformation
Point based, skeleton based, cage based Bounded Biharmonic Weights for Real-Time Deformation by Alec Jacobson, Ilya Baran, Jovan Popovic and Olga Sorkine, appearing at SIGGRAPH 2011

17 3D Free-Form Deformations (FFDs)
2D grid-based deforming FFDs 2D grid 3D grid bi-linear interpolation tri-cubic interpolation

18 FFDs Animate by passing object through FFD

19 Interpolate between 2 polyhedron
Correspondence problem: what part of one object to maps into what part of the other object

20 Interpolate between 2 polyhedron – difficulties
How to handle objects of different genus? (roughly speaking: number of holes in the model) map to

21 Morphing Image blending Move pixels to corresponding pixels
Example from

22 Morphing

23 Morphing

24 Morphing Using feature lines instead of grid points

25 Additional Slides

26 Other possible topics of interest
Case studies / implementation of features in: Adobe After Effects Snapchat filters Unity Image Effects


Download ppt "Deformation techniques"

Similar presentations


Ads by Google