semantic deformation

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    Semantic Deformation

    Ilya Baran, Daniel Vlasic, Eitan Grinspun, Jovan Popovi

    SIGGRAPH 2009

    Reading group presentation (and nothing at all to do with the

    real guys who did this at MIT) twak

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    Animation is Expensive

    Artist time is expensive

    Job is thankless, unrewarding etc...

    Common solution is outsourcing

    Large mocap libraries exist with lots of movementdata that we could reuse

    But how to apply that mocap data to differentmodels?

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    Skeletal Retargeting

    Vertices are mapped to a weighed set of frames Animation only moves frames

    Splice many small animation clips

    a skeletal model may not be able to capture the fullsubtlety of the poses

    Example-based control of human motion, Hsu et al., 2004

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    Deformation Transfer

    Mesh Modification Using Deformation Gradients, Robert W. Sumner 2005

    Literal mapping from target to source instead ofsemantic correspondence

    Arbitrary vertices in input and output model

    User specified correspondence map

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    Semantic Deformation Transfer

    Given a set of pose correspondences between two meshes...

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    ...and an arbitrary pose as input...

    ...what's the output?

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    Method

    Create a space that can be manipulated via standard

    linear algebra techniques, so we can apply these

    techniques to targeting meshes.

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    Projection - just find the weights!

    [x1, x2 ...xn][w

    w2...wn

    ]=[ p]x, p are given and projected poses

    w are weights

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    The End

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    Shape Space

    "For semantic deformation transfer to work, the shape

    space must satisfy two requirements: linearinterpolation between points in the shape space mustproduce blended poses without artifacts, and projection

    of a pose onto a subspace of the space must produce

    the most similar pose in the subspace to the original."

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    Why not an existing space?

    All likely points inspace shouldcorrespond to

    desirable

    deformations ofthe model

    Matrix animation and polar decomposition, Ken Shoemake & Tom Duff, 1992

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    Three techniques

    Matrix logarithms

    Deformation Gradients Linear Rotation-invariant Coordinates

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    Neat trick to find rotation matrix:

    Q0=

    Q i1=Q iQ iT

    2

    Can parameterize to interpolate Q between tworotations. But still doesn't help we need one matrixwe can linearly interpolate

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    Matrix Logarithms

    exp

    iw

    i

    log Q

    Provide a mapping between the group of 3Drotation SO(3) and the Lie algebra so(3) of skew-symmetric 3x3 matricies

    so(3) allows linear interpolation

    Mesh-Based Inverse Kinematics, Sumner et al., 2005

    A Mathematical Introduction to Robotic Manipulation, Murray, 2002

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    K= V V

    1

    Deformation transfer for triangle meshes, Sumner et al. 2004

    V=[ v2 v1, v3 v1, v4 v1]

    V=[vv, vv, v4v1]

    KV=

    v1

    v2

    v3

    v4

    vv2

    v

    v3

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    Linear Rotation Invariant Coordinates

    Linear rotation-invariant coordinates for meshes, Lipman et al., 2005

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    Rotation invariant mesh representation

    Each vertex encodes the location of it's neighbors

    Cylindrical coordinates

    Solve a pair of linear systems to reconstruct

    Absolute Frame Orientations

    Vertex Positions

    Here's a video from a similar technique

    Free-Form Motion processing, Kircher & Garland. , 2008

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    Properties of LRI

    LRI accumulates noise over the mesh

    Much faster than other non-linear techniques

    Linear interpolation fails if polar coordinates stored

    naively

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    Putting it all together

    Now we want to combine these techniques to create alinear space with the desired properties.

    It's got to be rotation invariant (for arbitrary inputmeshes)...

    ...so we store the differences between a set of differentcoordinate systems.

    And we want semantic correspondence...

    ...so we'll use deformation coordinates relative to patchesdefined on the input and target models.

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    Output Mesh

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    Reconstruction

    Recover patch frames from adjacencies

    GiG j Gi , j

    Solve for G's

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    Recovering Verts

    Deformation Gradients from G's and S's Not vertex positions, so solve minimizing distance

    from base pose

    (f's are faces, j's are vertex indexes, v' arereconstructed and tildes are rest poses)

    f

    j

    v ij1'vi j

    'Qf Sf v i jv ij

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    Patches!

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    Criticism

    ...we expect to end up with...a crocodile swing dancingas if it were an adult human. Admittedly, this

    faithfulness to the original motion is not always

    artistically desirable. However, we prefer to relegatethe difficult creative decisions (How do crocodilesdance?) to the user's selection of an initial motion.

    Retargetting motion to new characters, Gleicher, 1998

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    Engineered accumulation of other people's work

    Feet don't stick to floor

    Skeletons have hardware support, deformation gradientsdon't

    Needs to have a good set of base poses and theircorrelating transform

    Doesn't show re-encoding the base pose?

    Assumes topology invariant (people don't grow anotherarm)

    No exploitation of temporal similarities

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