Pose Space Deformation: A unified approach to shape interpolation and skeleton-driven deformation J.P.Lewis, Matt Cordner, Nickson Fong Centropolis
Character animation Body: Face animation: “skeleton subspace deformation” Face animation: Shape interpolation (Tony de Peltrie, Star Wars, Dinosaur) Custom procedural models (Parke, Toy Story) Common practice for 10-15 years
Pose Space Deformation Combine direct geometric shape interpolation and skeleton driven deformation address the limitations of Shape Interpolation and Skeleton-driven deformation
Shape interpolation “Blend shapes, multi-target morphs, ” Weighted sum of key shapes Or delta shapes...
Shape interpolation (delta) delta shapes: equivalent! (combinations)
Shape Interpolation Advantages Disadvantages direct manipulation desired targets are achieved Disadvantages Superposition, not independent, linear subspace
Skeleton Subspace Deformation (SSD) “enveloping”, ... Symbolics, Softimage Weighted sum of surface point as transformed by various coordinate frames. Diagram
SSD problems: collapse
SSD problems Collapses, No direct manipulation, You can’t tell when you’re done
Goal Combine direct geometric shape interpolation and skeleton driven deformation BODY: use shape interpolation to control shoulder shape as it deforms according to the skeleton FACE: drive the face using jaw rotation rather than linear interpolation address the limitations of SI, SSD
Related work Combine skeletal and local deformation control Burtnyk and Wein, 1976
Related work: Idea #1 Animation as scattered interpolation Van Overveld, 1990; Litwinowicz & Williams 1994 Apply wide literature of interpolation directly to our animation problem!
Related work: Idea #2 Animation, etc. as general functional mapping Poggio & Brunelli 1992; Lewis 1988, 91
Synthesis attempt #1 Lewis 95: shape interpolation in the context of SSD
Related work Symbolics/Nichimen 91 Maya Interpolation Addition
Pose space deformation Surface cv movement Neck Joint R. Upper Arm Left Upper Arm Pose Space: N Dimensions Surface CV movement: 3 dimensions
Skeleton driven PSD elbow, f( rotation, load ) face is f( jaw rotation, emotion, phoneme...) quadruped leg/chest/neck
Scattered Interpolation Shepard Wiener interpolation, Kriging Others... Radial Basis functions universal approximation smooth if smooth kernel large literature Voronoi/delauney
VIDEO: Skeleton driven PSD
PSD vs. Shape Interpolation (SI) use same set of sculpted key shapes/delta shapes Shape Interpolation is superposition; PSD interpolates SI A B C crossfade is piecewise linear; PSD is smooth if desired
Shape Interpolation vs. PSD adds one dimension per shape not orthogonal animator manually solves for the representation interpolates shapes placed as desired in desired space
Shape Interpolation: reinforcement / fighting Adding smirk counteracts raise Dinosaur: 100+ face shapes + = raise smirk
PSD facial animation Delighted ? Serene Pleased <linear> Distressed <neutral>
VIDEO: PSD facial animation Aroused J.A.Russell, 1980 (simplified) alarmed delighted frustrated Displeasure Pleasure serene tired Sleepy
Conclusion Unification / simplification / modest improvement to existing common practice How many poses? Like shape interpolation, more is better, up to a point... Future: Learn the space? Example code: www.idiom.com/~zilla/PSD (september)
SSD Schematic Robot arm, two cylinders bent at the elbow
SSD Schematic
Related work Combine skeletal and local deformation control (Burtnyk and Wein, 1976) Animation as scattered interpolation (Van Overveld, 1990; Litwinowicz & Williams 1994) Animation as general functional mapping (Poggio & Brunelli 1992; Lewis 1988, 91) Lewis 95
PSD algorithm steps Definitions: pose, pose space Sculpt Define delta(pose) Solve Synthesize, evaluate, adjust, repeat
PSD vs. Shape Interpolation SI: adds, not orthogonal, one dimension per shape PSD: interpolates; shapes placed as desired in space
PSD/SI facial animation SI shapes define independent axes, PSD shapes are positioned as desired in desired space PSD: animator plans interpolation path. SI: animator also has to solve for this path in a non-orthogonal basis PSD is smooth (if desired)
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