Eurographics 2012, Cagliari, Italy GPU based ARAP Deformation using Volumetric Lattices M. Zollhöfer, E. Sert, G. Greiner and J. Süßmuth Computer Graphics.

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Eurographics 2012, Cagliari, Italy GPU based ARAP Deformation using Volumetric Lattices M. Zollhöfer, E. Sert, G. Greiner and J. Süßmuth Computer Graphics Group, University Erlangen-Nuremberg, Germany

Eurographics 2012, Cagliari, ItalyMotivation/Requirements Intuitive modeling –Handle-based –Direct manipulation 2

Eurographics 2012, Cagliari, ItalyMotivation/Requirements Intuitive modeling –Handle-based –Direct manipulation Interactivity –Even for high quality models 3

Eurographics 2012, Cagliari, ItalyMotivation/Requirements Intuitive modeling –Handle-based –Direct manipulation Interactivity –Even for high quality models Physical plausibility –Globally smooth deformations –Detail preservation 4

Eurographics 2012, Cagliari, Italy Recent Work ARAP Surface Modeling 5 [SA07]

Eurographics 2012, Cagliari, Italy Recent Work ARAP Surface Modeling Deformation Graphs 6 [SA07] [SSP07]

Eurographics 2012, Cagliari, Italy Recent Work ARAP Surface Modeling Deformation Graphs Coupled Prisms/Rigid Cells 7 [SA07] [SSP07] [BPGK06, BPWG07]

Eurographics 2012, Cagliari, Italy Recent Work ARAP Surface Modeling Deformation Graphs Coupled Prisms/Rigid Cells Hybrid Mesh Editing 8 [SA07] [SSP07] [BPGK06, BPWG07] [BHZN10 ]

Eurographics 2012, Cagliari, ItalyFacts/Contribution Method –Based on the non-linear ARAP energy [SA07] –Volumetric proxy geometry –Multi-res GPU deformation pipeline 9

Eurographics 2012, Cagliari, ItalyFacts/Contribution Method –Based on the non-linear ARAP energy [SA07] –Volumetric proxy geometry –Multi-res GPU deformation pipeline Benefits –The optimization is decoupled from the model’s geometric complexity –Volume-awareness –Fast even for high quality models –Easy to integrate into existing systems 10

Eurographics 2012, Cagliari, ItalyOverview Preprocessing –Construct volumetric lattice Decouples the optimization from the model’s geometric complexity Transparent for the user 11

Eurographics 2012, Cagliari, ItalyOverview Preprocessing –Construct volumetric lattice Decouples the optimization from the model’s geometric complexity Transparent for the user Runtime loop –Modify handle positions –Deform lattice using our multi-res GPU ARAP solver –Use lattice to deform the input model 12

Eurographics 2012, Cagliari, Italy Proxy Geometry Starting point –Uniform voxel grid –Delete cubes which are entirely outside  Volumetric Lattice 13

Eurographics 2012, Cagliari, Italy Proxy Geometry Starting point –Uniform voxel grid –Delete cubes which are entirely outside  Volumetric Lattice Express vertices in local coordinates –Interactive modeling Tri-linear interpolation –Offline high quality poses B-Splines 14

Eurographics 2012, Cagliari, Italy Optimization Problem Paradigm –ARAP [SA07] on a volumetric lattice 15

Eurographics 2012, Cagliari, Italy Optimization Problem Paradigm –ARAP [SA07] on a volumetric lattice Objective function –Plausibility of deformation Rigidity of local transformations 16

Eurographics 2012, Cagliari, Italy Optimization Problem Paradigm –ARAP [SA07] on a volumetric lattice Objective function –Plausibility of deformation Rigidity of local transformations –Fulfillment of user constraints Distance of vertices to handles 17

Eurographics 2012, Cagliari, Italy Optimization Problem Paradigm –ARAP [SA07] on a volumetric lattice Objective function –Plausibility of deformation Rigidity of local transformations –Fulfillment of user constraints Distance of vertices to handles  Non-linear optimization 18

Eurographics 2012, Cagliari, Italy Minimizing the Objective Function Why do we use the ARAP paradigm? –Non-linear rotation-aware objective function –Minimization does not require a general-purpose non-linear solver 19

Eurographics 2012, Cagliari, Italy Minimizing the Objective Function Why do we use the ARAP paradigm? –Non-linear rotation-aware objective function –Minimization does not require a general-purpose non-linear solver Iterative flip-flop solver [SA07] –Compute optimal local rotations  SVDs are independent –Compute new control points  Iterative linear solver 20

Eurographics 2012, Cagliari, Italy Minimizing the Objective Function Why do we use the ARAP paradigm? –Non-linear rotation-aware objective function –Minimization does not require a general-purpose non-linear solver Iterative flip-flop solver [SA07] –Compute optimal local rotations  SVDs are independent –Compute new control points  Iterative linear solver  Massively parallel GPU implementation 21

Eurographics 2012, Cagliari, Italy GPU Deformation Pipeline CUDA Implementation –SVD Kernel (per control point) 22

Eurographics 2012, Cagliari, Italy GPU Deformation Pipeline CUDA Implementation –SVD Kernel (per control point) –Solve Kernel (per control point) Parallel Gauss-Seidel solver or gradient descent Use new positions ASAP 23

Eurographics 2012, Cagliari, Italy GPU Deformation Pipeline CUDA Implementation –SVD Kernel (per control point) –Solve Kernel (per control point) Parallel Gauss-Seidel solver or gradient descent Use new positions ASAP Transfer Kernel (per vertex) 24

Eurographics 2012, Cagliari, Italy GPU Deformation Pipeline CUDA Implementation –SVD Kernel (per control point) –Solve Kernel (per control point) Parallel Gauss-Seidel solver or gradient descent Use new positions ASAP Transfer Kernel (per vertex)  Synchronize between kernel calls 25

Eurographics 2012, Cagliari, Italy Multi-res GPU Deformation Pipeline New Proxy Geometry –Hierarchy of lattices Join 8 adjacent cubes Encode lattices w.r.t. the next coarser one 26 Level 0 Level 1 …

Eurographics 2012, Cagliari, Italy Multi-res GPU Deformation Pipeline 27 Level 0 Level 1 …

Eurographics 2012, Cagliari, ItalyResults/Properties Volume-awareness 28 ARAP Ours

Eurographics 2012, Cagliari, ItalyResults/Properties Volume-awareness Smoothness 29 ARAP Ours Tri-linear B-Spline

Eurographics 2012, Cagliari, ItalyFacts Evaluation –Core i7 860 CPU with an NVidia GeForce 580 GPU –71ms (14fps) to deform a 2M polygon model (40k lattice) 30 Triangle Mesh Polygon SoupMultiple Components Triangle Mesh Polygon Soup

Eurographics 2012, Cagliari, ItalyFacts Evaluation –Core i7 860 CPU with an NVidia GeForce 580 GPU –71ms (14fps) to deform a 2M polygon model (40k lattice) –Multi-res solver gives a 3x speedup compared to the single level version  Less iterations per hierarchy level required to converge 31 Triangle Mesh Polygon SoupMultiple Components Triangle Mesh Polygon Soup

Eurographics 2012, Cagliari, ItalyConclusion Summary –Intuitive mesh editing paradigm using a simple volumetric lattice –Data-parallel multi-res GPU deformation pipeline 32

Eurographics 2012, Cagliari, ItalyConclusion Summary –Intuitive mesh editing paradigm using a simple volumetric lattice –Data-parallel multi-res GPU deformation pipeline Future Work –Construct lattice hierarchy in a topology preserving way –Monitor deformation error to solve the optimization problem locally up to a given threshold 33

Eurographics 2012, Cagliari, ItalyQuestions? 34 Thanks for your attention!