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Deformation techniques
CSE 3541 Matt Boggus
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Interpolation based animation
Keyframes and inbetweening Modifying geometry Morphing between two objects
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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
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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
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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
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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
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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
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Warping Vertices closer to seed are displaced more
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For attenuating warping
Power functions For attenuating warping k determines how quickly increase in distance decreases the magnitude of warping
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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)
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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
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2D grid-based deforming
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2D skeleton-based bending
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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
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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
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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
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3D Free-Form Deformations (FFDs)
2D grid-based deforming FFDs 2D grid 3D grid bi-linear interpolation tri-cubic interpolation
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FFDs Animate by passing object through FFD
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Interpolate between 2 polyhedron
Correspondence problem: what part of one object to maps into what part of the other object
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Interpolate between 2 polyhedron – difficulties
How to handle objects of different genus? (roughly speaking: number of holes in the model) map to
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Morphing Image blending Move pixels to corresponding pixels
Example from
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Morphing
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Morphing
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Morphing Using feature lines instead of grid points
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Additional Slides
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Other possible topics of interest
Case studies / implementation of features in: Adobe After Effects Snapchat filters Unity Image Effects
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