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Levelsets in Production : Spider-Man 3
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What are levelsets? Implicit surface representation
SDF (signed distance function) in a regularly sampled grid.
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Sandstorm Rich toolset
Includes levelset-based modeling and animation tools. Geometry to Field Field to Geometry Field Attribute transfer / lookup Snap to levelset etc
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Benefits of Levelsets Distance to the surface Inside or Outside
Boolean operations Surface modification (noise) etc
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Examples : Combining two fields
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Examples : boolean union - max(A,B) intersection - min(A,B)
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Examples : boolean cut - max(A,-B) adding noise to the result
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Procedural noise variations
Examples : Procedural noise variations
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Case 1 :: Geometry Blending
Create two identical fields Convert geometry into levelsets detect the places where the two objects intersect in the field with a certain threshold
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Case 1 :: Geometry Blending
Calculate the resultant levelset with:
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Case 2 :: Erosion Work in a still frame
Distribute particles uniformly in the geometry Particles will store the erosion amount Convert the geometry into a levelset Modify the levelset (amount attibute + spatial noise) Apply the erosion to the moving geometry
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Erosion - Examples
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Case 2 :: Erosion Primitives will be triggered when containing particles with a positive erosion value Non-triggered primitives will generate the sand particles in render time.
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Erosion - Examples
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Case 3 :: Particle trajectory correction
Geometry Normal is stored in the levelset Normal component is passed to the particle Particle velocity vector is updated every frame using the levelset normal component to avoid penetrations.
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Case 3 :: Particle trajectory correction
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Examples : Forming Shape
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Case 4 :: Levelset Collision
Uses levelset for collision detection Fast Positive field(Φ>0) ⇔ Inside geometry Robust Closed & Non-intersecting w/o multi sampling Obviously we simulated tons of particles, and having robust collision detection was very important for sand effects.
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Case 5 :: Polygonization
Compute Normal and Curvature for Instancer tool
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Thank you!
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