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Published byRandall Robinson Modified over 9 years ago
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Inverse Kinematics for Reduced Deformable Models Keven G. Der, Stanford Robert W. Sumner, ETH Jovan Popovic, MIT to appear in proceeding of SIGGRAPH 2006
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Infer Meaningful Control Reduce Complexity
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Deformation Gradient Skinning Mesh Animations IK for Reduced Deformable Model Mesh Based Inverse Kinematics Deformation Transfer Trilogy
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Deformation Gradient Skinning Mesh Animations IK for Reduced Deformable Model Mesh Based Inverse Kinematics Deformation Transfer Road Map
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Deformation Gradient Concept of deformation gradient: –Global manipulation –Local descriptor –What is it? Ex. Affine transform Φ(p) F XYZXYZ d X + => F dΦ(p) / dp Rotation x Sheer x Scale
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Deformation Gradient Skinning Mesh Animations IK for Reduced Deformable Model Mesh Based Inverse Kinematics Deformation Transfer Road Map
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Deformation Transfer Output ? Target Output ?
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Deformation Transfer Mathematically –f(X) = Deformation Gradient –X* = argmin x || f(X) - Deformation Gradient || 2 –f( ) is linear in X, f(X) = G * X G x = f ? ?
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Deformation Gradient Skinning Mesh Animations IK for Reduced Deformable Model Mesh Based Inverse Kinematics Deformation Transfer Road Map Unknown Deformation Known Deformation
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MeshIK = *[1/3 2/3] T ┌││││└┌││││└ ┐││││┘┐││││┘ =Non-linear function “m” of ( and [1/3 2/3] T ) G x
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MeshIK Mathematically –X*, β* = argmin x, β || G*X – m(β) || 2 G x= m(, β ) ┌││││└┌││││└ ┐││││┘┐││││┘ ? ?
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=+ Deformation Gradient Skinning Mesh Animations IK for Reduced Deformable Model Mesh Based Inverse Kinematics Deformation Transfer Road Map
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SMA F 1, d 1 F 2, d 2 α 1 (F 2, d 2 ) + α 2 (F 2, d 2 ) + …
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=+ Deformation Gradient Skinning Mesh Animations IK for Reduced Deformable Model Mesh Based Inverse Kinematics Deformation Transfer Road Map
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Reduced Deformable Model V = Σ i α i (X) * (F i *X + d i ) dV = Σ i [ dα i (F i *X + d i ) + α i (F i ) ] = Σ i [ F i (dα i X + α i I (3x3) ) + d i d α i ] For K th vertex, dV K is formulated as ….dα i X + α i …… | …dα i …… x... … F i … _ … d i … dVKdVK =
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In Matrix Form ….dα i + α i …… | …dα i ……... … F … _ … d … x G x t ….dα j + α j …… | …dα j …… ….dα K + α K …… | …dα K ……... … dV i dV j dV k … = = dVdV m( β ) =
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m(,β ) = G x Conceptually F i, d i F j, d j Deformation Gradient of G x t =
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Complexity G x t # of {F i, d i }, 20~30 # of vertex, thousands dVdV = t*, β* = argmin t, β || G*t – m(β) || 2 m( β )
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Using Proxy Vertices dVdV
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Complexity G x t # of {F i, d i }, 20~30 # of vertex, hundreds dVdV = t*, β* = argmin t, β || G*t – m(β) || 2 m( β )
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Pose Editing What if users impose constraints? In addition to t* β* = argmin t || G*t – m(β) || 2 C*t = b Σ i α i (X) * (F i *X + d i ) = V
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Constrained Solution Under-determined equation C*t = b t = C + *b + N*t 1 Constrained t*, β* = argmin t, β || G*Nt 1 – (m(β)-GC + b) || 2 Undetermined
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Solution to the minimization Identical to MeshIK Yet a magnitude faster (8ms v.s. 2s) –Time does not scale with geometry-complexity Complexity is O(p*c*e + e 3 ) –In MeshIK p ~= thousands c ~= tens of thousnad e ~= 10 –In Reduced, p~= 300, c~= 40, e ~= 10
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If you already know MeshIK G x t dVdV = X
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Conclusion Interaction is crucial for all kinds of computer graphics application Geometry Independent Deformation Complexity Dependent
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Limitation Title for this paper states clearly –Do not apply to all animation Two APPROXIMATION to make G small Need examples, and IDENTICAL connectivity
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