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Subdivision surfaces in character animation

M/shorts/gg/theater/sho rt_m/shorts/gg/theater/sho rt_ml Geris game /li sony li Slide 30 manual /li li Pictures and references from: bdivision.
Not differentiable across edges.A subdivision mass surface, in the player field of dropbox 3D computer graphics, edition is a method of representing a smooth surface via the specification of a coarser piecewise linear polygon mesh.Darts, creases, corners and Hoppes algorithm 17, rules using Hoppes algorithm for Catmull-Clark surfaces Dart and smooth vertices are normal Catmull-Clark vertex points Corner vertices stay where they are Crease vertex mask shown below 11 6 18, hybrid Subdivision dropbox concepts Tag edges with some sharpness.These types of surfaces may be difficult to work with because the base mesh does not have control points in the locations that a human designer would place them.Conclusion, subdivision surfaces are a better alternative to nurbs Always smooth, no seams No trimming, greater range surfaces of topology Semi-sharp Creases allow for enhanced control Sharpness can range smooth from none to infinite Scalar-field texture maps allow for simplified texturing Directly generated from the base.For arbitrary initial meshes, this scheme generates limit surfaces that are C2 continuous everywhere except at extraordinary vertices where they are C1 continuous (Peters and Reif 1998).Kobbelt (1996) further generalized the four-point interpolatory subdivision scheme for curves to the tensor product subdivision scheme for surfaces.Jörg Peters; Ulrich Reif (2008).Approximating schemes are not; they can and will adjust these positions as needed.This edition process produces a finer mesh than the original one, character containing more polygonal faces."A unified approach to subdivision algorithms near extraordinary vertices".Painting player on rendered images and use a least squares solver.Physical parameters in cloth simulator.Transcript ul li Slide 1 /li li Subdivision Surfaces in Character Animation edition Tony DeRose - speed Michael Kass - Tien Truong - Pixar Animation Studios - Pierce Groover March 4 th, 2003 surfaces /li li Slide 2 /li li Agenda Background of subdivision surfaces Reasons for use.Divide each edge in half Average the centroids of each adjacent edge Reconnect the two edges with the new vertex /li li Slide 10 /li li Three main methods Catmull-Clark (quadrilaterals) Loops method (triangles) Butterfly method (triangles) Subdivision /li li Slide 11 /li li Chose.Key developments edit 1978: Subdivision surfaces were discovered simultaneously by Edwin Catmull and Jim Clark (see CatmullClark subdivision surface ).A refinement scheme is then applied to this mesh. Interpolation using Laplacian smoothing.

50 Conclusions Compare subdivision and nurbs nurbs Prevent local refinement Care should be taken to hide seams between patches subdivision surfaces in character animation Subdivision surfaces Overcome some apparent (inherent) disadvantages by using semi-sharp creases and scalar fields for shading 51 Contd Efficient collision detection makes subdivision surfaces well suited.
Interpolating schemes edit After subdivision, the control points of the original mesh and the new generated control points are interpolated on the limit surface.
Loop, Triangles Loop (1987) proposed his subdivision scheme based on a quartic box spline of six direction vectors to provide a rule to generate C2 continuous limit surfaces everywhere except at extraordinary vertices where they are C1 continuous.