Abstract
We present an interactive animation editor for complex deformable object animations. Given an existing animation, the artist directly manipulates the deformable body at any time frame, and the surrounding animation immediately adjusts in response. The automatic adjustments are designed to respect physics, preserve detail in both the input motion and geometry, respect prescribed bilateral contact constraints, and controllably and smoothly decay in space-time. While the utility of interactive editing for rigid body and articulated figure animations is widely recognized, a corresponding approach to deformable bodies has not been technically feasible before. We achieve interactive rates by combining spacetime model reduction, rotation-strain coordinate warping, linearized elasticity, and direct manipulation. This direct editing tool can serve the final stages of animation production, which often call for detailed, direct adjustments that are otherwise tedious to realize by re-simulation or frame-by-frame editing.
Supplemental Material
Available for Download
Supplemental material.
- Alexa, M., Cohen-Or, D., and Levin, D. 2000. As-rigid-as-possible shape interpolation. In Proc. of ACM SIGGRAPH 2000, 157--164. Google Scholar
Digital Library
- Baraff, D., and Witkin, A. P. 1998. Large Steps in Cloth Simulation. In Proc. of ACM SIGGRAPH 98, 43--54. Google Scholar
Digital Library
- Barbič, J., and Popović, J. 2008. Real-time control of physically based simulations using gentle forces. ACM Trans. on Graphics (SIGGRAPH Asia 2008) 27, 5, 163:1--163:10. Google Scholar
Digital Library
- Barbič, J., da Silva, M., and Popović, J. 2009. Deformable object animation using reduced optimal control. ACM Trans. on Graphics (SIGGRAPH 2009) 28, 3, 53:1--53:9. Google Scholar
Digital Library
- Bergou, M., Mathur, S., Wardetzky, M., and Grinspun, E. 2007. TRACKS: Toward directable thin shells. ACM Trans. on Graphics (SIGGRAPH 2007) 26, 3, 50:1--50:10. Google Scholar
Digital Library
- Botsch, M., Pauly, M., Gross, M., and Kobbelt, L. 2006. PriMo: Coupled Prisms for Intuitive Surface Modeling. In Eurographics Symp. on Geometry Processing, 11--20. Google Scholar
Digital Library
- Cohen, M. F. 1992. Interactive spacetime control for animation. In Computer Graphics (Proc. of SIGGRAPH 92), vol. 26, 293--302. Google Scholar
Digital Library
- Fang, A. C., and Pollard, N. S. 2003. Efficient synthesis of physically valid human motion. ACM Trans. on Graphics (SIGGRAPH 2003) 22, 3, 417--426. Google Scholar
Digital Library
- Gal, R., Sorkine, O., Mitra, N., and Cohen-Or, D. 2009. iWIRES: An Analyze-and-Edit Approach to Shape Manipulation. ACM Trans. on Graphics (SIGGRAPH 2009) 28, 3, 33:1--33:10. Google Scholar
Digital Library
- Gleicher, M., and Witkin, A. 1991. Differential manipulation. In Graphics Interface, 61--67.Google Scholar
- Gleicher, M. 1997. Motion editing with spacetime constraints. In Proc. ACM Symp. on Interactive 3D Graphics, 139--148. Google Scholar
Digital Library
- Huang, J., Tong, Y., Zhou, K., Bao, H., and Desbrun, M. 2011. Interactive shape interpolation through controllable dynamic deformation. IEEE Trans. on Visualization and Computer Graphics 17, 7, 983--992. Google Scholar
Digital Library
- Irving, G., Teran, J., and Fedkiw, R. 2004. Invertible Finite Elements for Robust Simulation of Large Deformation. In Proc. of the Symp. on Comp. Animation 2004, 131--140. Google Scholar
Digital Library
- James, D. 2001. Multiresolution Green's Function Methods for Interactive Simulation of Large-scale Elastostatic Objects and Other Physical Systems in Equilibrium. PhD thesis, University of British Columbia. Google Scholar
Digital Library
- Kass, M., and Anderson, J. 2008. Animating oscillatory motion with overlap: Wiggly splines. ACM Trans. on Graphics (SIGGRAPH 2008) 27, 3, 28:1--28:8. Google Scholar
Digital Library
- Kim, J., and Pollard, N. S. 2011. Direct control of simulated non-human characters. IEEE Computer Graphics and Applications 31, 4, 55--65. Google Scholar
Digital Library
- Kim, J., and Pollard, N. S. 2011. Fast simulation of skeleton-driven deformable body characters. ACM Trans. on Graphics 30, 5, 121:1--121:19. Google Scholar
Digital Library
- Kondo, R., Kanai, T., and Anjyo, K. 2005. Directable animation of elastic objects. In Symp. on Computer Animation (SCA), 127--134. Google Scholar
Digital Library
- Lee, J., and Shin, S. Y. 1999. A Hierarchical Approach to Interactive Motion Editing for Human-like Figures. In Proc. of ACM SIGGRAPH 99, 39--48. Google Scholar
Digital Library
- Lipman, Y., Sorkine, O., Cohen-Or, D., Levin, D., Rössl, C., and Seidel, H.-P. 2004. Differential coordinates for interactive mesh editing. In Proc. of Shape Modeling International, 181--190. Google Scholar
Digital Library
- Liu, Z., Gortler, S. J., and Cohen, M. F. 1994. Hierarchical spacetime control. In Computer Graphics (Proc. of SIGGRAPH 94), 35--42. Google Scholar
Digital Library
- McNamara, A., Treuille, A., Popović, Z., and Stam, J. 2004. Fluid control using the adjoint method. ACM Trans. on Graphics (SIGGRAPH 2004) 23, 3, 449--456. Google Scholar
Digital Library
- Min, J., Chen, Y.-L., and Chai, J. 2009. Interactive generation of human animation with deformable motion models. ACM Trans. on Graphics 28, 1, 9:1--9:12. Google Scholar
Digital Library
- Parker, E. G., and O'Brien, J. F. 2009. Real-time deformation and fracture in a game environment. In Symp. on Computer Animation (SCA), 156--166. Google Scholar
Digital Library
- Popović, Z., and Witkin, A. P. 1999. Physically based motion transformation. In Proc. of ACM SIGGRAPH 99, 11--20. Google Scholar
Digital Library
- Popović, J., Seitz, S. M., Erdmann, M., Popović, Z., and Witkin, A. 2000. Interactive manipulation of rigid body simulations. In Proc. of ACM SIGGRAPH 2000, 209--218. Google Scholar
Digital Library
- Popović, J., Seitz, S. M., and Erdmann, M. 2003. Motion sketching for control of rigid-body simulations. ACM Trans. on Graphics 22, 4, 1034--1054. Google Scholar
Digital Library
- Safonova, A., Hodgins, J., and Pollard, N. 2004. Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces. ACM Trans. on Graphics (SIGGRAPH 2004) 23, 3, 514--521. Google Scholar
Digital Library
- Shabana, A. A. 1990. Theory of Vibration, Volume II: Discrete and Continuous Systems. Springer--Verlag, New York, NY.Google Scholar
- Sok, K. W., Yamane, K., Lee, J., and Hodgins, J. 2010. Editing dynamic human motions via momentum and force. In Symp. on Computer Animation (SCA), 11--20. Google Scholar
Digital Library
- Sumner, R., and Popović, J. 2004. Deformation transfer for triangle meshes. ACM Trans. on Graphics (SIGGRAPH 2004) 23, 3, 399--405. Google Scholar
Digital Library
- Tak, S., young Song, O., and Ko, H.-S. 2002. Spacetime sweeping: An interactive dynamic constraints solver. In Computer Animation 2002, 261--270. Google Scholar
Digital Library
- Umetani, N., Kaufman, D., Igarashi, T., and Grinspun, E. 2011. Sensitive couture for interactive garment modeling and editing. ACM Trans. on Graphics (SIGGRAPH 2011) 30, 4, 90:1--90:12. Google Scholar
Digital Library
- Witkin, A., and Kass, M. 1988. Spacetime constraints. In Computer Graphics (Proc. of SIGGRAPH 88), vol. 22, 159--168. Google Scholar
Digital Library
- Witkin, A., and Popovic, Z. 1995. Motion warping. In Proc. of ACM SIGGRAPH 98, 105--108. Google Scholar
Digital Library
- Wojtan, C., Mucha, P. J., and Turk, G. 2006. Keyframe control of complex particle systems using the adjoint method. In Symp. on Computer Animation (SCA), 15--23. Google Scholar
Digital Library
- Zorin, D., Schröder, P., and Sweldens, W. 1997. Interactive multiresolution mesh editing. In Proc. of ACM SIGGRAPH 97, 256--268. Google Scholar
Digital Library
Index Terms
Interactive editing of deformable simulations
Recommendations
Data-driven modeling and animation of outdoor trees through interactive approach
Computer animation of trees has widespread applications in the fields of film production, video games and virtual reality. Physics-based methods are feasible solutions to achieve good approximations of tree movements. However, realistically animating a ...
Physically based rigging for deformable characters
In this paper, we introduce a framework for instrumenting (rigging) characters that are modeled as dynamic elastic bodies, so that their shapes can be controlled by an animator. Because the shape of such a character is determined by physical dynamics, ...
Interactive environment creation with sprout
SIGGRAPH '17: ACM SIGGRAPH 2017 TalksSprout is our proprietary Maya-based tool for hand-dressing digital environments with large quantities of high-resolution assets like trees, plants and rocks.
It was developed at Sony Picture Imageworks (SPI) to address the need for an interactive ...





Comments