computer graphics & visualization rigging & skinning
TRANSCRIPT
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computer graphics & visualization
How to make a PIXAR movie
Rigging & Skinning
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Schneewittchen
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Schneewittchen• 1937: 1. abendfüllernder Zeichentrickfilm
• Über 750 Künstler beteiligt– 32 Hauptzeichner– 102 Assistenzzeichner– 167 Inbetweener– 65 Spezialeffektzeichner
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Prinzip Keyframe-Animation
Keyframe1 Keyframe2
Keyframe3
Interframes
Interframes
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Prinzip Keyframe-Animation• Keyframes: einzelne wichtige Bilder
– Geben grobe Bewegungssequenz vor– Von Haupzeichnern erstellt
• Interframes: Füllen Bereiche zwischen Keyframes– Von Inbetweenern kreiert
=> Problem: Riesiger Aufwand
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Lösung Computer
• Frameworks interpolieren zwischen Keyframes=> Ziel: Möglichst natürliche Bewegung
Film/TV
So realistisch wie möglich
Videospiele/ Virtual Environments
Echtzeit
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Erstellung Keyframes
• Gegeben:3D-Charakter
• Benötigt:verschiedene Posen für Keyframes
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Erstellung Keyframes
• Besteht aus Vertices
• Manipulation einzelner Punkte?=> zu komplex
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Erstellung Keyframes
• Lösung:Hierarchisches Skelett
• Orientierung an realer Welt
Rigging
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Erstellung Keyframes
• Lösung:Hierarchisches Skelett
• Orientierung an realer Welt
Rigging
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Erstellung Keyframes
• Einbetten des Rigs in Model
• VerbindungSkelett – 3D-Model
Skinning
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Erstellung Keyframes
• Bewegung Skelett-> Bewegung Model
=> Vereinfachung
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Skinning im Detail
• Einfaches 3D-Model
Bone a
Bone b
VaVb
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Skinning im Detail
• Einfaches 3D-Model
Bone a
Bone b
Va
Vb
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Skinning im Detail
• Komplexeres 3D-Model:1 Vertex, mehrere beeinflussende Bones
Bone a
Bone b
Vab
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Skinning im Detail
Problem:Resultierende Position von diesen Vertices berechnen
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Lösung SSDSkeletal Subspace Deformation
• Simpel• Effizient
Þ Am weitesten verbreitetÞ Ähnliche Algorithmen in Filmen, TV
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
SSD im Detail
mitGewichtung Transformation + Bewegung
Bone 2Bone 1
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Negative Effekte SSDVolumenverlust• Collapsing Elbow
• Candy-Wrapper
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Komplexere Ansätze
SSD MWEMulti Weight EnvelopingVorteil:
Translation, Rotation, Skalierung, Scherung beeinflussbar
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
MWE im Detail
SSD:
MWE:
10003232222212120202
3131212111110101
3030202010100000
mwmwmwmwmwmwmwmwmwmwmwmw
jjjjjjjj
jjjjjjjj
jjjjjjjj
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
MWE im DetailBestimmung der Gewichte:12 Gewichte pro Bone/Vertex
Trainingsposen
10003232222212120202
3131212111110101
3030202010100000
mwmwmwmwmwmwmwmwmwmwmwmw
jjjjjjjj
jjjjjjjj
jjjjjjjj
Influence Map
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Body AnimationBody Animation Facial Animation
• Hierarchisches Skelett• Orientierung an realer
Welt• Verformung 3D Model
durch Skelett
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Facial AnimationBody Animation Facial Animation
• Kein Skelett• Dafür muskelbasiert• Realistischere
Gewebeverformungen
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Facial Animation
Unreal Engine 1
(2000)
CryEngine 2
(2007)
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Facial Animation• Herausforderung:
Kleinste Abweichungenfallen negativ auf
Augen, PupillenWichtigste Merkmale
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Facial Animation• Ziele:
– Realismus– Echtzeit
– Automatisierung– Passt zu individuellen
Gesichtern
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Verschiedene AnsätzeGeometry Based
• Basieren auf Meshes• Spiele, Animationsfilme,
Medizinische Anwendungen
Image Based• Überblenden von Fotos• Filme (Postproduction)
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Blend Shaping1. Shapes anfertigen 2. Durch Regler
vermischen
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Blend Shaping• Blending von n Meshes
ShapesGewichtung
Resultat
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Blend Shaping• Komplexeres Gesicht:
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Blend ShapingBeispiel Gollum, Herr der Ringe:• Motion Capturing• Key-Framing• 964 Kontrollpunkte• Blend Shaping:
– 675 Shapes
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Fazit• Computeranimation schon seit ca 25 Jahren
aber:– Auch komplexe Algorithmen stoßen an Grenzen– Abwägen Realismus – Echtzeit– Bisher kein Fotorealismus
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Fazit• Trotzdem große Fortschritte
– Neue Animationsverfahren– Mehr Rechenpower
1988 Tin Toy
2007 Ratatouille2001 Monster AG
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Zusammenfassung• Body Animation
Rigging & Skinning :Model indirekt durch Skelett animiert – Beispiel SSD: simpel, linearer Algorithmus
• Facial AnimationBlending von Meshes, Fotos– Beispiel Blend Shaping
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Zukunft
• Ein universelles Verfahren?– physikbasiert– Neuro-Enveloping
• Automatisierte Implementierung Skelett– Deformation aus Datenbank abgeleitet
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computer graphics & visualization
Rigging & SkinningJohannes Schmidt
Vielen Dank für dieAufmerksamkeit!