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Fast and Deep Deformation Approximations
Stephen W. Bailey, Dave Otte, Paul Dilorenzo, James F. O'Brien
Neural networks learn a film rig's nonlinear deformations so approximated characters run interactively, the paper that opened the ML deformer era.
Abstract
Character rigs are procedural systems that compute the shape of an animated character for a given pose. They can be highly complex and must account for bulges, wrinkles, and other aspects of a character's appearance. When comparing film-quality character rigs with those designed for real-time applications, there is typically a substantial and readily apparent difference in the quality of the mesh deformations. Real-time rigs are limited by a computational budget and often trade realism for performance. Rigs for film do not have this same limitation, and character riggers can make the rig as complicated as necessary to achieve realistic deformations. However, increasing the rig complexity slows rig evaluation, and the animators working with it can become less efficient and may experience frustration. In this paper, we present a method to reduce the time required to compute mesh deformations for film-quality rigs, allowing better interactivity during animation authoring and use in real-time games and applications. Our approach learns the deformations from an existing rig by splitting the mesh deformation into linear and nonlinear portions. The linear deformations are computed directly from the transformations of the rig's underlying skeleton. We use deep learning methods to approximate the remaining nonlinear portion.
How to read this
- Category
- Method: a learned (neural) approximation of film-rig mesh deformation
- Contributions
- Learns a film-quality character rig's deformations from existing rig output, enabling much faster mesh evaluation for interactive authoring and real-time use
- Splits the deformation into a linear part computed directly and a nonlinear part predicted by neural networks
- Closes the visible quality gap between film and real-time rigs while keeping evaluation fast
- Context
- Relates to skeleton-driven and example-based deformation, building on Pose Space Deformation (Lewis et al. 2000) and skinning decomposition such as Smooth Skinning Decomposition with Rigid Bones (Le and Deng 2012); widely seen as opening the ML-deformer era.Builds on: Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation · Smooth Skinning Decomposition with Rigid Bones
- Correctness
- The approximation is learned from one specific source rig, so quality is bounded by training pose coverage and the rig it imitates; it approximates rather than reproduces the original rig, and extrapolation to unseen poses is the natural limitation to keep in mind.
- Clarity
- Accessible and well-motivated; a first pass conveys the linear-plus-nonlinear split clearly, and a second pass pays off for the network design and training details.
- How to read it
- Focus on the linear/nonlinear decomposition and how the nonlinear residual is learned; a second pass is worth it if you plan to train your own deformer, otherwise the abstract and figures carry the idea.
Builds on
Built upon by
- Subspace Neural Physics: Fast Data-Driven Interactive Simulation 2019
- Accurate Face Rig Approximation with Deep Differential Subspace Reconstruction 2020
- FaceBaker: Baking Character Facial Rigs with Machine Learning 2020
- Fast and Deep Facial Deformations 2020
- A Deep Emulator for Secondary Motion of 3D Characters 2021
- Real-time Deep Dynamic Characters 2021
- MetaHuman Framework & Machine Learning for Next-Gen Character Deformation | GDC 2023 2023
- MetaHuman Framework and Machine Learning for Next-Gen Character Deformation 2023
- Deliver Faster Rigging and Animation with AI 2024
- Implementing a Machine Learning Deformer for CG Crowds: Our Journey 2024
- Innovation Unleashed: High-Performance UE5 Mobile Rendering and Next-Gen Character Creation Pipeline Powered by Machine Learning 2024
- Jelly by Name, Jelly by Nature: A Deep Dive into Deforming Characters in UE 5.3 | Unreal Fest 2024 2024
- Multi-Resolution Real-Time Deep Pose-Space Deformation 2024
- Rigging Fast Deformation Estimation with Neural Computation in Maya 2024
- Speed Up Animation Workflows With Maya's ML Deformer, Powered by Autodesk AI 2024
Related work
- Fast and Deep Facial Deformations 2020 / SIGGRAPH
- Delta Mush: Smoothing Deformations While Preserving Detail 2014 / DigiPro
- Skinning: Real-time Shape Deformation 2014 / SIGGRAPH
- NeuroSkinning: Automatic Skin Binding for Production Characters with Deep Graph Networks 2019 / SIGGRAPH
Keywords
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