← ArchivePaper2018
ChopRig System
Blue Sky Studios technique that fragments character geometry into independently-evaluating pieces processed in parallel, then recombined via SubDeform to hit 24 fps targets.
Abstract
Describes the ChopRig system for optimizing character rig evaluation in parallel by breaking up geometry and deformer stacks across multiple processing cores. The system pre-separates character geometry and distributes deformers to chopped pieces, then combines them using a lightweight SubDeform plugin, achieving interactive performance above 24 fps.
How to read this
- Category
- Production technique: parallel rig evaluation
- Contributions
- Describes the ChopRig system that fragments character geometry and deformer stacks so pieces evaluate independently across cores
- Pre-separates geometry and distributes deformers to chopped pieces, then recombines them with a lightweight SubDeform plugin
- Targets interactive rig playback above 24 fps
- Context
- Relates to Blue Sky Studios' real-time rig efforts (Hallac, Achieving and Maintaining Real-Time Rigs) and the general goal of parallelizing deformer evaluation for interactive performance.Builds on: Achieving and Maintaining Real-Time Rigs
- Correctness
- Studio practice, not peer-reviewed; presented as a production-proven approach, so the 24 fps target reflects a specific pipeline and the chopping/recombination strategy must preserve correct deformation at seams.
- Clarity
- Accessible write-up (Medium article) describing the system at a conceptual level rather than a formal specification.
- How to read it
- Read for the chop-and-recombine concept and the role of SubDeform; one pass is enough unless you are designing a parallel rig-eval system, in which case probe how seam continuity is maintained.
Builds on
Built upon by
Related work
- LibEE: A Multithreaded Dependency Graph for Character Animation 2012 / DigiPro
- Group Based Rigging of Realistically Feathered Wings 2011 / Thesis
- Interactive Sculpting of Digital Faces Using an Anatomical Modeling Paradigm 2020 / Eurographics
- Sketch-Based Controllers for Blendshape Facial Animation 2015 / Eurographics
Keywords
This page summarises the entry and links to its original source. The archive never hosts or redistributes the publication itself.Show it in the full archive list →