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Multi-Resolution Real-Time Deep Pose-Space Deformation

Mianlun Zheng, Jernej Barbic

SIGGRAPH AsiaAcademic2 citesML DeformationSkinning

Deep network generates multi-resolution skeleton-driven soft-body shapes at sub-millisecond speeds for real-time game applications.

Abstract

We present a hard-real-time multi-resolution mesh shape deformation technique for skeleton-driven soft-body characters. Producing mesh deformations at multiple levels of detail is very important in many applications in computer graphics. Our work targets applications where the multi-resolution shapes must be generated at fast speeds ("hard-real-time", e.g., a few milliseconds at most and preferably under 1 millisecond), as commonly needed in computer games, virtual reality and Metaverse applications. We assume that the character mesh is driven by a skeleton, and that high-quality character shapes are available in a set of training poses originating from a high-quality (slow) rig such as volumetric FEM simulation. Our method combines multi-resolution analysis, mesh partition of unity, and neural networks, to learn the pre-skinning shape deformations in an arbitrary character pose. Combined with linear blend skinning, this makes it possible to reconstruct the training shapes, as well as interpolate and extrapolate them. Crucially, we simultaneously achieve this at hard real-time rates and at multiple mesh resolution levels. Our technique makes it possible to trade deformation quality for memory and computation speed, to accommodate the strict requirements of modern real-time systems. Furthermore, we propose memory layout and code improvements to boost computation speeds.

How to read this

Category
Method: a real-time neural pose-space deformation technique
Contributions
  • A multi-resolution mesh deformation method generating skeleton-driven soft-body shapes at hard-real-time (sub-millisecond) rates
  • Combines multi-resolution analysis, mesh partition of unity, and neural networks to learn pre-skinning deformations
  • Paired with linear blend skinning to reconstruct, interpolate, and extrapolate training poses across resolution levels
Context
Extends pose-space deformation and learned deformation approximation (Lewis et al.'s PSD and Bailey et al.'s FDDA) to multiple resolutions at real-time speeds.Builds on: Fast and Deep Deformation Approximations · Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation
Correctness
Assumes high-quality training shapes from a slow rig (e.g. volumetric FEM) are available and that learned deformations generalize across poses; the real-time claim is the central result, so a reader should watch extrapolation quality and dependence on training-pose coverage.
Clarity
Accessible to graphics readers; a first pass conveys the goal and pipeline, a second pass for the multi-resolution and partition-of-unity formulation.
How to read it
Focus on how multi-resolution analysis combines with the neural pre-skinning model; a second pass pays off for the timing/quality tradeoff and generalization limits.

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