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Explore a groundbreaking painting interface for interactive surface deformations, offering precise control over complex surfaces and scale adjustments. Using innovative methods, this tool enhances user control of deformable models, offering dynamic simulation and sculpting capabilities. Discover a new way to shape and manipulate surfaces through direct painting and interactive simulation.
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A Painting Interface for Interactive Surface Deformations Jason Lawrence Thomas Funkhouser Princeton University
Motivation • Many objects are hard to model:
Challenges • Complex Surfaces • Scale • User Control
Challenges • Complex Surfaces • Scale • User Control
Challenges • Complex Surfaces • Scale • User Control Museth et al.
Existing Interfaces • Control lattice • Free-form deformations • NURBS surface control points • Physical Simulation • Deformable Models • Level Set Editing Operators • Sculpting interfaces • Voxel-based sculpting • Surface sculpting
Existing Interfaces • Control lattice • Free-form deformations • NURBS surface control points • Physical Simulation • Deformable Models • Level Set Editing Operators • Sculpting interfaces • Voxel-based sculpting • Surface sculpting
Existing Interfaces • Control lattice • Free-form deformations • NURBS surface control points • Physical Simulation • Deformable Models • Level Set Editing Operators • Sculpting interfaces • Voxel-based sculpting • Surface sculpting
Existing Interfaces • Control lattice • Free-form deformations • NURBS surface control points • Physical Simulation • Deformable Models • Level Set Editing Operators • Sculpting interfaces • Voxel-based sculpting • Surface sculpting
Existing Interfaces • Control lattice • Free-form deformations • NURBS surface control points • Physical Simulation • Deformable Models • Level Set Editing Operators • Sculpting interfaces • Voxel-based sculpting • Surface sculpting
Existing Interfaces • Control lattice • Free-form deformations • NURBS surface control points • Physical Simulation • Deformable Models • Level Set Editing Operators • Sculpting interfaces • Voxel-based sculpting • Surface sculpting Maya Artisan Sculpt Surface Tool
Key Observation Directly “painting” and then interactively simulating is a more controllable, powerful way to locally deform surfaces.
Our Approach • The user paints directly onto the surface of an object. • Paint is interpreted as the instantaneous surface velocity. • User simulates velocity until the desired effect is achieved.
Our Approach • The user paints directly onto the surface of an object. • Paint is interpreted as the instantaneous surface velocity. • User simulates velocity until the desired effect is achieved.
Our Approach • The user paints directly onto the surface of an object. • Paint is interpreted as the instantaneous surface velocity. • User simulates velocity until the desired effect is achieved.
Overview of Talk • Introduction • Method • Applying Paint • Defining Paint • Simulating Paint • Results
Overview of Talk • Introduction • Method • Applying Paint • Defining Paint • Simulating Paint • Results
Applying Paint • Directly inject paint into scene. • Use 2D brush bitmaps to modulate intensity [Hanrahan90]. Various Brushes
Overview of Talk • Background • Method • Applying Paint • Defining Paint • Simulating Paint • Results
Defining Paint • What is paint? • Paint describes surface velocity
Surface Velocity • Surface velocity can capture useful modeling operations: • Propagating: organic, blobby deformations • Advective: spiky, discontinuous • Curvature-dependent: diffusion
Surface Velocity • We define surface velocity at some point along the model’s surface x, with surface normal n, as the linear combination of three terms: v(x) = vprop(x) + vadv(x) + vcurv(x)
Propagating Velocity • “Propagating” velocity causes the surface to move in the direction of its current surface normal, producing blobby, organic deformations: vprop(x) = αn
Advective Velocity • “Advective” velocity causes the surface to move at a constant speed in a constant direction: vadv(x) = βp
Curvature-Dependent Velocity • “Curvature-dependent” velocity causes the surface to move at a speed proportional to its mean curvature, κ, in the direction of its surface normal. vcurv(x) = γκn
Specify Paint • Total velocity of a point on the model’s surface: v(x) = αn + βp + γκn
Specify Paint • The paint IS the values of α, β, andγ. • The direction of advective motion, p, determined by current viewing direction, surface normal, or arbitrary direction.
Overview of Talk • Background • Method • Applying Paint • Defining Paint • Simulating Paint • Results
Simulating Paint • Goal: move surface according to velocity user has “painted.”
Dynamic Surface • We need a surface representation that supports: • Interactive update rates. • Associate paint with surface. • Editing at multiple scales. • Created prototype system with two representations: • Level Sets • Dynamic Triangle Mesh
Triangle Mesh • Represent surface as triangle mesh where the vertices are free to move in space. • Store paint at each vertex.
Adaptive Refinement • Our implementation provides two types of mesh refinement: • Temporal: refine mesh during deformation to accurately sample the dynamic surface. • Brush-Dependent: refine mesh depending on location and orientation of brush to accurately sample the brush.
Temporal Refinement • Explicitly maintain an even distribution of vertices over the surface by refining mesh.
Temporal Refinement • Explicitly maintain an even distribution of vertices over the surface by refining mesh.
Adaptive Refinement • Our implementation provides two types of mesh refinement: • Temporal: refine mesh during deformation to accurately sample the dynamic surface. • Painting: refine mesh depending on location and orientation of brush to accurately sample the brush.
Overview of Talk • Background • Method • Applying Paint • Defining Paint • Simulating Paint • Results
Results • Painting interface meets challenges: • Complex Surfaces • Scale • User Control Modeling Time: 20 min.
Results • Painting interface meets challenges: • Complex Surfaces • Scale • User Control Modeling Time: 20 min.
Results • Painting interface meets challenges: • Complex Surfaces • Scale • User Control Modeling Time: 3 min.
Conclusion • We have found that this painting metaphor gives the user direct, local control over surface deformations for several applications: • Creating new models • Removing noise from existing models • Adding geometric texture to an existing surface at multiple scales
Limitations • Covers limited class of objects. • Self-intersections. • Topological changes. David Breen, et. al.
Limitations • Covers limited class of objects. • Self-intersections. • Topological changes.
Limitations • Covers limited class of objects. • Self-intersections. • Topological changes.