Thursday, March 18, 2010

Old Planning Notes

I can't believe I forgot to post these. No wonder it seems like I didn't do any work for a really long time. Here are the finalized design plans for the plug-in, detailing the pipeline from start to finish.






Tuesday, March 16, 2010

Shader I

I missed putting up about seven pages' worth of planning, so I've been behind on updating this. That doesn't mean I haven't been working, though! I've started coding. This is for the "660" part of my project. It takes the algorithms from this paper and translates them into a Maya shader:

KRISHNASWAMY, A., AND BARANOSKI, G. 2004. A biophysically-based spectral model of light interaction with human skin. Computer Graphics Forum 23, 3 (Sept.), 331–340.

This is the shading network for the tissue texture. Conceptually, the paper outlines how light travels through each layer of tissue - being absorbed and scattered at each one. Therefore, I am imitating this structure with Maya shader nodes. Because the shader needs to be generalized to both plants and humans, the number of pigments, color, and physical properties are all user defined.

I've decided to make pigments and layers utility nodes, so artists who want greater customization can link them via the Hypershade (as I have been doing) as well as use the plug-in provided GUI (to be developed later).



Thursday, February 4, 2010

Where to Go Next

We are now going to develop a "sketch-based interface for polygonal modeling of stylized characters using an armature pipeline". Oh man, now doesn't that important?

This is the closest paper to my project:

Sketch-based Virtual Human Modelling and Animation
Chen Mao, Sheng Feng Qin, and David Wright

However, I have decided to use an armature-based approach akin to real sculpting technique.

The overall contour of the human body is defined by two types of bones: long bones (eg - limb bones, spine, the femur, the radius, etc.) and flat bones (eg - protective bones, skull, pelvis, etc.). Using a 2D sketching interface, the artist draws an armature, using lines ending in circles for long bones and circles and cubes for flat bones.

The long bones are then converted into a Maya skeleton. The flat bones are converted into I-forgot-what-they-are-called-but-they-are-like-deformers-but-rather-keep-things-from-deforming. The bones are then used to automatically generate a mesh - for example, the circle defining the ribcage will result in the chest mesh being roughly the same shape.

Based on the resulting skeleton, the plug-in adds curve pairs (tetraCurves from the previous blog entries) which give artists recursive control over figure obesity and fitness. Artists can alter the entire figure or selected body parts.

The plug-in will also automatically pelt map (or Ptex) the model for easy texturing. It comes with a skin shader, too.

The good part about this is that it allows the artist to create non-standard figures. I was thinking for another project even animating them procedurally.

These are papers I will use to help me. This list is not filled yet.:

Sketching Interfaces:

Amit Shesh and Baoquan Chen
SMARTPAPER: An Interactive and User Friendly
Sketching System


Automatic Meshing:

Rigging:

Jianhui Zhao1, Ling Li, and Kwoh Chee Keong
3D Posture Reconstruction and Human Animation from 2D Feature Points

Andrei Sharf, Thomas Lewiner, Ariel Shamir, and Leif Kobbelt
On-the-fly Curve-skeleton Computation for 3D Shapes

Curve Manipulation:

Pelt Mapping:

Texturing and Shading:


This is related to stuff I probably won't implement but would be cool additions.

Clothing:

Philippe Decaudin, Dan Julius, Jamie Wither, Laurence Boissieux, Alla Sheffer, Marie-Paule Cani1,2,3
Virtual Garments: A Fully Geometric Approach for Clothing Design

Ambition will get the better of me.

Wednesday, February 3, 2010

More Literature

The lab printer is broken, so I need to list a couple more papers on here. I've had a change in topic. I'm going to try to do modeling from sketching armatures.

Anyhow, here are papers based on pipeline.


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User Studies:

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Andrew Forsberg, Bob Zeleznik, Joseph La Viola, Sashi Raghupathy, Andrew Bragdon
An Empirical Study in Pen-Centric User Interfaces: Diagramming



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Modeling from Sketches:

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Chen Mao, Sheng Feng Qin, and David Wright
Sketch-Based Virtual Human Modelling and Animation

Igarashi, T., Matsuoka, S., and Tanaka, H. 2007.
Teddy: a sketching interface for 3D freeform design.
In ACM SIGGRAPH 2007 Courses (San Diego, California, August 05 - 09, 2007). SIGGRAPH '07. ACM, New York, NY, 21.

Seok-Hyung Bae, Ravin Balakrishnan, Karan Singh
ILoveSketch: As-Natural-As-Possible Sketching System for Creating 3D Curve Models
ACM Symposium on User Interface Software and Technology 2008 (Monterey, CA, USA, October 19-22, 2008)

Sezgin, T. M., Stahovich, T., and Davis, R. 2006.
Sketch based interfaces: early processing for sketch understanding.
In ACM SIGGRAPH 2006 Courses (Boston, Massachusetts, July 30 - August 03, 2006). SIGGRAPH '06. ACM, New York, NY, 22. DOI= http://doi.acm.org/10.1145/1185657.1185783

Added 2/4/10:

Adrien Bernhardt, Adeline Pihuit, Marie-Paule Cani, Loic Barthe
Matisse : Painting 2D regions for Modeling Free-Form Shapes

Masamichi Sugihara, Erwin de Groot, Brian Wyvill, Ryan Schmidt
A Sketch-Based Method to Control Deformation in a Skeletal Implicit Surface Modeler

Jeehyung Lee, Thomas Funkhouser
Sketch-Based Search and Composition of 3D Models

Orn Gunnarsson, Steve Maddock
Sketching Faces

Fabricio Anastacio, Przemyslaw Prusinkiewicz, Mario Costa Sousa
Sketch-based Parameterization of L-systems using Illustration-inspired Construction Lines

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Automatic Skinning:

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Baran, I. and Popović, J. 2007.
Automatic rigging and animation of 3D characters.
In ACM SIGGRAPH 2007 Papers (San Diego, California, August 05 - 09, 2007). SIGGRAPH '07. ACM, New York, NY, 72. DOI= http://doi.acm.org/10.1145/1275808.1276467

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Curve-based Modeling:

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Real-time Individualized Virtual Humans
Nadia Magnenat-Thalmann, Daniel Thalmann

Modeling Individual Animated Virtual Humans for Crowds
Mustafa Kasap, Nadia Magnenat-Thalmann

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Pelt Mapping:

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Brent Burley and Dylan Lacewell
Ptex: Per-face Texture Mapping for Production Rendering

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HSV Textures:

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Real-time Crowds: Architecture, Variety, and Motion-Planning
Jonathan Maïm, Barbara Yersin, Daniel Thalmann



These papers have nothing to do with my senior project but may be interesting for my other courses:

Simulation of Tearing Cloth with Frayed Edges
Napaporn Metaaphanon, Yosuke Bando, Bing-Yu Chen, Tomoyuki Nishita

Procedural Generation of Rock Piles using Aperiodic Tiling
A. Peytavie, E. Galin, J. Grosjean, S. Merillou

Peek-in-the-Pic: Flying Through Architectural Scenes From a Single Image
Amit Shesh and Baoquan Chen

Finally, these are for Kristen, since she wants to make plants.

Tuesday, January 26, 2010

Planning Notes II

I realized my blogs are very much not "weekly." I just kind of post whenever I've finished something.

Here are some more moderately intelligible notes. They describe in detail the class structure of the plug-in - like what node possesses what and which methods call which inside each other.


I have to work on the soft selection and mesh manipulation algorithm, but after that, I'll be ready to put it all to computer (given that I have, already put it all to paper).

Here are the tasks I am giving myself, about one or two a week:

  1. Do the plug-in writing exercise from my Maya plug-in writing class.
  2. Create a functional CurvePair.
  3. Make a TetraCurve where muscle curves affect fat curves.
  4. Make the TetraCurve manipulate the mesh.
  5. Model the figure. Going to start off with just the human male for now, since it's from the Goldfinger book.
  6. Set TetraCurves up on the figure.
  7. Create GUI.
  8. Allow for importing and exporting of skeletons and meshes.
These are things I would like to add if I have the time.
  1. Save and load from text files.
  2. Gender toggles.
  3. Viewer toggles (such as "hide curves").
Well, then. To work.

Sunday, January 24, 2010

Research Update

I've been doing more research for another class I'm in, and it's turned up more interesting papers. These - especially those on modeling humans - have been much more relevant.

I'm not listing the papers I mentioned in the other post, but I'm still sorting the papers by topic.

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Modeling Humans

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(From Range Scans)
Exploring the space of human body shapes: data-driven synthesis under anthropometric control
Brett Allen, Brian Curless, Zoran Popovic
University of Washington

(From Range Scans)
Allen, B., Curless, B., and Popovic, Z. 2003.
The space of human body shapes: reconstruction and parameterization from range scans.
ACM Trans. Graph. 22, 3 (Jul. 2003), 587-594. DOI= http://doi.acm.org/10.1145/882262.882311

(Volumetric Techniques)
Analysis of Human Shape Variation Using Volumetric Techniques
ZB Azouz, M Rioux, C Shu, R Lepage

(Head Modeling with Landmarks)
Head shop: Generating animated head models with anatomical structure
psu.edu [PDF]
K Kahler, J Haber, H Yamauchi, HP Seidel - 2002

(From 3D Scan Data with Templates)
Animatable Human Body Model Reconstruction
from 3D Scan Data using Templates

(From sizing parameters)
Seo, H. and Magnenat-Thalmann, N. 2003.
An automatic modeling of human bodies from sizing parameters. In Proceedings of the 2003 Symposium on interactive 3D Graphics (Monterey, California, April 27 - 30, 2003).
I3D '03. ACM, New York, NY, 19-26. DOI= http://doi.acm.org/10.1145/641480.641487

(Sweep-based)
Dae-Eun Hyun, Seung-Hyun Yoon, Jung-Woo Chang, Joon-Kyung Seong, Myung-Soo Kim and Bert Jüttler
Sweep-based human deformation

(Anatomy-based)
Scheepers, F., Parent, R. E., Carlson, W. E., and May, S. F. 1997. Anatomy-based modeling of the human musculature. In Proceedings of the 24th Annual Conference on Computer Graphics and interactive Techniques International Conference on Computer Graphics and Interactive Techniques. ACM Press/Addison-Wesley Publishing Co., New York, NY, 163-172.

(Morphable Faces)
Blanz, V. and Vetter, T. 1999.
A morphable model for the synthesis of 3D faces.
In Proceedings of the 26th Annual Conference on Computer Graphics and interactive Techniques International Conference on Computer Graphics and Interactive Techniques. ACM Press/Addison-Wesley Publishing Co., New York, NY, 187-194.

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Differentiating Crowds

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(Saliency-based Variation)
Eye-catching Crowds: Saliency based Selective Variation
Rachel McDonnell, Michéal Larkin, Benjamín Hernández, Isaac Rudomin, Carol O'Sullivan

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Animating Figures in Crowds

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(Perception of Motion)
Perception of Human Motion with Dierent Geometric Models
Jessica K. Hodgins, James F. O'Brien, Jack Tumbliny

(Sex Perception in Motion)
McDonnell, R., Jörg, S., Hodgins, J. K., Newell, F., and O'Sullivan, C. 2007.
Virtual shapers & movers: form and motion affect sex perception.
In Proceedings of the 4th Symposium on Applied Perception in Graphics and Visualization (Tubingen, Germany, July 25 - 27, 2007). APGV '07, vol. 253. ACM, New York, NY, 7-10. DOI= http://doi.acm.org/10.1145/1272582.1272584

(Automatic Rigging)
Automatic Rigging and Animation of 3D Characters
Ilya Baran, Jovan Popovic

(Physics-Based Walking)
SIMBICON: Simple Biped Locomotion Control
Kangkang Yin, Kevin Loken, Michiel van de Panne

(Skin and Muscle Deformation)
Data-driven Modeling Skin and Muscle Deformation
Sang Il Park, Jessica Hodgins

(Joint-Aware Deformation)
Joint-aware Manipulation of Deformable Models
Weiwei Xu, Jun Wang, KangKang Yin, Kun Zhou, Michiel van de Panne, Falai Chen, Baining Guo

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Rendering Crowds

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(LOD Comparative Study)
LOD Human Representations: A Comparative Study
Rachel McDonnell, Simon Dobbyn, Carol O’Sullivan

(Vein Textures)
Runions, A., Fuhrer, M., Lane, B., Federl, P., Rolland-Lagan, A., and Prusinkiewicz, P. 2005. Modeling and visualization of leaf venation patterns. ACM Trans. Graph. 24, 3 (Jul. 2005), 702-711.

(Skin Reflectance)
Analysis of Human Faces using a Measurement-Based Skin Reflectance Model
Tim Weyrich, Wojciech Matusik, Hanspeter Pfister, Bernd Bickel, Craig Donner, Chien Tu, Janet McAndless, Jinho Lee, Addy Ngan, Henrik Wann Jansen, Markus Gross

(Subsurface Scattering)
An Empirical BSSRDF Model
Craig Donner, Jason Lawrence, Ravi Ramamoorthi, Toshiya Hachisuka, Henrik Wann Jensen, Shree Nayar

(Rendering)
Drawing a Crowd
David R. Gosselin, Pedro V. Sander, and Jason L. Mitchel

(Face Cloning)
Hyneman, W., Itokazu, H., Williams, L., and Zhao, X. 2005. Human face project. In ACM SIGGRAPH 2005 Courses (Los Angeles, California, July 31 - August 04, 2005). J. Fujii, Ed. SIGGRAPH '05. ACM, New York, NY, 5.

(Skin Texture)
Multispectral Skin Color Modeling
Elli Angelopoulou, Rana Molana, Kostas Daniilidis

(Skin Texture)
Skin Texture Modeling
OANA G. CULA AND KRISTIN J. DANA

(Skin Texture)
The secret of velvety skin
Jan Koenderink, Sylvia Pont

(Skin Texture)
KRISHNASWAMY, A., AND BARANOSKI, G. 2004. A
biophysically-based spectral model of light interaction with human
skin. Computer Graphics Forum 23, 3 (Sept.), 331–340.

(Face Cloning)
Realistic Human Face Rendering for “The Matrix Reloaded”
George Borshukov and J.P.Lewis

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Props and Clothing

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(Clothes)
Frederic Cordier, Hyewon Seo, Nadia Magnenat-Thalmann,
"Made-to-Measure Technologies for an Online Clothing Store,"
IEEE Computer Graphics and Applications, vol. 23, no. 1, pp. 38-48, Jan./Feb. 2003, doi:10.1109/MCG.2003.1159612

(Clothes)
Clothing the Masses: Real-Time Clothed Crowds With Variation
S. Dobbyn, R. McDonnell, L. Kavan, S. Collins and C. O’Sullivan
Interaction, Simulation and Graphics Lab, Trinity College Dublin, Ireland

(LOD Evaluation for Clothes Perception)
McDonnell, R., Dobbyn, S., Collins, S., and O'Sullivan, C. 2006.
Perceptual evaluation of LOD clothing for virtual humans.
In Proceedings of the 2006 ACM Siggraph/Eurographics Symposium on Computer Animation (Vienna, Austria, September 02 - 04, 2006).
Symposium on Computer Animation. Eurographics Association, Aire-la-Ville, Switzerland, 117-126.

Thursday, January 21, 2010

Planning Notes

I've read a lot more than I've needed to, I think, but it's given me a better grasp on currently available technology for human modeling: volumetric methods, template methods. Hyewon Seo, et al. even did "An Automatic Modeling of Human Bodies from Sizing Parameters" for a clothing story.

Most use CESAR data, so I've decided to take my project down a slightly different path. The thing is, CESAR scan data produces ridiculously high resolution models. More importantly, the resulting figures cannot be easily stylized (pushed beyond the available data set). My editable curves methods aims to allow artists to create stylized models, to fit provided skeletons, and accomodate lower resolutions.

These are my planning notes. They are relatively intelligible planning notes. The next step is to get them off the paper and into the proposal.

Sorry, 3DS Max users, but I've settled on writing on Maya plug-in. The GUI (and as much as possible) will be done with Maya's Python Commands. However, the data structures (such as bodyPart and triCurve) will be written in C++.

I have also broken down the figure into seventeen overlapping regions and demarcated important landmarks - specifically using terms from figure drawing classes.