BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Asia/Tokyo X-LIC-LOCATION:Asia/Tokyo BEGIN:STANDARD TZOFFSETFROM:+0900 TZOFFSETTO:+0900 TZNAME:JST DTSTART:18871231T000000 END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20250110T023312Z LOCATION:Hall B7 (1)\, B Block\, Level 7 DTSTART;TZID=Asia/Tokyo:20241204T172800 DTEND;TZID=Asia/Tokyo:20241204T174000 UID:siggraphasia_SIGGRAPH Asia 2024_sess123_papers_1038@linklings.com SUMMARY:Multi-Resolution Real-Time Deep Pose-Space Deformation DESCRIPTION:Technical Papers\n\nMianlun Zheng and Jernej Barbic (Universit y of Southern California)\n\nWe 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 importan t 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 milli second), as commonly needed in computer games, virtual reality and Metaver se applications. We assume that the character mesh is driven by a skeleton , and that high-quality character shapes are available in a set of trainin g 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 deformation s in an arbitrary character pose. Combined with linear blend skinning, thi s makes it possible to reconstruct the training shapes, as well as interpo late and extrapolate them. Crucially, we simultaneously achieve this at ha rd real-time rates and at multiple mesh resolution levels. Our technique m akes it possible to trade deformation quality for memory and computation s peed, to accommodate the strict requirements of modern real-time systems. Furthermore, we propose memory layout and code improvements to boost compu tation speeds. Previous methods for real-time approximations of quality sh ape deformations did not focus on hard real-time, or did not investigate t he multi-resolution aspect of the problem. Compared to a ``naive'' approac h of separately processing each hierarchical level of detail, our method o ffers a substantial memory reduction as well as computational speedups. It also makes it possible to construct the shape progressively level by leve l and interrupt the computation at any time, enabling graceful degradation of the deformation detail. We demonstrate our technique on several exampl es, including a stylized human character, human hands, and an inverse-kine matics-driven quadruped animal.\n\nRegistration Category: Full Access, Ful l Access Supporter\n\nLanguage Format: English Language\n\nSession Chair: Huamin Wang (Style3D Research) URL:https://asia.siggraph.org/2024/program/?id=papers_1038&sess=sess123 END:VEVENT END:VCALENDAR