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SHAPE MATCHING IN HOUDINI
Implemented a shape matching algorithm in Houdini using VOP, based on "Meshless Deformation Based On Shape Matching" (Müller et al., 2005)
DATE
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Oct 2011
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Shape Matching in Houdini
@ vfx / cg works > effects & simulations
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Implemented a shape matching algorithm in Houdini using VOP. This is based on “Meshless Deformation Based On Shape Matching” (Müller et al., 2005).

Given a set of non-connected point cloud, the algorithm fits the original geometry into it in the best way possible.

The most involved part in the algorithm is finding the square root of a symmetric matrix. It’s interesting to know that Houdini has a VOP that returns the eigenvalues of a matrix, but not their corresponding eigenvectors :( The eigenvalues and eigenvectors would have been useful in transforming the matrix into a diagonal matrix in another basis and thus making the square root easy to calculate. Used the Denman-Beaver iteration in the end instead and it seems to work pretty well.

This is just the first part – shape matching. What’s left to be done is to use this shape-matched geometry as a goal for each vertex for soft body deformations, using the unconditionally stable integration method mentioned in the paper.


 
ABOUT ME
Skeel Lee Skeel Lee
Worked at Wētā FX, Digital Domain 3.0, Sony Pictures Imageworks, MPC, Industrial Light & Magic (ILM), Double Negative
I am a Technical Director with strong interests in both tech and art. My life evolves round VFX, photography, software engineering, tools programming and generally anything that looks / sounds cool.
I have done a variety of CG programming, including fluid sims, muscles, soft/rigid bodies, raytracing etc. These knowledge complement the visual works that I do as a TD in VFX.
I was interviewed by The Straits Times in May 2014 for my VFX work in X-Men: Days of Future Past.