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SHAPE MATCHING IN HOUDINI
Iimplemented 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 > 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.

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Houdini FX TD
I am a Technical Director with strong interests in both the tech and artistic side of things. My life evolves round visual effects, photography, software engineering, tools programming and generally anything that looks and sounds cool.
I have done a variety of CG programming previously, including fluid simulations, muscle systems, soft/rigid bodies, raytracing etc. These theoretical and programming knowledge complement the visual works that I do as a TD in the VFX industry.
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