Underground system


The system enables morphing between 3D bodies.
Underground provides a solution for geometric (polyhedral) 3D-morphing between arbitrary bodies without holes (e.g. bodies that have different numbers of vertices). Such a solution does not exist in any modeller for 3D-animation, to our knowledge, and isn't available in a plugin for such a modeller either. It is easy to use, robust, fast, platform-independent, and thus perfect for integrating into a plugin for any modeller.

Testing

It is now possible to test the Underground's performance.
You can see how Underground refines bodies you constructed, so that they're suitable for morphing in your modeller.

We explain below the process of producing morphing sequences with the underground system.

Interpolation

First we define when polyhedron interpolation is possible, and explain how it is performed.

A polyhedron is defined geometrically by vertices, and the faces that connect them, the common representation for bodies in 3D graphics.
Interpolation is possible when two bodies correspond. A correspondence is defined by 2 conditions: When these conditions are satisfied, it's possible to interpolate an intermediate body, for each stage in the sequence. The stage is defined by a parameter. First the vertex positions are interpolated (using the same parameter) according to some interpolation scheme. In other words, vertices change their positions between the source and the target, and interpolation consists of a partial such change of position. When the vertices are positioned, the intermediate body can be formed- the edge and face arrangement of the source polyhedron, which corresponds to the target, defines an intermediate set of edges and faces (since the vertex positions used for them are the interpolated vertex positions) thus formaing a body.

Process

The process of creating a 3D morphing sequence boils down to the construction of corresponding bodies.

The input to the underground system are 2 3D-bodies, defined geometrically by vertices, and the faces that connect them. The only restriction on these bodies is that they shouldn't contain holes.

The output consists of 2 bodies, which are similar to the inputs from a geometric point of view, but their vertex graphs are refined to correspond between them. In other words, the resulting refined bodies appear unchanged, the refinement preserves the shapes of the original bodies, but the refined bodies have corresponding vertex graphs. The correspondence matches every vertex in one body to a unique vertex in the other, and every edge between 2 vertices (or face, typically consisting of 3 vertices) corresponds to an edge (or face) between the corresponding vertices in the other body.

Underground

The Underground morphing system offers several advantages:

Fitting

Fitting is an important feature of the Underground. We elaborate about this feature here.
It's easy to transform a mushroom into a Zebra- there are no apparent similarities that a viewer expects to see. However, This is not the case with morphing between chess pieces. Even without knowing it, a person has a very good idea of what he expects to see where chess pieces are concerned. For example, as you can see in the movie, the intermediate chess pieces (i.e. the interpolated bodies which you see during the transformation between pieces), all have flat bases. These bases are preserved through the transformation- if a certain point is on the base in one stage of the transformation, it doesn't "climb" to the side in another stage. This isn't a coincidence! The system was designed to preserve such structures as these flat bases.

Defining fitting information to a computer isn't a trivial task, even when an animator has a good idea of what he wants. The underground system enables its user to do this, and produces morphing sequences which follow such guidelines. The fitting can be improved and enhanced in areas of the input bodies that require a lot of details (such as faces when morphing between people). Other times the fitting can be left loose, such as when a result in required quickly, or when detailed fitting isn't required (such as between a mushroom and a Zebra), or when the system can produce reasonable fitting automatically (This happenned more than once when we were making the movie).