May 28, 2025About 2 min
20-Minute Presentation Outline for "RigNet: Neural Rigging for Articulated Characters"
1. Title Slide (1 slide, 1 minute)
- Content:
- Title, authors, affiliations.
- Key visual: Figure 1 from the paper (input mesh, predicted skeleton, deformed examples).
- Mention supplementary video: https://youtu.be/J30VETgWlDg.
2. Overview & Thesis (1 slide, 1.5 minutes)
- Content:
- Principal thesis: End-to-end neural framework for automated rigging (skeleton + skinning) of diverse 3D characters.
- Problem: Manual rigging is time-consuming; prior work relies on templates or limited shape classes.
- Key contributions:
- Modular deep architecture (joint prediction, connectivity, skinning).
- User control over skeleton granularity.
- State-of-the-art results on animator-quality rigs.
3. Background & Motivation (2 slides, 3 minutes)
- Slide 1:
- Traditional rigging: Animator-created skeletons (Figure 2) require anatomical intuition.
- Prior work limitations:
- Template-based (Pinocchio) fails on novel structures.
- Volumetric methods (Xu et al.) lose surface details.
- Geometric skinning (BBW) lacks anatomical awareness.
- Slide 2:
- Why neural networks?
- Learn from large, diverse datasets.
- Capture animator intuition (joint placement, skinning).
- Key challenges:
- Variable joint count/topology.
- Skeleton-skinning interdependence.
- Why neural networks?
4. Method Overview (2 slides, 4 minutes)
- Slide 1: Pipeline diagram (Figure 4).
- Three stages:
- Joint prediction: GMEdgeNet + clustering.
- Bone connectivity: BoneNet + MST.
- Skinning: Geodesic-aware GNN.
- Highlight user control (bandwidth slider in Figure 5).
- Three stages:
- Slide 2: Key technical innovations.
- GMEdgeConv: Combines mesh and geodesic neighborhoods.
- Differentiable clustering: Adaptive joint count.
- Volumetric geodesic distances for skinning.
5. Results & Comparisons (3 slides, 5 minutes)
- Slide 1: Qualitative results (Figure 8, 9).
- Show skeleton predictions vs. animators/Pinocchio.
- Skinning error maps (L1 norm).
- Slide 2: Quantitative metrics (Tables 1, 2).
- Skeleton: CD-J2J (3.9% vs. 7.2% for Pinocchio).
- Skinning: 82.3% precision vs. 76.3% for NeuroSkinning.
- Slide 3: Generalization (Figure 10).
- Test cases: Quadrupeds, robots, fictional characters.
6. Questions for Authors (1 slide, 2 minutes)
- Content:
- Why not end-to-end training (joints → skinning)?
- Handling multi-resolution meshes?
- Dataset bias: Missing small parts (fingers, clothes) in training.
- Failure cases (Figure 13): Extra/missing joints.
7. Evaluation & Critiques (1 slide, 2 minutes)
- Strengths:
- Complete solution (skeleton + skinning).
- Outperforms geometric and learning baselines.
- Weaknesses:
- Limited user control beyond granularity.
- Dependency on consistent mesh orientation.
- Significance: Democratizes rigging for non-experts.
8. Conclusion & Verdict (1 slide, 1.5 minutes)
- Summary:
- First learning-based end-to-end rigging framework.
- Practical for games, films, and crowdsourcing.
- Verdict:
- Thumbs up for novelty, technical depth, and impact.
- Future work: Multi-resolution skeletons, physics integration.
Total Slides: 12 slides
Time Allocation:
- Technical sections (methods/results): 9 minutes.
- Background/evaluation: 5 minutes.
- Q&A/verdict: 3 minutes.
Visuals to Include:
- Pipeline diagram (Figure 4).
- Comparisons (Figures 8, 9).
- Interactive demo video snippets.
- Failure cases (Figure 13).
Guidelines Met:
- Follows CIS660 structure.
- Balances high-level concepts (SigGraph Recommendations).
- Uses visuals to ground explanations.