Alpha
Alpha
next week go through concept
As I mentioned yesterday, class next week will consist of Authoring Tool Design Doc presentations. Class on Mon (2/24) will be the Group 1 – 10 presentations while class on Wed (2/26) will be the Group 11-20 presentations.
Regarding the Design Doc presentations, here’s the format I would like you to follow for your 7 minute, max presentation. NOTE: you should have no more than 5 slides.
Slide 1 - Overview
Name of your Authoring Tool
Group Members
Slide 2 – Features and Capabilities
Need for tool
Bulleted list of main features and capabilities
- The intent of this slide is to tell the audience what your tool does, what it takes as inputs, what it produces as output, etc.
Slide 3 – Technical Approach
- a VERY BRIEF description of the paper selected (i.e. Title, authors, SIGGRAPH year, main concepts)
Slide 4 - Implementation Strategy
the intent of this slide is to describe your development approach
for example,
develop OpenGL test app to start, then develop C++ plugin
strictly MEL or Python scripting,
deep C++ Maya or Houdini integration
Use of third party software
- list specific libraries you might consider using
- see CIS6600 Canvas site for list of libraries previously used in the past in CIS6600 projects.
- list specific libraries you might consider using
Slide 3 – Technical Approach
- Paper Selected:
- “RigNet: Neural Rigging for Articulated Characters” (Xu et al., SIGGRAPH 2020)
- Main Concepts
- End-to-end graph neural network (GNN) pipeline for automated rigging
- Predicts joint positions, skeleton connectivity, and skinning weights
- Uses attention-driven clustering for joint detection and a minimum spanning tree to create a valid skeleton
- Produces high-quality rigs across diverse shapes, from humanoids to fantasy creatures
- x
- End-to-end graph neural network (GNN) pipeline for automated rigging
- Predicts joint positions, skeleton connectivity, and skinning weights
- Uses attention-driven clustering for joint detection and a minimum spanning tree to create a valid skeleton
- Produces high-quality rigs across diverse shapes, from humanoids to fantasy creatures
Slide 4 – Implementation Strategy
- Overall Development Approach
- Write a Python-based plugin for Maya that handles data prep, UI, and rig generation
- Integrate pre-trained PyTorch (RigNet) models for inference (joint placement, connectivity, skin weights)
- Optional C++ components if certain geometry-processing steps need a speed boost
- Implement RigNet pipeline to train the model
- Integrate pre-trained PyTorch (RigNet) models for inference (joint placement, connectivity, skin weights)
- Develop a Python plugin Maya with PyQt that handles UI and rig generation
- Then develop the Python Plugin
- Use of Third-Party Software
- PyTorch: for neural network inference
- Torch Geometric: specialized GNN operations (EdgeConv, pooling, etc.)
- Open3D: optional for volumetric geodesic or other geometry routines
- Conda: environment management to ensure consistent dependencies
- Maya Python API: to build a custom UI, convert meshes to GNN-friendly format, and create joints/skin clusters in Maya
Slide 4 - Implementation Strategy
the intent of this slide is to describe your development approach
for example,
develop OpenGL test app to start, then develop C++ plugin
strictly MEL or Python scripting,
deep C++ Maya or Houdini integration
Use of third party software
- list specific libraries you might consider using
- see CIS6600 Canvas site for list of libraries previously used in the past in CIS6600 projects.
- list specific libraries you might consider using