Chop It Up
Chop It Up
1 Animated Chopping to real knives, we constrain them to the knife’s transformation for a
small and randomly distributed length of time.
In Disney Pixar’s Ratatouille, the creation of believable cooking We render our models as creased subdivision surfaces [DeRose
environments with all their complexity has been an important ele- et al. 1998]. After labeling faces as members of internal or external
ment in presenting a rich world that helps draw the audience into sets using a pair of distance metrics, we crease edges that partition
the story. Part of that complexity arises in the preparation of food the sets as well internal edges that result from multiple cuts at dif-
before cooking. To create complex animations of food in prepa- ferent angles. To shade the cut model, we use the internal/external
ration, we designed a system that uses an animated cutting object, labels to blend between the shader of the original model and a user–
such as a knife, to procedurally model, simulate, deform, and pre- provided internal shader. External scalar fields, surface parameteri-
pare for shading various geometric food models as they are sliced, zations, and texture space coordinates are copied from the original
chopped, peeled, or otherwise broken apart. The motion of a knife model, and we apply interpolated values to the new external vertices
(or other object) is analyzed relative to the food model to determine created by the cut. We apply scalar fields representative of surface
a sequence of cutting operations that will remodel the object as a distance and centroid distance to the internal vertices, similar to the
collection of pieces. As each new piece is created, it is added to underlying parameterization of Owada et al. [2004], although we
a physical simulation to generate believable response motion. We use the scalar fields to create procedural shaders (Figure 1, right).
transfer surface shading parameterizations and scalar fields to re-
sulting faces that correspond to surfaces on the original object, and
we generate additional scalar fields to assist users in shading new
internal surface faces. This approach to creating chopping effects
entirely dependent on an animated knife allows animators to focus
on character performance without needing to consider the complex
modeling and motion associated with chopping.