Big personal milestone: my first arXiv paper is live.
bbsolver began as a production problem I kept hitting in motion design: dense sampled animation is safe, but awful to edit. Every frame becomes a key. Handles get noisy. Animated vector paths become painful to clean up - as a result. I built the tool I always wanted.
bbsolver converts dense sampled animation into sparse, editable keyframes under an explicit error budget. The key idea is treating timing and shape together: it chooses key timing and, for vector paths, a topology-consistent path representation under one validation budget instead of doing temporal key reduction and spatial path simplification as separate passes.
Results:
• After Effects DUIK walk cycle: 12,684 samples → 540 keys at ε=1, a 23.5× reduction, with AE playback under 1 px / 1° max error
• Ant rig: 11,956 samples → 653 keys, 18.3× reduction
• Blender-sampled FBX mocap: 13,455 samples → 214 keys at ε=3, a 62.9× reduction
• Matched-accuracy baselines needed 4.5×–27.5× more scalar key entries
• AE-compatible procedural path compression reached 6.7×
The paper is on arXiv under
cs.GR, and the solver + reproducibility artifact are public.
I’m especially proud of this because it came from actual production frustration, not from trying to invent a paper topic. It’s a motion-design tool that grew into a graphics systems paper.
Paper:
https://arxiv.org/abs/2606.09741
Repo:
https://github.com/ivg-design/bbsolver