首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
In this paper, we present a material-aware mesh deformation method using a sketching interface. Guided by user-specified material properties, our method can deform the surface mesh in a non-uniform way, while previous deformation techniques are mainly designed for uniform materials. The non-uniform deformation is achieved by material-dependent gradient field manipulation and Poisson-based reconstruction. Compared with previous material-oblivious deformation techniques, our method supplies better control of the deformation process and can generate more realistic results. We propose a novel detail representation that transforms geometric details between successive surface levels as a combination of dihedral angles and barycentric coordinates. This detail representation is similarity-invariant and fully compatible with material properties. Based on these two methods, we implement a multi-resolution deformation tool, allowing the user to edit a mesh inside a hierarchy in a material-aware manner. We demonstrate the effectiveness and robustness of our methods by several examples with real-world data.  相似文献   

2.
We present a new approach for sketching free form meshes with topology consistency. Firstly, we interpret the given 2D curve to be the projection of the 3D curve with the minimum curvature. Then we adopt a topology-consistent strategy based on the graph rotation system, to trace the simple faces on the interconnecting 3D curves. With the face tracing algorithm, our system can identify the 3D surfaces automatically. After obtaining the boundary curves for the faces, we apply Delaunay triangulation on these faces. Finally, the shape of the triangle mesh that follows the 3D boundary curves is computed by using harmonic interpolation. Meanwhile our system provides real-time algorithms for both control curve generation and the subsequent surface optimization. With the incorporation of topological manipulation into geometrical modeling, we show that automatically generated models are both beneficial and feasible.  相似文献   

3.
Understanding how an animal can deform and articulate is essential for a realistic modification of its 3D model. In this paper, we show that such information can be learned from user‐clicked 2D images and a template 3D model of the target animal. We present a volumetric deformation framework that produces a set of new 3D models by deforming a template 3D model according to a set of user‐clicked images. Our framework is based on a novel locally‐bounded deformation energy, where every local region has its own stiffness value that bounds how much distortion is allowed at that location. We jointly learn the local stiffness bounds as we deform the template 3D mesh to match each user‐clicked image. We show that this seemingly complex task can be solved as a sequence of convex optimization problems. We demonstrate the effectiveness of our approach on cats and horses, which are highly deformable and articulated animals. Our framework produces new 3D models of animals that are significantly more plausible than methods without learned stiffness.  相似文献   

4.
Effective composition in visual arts relies on the principle of movement, where the viewer's eye is directed along subjective curves to a center of interest. We call these curves subjective because they may span the edges and/or center‐lines of multiple objects, as well as contain missing portions which are automatically filled by our visual system. By carefully coordinating the shape of objects in a scene, skilled artists direct the viewer's attention via strong subjective curves. While traditional 2D sketching is a natural fit for this task, current 3D tools are object‐centric and do not accommodate coherent deformation of multiple shapes into smooth flows. We address this shortcoming with a new sketch‐based interface called Flow Curves which allows coordinating deformation across multiple objects. Core components of our method include an understanding of the principle of flow, algorithms to automatically identify subjective curve elements that may span multiple disconnected objects, and a deformation representation tailored to the view‐dependent nature of scene movement. As demonstrated in our video, sketching flow curves requires significantly less time than using traditional 3D editing workflows.  相似文献   

5.
6.
In this paper, we present an image editing tool that allows the user to deform images using a sketch‐based interface. The user simply sketches a set of source curves in the input image, and also some target curves that the source curves should be deformed to. Then the moving least squares (MLS) deformation technique [ [SMW06] ] is adapted to produce realistic deformations while satisfying the curves' positional constraints. We also propose a scheme to reduce image fold‐overs in MLS deformations. Our system has a very intuitive user interface, generates physically plausible deformations, and can be easily implemented on the GPU for real‐time performance.  相似文献   

7.
利用控制线段的实时图像变形方法   总被引:1,自引:0,他引:1  
为了使用户能够通过在图像上选择一些控制句柄来操控图像的变形行为,提出一种使用线段作为控制句柄的实时图像变形方法.该方法按照控制线段的长度对网格的边长进行适当缩放,以产生相似变换的图像变形结果;图像变形过程中,在保持用户给定约束的情况下,尽可能保持图像网格边界顶点的拉普拉斯坐标和图像网格内部顶点的中间值坐标.最后通过实验验证了文中方法的有效性和实时性.  相似文献   

8.
Creation of detailed character models is a very challenging task in animation production. Sketch‐based character model creation from a 3D template provides a promising solution. However, how to quickly find correct correspondences between user's drawn sketches and the 3D template model, how to efficiently deform the 3D template model to exactly match user's drawn sketches, and realize real‐time interactive modeling is still an open topic. In this paper, we propose a new approach and develop a user interface to effectively tackle this problem. Our proposed approach includes using user's drawn sketches to retrieve a most similar 3D template model from our dataset and marrying human's perception and interactions with computer's highly efficient computing to extract occluding and silhouette contours of the 3D template model and find correct correspondences quickly. We then combine skeleton‐based deformation and mesh editing to deform the 3D template model to fit user's drawn sketches and create new and detailed 3D character models. The results presented in this paper demonstrate the effectiveness and advantages of our proposed approach and usefulness of our developed user interface. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

9.
X.  G.  J.  B.K.   《Computer aided design》2005,37(14):1447-1458
With traditional two-dimensional based interfaces, many CAD surface models are difficult to design and edit due to their 3D nature. This paper discusses a technique for the deformation of CAD surface models with haptic interaction based on shape control functions. With the technique, designers can use a haptic interface to directly touch a native B-rep CAD model, and deform it in real-time by pushing, pulling and dragging its surfaces in a natural 3D environment. The deformation is governed by shape control functions. By using the shape functions, designers can specify the area of deformation, and also have greater controls on the shape of deformation. This technique is numerically efficient, and can deform complex surface models involving several thousand control points in real-time. The haptic-based deforming approach gives designers greater flexibility for the manipulation of complex CAD surfaces.  相似文献   

10.
This paper presents a synthesis method for 3D models using Petri net. Feature structure units from the example model are extracted, along with their constraints, through structure analysis, to create a new model using an inference method based on Petri net. Our method has two main advantages: first, 3D model pieces are delineated as the feature structure units and Petri net is used to record their shape features and their constraints in order to outline the model, including extending and deforming operations; second, a construction space generating algorithm is presented to convert the curve drawn by the user into local shape controlling parameters, and the free form deformation (FFD) algorithm is used in the inference process to deform the feature structure units. Experimental results showed that the proposed method can create large-scale complex scenes or models and allow users to effectively control the model result.  相似文献   

11.
Existing deformation techniques are oblivious to salient structures that often capture the essence of 3D meshes. Combining with gradient domain technique, we propose an alternative approach to preserve these structures in the volumetric subspace. Through a simple sketching interface, the structures of the input mesh are specified by the user. During deformations, these key structures are constrained to deform rigidly to maintain their original shapes, hence avoiding serious visual artifacts. However, this process leads to a nonlinear optimization problem. To guarantee fast convergence as well as numerical stability, we project the deformation energy onto a volumetric subspace which envelops the input mesh. Then the energy optimization is performed in this subspace to greatly facilitate the editing of large meshes. Massive experimental data demonstrate the effectiveness and efficiency of our algorithm. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

12.
We present design principles for conceiving tangible user interfaces for the interactive physically-based deformation of 3D models. Based on these design principles, we developed a first prototype using a passive tangible user interface that embodies the 3D model. By associating an arbitrary reference material with the user interface, we convert the displacements of the user interface into forces required by physically-based deformation models. These forces are then applied to the 3D model made out of any material via a physical deformation model. In this way, we compensate for the absence of direct haptic feedback, which allows us to use a force-driven physically-based deformation model. A user study on simple deformations of various metal beams shows that our prototype is usable for deformation with the user interface embodying the virtual beam. Our first results validate our design principles, plus they have a high educational value for mechanical engineering lectures.  相似文献   

13.
为了提高树木建模的真实感与可交互性,提出了一种基于单幅树木图像或直接手绘的交互式植物建模系统。系统根据植物形态学规律构建了标准三维树木的模板。通过描绘图像中树的主要枝干,结合叶序周规律,基于三维模板树将其从二维图像变换到三维模型,并通过弯曲、增加和删除枝干以及添加树叶等交互式操作生成和修改三维树木模型。实验结果表明,该系统能便捷快速地生成真实感较强的三维树木。  相似文献   

14.
Modeling 3D objects is difficult, especially for the user who lacks the knowledge on 3D geometry or even on 2D sketching. In this paper, we present a novel sketch‐based modeling system which allows novice users to create 3D custom models by assembling parts based on a database of pre‐segmented 3D models. Different from previous systems, our system supports the user with visualized and meaningful shadow guidance under his strokes dynamically to guide the user to convey his design concept easily and quickly. Our system interprets the user's strokes as similarity queries into database to generate the shadow image for guiding the user's further drawing and returns the 3D candidate parts for modeling simultaneously. Moreover, our system preserves the high‐level structure in generated models based on prior knowledge pre‐analyzed from the database, and allows the user to create custom parts with geometric variations. We demonstrate the applicability and effectiveness of our modeling system with human subjects and present various models designed using our system.  相似文献   

15.
实现了一种基于笔式草绘特征建模方法.该方法模仿传统的纸笔草绘交互设计方式,利用意图捕捉机制揣测用户的设计意图,并采用基于特征的建模方法构造出三维实体概念模型.支持在模型表面上直接草绘截面和轨迹线,并通过特征切削或添加操作构造复杂物体模型;初步实现了基于手势的模型编辑操作.实验结果表明,该方法简单、高效,适合于快速表达不精确的概念模型.  相似文献   

16.
In this paper, we propose a new shape-modeling paradigm based on the concept of Lagrangian surface flow. Given an input polygonal model, the user interactively defines a distance field around regions of interest; the locally or globally affected regions will then automatically deform according to the user-defined distance field. During the deformation process, the model can always maintain its regularity and can properly modify its topology by topology merging when collisions between two different parts of the model occur. Comparing with level-set based methods, our algorithm allows the user to work directly on existing polygonal models without any intermediate model conversion. Besides closed polygonal models, our algorithm also works for mesh models with open boundaries. Within our framework, we developed a number of shape-modeling operators including blending, cutting, drilling, free-hand sketching, and mesh warping. We applied our algorithm to a variety of examples that demonstrate the usefulness and efficacy of the new technique in interactive shape design and surface deformation.  相似文献   

17.
刘晓平  吴正  李琳 《图学学报》2011,32(3):17-22
通过手绘创作三维模型是改变传统三维模型制作方式的新兴研究点;论文提出两种由手绘二维曲线自动产生三维模型的算法,分别进行了详细介绍和讨论:算法一基于重心原理拓展曲线,并在曲线簇上进行网格重构,但此方法仅限于椭圆拓扑的曲线;算法二利用离散方法寻找轴线,该方法能够生成更加多样化的模型并侧重于细节。通过算法实现效果的对比,验证了两种算法快速生成三维模型的有效性;最后展示了通过该文算法绘制的几个卡通模型,并对进一步生成模型动画进行了设想。  相似文献   

18.
基于时空关系的在线多笔划手绘直线段识别   总被引:1,自引:0,他引:1  
综合考虑笔划的时空关系对在线多笔划手绘直线段进行识别。基于时间关系进行多笔划预处理;详细讨论基于空间关系的多笔划绘制直线段的识别方法。提出利用两条笔划拟合直线段间的位置关系进行多笔划判定的方法;提出依据其原有拟合特征的多笔划直线段拟合方法及相应的首尾点确定方法;并给出带线型直线段的完整定义。通过算例对提出的算法加以验证和应用。  相似文献   

19.
Synthesizing facial wrinkles has been tackled either by a long process of manual sculpting on 3D models, or using automatic methods that do not allow for user interaction or artistic expression. In this paper, we propose a method that accepts interactive sketchy drawings depicting wrinkle patterns, and synthesizes realistic looking wrinkles on faces. The method inherits the simplicity of sketching, making it possible for artists as well as novice users to generate realistic facial detail very efficiently, allowing fast preview for physical makeup, or aging simulations for fun and professional applications. All strokes are used to infer the wrinkles, retaining the expressiveness of the sketches and realism of the final result at the same time. This is achieved by designing novel multi‐scale statistics tailored to the wrinkle geometry and coupled to the sketch interpretation method. The statistics capture the cross‐sectional profiles of wrinkles at different scales and parts of a face. The strokes are augmented with the statistics extracted from given example face models, and applied to an input face model interactively. The interface gives the user control over the shapes and scales of wrinkles via sketching while adding extra details required for realism automatically.  相似文献   

20.
目的 数字娱乐产业的发展要求3维人脸重建技术能重建高分辨率3维人脸,并具有较高计算效率和重建准确性。针对这一情况,提出一种基于单幅图像的高分辨率3维人脸重建方法。方法 该方法包含特征适配与拉普拉斯形变两部分。预先用1组3维人脸样本上的3维特征构造可变形模型。给定图像时,从其上自动提取2维特征点,并根据获得问题最优解的必要条件进行特征适配以重建个性化3维特征;然后基于拉普拉斯方法,用该3维特征对一般人脸模型进行变形以获得特定高分辨率3维人脸;最后通过纹理合成获得真实感人脸。结果 用本文方法和已有方法分别进行可变形模型适配和模型变形,本文的特征适配方法具有更快的收敛速度和更高的准确性,拉普拉斯方法具有更小的重建误差。纹理映射后的3维人脸具有很好的视觉效果。结论 本文方法将特征适配与拉普拉斯形变结合起来进行高分辨率3维人脸重建。实验结果表明所提出的方法具有较高的计算效率和准确性,能实现较为理想的高分辨率3维人脸重建。  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号