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1.
Soft Folding     
We introduce soft folding, a new interactive method for designing and exploring thin‐plate forms. A user specifies sharp and soft folds as two‐dimensional(2D) curves on a flat sheet, along with the fold magnitude and sharpness of each. Then, based on the soft folds, the system computes the three‐dimensional(3D) folded shape. Internally, the system first computes a fold field, which defines local folding operations on a flat sheet. A fold field is a generalization of a discrete fold graph in origami, replacing a graph with sharp folds with a continuous field with soft folds. Next, local patches are folded independently according to the fold field. Finally, a globally folded 3D shape is obtained by assembling the locally folded patches. This algorithm computes an approximation of 3D developable surfaces with user‐defined soft folds at an interactive speed. The user can later apply nonlinear physical simulation to generate more realistic results. Experimental results demonstrated that soft folding is effective for producing complex folded shapes with controllable sharpness.  相似文献   

2.
Recent 3D sketch tools produce networks of three‐space curves that suggest the contours of shapes. The shapes may be non‐manifold, closed three‐dimensional, open two‐dimensional, or mixed. We describe a system that automatically generates intuitively appealing piecewise‐smooth surfaces from such a curve network, and an intelligent user interface for modifying the automatically chosen surface patches. Both the automatic and the semi‐automatic parts of the system use a linear algebra representation of the set of surface patches to track the topology. On complicated inputs from ILoveSketch [ [BBS08] ], our system allows the user to build the desired surface with just a few mouse‐clicks.  相似文献   

3.
Statistical shape modeling is a widely used technique for the representation and analysis of the shapes and shape variations present in a population. A statistical shape model models the distribution in a high dimensional shape space, where each shape is represented by a single point. We present a design study on the intuitive exploration and visualization of shape spaces and shape models. Our approach focuses on the dual‐space nature of these spaces. The high‐dimensional shape space represents the population, whereas object space represents the shape of the 3D object associated with a point in shape space. A 3D object view provides local details for a single shape. The high dimensional points in shape space are visualized using a 2D scatter plot projection, the axes of which can be manipulated interactively. This results in a dynamic scatter plot, with the further extension that each point is visualized as a small version of the object shape that it represents. We further enhance the population‐object duality with a new type of view aimed at shape comparison. This new “shape evolution view” visualizes shape variability along a single trajectory in shape space, and serves as a link between the two spaces described above. Our three‐view exploration concept strongly emphasizes linked interaction between all spaces. Moving the cursor over the scatter plot or evolution views, shapes are dynamically interpolated and shown in the object view. Conversely, camera manipulation in the object view affects the object visualizations in the other views. We present a GPU‐accelerated implementation, and show the effectiveness of the three‐view approach using a number of real‐world cases. In these, we demonstrate how this multi‐view approach can be used to visually explore important aspects of a statistical shape model, including specificity, compactness and reconstruction error.  相似文献   

4.
We present a new intuitive UI, which we call cross‐boundary brushes, for interactive mesh decomposition. The user roughly draws one or more strokes across a desired cut and our system automatically returns a best cut running through all the strokes. By the different natures of part components (i.e., semantic parts) and patch components (i.e., flatter surface patches) in general models, we design two corresponding brushes: part‐brush and patch‐brush. These two types of brushes share a common user interface, enabling easy switch between them. The part‐brush executes a cut along an isoline of a harmonic field driven by the user‐specified strokes. We show that the inherent smoothness of the harmonic field together with a carefully designed isoline selection scheme lead to segmentation results that are insensitive to noise, pose, tessellation and variation in user's strokes. Our patch‐brush uses a novel facet‐based surface metric that alleviates sensitivity to noise and fine details common in region‐growing algorithms. Extensive experimental results demonstrate that our cutting tools can produce user‐desired segmentations for a wide variety of models even with single strokes. We also show that our tools outperform the state‐of‐art interactive segmentation tools in terms of ease of use and segmentation quality.  相似文献   

5.
This paper presents a method to selectively elevate the degree of an S‐Patch of arbitrary dimension. We consider not only S‐Patches with 2D domains but 3D and higher‐dimensional domains as well, of which volumetric cage deformations are a subset. We show how to selectively insert control points of a higher degree patch into a lower degree patch while maintaining the polynomial reproduction order of the original patch. This process allows the user to elevate the degree of only one portion of the patch to add new degrees of freedom or maintain continuity with adjacent patches without elevating the degree of the entire patch, which could create far more degrees of freedom than necessary. Finally we show an application to cage‐based deformations where we increase the number of control points by elevating the degree of a subset of cage faces. The result is a cage deformation with higher degree triangular Bézier functions on a subset of cage faces but no interior control points.  相似文献   

6.
Large datasets of 3D objects require an intuitive way to browse and quickly explore shapes from the collection. We present a dynamic map of shapes where similar shapes are placed next to each other. Similarity between 3D models exists in a high dimensional space which cannot be accurately expressed in a two dimensional map. We solve this discrepancy by providing a local map with pan capabilities and a user interface that resembles an online experience of navigating through geographical maps. As the user navigates through the map, new shapes appear which correspond to the specific navigation tendencies and interests of the user, while maintaining a continuous browsing experience. In contrast with state of the art methods which typically reduce the search space by selecting constraints or employing relevance feedback, our method enables exploration of large sets without constraining the search space, allowing the user greater creativity and serendipity. A user study evaluation showed a strong preference of users for our method over a standard relevance feedback method.  相似文献   

7.
We present a novel image‐based technique for modeling complex unfoliaged trees. Existing tree modeling tools either require capturing a large number of views for dense 3D reconstruction or rely on user inputs and botanic rules to synthesize natural‐looking tree geometry. In this paper, we focus on faithfully recovering real instead of realistically‐looking tree geometry from a sparse set of images. Our solution directly integrates 2D/3D tree topology as shape priors into the modeling process. For each input view, we first estimate a 2D skeleton graph from its matte image and then find a 2D skeleton tree from the graph by imposing tree topology. We develop a simple but effective technique for computing the optimal 3D skeleton tree most consistent with the 2D skeletons. For each edge in the 3D skeleton tree, we further apply volumetric reconstruction to recover its corresponding curved branch. Finally, we use piecewise cylinders to approximate each branch from the volumetric results. We demonstrate our framework on a variety of trees to illustrate the robustness and usefulness of our technique.  相似文献   

8.
Surface selection is one of the fundamental interactions in shape modeling. In the case of complex models, this task is often tedious for at least two reasons: firstly the local geometry of a given region may be hard to manually select and needs great accuracy; secondly the selection process may have to be repeated a large number of times for similar regions requiring similar subsequent editing. We propose SimSelect, a new system for interactive selection on 3D surfaces addressing these two issues. We cope with the accuracy issue by classifying selections in different types, namely components, parts and patches for which we independently optimize the selection process. Second, we address the repetitiveness issue by introducing an expansion process based on shape recognition which automatically retrieves potential selections similar to the user‐defined one. As a result, our system provides the user with a compact set of simple interaction primitives providing a smooth select‐and‐edit workflow.  相似文献   

9.
We present the design of an interactive image‐based modeling tool that enables a user to quickly generate detailed 3D models with texture from a set of calibrated input images. Our main contribution is an intuitive user interface that is entirely based on simple 2D painting operations and does not require any technical expertise by the user or difficult pre‐processing of the input images. One central component of our tool is a GPU‐based multi‐view stereo reconstruction scheme, which is implemented by an incremental algorithm, that runs in the background during user interaction so that the user does not notice any significant response delay.  相似文献   

10.
11.
The generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation. Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results. Tight inbetweens, which interpolate similar key frames, are particularly time‐consuming and tedious to draw. Therefore, we focus on automating these high‐precision and expensive portions of the process. We have designed a set of user‐guided semi‐automatic techniques that fit well with current practice and minimize the number of required artist‐gestures. We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data.  相似文献   

12.
This paper deals with the reconstruction of 2‐dimensional geometric shapes from unorganized 1‐dimensional cross‐sections. We study the problem in its full generality following the approach of Boissonnat and Memari [ [BM07] ] for the analogous 3D problem. We propose a new variant of this method and provide sampling conditions to guarantee that the output of the algorithm has the same topology as the original object and is close to it (for the Hausdorff distance).  相似文献   

13.
Due to 3D occlusion, the specification of proper opacities in direct volume rendering is a time‐consuming and unintuitive process. The visibility histograms introduced by Correa and Ma reflect the effect of occlusion by measuring the influence of each sample in the histogram to the rendered image. However, the visibility is defined on individual samples, while volume exploration focuses on conveying the spatial relationships between features. Moreover, the high computational cost and large memory requirement limits its application in multi‐dimensional transfer function design. In this paper, we extend visibility histograms to feature visibility, which measures the contribution of each feature in the rendered image. Compared to visibility histograms, it has two distinctive advantages for opacity specification. First, the user can directly specify the visibilities for features and the opacities are automatically generated using an optimization algorithm. Second, its calculation requires only one rendering pass with no additional memory requirement. This feature visibility based opacity specification is fast and compatible with all types of transfer function design. Furthermore, we introduce a two‐step volume exploration scheme, in which an automatic optimization is first performed to provide a clear illustration of the spatial relationship and then the user adjusts the visibilities directly to achieve the desired feature enhancement. The effectiveness of this scheme is demonstrated by experimental results on several volumetric datasets.  相似文献   

14.
This paper proposes a novel system that “rephotographs” a historical photograph with a collection of images. Rather than finding the accurate viewpoint of the historical photo, users only need to take a number of photographs around the target scene. We adopt the structure from motion technique to estimate the spatial relationship among these photographs, and construct a set of 3D point cloud. Based on the user‐specified correspondences between the projected 3D point cloud and historical photograph, the camera parameters of the historical photograph are estimated. We then combine forward and backward warping images to render the result. Finally, inpainting and content‐preserving warping are used to refine it, and the photograph at the same viewpoint of the historical one is produced by this photo collection.  相似文献   

15.
Woven cloth can commonly be seen in daily life and also in animation. Unless prevented in some way, woven cloth usually frays at the edges. However, in computer graphics, woven cloth is typically modeled as a continuum sheet, which is not suitable for representing frays. This paper proposes a model that allows yarn movement and slippage during cloth tearing. Drawing upon techniques from textile and mechanical engineering fields, we model cloth as woven yarn crossings where each yarn can be independently torn when the strain limit is reached. To make the model practical for graphics applications, we simulate only tearing part of cloth with a yarn‐level model using a simple constrained mass‐spring system for computational efficiency. We designed conditions for switching from a standard continuum sheet model to our yarn‐level model, so that frays can be initiated and propagated along the torn lines. Results show that our method can achieve plausible tearing cloth animation with frayed edges.  相似文献   

16.
We introduce a novel method for enabling stereoscopic viewing of a scene from a single pre‐segmented image. Rather than attempting full 3D reconstruction or accurate depth map recovery, we hallucinate a rough approximation of the scene's 3D model using a number of simple depth and occlusion cues and shape priors. We begin by depth‐sorting the segments, each of which is assumed to represent a separate object in the scene, resulting in a collection of depth layers. The shapes and textures of the partially occluded segments are then completed using symmetry and convexity priors. Next, each completed segment is converted to a union of generalized cylinders yielding a rough 3D model for each object. Finally, the object depths are refined using an iterative ground fitting process. The hallucinated 3D model of the scene may then be used to generate a stereoscopic image pair, or to produce images from novel viewpoints within a small neighborhood of the original view. Despite the simplicity of our approach, we show that it compares favorably with state‐of‐the‐art depth ordering methods. A user study was conducted showing that our method produces more convincing stereoscopic images than existing semi‐interactive and automatic single image depth recovery methods.  相似文献   

17.
We describe a novel multiplexing approach to achieve tradeoffs in space, angle and time resolution in photography. We explore the problem of mapping useful subsets of time‐varying 4D lightfields in a single snapshot. Our design is based on using a dynamic mask in the aperture and a static mask close to the sensor. The key idea is to exploit scene‐specific redundancy along spatial, angular and temporal dimensions and to provide a programmable or variable resolution tradeoff among these dimensions. This allows a user to reinterpret the single captured photo as either a high spatial resolution image, a refocusable image stack or a video for different parts of the scene in post‐processing. A lightfield camera or a video camera forces a‐priori choice in space‐angle‐time resolution. We demonstrate a single prototype which provides flexible post‐capture abilities not possible using either a single‐shot lightfield camera or a multi‐frame video camera. We show several novel results including digital refocusing on objects moving in depth and capturing multiple facial expressions in a single photo.  相似文献   

18.
Modeling of realistic garments is essential for online shopping and many other applications including virtual characters. Most of existing methods either require a multi‐camera capture setup or a restricted mannequin pose. We address the garment modeling problem according to a single input image. We design an all‐pose garment outline interpretation, and a shading‐based detail modeling algorithm. Our method first estimates the mannequin pose and body shape from the input image. It further interprets the garment outline with an oriented facet decided according to the mannequin pose to generate the initial 3D garment model. Shape details such as folds and wrinkles are modeled by shape‐from‐shading techniques, to improve the realism of the garment model. Our method achieves similar result quality as prior methods from just a single image, significantly improving the flexibility of garment modeling.  相似文献   

19.
We propose a novel, multi‐resolution method to efficiently perform large‐scale cloth simulation. Our cloth simulation method is based on a triangle‐based energy model constructed from a cloth mesh. We identify that solutions of the linear system of cloth simulation are smooth in certain regions of the cloth mesh and solve the linear system on those regions in a reduced solution space. Then we reconstruct the original solutions by performing a simple interpolation from solutions computed in the reduced space. In order to identify regions where solutions are smooth, we propose simplification metrics that consider stretching, shear, and bending forces, as well as geometric collisions. Our multi‐resolution method can be applied to many existing cloth simulation methods, since our method works on a general linear system. In order to demonstrate benefits of our method, we apply our method into four large‐scale cloth benchmarks that consist of tens or hundreds of thousands of triangles. Because of the reduced computations, we achieve a performance improvement by a factor of up to one order of magnitude, with a little loss of simulation quality.  相似文献   

20.
Modeling natural elements such as trees in a plausible way, while offering simple and rapid user control, is a challenge. This paper presents a method based on a new structure from silhouettes paradigm. We claim that sketching the silhouettes of foliage at multiple scales is quicker and more intuitive for a user than having to sketch each branch of a tree. This choice allows us to incorporate botanical knowledge, enabling us to infer branches that connect in a plausible way to their parent branch and have a correct distribution in 3D. We illustrate these ideas by presenting a seamless sketch-based interface, used for sketching foliage silhouettes from the scale of an entire tree to the scale of a leaf. Each sketch serves for inferring both the branches at that level and construction lines to serve as support for sub-silhouette refinement. When the user finally zooms out, the style inferred for the branching systems he has refined (in terms of branch density, angle, length distribution and shape) is duplicated to the unspecified branching systems at the same level. Meanwhile, knowledge from botany is again used for extending the branch distribution to 3D, resulting in a full, plausible 3D tree that fits the user-sketched contours. As our results show, this system can be of interest to both experts and novice users. While experts can fully specify all parts of a tree and over-sketch specific branches if required, any user can design a basic 3D tree in one or two minutes, as easily as sketching it with paper and pen.  相似文献   

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