共查询到20条相似文献,搜索用时 15 毫秒
1.
Wenwu Yang Hock‐Soon Seah Quan Chen Hong‐Ze Liew Daniel Sýkora 《Computer Graphics Forum》2018,37(8):125-135
Stroke correspondence construction is a precondition for vectorized 2D animation inbetweening and remains a challenging problem. This paper introduces the FTP‐SC, a fuzzy topology preserving stroke correspondence technique, which is accurate and provides the user more effective control on the correspondence result than previous matching approaches. The method employs a two‐stage scheme to progressively establish the stroke correspondence construction between the keyframes. In the first stage, the stroke correspondences with high confidence are constructed by enforcing the preservation of the so‐called “fuzzy topology” which encodes intrinsic connectivity among the neighboring strokes. Starting with the high‐confidence correspondences, the second stage performs a greedy matching algorithm to generate a full correspondence between the strokes. Experimental results show that the FTP‐SC outperforms the existing approaches and can establish the stroke correspondence with a reasonable amount of user interaction even for keyframes with large geometric and spatial variations between strokes. 相似文献
2.
We construct a family of barycentric coordinates for 2D shapes including non‐convex shapes, shapes with boundaries, and skeletons. Furthermore, we extend these coordinates to 3D and arbitrary dimension. Our approach modifies the construction of the Floater‐Hormann‐Kós family of barycentric coordinates for 2D convex shapes. We show why such coordinates are restricted to convex shapes and show how to modify these coordinates to extend to discrete manifolds of co‐dimension 1 whose boundaries are composed of simplicial facets. Our coordinates are well‐defined everywhere (no poles) and easy to evaluate. While our construction is widely applicable to many domains, we show several examples related to image and mesh deformation. 相似文献
3.
Freeform surfaces whose principal curvature line network is regularly distributed, are essential to many real applications like CAD modeling, architecture design, and industrial fabrication. However, most designed surfaces do not hold this nice property because it is hard to enforce such constraints in the design process. In this paper, we present a novel method for surface fairing which takes a regular distribution of the principal curvature line network on a surface as an objective. Our method first removes the high‐frequency signals from the curvature tensor field of an input freeform surface by a novel rolling guidance tensor filter, which results in a more regular and smooth curvature tensor field, then deforms the input surface to match the smoothed field as much as possible. As an application, we solve the problem of approximating freeform surfaces with regular principal curvature line networks, discretized by quadrilateral meshes. By introducing the circular or conical conditions on the quadrilateral mesh to guarantee the existence of discrete principal curvature line networks, and minimizing the approximate error to the original surface and improving the fairness of the quad mesh, we obtain a regular discrete principal curvature line network that approximates the original surface. We evaluate the efficacy of our method on various freeform surfaces and demonstrate the superiority of the rolling guidance tensor filter over other tensor smoothing techniques. We also utilize our method to generate high‐quality circular/conical meshes for architecture design and cyclide spline surfaces for CAD modeling. 相似文献
4.
Tibor Stanko Mikhail Bessmeltsev David Bommes Adrien Bousseau 《Computer Graphics Forum》2020,39(5):149-161
A major challenge in line drawing vectorization is segmenting the input bitmap into separate curves. This segmentation is especially problematic for rough sketches, where curves are depicted using multiple overdrawn strokes. Inspired by feature-aligned mesh quadrangulation methods in geometry processing, we propose to extract vector curve networks by parametrizing the image with local drawing-aligned integer grids. The regular structure of the grid facilitates the extraction of clean line junctions; due to the grid's discrete nature, nearby strokes are implicitly grouped together. We demonstrate that our method successfully vectorizes both clean and rough line drawings, whereas previous methods focused on only one of those drawing types. 相似文献
5.
In this work we present the first algorithm for restoring consistency between curve networks on non‐parallel cross‐sections. Our method addresses a critical but overlooked challenge in the reconstruction process from cross‐sections that stems from the fact that cross‐sectional slices are often generated independently of one another, such as in interactive volume segmentation. As a result, the curve networks on two non‐parallel slices may disagree where the slices intersect, which makes these cross‐sections an invalid input for surfacing. We propose a method that takes as input an arbitrary number of non‐parallel slices, each partitioned into two or more labels by a curve network, and outputs a modified set of curve networks on these slices that are guaranteed to be consistent. We formulate the task of restoring consistency while preserving the shape of input curves as a constrained optimization problem, and we propose an effective solution framework. We demonstrate our method on a data‐set of complex multi‐labeled input cross‐sections. Our technique efficiently produces consistent curve networks even in the presence of large errors. 相似文献
6.
Naïve linear methods for downsampling high‐resolution microflake volumes often produce inaccurate appearance, especially when input voxels are very opaque. Preserving correct appearance at all resolutions requires taking into account maskingshadowing effects that occur between and inside dense input voxels. We introduce a new microflake model whose additional parameters characterize self‐shadowing effects at a microscopic scale. We provide an anisotropic self‐shadowing function and microflake distributions for which the scattering coefficients and the phase functions of our model have closed‐form expressions. We use this model in a new downsampling approach in which scattering parameters are computed from local estimations of self‐shadowing probabilities in the input volume. Unlike previous work, our method handles datasets with spatially varying scattering parameters, semi‐transparent volumes and datasets with intricate silhouettes. We show that our method generates LoDs with correct transparency and consistent appearance through scales for a wide range of challenging datasets, allowing for huge memory savings and efficient distant rendering without loss of quality. 相似文献
7.
Olga Guţan Shreya Hegde Erick Jimenez Berumen Mikhail Bessmeltsev Edward Chien 《Computer Graphics Forum》2023,42(5):e14901
State-of-the-art methods for line drawing vectorization rely on generated frame fields for robust direction disambiguation, with each of the two axes aligning to different intersecting curve tangents around junctions. However, a common source of topological error for such methods are frame field singularities. To remedy this, we introduce the first frame field optimization framework guaranteed to produce singularity-free fields aligned to a line drawing. We first perform a convex solve for a roughly-aligned orthogonal frame field (cross field), and then comb away its internal singularities with an optimal transport–based matching. The resulting topology of the field is strictly maintained with the machinery of discrete trivial connections in a final, non-convex optimization that allows non-orthogonality of the field, improving smoothness and tangent alignment. Our frame fields can serve as a drop-in replacement for frame field optimizations used in previous work, improving the quality of the final vectorizations. 相似文献
8.
Dual paraboloid mapping is an approach for environment mapping. Its major advantage is its fast map generation speed. For graphics applications, when filtering is needed, the filtering tool would naturally be mipmapping. However, directly applying mipmapping to dual paraboloid mapping would give us three problems. They are the discontinuity across the dual paraboloid map boundary, the non‐uniform sampling problem and the depth testing issue. We propose three approaches to solve these problems. Our approaches are based on some closed form equations derived via theoretical analysis. Using these equations, we modify the coordinates involved during the rendering process. In other words, these problems are handled just by using dual paraboloid maps and mipmaps differently, instead of fundamentally altering their data structures. Consequently, we are fixing the problems without damaging the map generation speed advantage. Applying all three approaches, we improve the rendering quality of dual paraboloid map mipmaps to a level equivalent to that of cubemap mipmaps, while preserving its fast map generation speed advantage. This gives dual paraboloid map mipmaps the potential to be a better choice than cubemap mipmaps for the devices with less computational power. The effectiveness and the efficiency of the proposed approaches are demonstrated using a glossy reflection application and an omnidirectional soft shadow generation application. 相似文献
9.
Kenshi Takayama 《Computer Graphics Forum》2019,38(2):37-48
The combinatorial dual of a hex mesh induces a collection of mutually intersecting surfaces (dual sheets). Inspired by Campen et al.'s work on quad meshing [CBK12, CK14], we propose to directly generate such dual sheets so that, as long as the volume is properly partitioned by the dual sheets, we are guaranteed to arrive at a valid all‐hex mesh topology. Since automatically generating dual sheets seems much harder than the 2D counterpart, we chose to leave the task to the user; our system is equipped with a few simple 3D modeling tools for interactively designing dual sheets. Dual sheets are represented as implicit surfaces in our approach, greatly simplifying many of the computational steps such as finding intersections and analyzing topology. We also propose a simple algorithm for primalizing the dual graph where each dual cell, often enclosing singular edges, gets mapped onto a reference polyhedron via harmonic parameterization. Preservation of sharp features is simply achieved by modifying the boundary conditions. We demonstrate the feasibility of our approach through various modeling examples. 相似文献
10.
Balázs Csébfalvi 《Computer Graphics Forum》2018,37(2):455-462
It is well known that cubic texture filtering can be efficiently implemented on the GPU by using a method published by Sigg and Hadwiger [ SH05 ], which simplifies the evaluation to a linear combination of linear texture fetches. However, their method cannot be directly applied if the filter kernel takes also negative values like the popular Catmull‐Rom spline, for example. In this paper, we propose a modified algorithm that is able to handle also the negative weights. Therefore, using our method, the Catmull‐Rom spline interpolation can also be evaluated in one, two, and three dimensions by taking two, four, and eight linear texture fetches, respectively. 相似文献
11.
We propose a novel approach for shape matching between triangular meshes that, in contrast to existing methods, can match crease features. Our approach is based on a hybrid optimization scheme, that solves simultaneously for an elastic deformation of the source and its projection on the target. The elastic energy we minimize is invariant to rigid body motions, and its non‐linear membrane energy component favors locally injective maps. Symmetrizing this model enables feature aligned correspondences even for non‐isometric meshes. We demonstrate the advantage of our approach over state of the art methods on isometric and non‐isometric datasets, where we improve the geodesic distance from the ground truth, the conformal and area distortions, and the mismatch of the mean curvature functions. Finally, we show that our computed maps are applicable for surface interpolation, consistent cross‐field computation, and consistent quadrangular remeshing of a set of shapes. 相似文献
12.
Voxels are a popular choice to encode complex geometry. Their regularity makes updates easy and enables random retrieval of values. The main limitation lies in the poor scaling with respect to resolution. Sparse voxel DAGs (Directed Acyclic Graphs) overcome this hurdle and offer high-resolution representations for real-time rendering but only handle static data. We introduce a novel data structure to enable interactive modifications of such compressed voxel geometry without requiring de- and recompression. Besides binary data to encode geometry, it also supports compressed attributes (e.g., color). We illustrate the usefulness of our representation via an interactive large-scale voxel editor (supporting carving, filling, copying, and painting). 相似文献
13.
Real world dendritic growths show charming structures by their exquisite balance between the symmetry and randomness in the crystal formation. Other than the variety in the natural crystals, richer visual appearance of crystals can benefit from artificially controlling of the crystal growth on its growing directions and shapes. In this paper, by introducing one extra dimension of freedom, i.e. the orientation field, into the simulation, we propose an efficient algorithm for dendritic crystal simulation that is able to reproduce arbitrary symmetry patterns with different levels of asymmetry breaking effect on general grids or meshes, including spreading on curved surfaces and growth in 3D. Flexible artistic control is also enabled in a unified manner by exploiting and guiding the orientation field in the visual simulation. We show the effectiveness of our approach by various demonstrations of simulation results. 相似文献
14.
Normal vectors are essential for many point cloud operations, including segmentation, reconstruction and rendering. The robust estimation of normal vectors from 3D range scans is a challenging task due to undersampling and noise, specially when combining points sampled from multiple sensor locations. Our error model assumes a Gaussian distribution of the range error with spatially‐varying variances that depend on sensor distance and reflected intensity, mimicking the features of Lidar equipment. In this paper we study the impact of measurement errors on the covariance matrices of point neighborhoods. We show that covariance matrices of the true surface points can be estimated from those of the acquired points plus sensor‐dependent directional terms. We derive a lower bound on the neighbourhood size to guarantee that estimated matrix coefficients will be within a predefined error with a prescribed probability. This bound is key for achieving an optimal trade‐off between smoothness and fine detail preservation. We also propose and compare different strategies for handling neighborhoods with samples coming from multiple materials and sensors. We show analytically that our method provides better normal estimates than competing approaches in noise conditions similar to those found in Lidar equipment. 相似文献
15.
Procedural modeling is used across many industries for rapid 3D content creation. However, professional procedural tools often lack artistic control, requiring manual edits on baked results, diminishing the advantages of a procedural modeling pipeline. Previous approaches to enable local artistic control require special annotations of the procedural system and manual exploration of potential edit locations. Therefore, we propose a novel approach to discover meaningful and non‐redundant good edit locations (GELs). We introduce a bottom‐up algorithm for finding GELs directly from the attributes in procedural models, without special annotations. To make attribute edits at GELs persistent, we analyze their local spatial context and construct a meta‐locator to uniquely specify their structure. Meta‐locators are calculated independently per attribute, making them robust against changes in the procedural system. Functions on meta‐locators enable intuitive and robust multi‐selections. Finally, we introduce an algorithm to transfer meta‐locators to a different procedural model. We show that our approach greatly simplifies the exploration of the local edit space, and we demonstrate its usefulness in a user study and multiple real‐world examples. 相似文献
16.
This paper presents subdivision schemes with subdivision stencils near an extraordinary vertex that are free from or with substantially reduced polar artifact in extraordinary regions while maintaining the best possible bounded curvature at extraordinary positions. The subdivision stencils are firstly constructed to meet tangent plane continuity with bounded curvature at extraordinary positions. They are further optimized towards curvature continuity at an extraordinary position with additional measures for removing or for minimizing the polar artifact in extraordinary regions. The polar artifact for subdivision stencils of lower valences is removed by applying an additional constraint to the subdominant eigenvalue to be the same as that of subdivision at regular vertices, while the polar artifact for subdivision stencils of higher valances is substantially reduced by introducing an additional thin‐plate energy function and a penalty function for maintaining the uniformity and regularity of the characteristic map. A new tuned subdivision scheme is introduced by replacing subdivision stencils of Catmull‐Clark subdivision with that from this paper for extraordinary vertices of valences up to nine. We also compare the refined meshes and limit surface quality of the resulting subdivision scheme with that of Catmull‐Clark subdivision and other tuned subdivision schemes. The results show that subdivision stencils from our method produce well behaved subdivision meshes with the least polar artifact while maintaining satisfactory limit surface quality. 相似文献
17.
Riccardo Roveri A. Cengiz Öztireli Ioana Pandele Markus Gross 《Computer Graphics Forum》2018,37(2):87-99
With the widespread use of 3D acquisition devices, there is an increasing need of consolidating captured noisy and sparse point cloud data for accurate representation of the underlying structures. There are numerous algorithms that rely on a variety of assumptions such as local smoothness to tackle this ill‐posed problem. However, such priors lead to loss of important features and geometric detail. Instead, we propose a novel data‐driven approach for point cloud consolidation via a convolutional neural network based technique. Our method takes a sparse and noisy point cloud as input, and produces a dense point cloud accurately representing the underlying surface by resolving ambiguities in geometry. The resulting point set can then be used to reconstruct accurate manifold surfaces and estimate surface properties. To achieve this, we propose a generative neural network architecture that can input and output point clouds, unlocking a powerful set of tools from the deep learning literature. We use this architecture to apply convolutional neural networks to local patches of geometry for high quality and efficient point cloud consolidation. This results in significantly more accurate surfaces, as we illustrate with a diversity of examples and comparisons to the state‐of‐the‐art. 相似文献
18.
19.
Jonathan Gagnon Julin E. Guzmn Valentin Vervondel Franois Dagenais David Mould Eric Paquette 《Computer Graphics Forum》2019,38(7):491-500
We propose an approach for temporally coherent patch‐based texture synthesis on the free surface of fluids. Our approach is applied as a post‐process, using the surface and velocity field from any fluid simulator. We apply the texture from the exemplar through multiple local mesh patches fitted to the surface and mapped to the exemplar. Our patches are constructed from the fluid free surface by taking a subsection of the free surface mesh. As such, they are initially very well adapted to the fluid's surface, and can later deform according to the free surface velocity field, allowing a greater ability to represent surface motion than rigid or 2D grid‐based patches. From one frame to the next, the patch centers and surrounding patch vertices are advected according to the velocity field. We seek to maintain a Poisson disk distribution of patches, and following advection, the Poisson disk criterion determines where to add new patches and which patches should e flagged for removal. The removal considers the local number of patches: in regions containing too many patches, we accelerate the temporal removal. This reduces the number of patches while still meeting the Poisson disk criterion. Reducing areas with too many patches speeds up the computation and avoids patch‐blending artifacts. The final step of our approach creates the overall texture in an atlas where each texel is computed from the patches using a contrast‐preserving blending function. Our tests show that the approach works well on free surfaces undergoing significant deformation and topological changes. Furthermore, we show that our approach provides good results for many fluid simulation scenarios, and with many texture exemplars. We also confirm that the optical flow from the resulting texture matches the fluid velocity field. Overall, our approach compares favorably against recent work in this area. 相似文献
20.
Applying motion‐capture data to multi‐person interaction between virtual characters is challenging because one needs to preserve the interaction semantics while also satisfying the general requirements of motion retargeting, such as preventing penetration and preserving naturalness. An efficient means of representing interaction semantics is by defining the spatial relationships between the body parts of characters. However, existing methods consider only the character skeleton and thus are not suitable for capturing skin‐level spatial relationships. This paper proposes a novel method for retargeting interaction motions with respect to character skins. Specifically, we introduce the aura mesh, which is a volumetric mesh that surrounds a character's skin. The spatial relationships between two characters are computed from the overlap of the skin mesh of one character and the aura mesh of the other, and then the interaction motion retargeting is achieved by preserving the spatial relationships as much as possible while satisfying other constraints. We show the effectiveness of our method through a number of experiments. 相似文献