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1.
We propose a novel method to synthesize geometric models from a given class of context‐aware structured shapes such as buildings and other man‐made objects. The central idea is to leverage powerful machine learning methods from the area of natural language processing for this task. To this end, we propose a technique that maps shapes to strings and vice versa, through an intermediate shape graph representation. We then convert procedurally generated shape repositories into text databases that, in turn, can be used to train a variational autoencoder. The autoencoder enables higher level shape manipulation and synthesis like, for example, interpolation and sampling via its continuous latent space. We provide project code and pre‐trained models.  相似文献   

2.
A tangent vector field on a surface is the generator of a smooth family of maps from the surface to itself, known as the flow. Given a scalar function on the surface, it can be transported, or advected, by composing it with a vector field's flow. Such transport is exhibited by many physical phenomena, e.g., in fluid dynamics. In this paper, we are interested in the inverse problem: given source and target functions, compute a vector field whose flow advects the source to the target. We propose a method for addressing this problem, by minimizing an energy given by the advection constraint together with a regularizing term for the vector field. Our approach is inspired by a similar method in computational anatomy, known as LDDMM, yet leverages the recent framework of functional vector fields for discretizing the advection and the flow as operators on scalar functions. The latter allows us to efficiently generalize LDDMM to curved surfaces, without explicitly computing the flow lines of the vector field we are optimizing for. We show two approaches for the solution: using linear advection with multiple vector fields, and using non‐linear advection with a single vector field. We additionally derive an approximated gradient of the corresponding energy, which is based on a novel vector field transport operator. Finally, we demonstrate applications of our machinery to intrinsic symmetry analysis, function interpolation and map improvement.  相似文献   

3.
4.
We introduce co‐variation analysis as a tool for modeling the way part geometries and configurations co‐vary across a family of man‐made 3D shapes. While man‐made 3D objects exhibit large geometric and structural variations, the geometry, structure, and configuration of their individual components usually do not vary independently from each other but in a correlated fashion. The size of the body of an airplane, for example, constrains the range of deformations its wings can undergo to ensure that the entire object remains a functionally‐valid airplane. These co‐variation constraints, which are often non‐linear, can be either physical, and thus they can be explicitly enumerated, or implicit to the design and style of the shape family. In this article, we propose a data‐driven approach, which takes pre‐segmented 3D shapes with known component‐wise correspondences and learns how various geometric and structural properties of their components co‐vary across the set. We demonstrate, using a variety of 3D shape families, the utility of the proposed co‐variation analysis in various applications including 3D shape repositories exploration and shape editing where the propagation of deformations is guided by the co‐variation analysis. We also show that the framework can be used for context‐guided orientation of objects in 3D scenes.  相似文献   

5.
Paper pop‐ups are interesting three‐dimensional books that fascinate people of all ages. The design and construction of these pop‐up books however are done manually and require a lot of time and effort. This has led to computer‐assisted or automated tools for designing paper pop‐ups. This paper proposes an approach for automatically converting a 3D model into a multi‐style paper pop‐up. Previous automated approaches have only focused on single‐style pop‐ups, where each is made of a single type of pop‐up mechanisms. In our work, we combine multiple styles in a pop‐up, which is more representative of actual artist's creations. Our method abstracts a 3D model using suitable primitive shapes that both facilitate the formation of the considered pop‐up mechanisms and closely approximate the input model. Each shape is then abstracted using a set of 2D patches that combine to form a valid pop‐up. We define geometric conditions that ensure the validity of the combined pop‐up structures. In addition, our method also employs an image‐based approach for producing the patches to preserve the textures, finer details and important contours of the input model. Finally, our system produces a printable design layout and decides an assembly order for the construction instructions. The feasibility of our results is verified by constructing the actual paper pop‐ups from the designs generated by our system.  相似文献   

6.
We describe a novel approach that addresses the problem of establishing correspondences between non‐rigidly deformed shapes by performing the registration over the unit sphere. In a pre‐processing step, each shape is conformally parametrized over the sphere, centered to remove Möbius inversion ambiguity, and authalically evolved to expand regions that are excessively compressed by the conformal parametrization. Then, for each pair of shapes, we perform fast SO(3) correlation to find the optimal rotational alignment and refine the registration using optical flow. We evaluate our approach on the TOSCA dataset, demonstrating that our approach compares favorably to state‐of‐the‐art methods.  相似文献   

7.
We present an algorithm for shape reconstruction from incomplete 3D scans by fusing together two acquisition modes: 2D photographs and 3D scans. The two modes exhibit complementary characteristics: scans have depth information, but are often sparse and incomplete; photographs, on the other hand, are dense and have high resolution, but lack important depth information. In this work we fuse the two modes, taking advantage of their complementary information, to enhance 3D shape reconstruction from an incomplete scan with a 2D photograph. We compute geometrical and topological shape properties in 2D photographs and use them to reconstruct a shape from an incomplete 3D scan in a principled manner. Our key observation is that shape properties such as boundaries, smooth patches and local connectivity, can be inferred with high confidence from 2D photographs. Thus, we register the 3D scan with the 2D photograph and use scanned points as 3D depth cues for lifting 2D shape structures into 3D. Our contribution is an algorithm which significantly regularizes and enhances the problem of 3D reconstruction from partial scans by lifting 2D shape structures into 3D. We evaluate our algorithm on various shapes which are loosely scanned and photographed from different views, and compare them with state‐of‐the‐art reconstruction methods.  相似文献   

8.
Implicit representations of geometry have found applications in shape modeling, simulation, and other graphics pipelines. These representations, however, do not provide information about the paths of individual points as shapes move and undergo deformation. For this reason, we reconsider the problem of tracking points on level set surfaces, with the goal of designing an algorithm that — unlike previous work — can recover rotational motion and nearly isometric deformation. We track points on level sets of a time‐varying function using approximate Killing vector fields (AKVFs), the velocity fields of near‐isometric motions. To this end, we provide suitable theoretical and discrete constructions for computing AKVFs in a narrow band surrounding an animated level set surface. Furthermore, we propose time integrators well‐suited to integrating AKVFs in time to track points. We demonstrate the theoretical and practical advantages of our proposed algorithms on synthetic and practical tasks.  相似文献   

9.
PolyCubes provide compact representations for closed complex shapes and are essential to many computer graphics applications. Existing automatic PolyCube construction methods usually suffer from poor quality or time‐consuming computation. In this paper, we provide a highly efficient method to compute volumetric PolyCube‐maps. Given an input tetrahedral mesh, we utilize two novel normal‐driven volumetric deformation schemes and a polycube‐allowable mesh segmentation to drive the input to a volumetric PolyCube structure. Our method can robustly generate foldover‐free and low‐distortion PolyCube‐maps in practice, and provide a flexible control on the number of corners of Polycubes. Compared with state‐of‐the‐art methods, our method is at least one order of magnitude faster and has better mapping qualities. We demonstrate the efficiency and efficacy of our method in PolyCube construction and all‐hexahedral meshing on various complex models.  相似文献   

10.
Modeling 3D origami pieces using conventional software is laborious due to the geometric constraints imposed by the complicated layered structure. Targeting origami models used in visual content such as CG illustrations and movies, we propose an interactive system that dramatically simplifies the modeling of 3D origami pieces with plausible outer shapes, while omitting accurate inner structures. By focusing on flat origami models with a front‐and‐back symmetry commonly found in traditional artworks, our system realizes easy and quick modeling via single‐view interface; given a reference image of the target origami piece, the user draws polygons of planar faces onto the image, and assigns annotations indicating the types of folding operations. Our system automatically rectifies the manually‐specified polygons, infers the folded structures that should yield the user‐specified polygons with reference to the depth order of layered polygons, and generates a plausible 3D model while accounting for gaps between layers. Our system is versatile enough for modeling pseudo‐origami models that are not realizable by folding a single sheet of paper. Our user study demonstrates that even novice users without the specialized knowledge and experience on origami and 3D modeling can create plausible origami models quickly.  相似文献   

11.
    
Objects with various types of mechanical joints are among the most commonly built. Joints implement a vocabulary of simple constrained motions (kinematic pairs) that can be used to build more complex behaviors. Defining physically correct joint geometry is crucial both for realistic appearance of models during motion, as these are typically the only parts of geometry that stay in contact, and for fabrication. Direct design of joint geometry often requires more effort than the design of the rest of the object geometry, as it requires design of components that stay in precise contact, are aligned with other parts, and allow the desired range of motion. We present an interactive system for creating physically realizable joints with user‐controlled appearance. Our system minimizes or, in most cases, completely eliminates the need for the user to manipulate low‐level geometry of joints. This is achieved by automatically inferring a small number of plausible combinations of joint dimensions, placement and orientation from part geometry, with the user making the final high‐level selection based on object semantic. Through user studies, we demonstrate that functional results with a satisfying appearance can be obtained quickly by users with minimal modeling experience, offering a significant improvement in the time required for joint construction, compared to standard modeling approaches.  相似文献   

12.
We introduce design transformations for rule‐based procedural models, e.g., for buildings and plants. Given two or more procedural designs, each specified by a grammar, a design transformation combines elements of the existing designs to generate new designs. We introduce two technical components to enable design transformations. First, we extend the concept of discrete rule switching to rule merging, leading to a very large shape space for combining procedural models. Second, we propose an algorithm to jointly derive two or more grammars, called grammar co‐derivation. We demonstrate two applications of our work: we show that our framework leads to a larger variety of models than previous work, and we show fine‐grained transformation sequences between two procedural models.  相似文献   

13.
QuadriFlow is a scalable algorithm for generating quadrilateral surface meshes based on the Instant Field‐Aligned Meshes of Jakob et al. (ACM Trans. Graph. 34(6):189, 2015). We modify the original algorithm such that it efficiently produces meshes with many fewer singularities. Singularities in quadrilateral meshes cause problems for many applications, including parametrization and rendering with Catmull‐Clark subdivision surfaces. Singularities can rarely be entirely eliminated, but it is possible to keep their number small. Local optimization algorithms usually produce meshes with many singularities, whereas the best algorithms tend to require non‐local optimization, and therefore are slow. We propose an efficient method to minimize singularities by combining the Instant Meshes objective with a system of linear and quadratic constraints. These constraints are enforced by solving a global minimum‐cost network flow problem and local boolean satisfiability problems. We have verified the robustness and efficiency of our method on a subset of ShapeNet comprising 17,791 3D objects in the wild. Our evaluation shows that the quality of the quadrangulations generated by our method is as good as, if not better than, those from other methods, achieving about four times fewer singularities than Instant Meshes. Other algorithms that produce similarly few singularities are much slower; we take less than ten seconds to process each model. Our source code is publicly available.  相似文献   

14.
15.
We propose a new framework to reconstruct building details by automatically assembling 3D templates on coarse textured building models. In a preprocessing step, we generate an initial coarse model to approximate a point cloud computed using Structure from Motion and Multi View Stereo, and we model a set of 3D templates of facade details. Next, we optimize the initial coarse model to enforce consistency between geometry and appearance (texture images). Then, building details are reconstructed by assembling templates on the textured faces of the coarse model. The 3D templates are automatically chosen and located by our optimization‐based template assembly algorithm that balances image matching and structural regularity. In the results, we demonstrate how our framework can enrich the details of coarse models using various data sets.  相似文献   

16.
17.
Contour trees are extensively used in scalar field analysis. The contour tree is a data structure that tracks the evolution of level set topology in a scalar field. Scalar fields are typically available as samples at vertices of a mesh and are linearly interpolated within each cell of the mesh. A more suitable way of representing scalar fields, especially when a smoother function needs to be modeled, is via higher order interpolants. We propose an algorithm to compute the contour tree for such functions. The algorithm computes a local structure by connecting critical points using a numerically stable monotone path tracing procedure. Such structures are computed for each cell and are stitched together to obtain the contour tree of the function. The algorithm is scalable to higher degree interpolants whereas previous methods were restricted to quadratic or linear interpolants. The algorithm is intrinsically parallelizable and has potential applications to isosurface extraction.  相似文献   

18.
We define a novel geometric predicate and a class of objects that enables us to prove a linear bound on the number of intersecting polygon pairs for colliding 3D objects in that class. Our predicate is relevant both in theory and in practice: it is easy to check and it needs to consider only the geometric properties of the individual objects – it does not depend on the configuration of a given pair of objects. In addition, it characterizes a practically relevant class of objects: we checked our predicate on a large database of real‐world 3D objects and the results show that it holds for all but the most pathological ones. Our proof is constructive in that it is the basis for a novel collision detection algorithm that realizes this linear complexity also in practice. Additionally, we present a parallelization of this algorithm with a worst‐case running time that is independent of the number of polygons. Our algorithm is very well suited not only for rigid but also for deformable and even topology‐changing objects, because it does not require any complex data structures or pre‐processing. We have implemented our algorithm on the GPU and the results show that it is able to find in real‐time all colliding polygons for pairs of deformable objects consisting of more than 200k triangles, including self‐collisions.  相似文献   

19.
Deep neural networks provide a promising tool for incorporating semantic information in geometry processing applications. Unlike image and video processing, however, geometry processing requires handling unstructured geometric data, and thus data representation becomes an important challenge in this framework. Existing approaches tackle this challenge by converting point clouds, meshes, or polygon soups into regular representations using, e.g., multi‐view images, volumetric grids or planar parameterizations. In each of these cases, geometric data representation is treated as a fixed pre‐process that is largely disconnected from the machine learning tool. In contrast, we propose to optimize for the geometric representation during the network learning process using a novel metric alignment layer. Our approach maps unstructured geometric data to a regular domain by minimizing the metric distortion of the map using the regularized Gromov–Wasserstein objective. This objective is parameterized by the metric of the target domain and is differentiable; thus, it can be easily incorporated into a deep network framework. Furthermore, the objective aims to align the metrics of the input and output domains, promoting consistent output for similar shapes. We show the effectiveness of our layer within a deep network trained for shape classification, demonstrating state‐of‐the‐art performance for nonrigid shapes.  相似文献   

20.
Representing digital objects with structured meshes that embed a coarse block decomposition is a relevant problem in applications like computer animation, physically‐based simulation and Computer Aided Design (CAD). One of the key ingredients to produce coarse block structures is to achieve a good alignment between the mesh singularities (i.e., the corners of each block). In this paper we improve on the polycube‐based meshing pipeline to produce both surface and volumetric coarse block‐structured meshes of general shapes. To this aim we add a new step in the pipeline. Our goal is to optimize the positions of the polycube corners to produce as coarse as possible base complexes. We rely on re‐mapping the positions of the corners on an integer grid and then using integer numerical programming to reach the optimal. To the best of our knowledge this is the first attempt to solve the singularity misalignment problem directly in polycube space. Previous methods for polycube generation did not specifically address this issue. Our corner optimization strategy is efficient and requires a negligible extra running time for the meshing pipeline. In the paper we show that our optimized polycubes produce coarser block structured surface and volumetric meshes if compared with previous approaches. They also induce higher quality hexahedral meshes and are better suited for spline fitting because they reduce the number of splines necessary to cover the domain, thus improving both the efficiency and the overall level of smoothness throughout the volume.  相似文献   

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