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1.
We propose a novel framework to generate a global texture atlas for a deforming geometry. Our approach distinguishes from prior arts in two aspects. First, instead of generating a texture map for each timestamp to color a dynamic scene, our framework reconstructs a global texture atlas that can be consistently mapped to a deforming object. Second, our approach is based on a single RGB‐D camera, without the need of a multiple‐camera setup surrounding a scene. In our framework, the input is a 3D template model with an RGB‐D image sequence, and geometric warping fields are found using a state‐of‐the‐art non‐rigid registration method [GXW*15] to align the template mesh to noisy and incomplete input depth images. With these warping fields, our multi‐scale approach for texture coordinate optimization generates a sharp and clear texture atlas that is consistent with multiple color observations over time. Our approach is accelerated by graphical hardware and provides a handy configuration to capture a dynamic geometry along with a clean texture atlas. We demonstrate our approach with practical scenarios, particularly human performance capture. We also show that our approach is resilient on misalignment issues caused by imperfect estimation of warping fields and inaccurate camera parameters.  相似文献   

2.
We present a novel method to compute bijective PolyCube‐maps with low isometric distortion. Given a surface and its pre‐axis‐aligned shape that is not an exact PolyCube shape, the algorithm contains two steps: (i) construct a PolyCube shape to approximate the pre‐axis‐aligned shape; and (ii) generate a bijective, low isometric distortion mapping between the constructed PolyCube shape and the input surface. The PolyCube construction is formulated as a constrained optimization problem, where the objective is the number of corners in the constructed PolyCube, and the constraint is to bound the approximation error between the constructed PolyCube and the input pre‐axis‐aligned shape while ensuring topological validity. A novel erasing‐and‐filling solver is proposed to solve this challenging problem. Centeral to the algorithm for computing bijective PolyCube‐maps is a quad mesh optimization process that projects the constructed PolyCube onto the input surface with high‐quality quads. We demonstrate the efficacy of our algorithm on a data set containing 300 closed meshes. Compared to state‐of‐the‐art methods, our method achieves higher practical robustness and lower mapping distortion.  相似文献   

3.
4.
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   

5.
In this paper, we present the first algorithm for progressive sampling of 3D surfaces with blue noise characteristics that runs entirely on the GPU. The performance of our algorithm is comparable to state‐of‐the‐art GPU Poisson‐disk sampling methods, while additionally producing ordered sequences of samples where every prefix exhibits good blue noise properties. The basic idea is, to reduce the 3D sampling domain to a set of 2.5D images which we sample in parallel utilizing the rasterization hardware of current GPUs. This allows for simple visibility‐aware sampling that only captures the surface as seen from outside the sampled object, which is especially useful for point‐based level‐of‐detail rendering methods. However, our method can be easily extended for sampling the entire surface without changing the basic algorithm. We provide a statistical analysis of our algorithm and show that it produces good blue noise characteristics for every prefix of the resulting sample sequence and analyze the performance of our method compared to related state‐of‐the‐art sampling methods.  相似文献   

6.
With the growing popularity of 3D printing, different shape classes such as fibers and hair have been shown, driving research toward class‐specific solutions. Among them, 3D trees are an important class, consisting of unique structures, characteristics and botanical features. Nevertheless, trees are an especially challenging case for 3D manufacturing. They typically consist of non‐volumetric patch leaves, an extreme amount of small detail often below printable resolution and are often physically weak to be self‐sustainable. We introduce a novel 3D tree printability method which optimizes trees through a set of geometry modifications for manufacturing purposes. Our key idea is to formulate tree modifications as a minimal constrained set which accounts for the visual appearance of the model and its structural soundness. To handle non‐printable fine details, our method modifies the tree shape by gradually abstracting details of visible parts while reducing details of non‐visible parts. To guarantee structural soundness and to increase strength and stability, our algorithm incorporates a physical analysis and adjusts the tree topology and geometry accordingly while adhering to allometric rules. Our results show a variety of tree species with different complexity that are physically sound and correctly printed within reasonable time. The printed trees are correct in terms of their allometry and of high visual quality, which makes them suitable for various applications in the realm of outdoor design, modeling and manufacturing.  相似文献   

7.
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   

8.
Power saving is a prevailing concern in desktop computers and, especially, in battery‐powered devices such as mobile phones. This is generating a growing demand for power‐aware graphics applications that can extend battery life, while preserving good quality. In this paper, we address this issue by presenting a real‐time power‐efficient rendering framework, able to dynamically select the rendering configuration with the best quality within a given power budget. Different from the current state of the art, our method does not require precomputation of the whole camera‐view space, nor Pareto curves to explore the vast power‐error space; as such, it can also handle dynamic scenes. Our algorithm is based on two key components: our novel power prediction model, and our runtime quality error estimation mechanism. These components allow us to search for the optimal rendering configuration at runtime, being transparent to the user. We demonstrate the performance of our framework on two different platforms: a desktop computer, and a mobile device. In both cases, we produce results close to the maximum quality, while achieving significant power savings.  相似文献   

9.
In this paper, we present a practically robust method for computing foldover‐free volumetric mappings with hard linear constraints. Central to this approach is a projection algorithm that monotonically and efficiently decreases the distance from the mapping to the bounded conformal distortion mapping space. After projection, the conformal distortion of the updated mapping tends to be below the given bound, thereby significantly reducing foldovers. Since it is non‐trivial to define an optimal bound, we introduce a practical conformal distortion bound generation scheme to facilitate subsequent projections. By iteratively generating conformal distortion bounds and trying to project mappings into bounded conformal distortion spaces monotonically, our algorithm achieves high‐quality foldover‐free volumetric mappings with strong practical robustness and high efficiency. Compared with existing methods, our method computes mesh‐based and meshless volumetric mappings with no prescribed conformal distortion bounds. We demonstrate the efficacy and efficiency of our method through a variety of geometric processing tasks.  相似文献   

10.
Procedural textile models are compact, easy to edit, and can achieve state‐of‐the‐art realism with fiber‐level details. However, these complex models generally need to be fully instantiated (aka. realized ) into 3D volumes or fiber meshes and stored in memory, We introduce a novel realization‐minimizing technique that enables physically based rendering of procedural textiles, without the need of full model realizations. The key ingredients of our technique are new data structures and search algorithms that look up regular and flyaway fibers on the fly, efficiently and consistently. Our technique works with compact fiber‐level procedural yarn models in their exact form with no approximation imposed. In practice, our method can render very large models that are practically unrenderable using existing methods, while using considerably less memory (60–200× less) and achieving good performance.  相似文献   

11.
Estimating the correspondence between the images using optical flow is the key component for image fusion, however, computing optical flow between a pair of facial images including backgrounds is challenging due to large differences in illumination, texture, color and background in the images. To improve optical flow results for image fusion, we propose a novel flow estimation method, wavelet flow, which can handle both the face and background in the input images. The key idea is that instead of computing flow directly between the input image pair, we estimate the image flow by incorporating multi‐scale image transfer and optical flow guided wavelet fusion. Multi‐scale image transfer helps to preserve the background and lighting detail of input, while optical flow guided wavelet fusion produces a series of intermediate images for further fusion quality optimizing. Our approach can significantly improve the performance of the optical flow algorithm and provide more natural fusion results for both faces and backgrounds in the images. We evaluate our method on a variety of datasets to show its high outperformance.  相似文献   

12.
In this paper, we propose a PatchMatch‐based Multi‐View Stereo (MVS) algorithm which can efficiently estimate geometry for the textureless area. Conventional PatchMatch‐based MVS algorithms estimate depth and normal hypotheses mainly by optimizing photometric consistency metrics between patch in the reference image and its projection on other images. The photometric consistency works well in textured regions but can not discriminate textureless regions, which makes geometry estimation for textureless regions hard work. To address this issue, we introduce the local consistency. Based on the assumption that neighboring pixels with similar colors likely belong to the same surface and share approximate depth‐normal values, local consistency guides the depth and normal estimation with geometry from neighboring pixels with similar colors. To fasten the convergence of pixelwise local consistency across the image, we further introduce a pyramid architecture similar to previous work which can also provide coarse estimation at upper levels. We validate the effectiveness of our method on the ETH3D benchmark and Tanks and Temples benchmark. Results show that our method outperforms the state‐of‐the‐art.  相似文献   

13.
Semantic surface decomposition (SSD) facilitates various geometry processing and product re‐design tasks. Filter‐based techniques are meaningful and widely used to achieve the SSD, which however often leads to surface either under‐fitting or over‐fitting. In this paper, we propose a reliable rolling‐guided point normal filtering method to decompose textures from a captured point cloud surface. Our method is built on the geometry assumption that 3D surfaces are comprised of an underlying shape (US) and a variety of bump ups and downs (BUDs) on the US. We have three core contributions. First, by considering the BUDs as surface textures, we present a RANSAC‐based sub‐neighborhood detection scheme to distinguish the US and the textures. Second, to better preserve the US (especially the prominent structures), we introduce a patch shift scheme to estimate the guidance normal for feeding the rolling‐guided filter. Third, we formulate a new position updating scheme to alleviate the common uneven distribution of points. Both visual and numerical experiments demonstrate that our method is comparable to state‐of‐the‐art methods in terms of the robustness of texture removal and the effectiveness of the underlying shape preservation.  相似文献   

14.
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   

15.
Automatic synthesis of high quality 3D shapes is an ongoing and challenging area of research. While several data‐driven methods have been proposed that make use of neural networks to generate 3D shapes, none of them reach the level of quality that deep learning synthesis approaches for images provide. In this work we present a method for a convolutional point cloud decoder/generator that makes use of recent advances in the domain of image synthesis. Namely, we use Adaptive Instance Normalization and offer an intuition on why it can improve training. Furthermore, we propose extensions to the minimization of the commonly used Chamfer distance for auto‐encoding point clouds. In addition, we show that careful sampling is important both for the input geometry and in our point cloud generation process to improve results. The results are evaluated in an auto‐encoding setup to offer both qualitative and quantitative analysis. The proposed decoder is validated by an extensive ablation study and is able to outperform current state of the art results in a number of experiments. We show the applicability of our method in the fields of point cloud upsampling, single view reconstruction, and shape synthesis.  相似文献   

16.
Angle-Analyzer: A Triangle-Quad Mesh Codec   总被引:2,自引:0,他引:2  
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17.
Reproducing the appearance of real‐world materials using current printing technology is problematic. The reduced number of inks available define the printer's limited gamut, creating distortions in the printed appearance that are hard to control. Gamut mapping refers to the process of bringing an out‐of‐gamut material appearance into the printer's gamut, while minimizing such distortions as much as possible. We present a novel two‐step gamut mapping algorithm that allows users to specify which perceptual attribute of the original material they want to preserve (such as brightness, or roughness). In the first step, we work in the low‐dimensional intuitive appearance space recently proposed by Serrano et al. [ SGM*16 ], and adjust achromatic reflectance via an objective function that strives to preserve certain attributes. From such intermediate representation, we then perform an image‐based optimization including color information, to bring the BRDF into gamut. We show, both objectively and through a user study, how our method yields superior results compared to the state of the art, with the additional advantage that the user can specify which visual attributes need to be preserved. Moreover, we show how this approach can also be used for attribute‐preserving material editing.  相似文献   

18.
In this paper, we propose a two‐stage top‐down and bottom‐up Generative Adversarial Networks (TBGANs) for shadow inpainting and removal which uses a novel top‐down encoder and a bottom‐up decoder with slice convolutions. These slice convolutions can effectively extract and restore the long‐range spatial information for either down‐sampling or up‐sampling. Different from the previous shadow removal methods based on deep learning, we propose to inpaint shadow to handle the possible dark shadows to achieve a coarse shadow‐removal image at the first stage, and then further recover the details and enhance the color and texture details with a non‐local block to explore both local and global inter‐dependencies of pixels at the second stage. With such a two‐stage coarse‐to‐fine processing, the overall effect of shadow removal is greatly improved, and the effect of color retention in non‐shaded areas is significant. By comparing with a variety of mainstream shadow removal methods, we demonstrate that our proposed method outperforms the state‐of‐the‐art methods.  相似文献   

19.
We present a new method to compute continuous and bijective maps (surface homeomorphisms) between two or more genus-0 triangle meshes. In contrast to previous approaches, we decouple the resolution at which a map is represented from the resolution of the input meshes. We discretize maps via common triangulations that approximate the input meshes while remaining in bijective correspondence to them. Both the geometry and the connectivity of these triangulations are optimized with respect to a single objective function that simultaneously controls mapping distortion, triangulation quality, and approximation error. A discrete-continuous optimization algorithm performs both energy-based remeshing as well as global second-order optimization of vertex positions, parametrized via the sphere. With this, we combine the disciplines of compatible remeshing and surface map optimization in a unified formulation and make a contribution in both fields. While existing compatible remeshing algorithms often operate on a fixed pre-computed surface map, we can now globally update this correspondence during remeshing. On the other hand, bijective surface-to-surface map optimization previously required computing costly overlay meshes that are inherently tied to the input mesh resolution. We achieve significant complexity reduction by instead assessing distortion between the approximating triangulations. This new map representation is inherently more robust than previous overlay-based approaches, is less intricate to implement, and naturally supports mapping between more than two surfaces. Moreover, it enables adaptive multi-resolution schemes that, e.g., first align corresponding surface regions at coarse resolutions before refining the map where needed. We demonstrate significant speedups and increased flexibility over state-of-the art mapping algorithms at similar map quality, and also provide a reference implementation of the method.  相似文献   

20.
Space-Optimized Texture Maps   总被引:1,自引:0,他引:1  
Texture mapping is a common operation to increase the realism of three‐dimensional meshes at low cost. We propose a new texture optimization algorithm based on the reduction of the physical space allotted to the texture image. Our algorithm optimizes the use of texture space by computing a warping function for the image and new texture coordinates. Neither the mesh geometry nor its connectivity are modified by the optimization. Our method uniformly distributes frequency content of the image in the spatial domain. In other words, the image is stretched in high frequency areas, whereas low frequency regions are shrunk. We also take into account distortions introduced by the mapping onto the model geometry in this process. The resulting image can be resampled at lower rate while preserving its original details. The unwarping is performed by the texture mapping function. Hence, the space‐optimized texture is stored as‐is in texture memory and is fully supported by current graphics hardware. We present several examples showing that our method significantly decreases texture memory usage without noticeable loss in visual quality.  相似文献   

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