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1.
This paper presents a method that can convert a given 3D mesh into a flat‐foldable model consisting of rigid panels. A previous work proposed a method to assist manual design of a single component of such flat‐foldable model, consisting of vertically‐connected side panels as well as horizontal top and bottom panels. Our method semi‐automatically generates a more complicated model that approximates the input mesh with multiple convex components. The user specifies the folding direction of each convex component and the fidelity of shape approximation. Given the user inputs, our method optimizes shapes and positions of panels of each convex component in order to make the whole model flat‐foldable. The user can check a folding animation of the output model. We demonstrate the effectiveness of our method by fabricating physical paper prototypes of flat‐foldable models.  相似文献   

2.
This paper presents a novel hybrid particle‐grid method that tightly couples Lagrangian particle approach with Eulerian grid approach to simulate multi‐scale diffuse materials varying from disperse droplets to dissipating spray and their natural mixture and transition, originated from a violent (high‐speed) liquid stream. Despite the fact that Lagrangian particles are widely employed for representing individual droplets and Eulerian grid‐based method is ideal for volumetric spray modeling, using either one alone has encountered tremendous difficulties when effectively simulating droplet/spray mixture phenomena with high fidelity. To ameliorate, we propose a new hybrid model to tackle such challenges with many novel technical elements. At the geometric level, we employ the particle and density field to represent droplet and spray respectively, modeling their creation from liquid as well as their seamless transition. At the physical level, we introduce a drag force model to couple droplets and spray, and specifically, we employ Eulerian method to model the interaction among droplets and marry it with the widely‐used Lagrangian model. Moreover, we implement our entire hybrid model on CUDA to guarantee the interactive performance for high‐effective physics‐based graphics applications. The comprehensive experiments have shown that our hybrid approach takes advantages of both particle and grid methods, with convincing graphics effects for disperse droplets and spray simulation.  相似文献   

3.
Feature learning for 3D shapes is challenging due to the lack of natural paramterization for 3D surface models. We adopt the multi‐view depth image representation and propose Multi‐View Deep Extreme Learning Machine (MVD‐ELM) to achieve fast and quality projective feature learning for 3D shapes. In contrast to existing multi‐view learning approaches, our method ensures the feature maps learned for different views are mutually dependent via shared weights and in each layer, their unprojections together form a valid 3D reconstruction of the input 3D shape through using normalized convolution kernels. These lead to a more accurate 3D feature learning as shown by the encouraging results in several applications. Moreover, the 3D reconstruction property enables clear visualization of the learned features, which further demonstrates the meaningfulness of our feature learning.  相似文献   

4.
Non‐rigid registration of 3D shapes is an essential task of increasing importance as commodity depth sensors become more widely available for scanning dynamic scenes. Non‐rigid registration is much more challenging than rigid registration as it estimates a set of local transformations instead of a single global transformation, and hence is prone to the overfitting issue due to underdetermination. The common wisdom in previous methods is to impose an ?2‐norm regularization on the local transformation differences. However, the ?2‐norm regularization tends to bias the solution towards outliers and noise with heavy‐tailed distribution, which is verified by the poor goodness‐of‐fit of the Gaussian distribution over transformation differences. On the contrary, Laplacian distribution fits well with the transformation differences, suggesting the use of a sparsity prior. We propose a sparse non‐rigid registration (SNR) method with an ?1‐norm regularized model for transformation estimation, which is effectively solved by an alternate direction method (ADM) under the augmented Lagrangian framework. We also devise a multi‐resolution scheme for robust and progressive registration. Results on both public datasets and our scanned datasets show the superiority of our method, particularly in handling large‐scale deformations as well as outliers and noise.  相似文献   

5.
While the 3D printing technology has become increasingly popular in recent years, it suffers from two critical limitations: expensive printing material and long printing time. An effective solution is to hollow the 3D model into a shell and print the shell by parts. Unfortunately, making shell pieces tightly assembled and easy to disassemble seem to be two contradictory conditions, and there exists no easy way to satisfy them at the same time yet. In this paper, we present a computational system to design an interlocking structure of a partitioned shell model, which uses only male and female connectors to lock shell pieces in the assembled configuration. Given a mesh segmentation input, our system automatically finds an optimal installation plan specifying both the installation order and the installation directions of the pieces, and then builds the models of the shell pieces using optimized shell thickness and connector sizes. To find the optimal installation plan, we develop simulation‐based and data‐driven metrics, and we incorporate them into an optimal plan search algorithm with fast pruning and local optimization strategies. The whole system is automatic, except for the shape design of the key piece. The interlocking structure does not introduce new gaps on the outer surface, which would become noticeable inevitably due to limited printer precision. Our experiment shows that the assembled object is strong against separation, yet still easy to disassemble.  相似文献   

6.
We introduce techniques for the processing of motion and animations of non‐rigid shapes. The idea is to regard animations of deformable objects as curves in shape space. Then, we use the geometric structure on shape space to transfer concepts from curve processing in ?n to the processing of motion of non‐rigid shapes. Following this principle, we introduce a discrete geometric flow for curves in shape space. The flow iteratively replaces every shape with a weighted average shape of a local neighborhood and thereby globally decreases an energy whose minimizers are discrete geodesics in shape space. Based on the flow, we devise a novel smoothing filter for motions and animations of deformable shapes. By shortening the length in shape space of an animation, it systematically regularizes the deformations between consecutive frames of the animation. The scheme can be used for smoothing and noise removal, e.g., for reducing jittering artifacts in motion capture data. We introduce a reduced‐order method for the computation of the flow. In addition to being efficient for the smoothing of curves, it is a novel scheme for computing geodesics in shape space. We use the scheme to construct non‐linear “Bézier curves” by executing de Casteljau's algorithm in shape space.  相似文献   

7.
Various applications of global surface parametrization benefit from the alignment of parametrization isolines with principal curvature directions. This is particularly true for recent parametrization‐based meshing approaches, where this directly translates into a shape‐aware edge flow, better approximation quality, and reduced meshing artifacts. Existing methods to influence a parametrization based on principal curvature directions suffer from scale‐dependence, which implies the necessity of parameter variation, or try to capture complex directional shape features using simple 1D curves. Especially for non‐sharp features, such as chamfers, fillets, blends, and even more for organic variants thereof, these abstractions can be unfit. We present a novel approach which respects and exploits the 2D nature of such directional feature regions, detects them based on coherence and homogeneity properties, and controls the parametrization process accordingly. This approach enables us to provide an intuitive, scale‐invariant control parameter to the user. It also allows us to consider non‐local aspects like the topology of a feature, enabling further improvements. We demonstrate that, compared to previous approaches, global parametrizations of higher quality can be generated without user intervention.  相似文献   

8.
9.
We present a data‐driven method for synthesizing 3D indoor scenes by inserting objects progressively into an initial, possibly, empty scene. Instead of relying on few hundreds of hand‐crafted 3D scenes, we take advantage of existing large‐scale annotated RGB‐D datasets, in particular, the SUN RGB‐D database consisting of 10,000+ depth images of real scenes, to form the prior knowledge for our synthesis task. Our object insertion scheme follows a co‐occurrence model and an arrangement model, both learned from the SUN dataset. The former elects a highly probable combination of object categories along with the number of instances per category while a plausible placement is defined by the latter model. Compared to previous works on probabilistic learning for object placement, we make two contributions. First, we learn various classes of higher‐order object‐object relations including symmetry, distinct orientation, and proximity from the database. These relations effectively enable considering objects in semantically formed groups rather than by individuals. Second, while our algorithm inserts objects one at a time, it attains holistic plausibility of the whole current scene while offering controllability through progressive synthesis. We conducted several user studies to compare our scene synthesis performance to results obtained by manual synthesis, state‐of‐the‐art object placement schemes, and variations of parameter settings for the arrangement model.  相似文献   

10.
We consider the problem of stable region detection and segmentation of deformable shapes. We pursue this goal by determining a consensus segmentation from a heterogeneous ensemble of putative segmentations, which are generated by a clustering process on an intrinsic embedding of the shape. The intuition is that the consensus segmentation, which relies on aggregate statistics gathered from the segmentations in the ensemble, can reveal components in the shape that are more stable to deformations than the single baseline segmentations. Compared to the existing approaches, our solution exhibits higher robustness and repeatability throughout a wide spectrum of non‐rigid transformations. It is computationally efficient, naturally extendible to point clouds, and remains semantically stable even across different object classes. A quantitative evaluation on standard datasets confirms the potentiality of our method as a valid tool for deformable shape analysis.  相似文献   

11.
To design a bas‐relief from a 3D scene is an inherently interactive task in many scenarios. The user normally needs to get instant feedback to select a proper viewpoint. However, current methods are too slow to facilitate this interaction. This paper proposes a two‐scale bas‐relief modeling method, which is computationally efficient and easy to produce different styles of bas‐reliefs. The input 3D scene is first rendered into two textures, one recording the depth information and the other recording the normal information. The depth map is then compressed to produce a base surface with level‐of‐depth, and the normal map is used to extract local details with two different schemes. One scheme provides certain freedom to design bas‐reliefs with different visual appearances, and the other provides a control over the level of detail. Finally, the local feature details are added into the base surface to produce the final result. Our approach allows for real‐time computation due to its implementation on graphics hardware. Experiments with a wide range of 3D models and scenes show that our approach can effectively generate digital bas‐reliefs in real time.  相似文献   

12.
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   

13.
Splines are part of the standard toolbox for the approximation of functions and curves in ?d. Still, the problem of finding the spline that best approximates an input function or curve is ill‐posed, since in general this yields a “spline” with an infinite number of segments. The problem can be regularized by adding a penalty term for the number of spline segments. We show how this idea can be formulated as an ?0‐regularized quadratic problem. This gives us a notion of optimal approximating splines that depend on one parameter, which weights the approximation error against the number of segments. We detail this concept for different types of splines including B‐splines and composite Bézier curves. Based on the latest development in the field of sparse approximation, we devise a solver for the resulting minimization problems and show applications to spline approximation of planar and space curves and to spline conversion of motion capture data.  相似文献   

14.
15.
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   

16.
Shape correspondence is a fundamental problem in computer graphics and vision, with applications in various problems including animation, texture mapping, robotic vision, medical imaging, archaeology and many more. In settings where the shapes are allowed to undergo non‐rigid deformations and only partial views are available, the problem becomes very challenging. To this end, we present a non‐rigid multi‐part shape matching algorithm. We assume to be given a reference shape and its multiple parts undergoing a non‐rigid deformation. Each of these query parts can be additionally contaminated by clutter, may overlap with other parts, and there might be missing parts or redundant ones. Our method simultaneously solves for the segmentation of the reference model, and for a dense correspondence to (subsets of) the parts. Experimental results on synthetic as well as real scans demonstrate the effectiveness of our method in dealing with this challenging matching scenario.  相似文献   

17.
We present a sparse optimization framework for extracting sparse shape priors from a collection of 3D models. Shape priors are defined as point‐set neighborhoods sampled from shape surfaces which convey important information encompassing normals and local shape characterization. A 3D shape model can be considered to be formed with a set of 3D local shape priors, while most of them are likely to have similar geometry. Our key observation is that the local priors extracted from a family of 3D shapes lie in a very low‐dimensional manifold. Consequently, a compact and informative subset of priors can be learned to efficiently encode all shapes of the same family. A comprehensive library of local shape priors is first built with the given collection of 3D models of the same family. We then formulate a global, sparse optimization problem which enforces selecting representative priors while minimizing the reconstruction error. To solve the optimization problem, we design an efficient solver based on the Augmented Lagrangian Multipliers method (ALM). Extensive experiments exhibit the power of our data‐driven sparse priors in elegantly solving several high‐level shape analysis applications and geometry processing tasks, such as shape retrieval, style analysis and symmetry detection.  相似文献   

18.
Since indoor scenes are frequently changed in daily life, such as re‐layout of furniture, the 3D reconstructions for them should be flexible and easy to update. We present an automatic 3D scene update algorithm to indoor scenes by capturing scene variation with RGBD cameras. We assume an initial scene has been reconstructed in advance in manual or other semi‐automatic way before the change, and automatically update the reconstruction according to the newly captured RGBD images of the real scene update. It starts with an automatic segmentation process without manual interaction, which benefits from accurate labeling training from the initial 3D scene. After the segmentation, objects captured by RGBD camera are extracted to form a local updated scene. We formulate an optimization problem to compare to the initial scene to locate moved objects. The moved objects are then integrated with static objects in the initial scene to generate a new 3D scene. We demonstrate the efficiency and robustness of our approach by updating the 3D scene of several real‐world scenes.  相似文献   

19.
In this paper, we introduce an interactive method suitable for retargeting both 3D objects and scenes. Initially, the input object or scene is decomposed into a collection of constituent components enclosed by corresponding control bounding volumes which capture the intra‐structures of the object or semantic grouping of objects in the 3D scene. The overall retargeting is accomplished through a constrained optimization by manipulating the control bounding volumes. Without inferring the intricate dependencies between the components, we define a minimal set of constraints that maintain the spatial arrangement and connectivity between the components to regularize the valid retargeting results. The default retargeting behavior can then be easily altered by additional semantic constraints imposed by users. This strategy makes the proposed method highly flexible to process a wide variety of 3D objects and scenes under an unified framework. In addition, the proposed method achieved more general structure‐preserving pattern synthesis in both object and scene levels. We demonstrate the effectiveness of our method by applying it to several complicated 3D objects and scenes.  相似文献   

20.
We study the difficult problem of deciding if parts of a freeform surface can be generated, or approximately generated, by the motion of a planar profile through space. While this task is basic for understanding the geometry of shapes as well as highly relevant for manufacturing and building construction, previous approaches were confined to special cases like kinematic surfaces or “moulding” surfaces. The general case remained unsolved so far. We approach this problem by a combination of local and global methods: curve analysis with regard to “movability”, curve comparison by common substring search in curvature plots, an exhaustive search through all planar cuts enhanced by quick rejection procedures, the ordering of candidate profiles and finally, global optimization. The main applications of our method are digital reconstruction of CAD models exhibiting sweep patches, and aiding in manufacturing freeform surfaces by pointing out those parts which can be approximated by sweeps.  相似文献   

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