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1.
In this work, we introduce multi‐column graph convolutional networks (MGCNs), a deep generative model for 3D mesh surfaces that effectively learns a non‐linear facial representation. We perform spectral decomposition of meshes and apply convolutions directly in the frequency domain. Our network architecture involves multiple columns of graph convolutional networks (GCNs), namely large GCN (L‐GCN), medium GCN (M‐GCN) and small GCN (S‐GCN), with different filter sizes to extract features at different scales. L‐GCN is more useful to extract large‐scale features, whereas S‐GCN is effective for extracting subtle and fine‐grained features, and M‐GCN captures information in between. Therefore, to obtain a high‐quality representation, we propose a selective fusion method that adaptively integrates these three kinds of information. Spatially non‐local relationships are also exploited through a self‐attention mechanism to further improve the representation ability in the latent vector space. Through extensive experiments, we demonstrate the superiority of our end‐to‐end framework in improving the accuracy of 3D face reconstruction. Moreover, with the help of variational inference, our model has excellent generating ability.  相似文献   

2.
Discriminative approaches for human pose estimation model the functional mapping, or conditional distribution, between image features and 3D poses. Learning such multi-modal models in high dimensional spaces, however, is challenging with limited training data; often resulting in over-fitting and poor generalization. To address these issues Latent Variable Models (LVMs) have been introduced. Shared LVMs learn a low dimensional representation of common causes that give rise to both the image features and the 3D pose. Discovering the shared manifold structure can, in itself, however, be challenging. In addition, shared LVM models are often non-parametric, requiring the model representation to be a function of the training set size. We present a parametric framework that addresses these shortcomings. In particular, we jointly learn latent spaces for both image features and 3D poses by maximizing the non-linear dependencies in the projected latent space, while preserving local structure in the original space; we then learn a multi-modal conditional density between these two low-dimensional spaces in the form of Gaussian Mixture Regression. With this model we can address the issue of over-fitting and generalization, since the data is denser in the learned latent space, as well as avoid the need for learning a shared manifold for the data. We quantitatively compare the performance of the proposed method to several state-of-the-art alternatives, and show that our method gives a competitive performance.  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.
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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   

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We present our approach for the dense visualization and temporal exploration of moving and deforming shapes from scientific experiments and simulations. Our image space representation is created by convolving a noise texture along shape contours (akin to LIC). Beyond indicating spatial structure via luminosity, we additionally use colour to depict time or classes of shapes via automatically customized maps. This representation summarizes temporal evolution, and provides the basis for interactive user navigation in the spatial and temporal domain in combination with traditional renderings. Our efficient implementation supports the quick and progressive generation of our representation in parallel as well as adaptive temporal splits to reduce overlap. We discuss and demonstrate the utility of our approach using 2D and 3D scalar fields from experiments and simulations.  相似文献   

8.
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Shape transformation between objects of different topology and positions in space is an open modelling problem. We propose a new approach to solving this problem for two given 2D or 3D shapes. The key steps of the proposed algorithm are: increase dimension by converting two input kD shapes into half‐cylinders in (k+1)D space–time, applying bounded blending with added material to the half‐cylinders, and making cross‐sections for getting intermediate shapes under the transformation. The additional dimension is considered as a time coordinate for making animation. We use the bounded blending set operations in space–time defined using R‐functions and displacement functions with the localized area of influence applied to the functionally defined half‐cylinders. The proposed approach is general enough to handle input shapes with arbitrary topology defined as polygonal objects with holes and disjoint components, set‐theoretic objects, or analytically defined implicit surfaces. The obtained unusual amoeba‐like behaviour of the shape combines metamorphosis with the non‐linear motion. Copyright © 2004 John Wiley & Sons, Ltd.  相似文献   

10.
Traditional electroencephalograph (EEG)-based emotion recognition requires a large number of calibration samples to build a model for a specific subject, which restricts the application of the affective brain computer interface (BCI) in practice. We attempt to use the multi-modal data from the past session to realize emotion recognition in the case of a small amount of calibration samples. To solve this problem, we propose a multi-modal domain adaptive variational autoencoder (MMDA-VAE) method, which learns shared cross-domain latent representations of the multi-modal data. Our method builds a multi-modal variational autoencoder (MVAE) to project the data of multiple modalities into a common space. Through adversarial learning and cycle-consistency regularization, our method can reduce the distribution difference of each domain on the shared latent representation layer and realize the transfer of knowledge. Extensive experiments are conducted on two public datasets, SEED and SEED-IV, and the results show the superiority of our proposed method. Our work can effectively improve the performance of emotion recognition with a small amount of labelled multi-modal data.   相似文献   

11.
对定义在一系列无方向点集上的3D形状模型提出一种新的数字水印方案。首先应用神经网络的方法对点集模型进行学习,根据在学习过程中神经网格法线的变化情况,找到特征点。最后对已加水印的点集模型应用不同的攻击,比如剪切、(模拟)简化和附加随在特征点附近嵌入水印信息机噪声之后,结果显示通过这种方案嵌入的水印,在某种程度上仍可以被检测到。  相似文献   

12.
Procedural models (i.e. symbolic programs that output visual data) are a historically-popular method for representing graphics content: vegetation, buildings, textures, etc. They offer many advantages: interpretable design parameters, stochastic variations, high-quality outputs, compact representation, and more. But they also have some limitations, such as the difficulty of authoring a procedural model from scratch. More recently, AI-based methods, and especially neural networks, have become popular for creating graphic content. These techniques allow users to directly specify desired properties of the artifact they want to create (via examples, constraints, or objectives), while a search, optimization, or learning algorithm takes care of the details. However, this ease of use comes at a cost, as it's often hard to interpret or manipulate these representations. In this state-of-the-art report, we summarize research on neurosymbolic models in computer graphics: methods that combine the strengths of both AI and symbolic programs to represent, generate, and manipulate visual data. We survey recent work applying these techniques to represent 2D shapes, 3D shapes, and materials & textures. Along the way, we situate each prior work in a unified design space for neurosymbolic models, which helps reveal underexplored areas and opportunities for future research.  相似文献   

13.
3D shape recognition has been actively investigated in the field of computer graphics. With the rapid development of deep learning, various deep models have been introduced and achieved remarkable results. Most 3D shape recognition methods are supervised and learn only from the large amount of labeled shapes. However, it is expensive and time consuming to obtain such a large training set. In contrast to these methods, this paper studies a semi-supervised learning framework to train a deep model for 3D shape recognition by using both labeled and unlabeled shapes. Inspired by the co-training algorithm, our method iterates between model training and pseudo-label generation phases. In the model training phase, we train two deep networks based on the point cloud and multi-view representation simultaneously. In the pseudo-label generation phase, we generate the pseudo-labels of the unlabeled shapes using the joint prediction of two networks, which augments the labeled set for the next iteration. To extract more reliable consensus information from multiple representations, we propose an uncertainty-aware consistency loss function to combine the two networks into a multimodal network. This not only encourages the two networks to give similar predictions on the unlabeled set, but also eliminates the negative influence of the large performance gap between the two networks. Experiments on the benchmark ModelNet40 demonstrate that, with only 10% labeled training data, our approach achieves competitive performance to the results reported by supervised methods.  相似文献   

14.
In this paper, we propose a hierarchical probabilistic model for scene classification. This model infers the local–class–shared and local–class-specific latent topics respectively. Our approach consists of first learning the latent topics from the BoW representation and subsequently, training SVM on the distribution of the latent topics. This approach is compared to that of using traditional graphical models to learn the latent topics and training SVM on the topic distribution. The experiments on a variety of datasets show that the topics learned by our model have higher discriminative power.  相似文献   

15.
We present a particle-based approach for generating adaptive triangular surface and tetrahedral volume meshes from computer-aided design models. Input shapes are treated as a collection of smooth, parametric surface patches that can meet non-smoothly on boundaries. Our approach uses a hierarchical sampling scheme that places particles on features in order of increasing dimensionality. These particles reach a good distribution by minimizing an energy computed in 3D world space, with movements occurring in the parametric space of each surface patch. Rather than using a pre-computed measure of feature size, our system automatically adapts to both curvature as well as a notion of topological separation. It also enforces a measure of smoothness on these constraints to construct a sizing field that acts as a proxy to piecewise-smooth feature size. We evaluate our technique with comparisons against other popular triangular meshing techniques for this domain.  相似文献   

16.
We propose a novel construction for extracting a central or limit shape in a shape collection, connected via a functional map network. Our approach is based on enriching the latent space induced by a functional map network with an additional natural metric structure. We call this shape‐like dual object the limit shape and show that its construction avoids many of the biases introduced by selecting a fixed base shape or template. We also show that shape differences between real shapes and the limit shape can be computed and characterize the unique properties of each shape in a collection – leading to a compact and rich shape representation. We demonstrate the utility of this representation in a range of shape analysis tasks, including improving functional maps in difficult situations through the mediation of limit shapes, understanding and visualizing the variability within and across different shape classes, and several others. In this way, our analysis sheds light on the missing geometric structure in previously used latent functional spaces, demonstrates how these can be addressed and finally enables a compact and meaningful shape representation useful in a variety of practical applications.  相似文献   

17.
We present a dense correspondence method for isometric shapes, which is accurate yet computationally efficient. We minimize the isometric distortion directly in the 3D Euclidean space, i.e., in the domain where isometry is originally defined, by using a coarse‐to‐fine sampling and combinatorial matching algorithm. Our method does not require any initialization and aims to find an accurate solution in the minimum‐distortion sense for perfectly isometric shapes. We demonstrate the performance of our method on various isometric (or nearly isometric) pairs of shapes.  相似文献   

18.
19.
Shape interpolation has many applications in computer graphics such as morphing for computer animation. In this paper, we propose a novel data‐driven mesh interpolation method. We adapt patch‐based linear rotational invariant coordinates to effectively represent deformations of models in a shape collection, and utilize this information to guide the synthesis of interpolated shapes. Unlike previous data‐driven approaches, we use a rotation/translation invariant representation which defines the plausible deformations in a global continuous space. By effectively exploiting the knowledge in the shape space, our method produces realistic interpolation results at interactive rates, outperforming state‐of‐the‐art methods for challenging cases. We further propose a novel approach to interactive editing of shape morphing according to the shape distribution. The user can explore the morphing path and select example models intuitively and adjust the path with simple interactions to edit the morphing sequences. This provides a useful tool to allow users to generate desired morphing with little effort. We demonstrate the effectiveness of our approach using various examples.  相似文献   

20.
In the linear time-invariant (LTI) framework, the transformation from an input–output equation into state space representation is well understood. Several canonical forms exist that realise the same dynamic behaviour. If the coefficients become time-varying however, the LTI transformation no longer holds. We prove by induction that there exists a closed-form expression for the observability canonical state space model, using binomial coefficients.  相似文献   

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