共查询到20条相似文献,搜索用时 15 毫秒
1.
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
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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
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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
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Zhenbao Liu Sicong Tang Weiwei Xu Shuhui Bu Junwei Han Kun Zhou 《Computer Graphics Forum》2014,33(7):269-278
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
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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
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Angjoo Kanazawa Shahar Kovalsky Ronen Basri David Jacobs 《Computer Graphics Forum》2016,35(2):365-374
Understanding how an animal can deform and articulate is essential for a realistic modification of its 3D model. In this paper, we show that such information can be learned from user‐clicked 2D images and a template 3D model of the target animal. We present a volumetric deformation framework that produces a set of new 3D models by deforming a template 3D model according to a set of user‐clicked images. Our framework is based on a novel locally‐bounded deformation energy, where every local region has its own stiffness value that bounds how much distortion is allowed at that location. We jointly learn the local stiffness bounds as we deform the template 3D mesh to match each user‐clicked image. We show that this seemingly complex task can be solved as a sequence of convex optimization problems. We demonstrate the effectiveness of our approach on cats and horses, which are highly deformable and articulated animals. Our framework produces new 3D models of animals that are significantly more plausible than methods without learned stiffness. 相似文献
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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
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Marco Livesu Alessandro Muntoni Enrico Puppo Riccardo Scateni 《Computer Graphics Forum》2016,35(7):237-246
We propose a novel method for the automatic generation of structured hexahedral meshes of articulated 3D shapes. We recast the complex problem of generating the connectivity of a hexahedral mesh of a general shape into the simpler problem of generating the connectivity of a tubular structure derived from its curve‐skeleton. We also provide volumetric subdivision schemes to nicely adapt the topology of the mesh to the local thickness of tubes, while regularizing per‐element size. Our method is fast, one‐click, easy to reproduce, and it generates structured meshes that better align to the branching structure of the input shape if compared to previous methods for hexa mesh generation. 相似文献
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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
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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
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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
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Bas‐relief is designed to provide 3D perception for the viewers under illumination. For the problem of bas‐relief generation from 3D object, most existing methods ignore the influence of illumination on bas‐relief appearance. In this paper, we propose a novel method that adaptively generate bas‐reliefs with respect to illumination conditions. Given a 3D object and its target appearance, our method finds an adaptive surface that preserves the appearance of the input. We validate our approach through a variety of applications. Experimental results indicate that the proposed approach is effective in producing bas‐reliefs with desired appearance under illumination. 相似文献
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Marcel Campen Moritz Ibing Hans‐Christian Ebke Denis Zorin Leif Kobbelt 《Computer Graphics Forum》2016,35(5):1-10
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
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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
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We introduce a generative model of part‐segmented 3D objects: the shape variational auto‐encoder (ShapeVAE). The ShapeVAE describes a joint distribution over the existence of object parts, the locations of a dense set of surface points, and over surface normals associated with these points. Our model makes use of a deep encoder‐decoder architecture that leverages the part‐decomposability of 3D objects to embed high‐dimensional shape representations and sample novel instances. Given an input collection of part‐segmented objects with dense point correspondences the ShapeVAE is capable of synthesizing novel, realistic shapes, and by performing conditional inference enables imputation of missing parts or surface normals. In addition, by generating both points and surface normals, our model allows for the use of powerful surface‐reconstruction methods for mesh synthesis. We provide a quantitative evaluation of the ShapeVAE on shape‐completion and test‐set log‐likelihood tasks and demonstrate that the model performs favourably against strong baselines. We demonstrate qualitatively that the ShapeVAE produces plausible shape samples, and that it captures a semantically meaningful shape‐embedding. In addition we show that the ShapeVAE facilitates mesh reconstruction by sampling consistent surface normals. 相似文献
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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