20,862 research outputs found

    Progressive surface modeling scheme from unorganised curves

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    This paper presents a novel surface modelling scheme to construct a freeform surface progressively from unorganised curves representing the boundary and interior characteristic curves. The approach can construct a base surface model from four ordinary or composite boundary curves and support incremental surface updating from interior characteristic curves, some of which may not be on the final surface. The base surface is first constructed as a regular Coons surface and upon receiving an interior curve sketch, it is then updated. With this progressive modelling scheme, a final surface with multiple sub-surfaces can be obtained from a set of unorganised curves and transferred to commercial surface modelling software for detailed modification. The approach has been tested with examples based on 3D motion sketches; it is capable of dealing with unorganised design curves for surface modelling in conceptual design. Its limitations have been discussed

    Single-image Tomography: 3D Volumes from 2D Cranial X-Rays

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    As many different 3D volumes could produce the same 2D x-ray image, inverting this process is challenging. We show that recent deep learning-based convolutional neural networks can solve this task. As the main challenge in learning is the sheer amount of data created when extending the 2D image into a 3D volume, we suggest firstly to learn a coarse, fixed-resolution volume which is then fused in a second step with the input x-ray into a high-resolution volume. To train and validate our approach we introduce a new dataset that comprises of close to half a million computer-simulated 2D x-ray images of 3D volumes scanned from 175 mammalian species. Applications of our approach include stereoscopic rendering of legacy x-ray images, re-rendering of x-rays including changes of illumination, view pose or geometry. Our evaluation includes comparison to previous tomography work, previous learning methods using our data, a user study and application to a set of real x-rays

    Speeding up rendering of hybrid surface and volume models

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    Hybrid rendering of volume and polygonal model is an interesting feature of visualization systems, since it helps users to better understand the relationships between internal structures of the volume and fitted surfaces as well as external surfaces. Most of the existing bibliography focuses at the problem of correctly integrating in depth both types of information. The rendering method proposed in this paper is built on these previous results. It is aimed at solving a different problem: how to efficiently access to selected information of a hybrid model. We propose to construct a decision tree (the Rendering Decision Tree), which together with an auxiliary run-length representation of the model avoids visiting unselected surfaces and internal regions during a traversal of the model.Postprint (published version

    Nonparametric joint shape learning for customized shape modeling

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    We present a shape optimization approach to compute patient-specific models in customized prototyping applications. We design a coupled shape prior to model the transformation between a related pair of surfaces, using a nonparametric joint probability density estimation. The coupled shape prior forces with the help of application-specific data forces and smoothness forces drive a surface deformation towards a desired output surface. We demonstrate the usefulness of the method for generating customized shape models in applications of hearing aid design and pre-operative to intra-operative anatomic surface estimation

    Interactive inspection of complex multi-object industrial assemblies

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    The final publication is available at Springer via http://dx.doi.org/10.1016/j.cad.2016.06.005The use of virtual prototypes and digital models containing thousands of individual objects is commonplace in complex industrial applications like the cooperative design of huge ships. Designers are interested in selecting and editing specific sets of objects during the interactive inspection sessions. This is however not supported by standard visualization systems for huge models. In this paper we discuss in detail the concept of rendering front in multiresolution trees, their properties and the algorithms that construct the hierarchy and efficiently render it, applied to very complex CAD models, so that the model structure and the identities of objects are preserved. We also propose an algorithm for the interactive inspection of huge models which uses a rendering budget and supports selection of individual objects and sets of objects, displacement of the selected objects and real-time collision detection during these displacements. Our solution–based on the analysis of several existing view-dependent visualization schemes–uses a Hybrid Multiresolution Tree that mixes layers of exact geometry, simplified models and impostors, together with a time-critical, view-dependent algorithm and a Constrained Front. The algorithm has been successfully tested in real industrial environments; the models involved are presented and discussed in the paper.Peer ReviewedPostprint (author's final draft

    Pushing the Limits of 3D Color Printing: Error Diffusion with Translucent Materials

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    Accurate color reproduction is important in many applications of 3D printing, from design prototypes to 3D color copies or portraits. Although full color is available via other technologies, multi-jet printers have greater potential for graphical 3D printing, in terms of reproducing complex appearance properties. However, to date these printers cannot produce full color, and doing so poses substantial technical challenges, from the shear amount of data to the translucency of the available color materials. In this paper, we propose an error diffusion halftoning approach to achieve full color with multi-jet printers, which operates on multiple isosurfaces or layers within the object. We propose a novel traversal algorithm for voxel surfaces, which allows the transfer of existing error diffusion algorithms from 2D printing. The resulting prints faithfully reproduce colors, color gradients and fine-scale details.Comment: 15 pages, 14 figures; includes supplemental figure

    Virtual reality learning resources in building pathology

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    Building surveying students must be capable of analysing the condition of buildings and their components and, where this falls below an agreed standard, make recommendations for their repair. Hence university courses must provide opportunities for students to learn about the main causes of deterioration. Fieldwork exercises are essential but there are often problems locating appropriate buildings, programming visits to satisfy course timetables and complying with health and safety requirements. Whilst virtual surveys of existing buildings are not considered to be a substitute for real-life educational visits, this paper critically examines the development of a novel building pathology educational resource. Alternative technologies for creating digital panoramas are examined, prior to the development of an interactive case study, which enables students to conduct an on-line survey of a Grade 1 listed 16th Century hunting lodge. 360 degree panoramic scenes are linked with hot spots to create an interactive virtual tour of the building. The paper considers how virtual resources can be embedded within the curriculum, gauges tutor reaction to case study materials and identifies opportunities for the development of a suite of building pathology educational media-rich learning materials

    Artimate: an articulatory animation framework for audiovisual speech synthesis

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    We present a modular framework for articulatory animation synthesis using speech motion capture data obtained with electromagnetic articulography (EMA). Adapting a skeletal animation approach, the articulatory motion data is applied to a three-dimensional (3D) model of the vocal tract, creating a portable resource that can be integrated in an audiovisual (AV) speech synthesis platform to provide realistic animation of the tongue and teeth for a virtual character. The framework also provides an interface to articulatory animation synthesis, as well as an example application to illustrate its use with a 3D game engine. We rely on cross-platform, open-source software and open standards to provide a lightweight, accessible, and portable workflow.Comment: Workshop on Innovation and Applications in Speech Technology (2012
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