81 research outputs found

    NASA: Neural Articulated Shape Approximation

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    Efficient representation of articulated objects such as human bodies is an important problem in computer vision and graphics. To efficiently simulate deformation, existing approaches represent 3D objects using polygonal meshes and deform them using skinning techniques. This paper introduces neural articulated shape approximation (NASA), an alternative framework that enables efficient representation of articulated deformable objects using neural indicator functions that are conditioned on pose. Occupancy testing using NASA is straightforward, circumventing the complexity of meshes and the issue of water-tightness. We demonstrate the effectiveness of NASA for 3D tracking applications, and discuss other potential extensions.Comment: ECCV 202

    Techniques for Realtime Viewing and Manipulation of Volumetric Data

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    Visualizing and manipulating volumetric data is a major component in many areas including anatomical registration in biomedical fields, seismic data analysis in the oil industry, machine part design in computer-aided geometric design, character animation in the movie industry, and fluid simulation. These industries have to meet the demands of the times and be able to make meaningful assertions about the data they generate. The shear size of this data presents many challenges to facilitating realtime interaction. In the recent decade, graphics hardware has become increasingly powerful and more sophisticated which has introduced a new realm of possibilities for processing volumetric data. This thesis focuses on a suite of techniques for viewing and editing volumetric data that efficiently use the processing power of central processing units (CPUs) as well as the large processing power of the graphics hardware (GPUs). This work begins with an algorithm to improve the efficiency of a texture-based volume rendering. We continue with a framework for performing realtime constructive solid geometry (CSG) with complex shapes and smoothing operations on watertight meshes based on a variation of Depth Peeling. We then move to an intuitive technique for deforming volumetric data using a collection of control points. Finally, we apply this technique to image registration of 3-dimensional computed tomography (CT) images used for lung cancel treatment, planning

    Incremental volume rendering using hierarchical compression

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    Includes bibliographical references.The research has been based on the thesis that efficient volume rendering of datasets, contained on the Internet, can be achieved on average personal workstations. We present a new algorithm here for efficient incremental rendering of volumetric datasets. The primary goal of this algorithm is to give average workstations the ability to efficiently render volume data received over relatively low bandwidth network links in such a way that rapid user feedback is maintained. Common limitations of workstation rendering of volume data include: large memory overheads, the requirement of expensive rendering hardware, and high speed processing ability. The rendering algorithm presented here overcomes these problems by making use of the efficient Shear-Warp Factorisation method which does not require specialised graphics hardware. However the original Shear-Warp algorithm suffers from a high memory overhead and does not provide for incremental rendering which is required should rapid user feedback be maintained. Our algorithm represents the volumetric data using a hierarchical data structure which provides for the incremental classification and rendering of volume data. This exploits the multiscale nature of the octree data structure. The algorithm reduces the memory footprint of the original Shear-Warp Factorisation algorithm by a factor of more than two, while maintaining good rendering performance. These factors make our octree algorithm more suitable for implementation on average desktop workstations for the purposes of interactive exploration of volume models over a network. This dissertation covers the theory and practice of developing the octree based Shear-Warp algorithms, and then presents the results of extensive empirical testing. The results, using typical volume datasets, demonstrate the ability of the algorithm to achieve high rendering rates for both incremental rendering and standard rendering while reducing the runtime memory requirements

    Optical flow estimation via steered-L1 norm

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    Global variational methods for estimating optical flow are among the best performing methods due to the subpixel accuracy and the ‘fill-in’ effect they provide. The fill-in effect allows optical flow displacements to be estimated even in low and untextured areas of the image. The estimation of such displacements are induced by the smoothness term. The L1 norm provides a robust regularisation term for the optical flow energy function with a very good performance for edge-preserving. However this norm suffers from several issues, among these is the isotropic nature of this norm which reduces the fill-in effect and eventually the accuracy of estimation in areas near motion boundaries. In this paper we propose an enhancement to the L1 norm that improves the fill-in effect for this smoothness term. In order to do this we analyse the structure tensor matrix and use its eigenvectors to steer the smoothness term into components that are ‘orthogonal to’ and ‘aligned with’ image structures. This is done in primal-dual formulation. Results show a reduced end-point error and improved accuracy compared to the conventional L1 norm

    Optical flow estimation via steered-L1 norm

    Get PDF
    Global variational methods for estimating optical flow are among the best performing methods due to the subpixel accuracy and the ‘fill-in’ effect they provide. The fill-in effect allows optical flow displacements to be estimated even in low and untextured areas of the image. The estimation of such displacements are induced by the smoothness term. The L1 norm provides a robust regularisation term for the optical flow energy function with a very good performance for edge-preserving. However this norm suffers from several issues, among these is the isotropic nature of this norm which reduces the fill-in effect and eventually the accuracy of estimation in areas near motion boundaries. In this paper we propose an enhancement to the L1 norm that improves the fill-in effect for this smoothness term. In order to do this we analyse the structure tensor matrix and use its eigenvectors to steer the smoothness term into components that are ‘orthogonal to’ and ‘aligned with’ image structures. This is done in primal-dual formulation. Results show a reduced end-point error and improved accuracy compared to the conventional L1 norm

    Interactive simulation of fire, burn and decomposition

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    This work presents an approach to effectively integrate into one unified modular fire simulation framework the major processes related to fire, namely: a burning process, chemical combustion, heat distribution, decomposition and deformation of burning solids, and rigid body simulation of the residue. Simulators for every stage are described, and the modular structure enables switching to different simulators if more accuracy or more interactivity is desired. A “Stable Fluids” based three gas system is used to model the combustion process, and the heat generated during the combustion is used to drive the flow of the hot air. Objects, if exposed to enough heat, ignite and start burning. The decomposition of the burning object is modeled as a level set method, driven by the pyrolysis process, where the burning object releases combustible gases. Secondary deformation effects, such as bending burning matches and crumpling burning paper, are modeled as a proxy based deformation. Physically based simulation, done at interactive rates, enables the user to ef- ficiently test different setups, as well as interact and change the conditions during the simulation. The graphics card is used to generate additional frames for real-time visualization. This work further proposes a method for controlling and directing high resolution simulations. An interactive coarse resolution simulation is provided to the user as a “preview” to control and achieve the desired simulation behavior. A higher resolution “final” simulation that creates all the fine scale behavior is matched to the preview simulation such that the preview and final simulations behave in a similar manner. In this dissertation, we highlighted a gap within the CG community for the simulation of fire. There has not previously been a physically based yet interactive simulation for fire. This dissertation describes a unified simulation framework for physically based simulation of fire and burning. Our results show that our implementation can model fire, objects catching fire, burning objects, decomposition of burning objects, and additional secondary deformations. The results are plausible even at interactive frame rates, and controllable
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