25,519 research outputs found
Data-Driven Shape Analysis and Processing
Data-driven methods play an increasingly important role in discovering
geometric, structural, and semantic relationships between 3D shapes in
collections, and applying this analysis to support intelligent modeling,
editing, and visualization of geometric data. In contrast to traditional
approaches, a key feature of data-driven approaches is that they aggregate
information from a collection of shapes to improve the analysis and processing
of individual shapes. In addition, they are able to learn models that reason
about properties and relationships of shapes without relying on hard-coded
rules or explicitly programmed instructions. We provide an overview of the main
concepts and components of these techniques, and discuss their application to
shape classification, segmentation, matching, reconstruction, modeling and
exploration, as well as scene analysis and synthesis, through reviewing the
literature and relating the existing works with both qualitative and numerical
comparisons. We conclude our report with ideas that can inspire future research
in data-driven shape analysis and processing.Comment: 10 pages, 19 figure
New constraints on data-closeness and needle map consistency for shape-from-shading
This paper makes two contributions to the problem of needle-map recovery using shape-from-shading. First, we provide a geometric update procedure which allows the image irradiance equation to be satisfied as a hard constraint. This not only improves the data closeness of the recovered needle-map, but also removes the necessity for extensive parameter tuning. Second, we exploit the improved ease of control of the new shape-from-shading process to investigate various types of needle-map consistency constraint. The first set of constraints are based on needle-map smoothness. The second avenue of investigation is to use curvature information to impose topographic constraints. Third, we explore ways in which the needle-map is recovered so as to be consistent with the image gradient field. In each case we explore a variety of robust error measures and consistency weighting schemes that can be used to impose the desired constraints on the recovered needle-map. We provide an experimental assessment of the new shape-from-shading framework on both real world images and synthetic images with known ground truth surface normals. The main conclusion drawn from our analysis is that the data-closeness constraint improves the efficiency of shape-from-shading and that both the topographic and gradient consistency constraints improve the fidelity of the recovered needle-map
Active Image-based Modeling with a Toy Drone
Image-based modeling techniques can now generate photo-realistic 3D models
from images. But it is up to users to provide high quality images with good
coverage and view overlap, which makes the data capturing process tedious and
time consuming. We seek to automate data capturing for image-based modeling.
The core of our system is an iterative linear method to solve the multi-view
stereo (MVS) problem quickly and plan the Next-Best-View (NBV) effectively. Our
fast MVS algorithm enables online model reconstruction and quality assessment
to determine the NBVs on the fly. We test our system with a toy unmanned aerial
vehicle (UAV) in simulated, indoor and outdoor experiments. Results show that
our system improves the efficiency of data acquisition and ensures the
completeness of the final model.Comment: To be published on International Conference on Robotics and
Automation 2018, Brisbane, Australia. Project Page:
https://huangrui815.github.io/active-image-based-modeling/ The author's
personal page: http://www.sfu.ca/~rha55
LiveCap: Real-time Human Performance Capture from Monocular Video
We present the first real-time human performance capture approach that
reconstructs dense, space-time coherent deforming geometry of entire humans in
general everyday clothing from just a single RGB video. We propose a novel
two-stage analysis-by-synthesis optimization whose formulation and
implementation are designed for high performance. In the first stage, a skinned
template model is jointly fitted to background subtracted input video, 2D and
3D skeleton joint positions found using a deep neural network, and a set of
sparse facial landmark detections. In the second stage, dense non-rigid 3D
deformations of skin and even loose apparel are captured based on a novel
real-time capable algorithm for non-rigid tracking using dense photometric and
silhouette constraints. Our novel energy formulation leverages automatically
identified material regions on the template to model the differing non-rigid
deformation behavior of skin and apparel. The two resulting non-linear
optimization problems per-frame are solved with specially-tailored
data-parallel Gauss-Newton solvers. In order to achieve real-time performance
of over 25Hz, we design a pipelined parallel architecture using the CPU and two
commodity GPUs. Our method is the first real-time monocular approach for
full-body performance capture. Our method yields comparable accuracy with
off-line performance capture techniques, while being orders of magnitude
faster
A virtual environment for the design and simulated construction of prefabricated buildings
The construction industry has acknowledged that its current working practices are in need of substantial improvements in quality and efficiency and has identified that computer modelling techniques and the use of prefabricated components can help reduce times, costs, and minimise defects and problems of on-site construction. This paper describes a virtual environment to support the design and construction processes of buildings from prefabricated components and the simulation of their construction sequence according to a project schedule. The design environment can import a library of 3-D models of prefabricated modules that can be used to interactively design a building. Using Microsoft Project, the construction schedule of the designed building can be altered, with this information feeding back to the construction simulation environment. Within this environment the order of construction can be visualised using virtual machines. Novel aspects of the system are that it provides a single 3-D environment where the user can construct their design with minimal user interaction through automatic constraint recognition and view the real-time simulation of the construction process within the environment. This takes this area of research a step forward from other systems that only allow the planner to view the construction at certain stages, and do not provide an animated view of the construction process
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