8,853 research outputs found
Interactive inspection of complex multi-object industrial assemblies
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
Generating 3D faces using Convolutional Mesh Autoencoders
Learned 3D representations of human faces are useful for computer vision
problems such as 3D face tracking and reconstruction from images, as well as
graphics applications such as character generation and animation. Traditional
models learn a latent representation of a face using linear subspaces or
higher-order tensor generalizations. Due to this linearity, they can not
capture extreme deformations and non-linear expressions. To address this, we
introduce a versatile model that learns a non-linear representation of a face
using spectral convolutions on a mesh surface. We introduce mesh sampling
operations that enable a hierarchical mesh representation that captures
non-linear variations in shape and expression at multiple scales within the
model. In a variational setting, our model samples diverse realistic 3D faces
from a multivariate Gaussian distribution. Our training data consists of 20,466
meshes of extreme expressions captured over 12 different subjects. Despite
limited training data, our trained model outperforms state-of-the-art face
models with 50% lower reconstruction error, while using 75% fewer parameters.
We also show that, replacing the expression space of an existing
state-of-the-art face model with our autoencoder, achieves a lower
reconstruction error. Our data, model and code are available at
http://github.com/anuragranj/com
Study and Comparison of Surface Roughness Measurements
National audienceThis survey paper focus on recent researches whose goal is to optimize treatments on 3D meshes, thanks to a study of their surface features, and more precisely their roughness and saliency. Applications like watermarking or lossy compression can benefit from a precise roughness detection, to better hide the watermarks or quantize coarsely these areas, without altering visually the shape. Despite investigations on scale dependence leading to multi-scale approaches, an accurate roughness or pattern characterization is still lacking, but challenging for those treatments. We think there is still room for investigations that could benefit from the power of the wavelet analysis or the fractal models. Furthermore only few works are now able to differentiate roughness from saliency, though it is essential for faithfully simplifying or denoising a 3D mesh. Hence we have investigated roughness quantification methods for analog surfaces, in several domains of physics. Some roughness parameters used in these fields and the additionnal information they bring are finally studied, since we think an adaptation for 3D meshes could be beneficial
Quantitative Analysis of Saliency Models
Previous saliency detection research required the reader to evaluate
performance qualitatively, based on renderings of saliency maps on a few
shapes. This qualitative approach meant it was unclear which saliency models
were better, or how well they compared to human perception. This paper provides
a quantitative evaluation framework that addresses this issue. In the first
quantitative analysis of 3D computational saliency models, we evaluate four
computational saliency models and two baseline models against ground-truth
saliency collected in previous work.Comment: 10 page
The effective conductivity of arrays of squares: large random unit cells and extreme contrast ratios
An integral equation based scheme is presented for the fast and accurate
computation of effective conductivities of two-component checkerboard-like
composites with complicated unit cells at very high contrast ratios. The scheme
extends recent work on multi-component checkerboards at medium contrast ratios.
General improvement include the simplification of a long-range preconditioner,
the use of a banded solver, and a more efficient placement of quadrature
points. This, together with a reduction in the number of unknowns, allows for a
substantial increase in achievable accuracy as well as in tractable system
size. Results, accurate to at least nine digits, are obtained for random
checkerboards with over a million squares in the unit cell at contrast ratio
10^6. Furthermore, the scheme is flexible enough to handle complex valued
conductivities and, using a homotopy method, purely negative contrast ratios.
Examples of the accurate computation of resonant spectra are given.Comment: 28 pages, 11 figures, submitted to J. Comput. Phy
- …