54 research outputs found

    Simple Methods to Represent Shapes with Sample Spheres

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    Representing complex shapes with simple primitives in high accuracy is important for a variety of applications in computer graphics and geometry processing. Existing solutions may produce suboptimal samples or are complex to implement. We present methods to approximate given shapes with user-tunable number of spheres to balance between accuracy and simplicity: touching medial/scale-axis polar balls and k-means smallest enclosing circles. Our methods are easy to implement, run efficiently, and can approach quality similar to manual construction.Comment: SIGGRAPH Asia 2020 Technical Communication

    Video Interpolation using Optical Flow and Laplacian Smoothness

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    Non-rigid video interpolation is a common computer vision task. In this paper we present an optical flow approach which adopts a Laplacian Cotangent Mesh constraint to enhance the local smoothness. Similar to Li et al., our approach adopts a mesh to the image with a resolution up to one vertex per pixel and uses angle constraints to ensure sensible local deformations between image pairs. The Laplacian Mesh constraints are expressed wholly inside the optical flow optimization, and can be applied in a straightforward manner to a wide range of image tracking and registration problems. We evaluate our approach by testing on several benchmark datasets, including the Middlebury and Garg et al. datasets. In addition, we show application of our method for constructing 3D Morphable Facial Models from dynamic 3D data

    Drivable 3D Gaussian Avatars

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    We present Drivable 3D Gaussian Avatars (D3GA), the first 3D controllable model for human bodies rendered with Gaussian splats. Current photorealistic drivable avatars require either accurate 3D registrations during training, dense input images during testing, or both. The ones based on neural radiance fields also tend to be prohibitively slow for telepresence applications. This work uses the recently presented 3D Gaussian Splatting (3DGS) technique to render realistic humans at real-time framerates, using dense calibrated multi-view videos as input. To deform those primitives, we depart from the commonly used point deformation method of linear blend skinning (LBS) and use a classic volumetric deformation method: cage deformations. Given their smaller size, we drive these deformations with joint angles and keypoints, which are more suitable for communication applications. Our experiments on nine subjects with varied body shapes, clothes, and motions obtain higher-quality results than state-of-the-art methods when using the same training and test data.Comment: Website: https://zielon.github.io/d3ga
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