6,370 research outputs found

    Unwind: Interactive Fish Straightening

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    The ScanAllFish project is a large-scale effort to scan all the world's 33,100 known species of fishes. It has already generated thousands of volumetric CT scans of fish species which are available on open access platforms such as the Open Science Framework. To achieve a scanning rate required for a project of this magnitude, many specimens are grouped together into a single tube and scanned all at once. The resulting data contain many fish which are often bent and twisted to fit into the scanner. Our system, Unwind, is a novel interactive visualization and processing tool which extracts, unbends, and untwists volumetric images of fish with minimal user interaction. Our approach enables scientists to interactively unwarp these volumes to remove the undesired torque and bending using a piecewise-linear skeleton extracted by averaging isosurfaces of a harmonic function connecting the head and tail of each fish. The result is a volumetric dataset of a individual, straight fish in a canonical pose defined by the marine biologist expert user. We have developed Unwind in collaboration with a team of marine biologists: Our system has been deployed in their labs, and is presently being used for dataset construction, biomechanical analysis, and the generation of figures for scientific publication

    Shape Animation with Combined Captured and Simulated Dynamics

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    We present a novel volumetric animation generation framework to create new types of animations from raw 3D surface or point cloud sequence of captured real performances. The framework considers as input time incoherent 3D observations of a moving shape, and is thus particularly suitable for the output of performance capture platforms. In our system, a suitable virtual representation of the actor is built from real captures that allows seamless combination and simulation with virtual external forces and objects, in which the original captured actor can be reshaped, disassembled or reassembled from user-specified virtual physics. Instead of using the dominant surface-based geometric representation of the capture, which is less suitable for volumetric effects, our pipeline exploits Centroidal Voronoi tessellation decompositions as unified volumetric representation of the real captured actor, which we show can be used seamlessly as a building block for all processing stages, from capture and tracking to virtual physic simulation. The representation makes no human specific assumption and can be used to capture and re-simulate the actor with props or other moving scenery elements. We demonstrate the potential of this pipeline for virtual reanimation of a real captured event with various unprecedented volumetric visual effects, such as volumetric distortion, erosion, morphing, gravity pull, or collisions

    The ALICE TPC, a large 3-dimensional tracking device with fast readout for ultra-high multiplicity events

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    The design, construction, and commissioning of the ALICE Time-Projection Chamber (TPC) is described. It is the main device for pattern recognition, tracking, and identification of charged particles in the ALICE experiment at the CERN LHC. The TPC is cylindrical in shape with a volume close to 90 m^3 and is operated in a 0.5 T solenoidal magnetic field parallel to its axis. In this paper we describe in detail the design considerations for this detector for operation in the extreme multiplicity environment of central Pb--Pb collisions at LHC energy. The implementation of the resulting requirements into hardware (field cage, read-out chambers, electronics), infrastructure (gas and cooling system, laser-calibration system), and software led to many technical innovations which are described along with a presentation of all the major components of the detector, as currently realized. We also report on the performance achieved after completion of the first round of stand-alone calibration runs and demonstrate results close to those specified in the TPC Technical Design Report.Comment: 55 pages, 82 figure

    Improving automatic rigging for 3D humanoid characters

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    In the field of computer animation the process of creating an animated character is usually a long and tedious task. An animation character is usually efined by a 3D mesh (a set of triangles in the space) that gives its external appearance or shape to the character. It also used to have an inner structure, the skeleton. When a skeleton is associated to a character mesh, this association is called skeleton binding, and a skeleton bound to a character mesh is an animation rig. Rigging from scratch a character can be a very boring process. The definition and creation of a centered skeleton together with the ’painting’, by an artist,of the influence parameters between the skeleton and the mesh (the skinning) s the most demanding part to achieve an acceptable behavior for a character. This rigging process can be simplified and accelerated using an automatic rigging method. Automatic rigging methods consist in taking as input a 3D mesh, generate a skeleton based in the shape of the original model, bound the input mesh to the generated skeleton, and finally to compute a set of parameters based in a chosen skinning method. The main objective of this thesis is to generate a method for rigging a 3D arbitrary model with minimum user interaction. This can be useful to people without experience in the animation field or to experienced people to accelerate the rigging process from days to hours or minutes depending the needed quality. Having in mind this situation we have designed our method as a set of tools that can be applied to general input models defined by an artist. The contributions made in the development of this thesis can be summarized as: • Generation of an animation Rig: Having an arbitrary closed mesh we have implemented a thinning method to create first an unrefined geometry skeleton that captures the topology and pose of the input character. Using this geometric skeleton as starting point we use a refining method that creates an adjusted logic skeleton based in a template, or may be defined by the user, that is compatible with the current animation formats. The output logic skeleton is specific for each character, and it is bounded to the input mesh to create an animation rig. • Skinning: Having defined an animation rig for an arbitrary mesh we have developed an improved skinning method; this method is based on the Linear Blend Skinning(LBS) algorithm. Our contributions in the skinning field can be sub-divided in: – We propose a segmentation method that works as the core element in a weight assigning algorithm and a skinning lgorithm, we also have developed an automatic algorithm to compute the skin weights of the LBS Skinning of a rigged polygonal mesh. – Our proposed skinning algorithm uses as base the features of the LBS Skinning. The main purpose of the developed algorithm is to solve the well-known ”candy wrap” artifact; that produces a substantial loss of volume when a link of an animation skeleton is rotated over its own axis. We have compared our results with the most important methods in the skinning field, such as Dual Quaternion Skinning (DQS) and LBS, achieving a better performance over DQS and an improvement in quality over LBS. • Animation tools: We have developed a set of Autodesk Maya commands that works together as rig tool, using our previous proposed methods. • Animation loader: Moreover, an animation loader tool has been implemented, that allows the user to load animations from a skeleton with different structure to a rigged 3D model. The contributions previously described has been published in 3 research papers, the first two were presented in international congresses and the third one was acepted for its publication in an JCR indexed journal.En el campo de la animación por computadora el proceso de crear un personaje de animación es comúnmente una tarea larga y tediosa. Un personaje de animación está definido usualmente por una malla tridimensional (un conjunto de triángulos en el espacio) que le dan su apariencia externa y forma al personaje. Es igualmente común que este tenga una estructura interna, un esqueleto de animación. Cuando un esqueleto esta asociado con una malla tridimensional, a esta asociación se le llama ligado de esqueleto, y un esqueleto ligado a la mallade un personaje es conocido en inglés como "animation rig" (el conjunto de elementos necesarios, que unidos sirven para animar un personaje). Hacer el rigging desde cero de un personaje puede ser un proceso muy tedioso. La definición y creación de un esqueleto centrado en la malla junto con el "pintado" por medio de un artista de los parámetros de influencia entre el esqueleto y la malla 3D (lo que se conoce como skinning) es la parte mas demandante para alcanzar un compartimiento aceptable al deformase (moverse) la malla de un personaje. Los métodos de rigging automáticos consisten en tomar una malla tridimensional como elemento de entrada, generar un esqueleto basado en la forma del modelo original, ligar la malla de entrada al esqueleto generado y finamente calcular el conjunto de parámetros utilizados por el método de skinning elegido. El principal objetivo de esta tesis es el generar un método de rigging para un modelo tridimensional arbitrario con una interacción mínima del usuario. Este método puede ser útil para gente con poca experiencia en el campo de la animación, o para gente experimentada que quiera acelerar el proceso de rigging de días a horas o inclusive minutos, dependiendo de la calidad requerida. Teniendo en mente esta situación, hemos diseñado nuestro método como un conjunto de herramientas las cuales pueden ser aplicadas a modelos de entrada generados por cualquier artista. Las contribuciones hechas en el desarrollo de esta tesis pueden resumirse a: -Generación de un rig de animación: Teniendo una malla cerrada cualquiera, hemos implementado un método para crear primero un esqueleto geométrico sin refinar, el cual capture la pose y la topología del personaje usado como elemento de entrada. Tomando este esqueleto geométrico como punto de partida usamos un método de refinado que crea un "esqueleto lógico" adaptado a la forma del geométrico basándonos en una plantilla definida por el usuario o previamente definida, que sea compatible con los formatos actuales de animación. El esqueleto lógico generado será especifico para cada personaje, y esta ligado a la malla de entrada para así crear un rig de animación. - Skinning: Teniendo definido un rig de animación para una malla de entrada arbitraria, hemos desarrollado un método mejorado de skinning, este método sera basado en el algoritmo "Linear Blending Skinnig" (algoritmo de skinning por combinación lineal, LBS por sus siglas en inglés). Nuestras contribuciones en el campo del skinnig son: - Proponemos un nuevo método de segmentación de mallas que sea la parte medular para algoritmos de asignación automática de pesos y de skinning, también hemos desarrollado un algoritmo automático que calcule los pesos utilizados por el algoritmo LBS para una malla poligonal que tenga un rig de animación. - Nuestro algoritmo de skinning propuesto usará como base las características del algoritmo LBS. El principal propósito del algoritmo desarrollado es el solucionar el defecto conocido como "envoltura de caramelo" (candy wrapper artifact), que produce una substancial perdida de volumen al rotar una de las articulaciones del esqueleto de animación sobre su propio eje. Nuestros resultados son comparados con los métodos mas importantes en el campo del skinning tal como Cuaterniones Duales (Dual Quaternions Skinning, DQS) y LBS, alcanzando un mejor desempeño que DQS y una mejora importante sobre LBSPostprint (published version

    Efficient sketch-based creation of detailed character models through data-driven mesh deformations

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    Creation of detailed character models is a very challenging task in animation production. Sketch-based character model creation from a 3D template provides a promising solution. However, how to quickly find correct correspondences between user's drawn sketches and the 3D template model, how to efficiently deform the 3D template model to exactly match user's drawn sketches, and realize real-time interactive modeling is still an open topic. In this paper, we propose a new approach and develop a user interface to effectively tackle this problem. Our proposed approach includes using user's drawn sketches to retrieve a most similar 3D template model from our dataset and marrying human's perception and interactions with computer's highly efficient computing to extract occluding and silhouette contours of the 3D template model and find correct correspondences quickly. We then combine skeleton-based deformation and mesh editing to deform the 3D template model to fit user's drawn sketches and create new and detailed 3D character models. The results presented in this paper demonstrate the effectiveness and advantages of our proposed approach and usefulness of our developed user interface

    Automatic Cage Construction for Retargeted Muscle Fitting

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    The animation of realistic characters necessitates the construction of complicated anatomical structures such as muscles, which allow subtle shape variation of the character's outer surface to be displayed believably. Unfortunately despite numerous efforts, the modelling of muscle structures is still left for an animator who has to painstakingly build up piece by piece, making it a very tedious process. What is even more frustrating is the animator has to build the same muscle structure for every new character. We propose a muscle retargeting technique to help an animator to automatically construct a muscle structure by reusing an already built and tested model (the template model). Our method defines a spatial transfer between the template model and a new model based on the skin surface and the rigging structure. To ensure that the retargeted muscle is tightly packed inside a new character, we define a novel spatial optimization based on spherical parameterization. Our method requires no manual input, meaning that an animator does not require anatomical knowledge to create realistic accurate musculature models
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