4,490 research outputs found
A Revisit of Shape Editing Techniques: from the Geometric to the Neural Viewpoint
3D shape editing is widely used in a range of applications such as movie
production, computer games and computer aided design. It is also a popular
research topic in computer graphics and computer vision. In past decades,
researchers have developed a series of editing methods to make the editing
process faster, more robust, and more reliable. Traditionally, the deformed
shape is determined by the optimal transformation and weights for an energy
term. With increasing availability of 3D shapes on the Internet, data-driven
methods were proposed to improve the editing results. More recently as the deep
neural networks became popular, many deep learning based editing methods have
been developed in this field, which is naturally data-driven. We mainly survey
recent research works from the geometric viewpoint to those emerging neural
deformation techniques and categorize them into organic shape editing methods
and man-made model editing methods. Both traditional methods and recent neural
network based methods are reviewed
Modal-Graph 3D Shape Servoing of Deformable Objects with Raw Point Clouds
Deformable object manipulation (DOM) with point clouds has great potential as
non-rigid 3D shapes can be measured without detecting and tracking image
features. However, robotic shape control of deformable objects with point
clouds is challenging due to: the unknown point-wise correspondences and the
noisy partial observability of raw point clouds; the modeling difficulties of
the relationship between point clouds and robot motions. To tackle these
challenges, this paper introduces a novel modal-graph framework for the
model-free shape servoing of deformable objects with raw point clouds. Unlike
the existing works studying the object's geometry structure, our method builds
a low-frequency deformation structure for the DOM system, which is robust to
the measurement irregularities. The built modal representation and graph
structure enable us to directly extract low-dimensional deformation features
from raw point clouds. Such extraction requires no extra point processing of
registrations, refinements, and occlusion removal. Moreover, to shape the
object using the extracted features, we design an adaptive robust controller
which is proved to be input-to-state stable (ISS) without offline learning or
identifying both the physical and geometric object models. Extensive
simulations and experiments are conducted to validate the effectiveness of our
method for linear, planar, tubular, and solid objects under different settings
Towards Zero-Waste Furniture Design
In traditional design, shapes are first conceived, and then fabricated. While
this decoupling simplifies the design process, it can result in inefficient
material usage, especially where off-cut pieces are hard to reuse. The
designer, in absence of explicit feedback on material usage remains helpless to
effectively adapt the design -- even though design variabilities exist. In this
paper, we investigate {\em waste minimizing furniture design} wherein based on
the current design, the user is presented with design variations that result in
more effective usage of materials. Technically, we dynamically analyze material
space layout to determine {\em which} parts to change and {\em how}, while
maintaining original design intent specified in the form of design constraints.
We evaluate the approach on simple and complex furniture design scenarios, and
demonstrate effective material usage that is difficult, if not impossible, to
achieve without computational support
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