4,490 research outputs found

    A Revisit of Shape Editing Techniques: from the Geometric to the Neural Viewpoint

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    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

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    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

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    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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