26 research outputs found

    Structuring 3D Medial Skeletons: A Comparative Study

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    International audienceMedial skeletons provide an effective alternative to boundary or volumetric representations for applications that focus on shape structure. This capability is provided by the skeletal structure, i.e., the curves and surfaces computed from centers of maximally inscribed balls by a process called structuration. Many several structuration methods exist, all having various challenges in terms of delivering a high-quality medial skeleton. This paper provides a first overview of existing structuration methods. We formally define the skeletal structure by giving its theoretical properties, and use these properties to propose quality criteria for structurations. We next review existing structuration methods and compare them using the established criteria. The obtained insights help both practitioners in choosing a suitable structuration method and researchers in further perfecting such methods

    Automatic skeletonization and skin attachment for realistic character animation.

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    The realism of character animation is associated with a number of tasks ranging from modelling, skin defonnation, motion generation to rendering. In this research we are concerned with two of them: skeletonization and weight assignment for skin deformation. The fonner is to generate a skeleton, which is placed within the character model and links the motion data to the skin shape of the character. The latter assists the modelling of realistic skin shape when a character is in motion. In the current animation production practice, the task of skeletonization is primarily undertaken by hand, i.e. the animator produces an appropriate skeleton and binds it with the skin model of a character. This is inevitably very time-consuming and costs a lot of labour. In order to improve this issue, in this thesis we present an automatic skeletonization framework. It aims at producing high-quality animatible skeletons without heavy human involvement while allowing the animator to maintain the overall control of the process. In the literature, the tenn skeletonization can have different meanings. Most existing research on skeletonization is in the remit of CAD (Computer Aided Design). Although existing research is of significant reference value to animation, their downside is the skeleton generated is either not appropriate for the particular needs of animation, or the methods are computationally expensive. Although some purpose-build animation skeleton generation techniques exist, unfortunately they rely on complicated post-processing procedures, such as thinning and pruning, which again can be undesirable. The proposed skeletonization framework makes use of a new geometric entity known as the 3D silhouette that is an ordinary silhouette with its depth information recorded. We extract a curve skeleton from two 3D silhouettes of a character detected from its two perpendicular projections. The skeletal joints are identified by down sampling the curve skeleton, leading to the generation of the final animation skeleton. The efficiency and quality are major performance indicators in animation skeleton generation. Our framework achieves the former by providing a 2D solution to the 3D skeletonization problem. Reducing in dimensions brings much faster performances. Experiments and comparisons are carried out to demonstrate the computational simplicity. Its accuracy is also verified via these experiments and comparisons. To link a skeleton to the skin, accordingly we present a skin attachment framework aiming at automatic and reasonable weight distribution. It differs from the conventional algorithms in taking topological information into account during weight computation. An effective range is defined for a joint. Skin vertices located outside the effective range will not be affected by this joint. By this means, we provide a solution to remove the influence of a topologically distant, hence highly likely irrelevant joint on a vertex. A user-defined parameter is also provided in this algorithm, which allows different deformation effects to be obtained according to user's needs. Experiments and comparisons prove that the presented framework results in weight distribution of good quality. Thus it frees animators from tedious manual weight editing. Furthermore, it is flexible to be used with various deformation algorithms

    Medialness and the Perception of Visual Art

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    In this article we explore the practical use of medialness informed by perception studies as a representation and processing layer for describing a class of works of visual art. Our focus is towards the description of 2D objects in visual art, such as found in drawings, paintings, calligraphy, graffiti writing, where approximate boundaries or lines delimit regions associated to recognizable objects or their constitutive parts. We motivate this exploration on the one hand by considering how ideas emerging from the visual arts, cartoon animation and general drawing practice point towards the likely importance of medialness in guiding the interaction of the traditionally trained artist with the artifact. On the other hand, we also consider recent studies and results in cognitive science which point in similar directions in emphasizing the likely importance of medialness, an extension of the abstract mathematical representation known as ‘medial axis’ or ‘Voronoi graphs’, as a core feature used by humans in perceiving shapes in static or dynamic scenarios.We illustrate the use of medialness in computations performed with finished artworks as well as artworks in the process of being created, modified, or evolved through iterations. Such computations may be used to guide an artificial arm in duplicating the human creative performance or used to study in greater depth the finished artworks. Our implementations represent a prototyping of such applications of computing to art analysis and creation and remain exploratory. Our method also provides a possible framework to compare similar artworks or to study iterations in the process of producing a final preferred depiction, as selected by the artist

    EG-ICE 2021 Workshop on Intelligent Computing in Engineering

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    The 28th EG-ICE International Workshop 2021 brings together international experts working at the interface between advanced computing and modern engineering challenges. Many engineering tasks require open-world resolutions to support multi-actor collaboration, coping with approximate models, providing effective engineer-computer interaction, search in multi-dimensional solution spaces, accommodating uncertainty, including specialist domain knowledge, performing sensor-data interpretation and dealing with incomplete knowledge. While results from computer science provide much initial support for resolution, adaptation is unavoidable and most importantly, feedback from addressing engineering challenges drives fundamental computer-science research. Competence and knowledge transfer goes both ways
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