405 research outputs found

    Medial Descriptors for 3D Shape Segmentation, Reconstruction, and Analysis

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    Medial Descriptors for 3D Shape Segmentation, Reconstruction, and Analysis

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    Estimating Anthropometric Marker Locations from 3-D LADAR Point Clouds

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    An area of interest for improving the identification portion of the system is in extracting anthropometric markers from a Laser Detection and Ranging (LADAR) point cloud. Analyzing anthropometrics markers is a common means of studying how a human moves and has been shown to provide good results in determining certain demographic information about the subject. This research examines a marker extraction method utilizing principal component analysis (PCA), self-organizing maps (SOM), alpha hulls, and basic anthropometric knowledge. The performance of the extraction algorithm is tested by performing gender classification with the calculated markers

    Skeletonization methods for image and volume inpainting

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    Skeletonization methods for image and volume inpainting

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    Vid2Curve: Simultaneous Camera Motion Estimation and Thin Structure Reconstruction from an RGB Video

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    Thin structures, such as wire-frame sculptures, fences, cables, power lines, and tree branches, are common in the real world. It is extremely challenging to acquire their 3D digital models using traditional image-based or depth-based reconstruction methods because thin structures often lack distinct point features and have severe self-occlusion. We propose the first approach that simultaneously estimates camera motion and reconstructs the geometry of complex 3D thin structures in high quality from a color video captured by a handheld camera. Specifically, we present a new curve-based approach to estimate accurate camera poses by establishing correspondences between featureless thin objects in the foreground in consecutive video frames, without requiring visual texture in the background scene to lock on. Enabled by this effective curve-based camera pose estimation strategy, we develop an iterative optimization method with tailored measures on geometry, topology as well as self-occlusion handling for reconstructing 3D thin structures. Extensive validations on a variety of thin structures show that our method achieves accurate camera pose estimation and faithful reconstruction of 3D thin structures with complex shape and topology at a level that has not been attained by other existing reconstruction methods.Comment: Accepted by SIGGRAPH 202

    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

    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
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