3,395 research outputs found

    Extracting curve-skeletons from digital shapes using occluding contours

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    Curve-skeletons are compact and semantically relevant shape descriptors, able to summarize both topology and pose of a wide range of digital objects. Most of the state-of-the-art algorithms for their computation rely on the type of geometric primitives used and sampling frequency. In this paper we introduce a formally sound and intuitive definition of curve-skeleton, then we propose a novel method for skeleton extraction that rely on the visual appearance of the shapes. To achieve this result we inspect the properties of occluding contours, showing how information about the symmetry axes of a 3D shape can be inferred by a small set of its planar projections. The proposed method is fast, insensitive to noise, capable of working with different shape representations, resolution insensitive and easy to implement

    Improved 3D thinning algorithms for skeleton extraction

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    In this study, we focused on developing a novel 3D Thinning algorithm to extract one-voxel wide skeleton from various 3D objects aiming at preserving the topological information. The 3D Thinning algorithm was testified on computer-generated and real 3D reconstructed image sets acquired from TEMT and compared with other existing 3D Thinning algorithms. It is found that the algorithm has conserved medial axes and simultaneously topologies very well, demonstrating many advantages over the existing technologies. They are versatile, rigorous, efficient and rotation invariant.<br /

    Vascular Tree Structure: Fast Curvature Regularization and Validation

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    This work addresses the challenging problem of accurate vessel structure analysis in high resolution 3D biomedical images. Typical segmentation methods fail on recent micro-CT data sets resolving near-capillary vessels due to limitations of standard first-order regularization models. While regularization is needed to address noise and partial volume issues in the data, we argue that extraction of thin tubular structures requires higher-order curvature-based regularization. There are no standard segmentation methods regularizing surface curvature in 3D that could be applied to large 3D volumes. However, we observe that standard measures for vessels structure are more concerned with topology, bifurcation angles, and other parameters that can be directly addressed without segmentation. We propose a novel methodology reconstructing tree structure of the vessels using a new centerline curvature regularization technique. Our high-order regularization model is based on a recent curvature estimation method. We developed a Levenberg-Marquardt optimization scheme and an efficient GPU-based implementation of our algorithm. We also propose a validation mechanism based on synthetic vessel images. Our preliminary results on real ultra-resolution micro CT volumes are promising

    Deep Vectorization of Technical Drawings

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    We present a new method for vectorization of technical line drawings, such as floor plans, architectural drawings, and 2D CAD images. Our method includes (1) a deep learning-based cleaning stage to eliminate the background and imperfections in the image and fill in missing parts, (2) a transformer-based network to estimate vector primitives, and (3) optimization procedure to obtain the final primitive configurations. We train the networks on synthetic data, renderings of vector line drawings, and manually vectorized scans of line drawings. Our method quantitatively and qualitatively outperforms a number of existing techniques on a collection of representative technical drawings

    Sketching-based Skeleton Extraction

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    Articulated character animation can be performed by manually creating and rigging a skeleton into an unfolded 3D mesh model. Such tasks are not trivial, as they require a substantial amount of training and practice. Although methods have been proposed to help automatic extraction of skeleton structure, they may not guarantee that the resulting skeleton can help to produce animations according to user manipulation. We present a sketching-based skeleton extraction method to create a user desired skeleton structure which is used in 3D model animation. This method takes user sketching as an input, and based on the mesh segmentation result of a 3D mesh model, generates a skeleton for articulated character animation. In our system, we assume that a user will properly sketch bones by roughly following the mesh model structure. The user is expected to sketch independently on different regions of a mesh model for creating separate bones. For each sketched stroke, we project it into the mesh model so that it becomes the medial axis of its corresponding mesh model region from the current viewer perspective. We call this projected stroke a “sketched bone”. After pre-processing user sketched bones, we cluster them into groups. This process is critical as user sketching can be done from any orientation of a mesh model. To specify the topology feature for different mesh parts, a user can sketch strokes from different orientations of a mesh model, as there may be duplicate strokes from different orientations for the same mesh part. We need a clustering process to merge similar sketched bones into one bone, which we call a “reference bone”. The clustering process is based on three criteria: orientation, overlapping and locality. Given the reference bones as the input, we adopt a mesh segmentation process to assist our skeleton extraction method. To be specific, we apply the reference bones and the seed triangles to segment the input mesh model into meaningful segments using a multiple-region growing mechanism. The seed triangles, which are collected from the reference bones, are used as the initial seeds in the mesh segmentation process. We have designed a new segmentation metric [1] to form a better segmentation criterion. Then we compute the Level Set Diagrams (LSDs) on each mesh part to extract bones and joints. To construct the final skeleton, we connect bones extracted from all mesh parts together into a single structure. There are three major steps involved: optimizing and smoothing bones, generating joints and forming the skeleton structure. After constructing the skeleton model, we have proposed a new method, which utilizes the Linear Blend Skinning (LBS) technique and the Laplacian mesh deformation technique together to perform skeleton-driven animation. Traditional LBS techniques may have self-intersection problem in regions around segmentation boundaries. Laplacian mesh deformation can preserve the local surface details, which can eliminate the self-intersection problem. In this case, we make use of LBS result as the positional constraint to perform a Laplacian mesh deformation. By using the Laplacian mesh deformation method, we maintain the surface details in segmentation boundary regions. This thesis outlines a novel approach to construct a 3D skeleton model interactively, which can also be used in 3D animation and 3D model matching area. The work is motivated by the observation that either most of the existing automatic skeleton extraction methods lack well-positioned joints specification or the manually generated methods require too much professional training to create a good skeleton structure. We dedicate a novel approach to create 3D model skeleton based on user sketching which specifies articulated skeleton with joints. The experimental results show that our method can produce better skeletons in terms of joint positions and topological structure

    Posture optimization algorithm for large structure assemblies based on skin model

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    Geometric deviations inevitably occur in product manufacturing and seriously affect the assembly quality and product functionality. Assembly simulations on the basis of computer-aided design (CAD) package could imitate the assembly process and thus find out the design deficiencies and detect the assemblability of the components. Although lots of researches have been done on the prediction of assembly variation considering the geometric errors, most of them only simplify the geometric variation as orientation and position deviation rather than the manufacturing deformation. However, in machinery manufacturing, even if the manufacturing defects are limited, they could propagate and accumulate through components and lead to a noncompliant assembly. Recently, many point-based models have been applied to assembly simulation; however they are mainly interested in simulating the resulting positions of the assembled parts and lack the consideration of the postprocessing after positioning. This paper enriches the complete assembly simulation process based on skin model and presents a simple and effective posture evaluation and optimization method. The studied approach includes a software algorithm applied to evaluate the contact state of the assembly parts and a mathematical model based on the particle swarm optimization to acquire the optimal assembly posture. To verify the efficiency and feasibility of the proposed method, a case study on the aircraft wing box scaling model assembly is performed

    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

    Automated artemia length measurement using U-shaped fully convolutional networks and second-order anisotropic Gaussian kernels

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    The brine shrimp Artemia, a small crustacean zooplankton organism, is universally used as live prey for larval fish and shrimps in aquaculture. In Artemia studies, it would be highly desired to have access to automated techniques to obtain the length information from Anemia images. However, this problem has so far not been addressed in literature. Moreover, conventional image-based length measurement approaches cannot be readily transferred to measure the Artemia length, due to the distortion of non-rigid bodies, the variation over growth stages and the interference from the antennae and other appendages. To address this problem, we compile a dataset containing 250 images as well as the corresponding label maps of length measuring lines. We propose an automated Anemia length measurement method using U-shaped fully convolutional networks (UNet) and second-order anisotropic Gaussian kernels. For a given Artemia image, the designed UNet model is used to extract a length measuring line structure, and, subsequently, the second-order Gaussian kernels are employed to transform the length measuring line structure into a thin measuring line. For comparison, we also follow conventional fish length measurement approaches and develop a non-learning-based method using mathematical morphology and polynomial curve fitting. We evaluate the proposed method and the competing methods on 100 test images taken from the dataset compiled. Experimental results show that the proposed method can accurately measure the length of Artemia objects in images, obtaining a mean absolute percentage error of 1.16%
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