18 research outputs found

    Least-Squares Minimization Under Constraints

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    Unconstrained Least-Squares minimization is a well-studied problem. For example, the Levenberg-Marquardt is extremely effective and numerous implementations are readily available. These algorithms are, however, not designed to perform least-squares minimization under hard constraints. This short report outlines two very simple approaches to doing this. The first relies on standard Lagrange multipliers. The second is inspired by inverse kinematics techniques

    Shape basis interpretation for monocular deformable 3D reconstruction

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    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.In this paper, we propose a novel interpretable shape model to encode object non-rigidity. We first use the initial frames of a monocular video to recover a rest shape, used later to compute a dissimilarity measure based on a distance matrix measurement. Spectral analysis is then applied to this matrix to obtain a reduced shape basis, that in contrast to existing approaches, can be physically interpreted. In turn, these pre-computed shape bases are used to linearly span the deformation of a wide variety of objects. We introduce the low-rank basis into a sequential approach to recover both camera motion and non-rigid shape from the monocular video, by simply optimizing the weights of the linear combination using bundle adjustment. Since the number of parameters to optimize per frame is relatively small, specially when physical priors are considered, our approach is fast and can potentially run in real time. Validation is done in a wide variety of real-world objects, undergoing both inextensible and extensible deformations. Our approach achieves remarkable robustness to artifacts such as noisy and missing measurements and shows an improved performance to competing methods.Peer ReviewedPostprint (author's final draft

    Measuring the accuracy of softball impact simulations

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    A study has been conducted to review viscoelastic and foam-constitutive models to describe sport ball response to impact with a rigid cylindrical surface. The impact model was developed to simulate a ball-bat collision. Comparisons were made to actual impacts, utilizing displacements recorded and analyzed using high-speed video capture. The resulting images and the ball geometry before impact were used as input to a computer-vision algorithm, which then produced a quantitative description of the deformation during impact. Foam-based material models were observed to match this observed deformation better (within 1 %) than viscoelastic material models (within 5 %). Both viscoelastic and foam material models deviated more from experimental data when describing dissipated energy and stiffness than when describing deformation. When describing impact energy dissipation and ball stiffness, the viscoelastic models deviated from experiment by more than a factor of two, while the foam material models exhibited up to 35 % error. The measured ball deformation, afforded through video analysis, has shown that foam material models are better able to describe ball impacts involving large energy dissipation, but require further refinement before equipment performance and design can be reliably performed

    Laplacian Meshes for Monocular 3D Shape Recovery

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    We show that by extending the Laplacian formalism, which was first introduced in the Graphics community to regularize 3D meshes, we can turn the monocular 3D shape reconstruction of a deformable surface given correspondences with a reference image into a well-posed problem. Furthermore, this does not require any training data and eliminates the need to pre-align the reference shape with the one to be reconstructed, as was done in earlier methods

    A Benchmark and Evaluation of Non-Rigid Structure from Motion

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    Non-Rigid structure from motion (NRSfM), is a long standing and central problem in computer vision, allowing us to obtain 3D information from multiple images when the scene is dynamic. A main issue regarding the further development of this important computer vision topic, is the lack of high quality data sets. We here address this issue by presenting of data set compiled for this purpose, which is made publicly available, and considerably larger than previous state of the art. To validate the applicability of this data set, and provide and investigation into the state of the art of NRSfM, including potential directions forward, we here present a benchmark and a scrupulous evaluation using this data set. This benchmark evaluates 16 different methods with available code, which we argue reasonably spans the state of the art in NRSfM. We also hope, that the presented and public data set and evaluation, will provide benchmark tools for further development in this field

    Live Texturing of Augmented Reality Characters from Colored Drawings

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    Coloring books capture the imagination of children and provide them with one of their earliest opportunities for creative expression. However, given the proliferation and popularity of digital devices, real-world activities like coloring can seem unexciting, and children become less engaged in them. Augmented reality holds unique potential to impact this situation by providing a bridge between real-world activities and digital enhancements. In this paper, we present an augmented reality coloring book App in which children color characters in a printed coloring book and inspect their work using a mobile device. The drawing is detected and tracked, and the video stream is augmented with an animated 3-D version of the character that is textured according to the child's coloring. This is possible thanks to several novel technical contributions. We present a texturing process that applies the captured texture from a 2-D colored drawing to both the visible and occluded regions of a 3-D character in real time. We develop a deformable surface tracking method designed for colored drawings that uses a new outlier rejection algorithm for real-time tracking and surface deformation recovery. We present a content creation pipeline to efficiently create the 2-D and 3-D content. And, finally, we validate our work with two user studies that examine the quality of our texturing algorithm and the overall App experience
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