7,150 research outputs found

    Automatic 3D facial model and texture reconstruction from range scans

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    This paper presents a fully automatic approach to fitting a generic facial model to detailed range scans of human faces to reconstruct 3D facial models and textures with no manual intervention (such as specifying landmarks). A Scaling Iterative Closest Points (SICP) algorithm is introduced to compute the optimal rigid registrations between the generic model and the range scans with different sizes. And then a new template-fitting method, formulated in an optmization framework of minimizing the physically based elastic energy derived from thin shells, faithfully reconstructs the surfaces and the textures from the range scans and yields dense point correspondences across the reconstructed facial models. Finally, we demonstrate a facial expression transfer method to clone facial expressions from the generic model onto the reconstructed facial models by using the deformation transfer technique

    Merging enriched Finite Element triangle meshes for fast prototyping of alternate solutions in the context of industrial maintenance

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    A new approach to the merging of Finite Element (FE) triangle meshes is proposed. Not only it takes into account the geometric aspects, but it also considers the way the semantic information possibly associated to the groups of entities (nodes, faces) can be maintained. Such high level modification capabilities are of major importance in all the engineering activities requiring fast modifications of meshes without going back to the CAD model. This is especially true in the context of industrial maintenance where the engineers often have to solve critical problems in very short time. Indeed, in this case, the product is already designed, the CAD models are not necessarily available and the FE models might be tuned. Thus, the product behaviour has to be studied and improved during its exploitation while prototyping directly several alternate solutions. Such a framework also finds interest in the preliminary design phases where alternative solutions have to be simulated. The algorithm first removes the intersecting faces in an n-ring neighbourhood so that the filling of the created holes produces triangles whose sizes smoothly evolve according to the possibly heterogeneous sizes of the surrounding triagles. The holefilling algorithm is driven by an aspect ratio factor which ensures that the produced triangulation fits well the FE requirements. It is also constrained by the boundaries of the groups of entities gathering together the simulation semantic. The filled areas are then deformed to blend smoothly with the surroundings meshes

    Tetrisation of triangular meshes and its application in shape blending

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    The As-Rigid-As-Possible (ARAP) shape deformation framework is a versatile technique for morphing, surface modelling, and mesh editing. We discuss an improvement of the ARAP framework in a few aspects: 1. Given a triangular mesh in 3D space, we introduce a method to associate a tetrahedral structure, which encodes the geometry of the original mesh. 2. We use a Lie algebra based method to interpolate local transformation, which provides better handling of rotation with large angle. 3. We propose a new error function to compile local transformations into a global piecewise linear map, which is rotation invariant and easy to minimise. We implemented a shape blender based on our algorithm and its MIT licensed source code is available online

    Automatic facial expression tracking for 4D range scans

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    This paper presents a fully automatic approach of spatio-temporal facial expression tracking for 4D range scans without any manual interventions (such as specifying landmarks). The approach consists of three steps: rigid registration, facial model reconstruction, and facial expression tracking. A Scaling Iterative Closest Points (SICP) algorithm is introduced to compute the optimal rigid registration between a template facial model and a range scan with consideration of the scale problem. A deformable model, physically based on thin shells, is proposed to faithfully reconstruct the facial surface and texture from that range data. And then the reconstructed facial model is used to track facial expressions presented in a sequence of range scans by the deformable model

    A parallel interaction potential approach coupled with the immersed boundary method for fully resolved simulations of deformable interfaces and membranes

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    In this paper we show and discuss the use of a versatile interaction potential approach coupled with an immersed boundary method to simulate a variety of flows involving deformable bodies. In particular, we focus on two kinds of problems, namely (i) deformation of liquid-liquid interfaces and (ii) flow in the left ventricle of the heart with either a mechanical or a natural valve. Both examples have in common the two-way interaction of the flow with a deformable interface or a membrane. The interaction potential approach (de Tullio & Pascazio, Jou. Comp. Phys., 2016; Tanaka, Wada and Nakamura, Computational Biomechanics, 2016) with minor modifications can be used to capture the deformation dynamics in both classes of problems. We show that the approach can be used to replicate the deformation dynamics of liquid-liquid interfaces through the use of ad-hoc elastic constants. The results from our simulations agree very well with previous studies on the deformation of drops in standard flow configurations such as deforming drop in a shear flow or a cross flow. We show that the same potential approach can also be used to study the flow in the left ventricle of the heart. The flow imposed into the ventricle interacts dynamically with the mitral valve (mechanical or natural) and the ventricle which are simulated using the same model. Results from these simulations are compared with ad- hoc in-house experimental measurements. Finally, a parallelisation scheme is presented, as parallelisation is unavoidable when studying large scale problems involving several thousands of simultaneously deforming bodies on hundreds of distributed memory computing processors
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