11 research outputs found

    Feature Lines for Illustrating Medical Surface Models: Mathematical Background and Survey

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    This paper provides a tutorial and survey for a specific kind of illustrative visualization technique: feature lines. We examine different feature line methods. For this, we provide the differential geometry behind these concepts and adapt this mathematical field to the discrete differential geometry. All discrete differential geometry terms are explained for triangulated surface meshes. These utilities serve as basis for the feature line methods. We provide the reader with all knowledge to re-implement every feature line method. Furthermore, we summarize the methods and suggest a guideline for which kind of surface which feature line algorithm is best suited. Our work is motivated by, but not restricted to, medical and biological surface models.Comment: 33 page

    Visualizing 3D Euler spirals

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    This video describes a new type of 3D curves, which gener-alizes the family of 2D Euler spirals. They are defined as the curves having both their curvature and their torsion evolve linearly along the curve. The utility of these spirals for curve completion applications is demonstrated. This video accom-panies the paper presented in [4]

    Line rendering of 3D meshes for data-driven sketch-based modeling

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    National audienceDeep learning recently achieved impressive successes on various computer vision tasks for which large amounts of training data is available, such as image classification. These successes have motivated the use of computer graphics to generate synthetic data for tasks where real data is difficult to collect. We present SynDraw, a non-photorealistic rendering system designed to ease the generation of synthetic drawings to train data-driven sketch-based modeling systems. SynDraw processes triangular meshes and extracts various types of synthetic lines, including occluding contours, suggestive contours, creases, and demarcating curves. SynDraw exports these lines as vector graphics to allow subsequent stylization. Finally, SynDraw can also export attributes of the lines, such as their 3D coordinates and their types, which can serve as ground truth for depth prediction or line labeling tasks. We provide both a command-line interface for batch processing, as well as an interactive viewer to explore and save line extraction parameters. We will release SynDraw as an open source library to support research in non-photorealistic rendering and sketch-based modeling

    Interactive non-photorealistic rendering

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    Due to increasing demands of artistic style with Interactive Rate, we propose this review paper as a starting point for any person interested in researching of interactive non-photorealistic rendering. As a simple yet effective means of visual communication, interactive non-photorealistic rendering generates images that are closer to human-drawn than are created by traditional computer graphics techniques with more expressing meaningful visual information. This paper presents taxonomy of interactive non-photorealistic rendering techniques which developed over the past two decades, structured according to the design characteristics and behavior of each technique. Also, it covers the most important algorithms in interactive stylized shade and line drawing, and separately discussing their advantages and disadvantages. The review then concludes with a discussion of the main issues and technical challenges for Interactive Non-Photorealistic Rendering techniques. In addition, this paper discusses the effect of modified phong shading model in order to create toon shading appearance

    Recognition of feature curves on 3D shapes using an algebraic approach to Hough transforms

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    Feature curves are largely adopted to highlight shape features, such as sharp lines, or to divide surfaces into meaningful segments, like convex or concave regions. Extracting these curves is not sufficient to convey prominent and meaningful information about a shape. We have first to separate the curves belonging to features from those caused by noise and then to select the lines, which describe non-trivial portions of a surface. The automatic detection of such features is crucial for the identification and/or annotation of relevant parts of a given shape. To do this, the Hough transform (HT) is a feature extraction technique widely used in image analysis, computer vision and digital image processing, while, for 3D shapes, the extraction of salient feature curves is still an open problem. Thanks to algebraic geometry concepts, the HT technique has been recently extended to include a vast class of algebraic curves, thus proving to be a competitive tool for yielding an explicit representation of the diverse feature lines equations. In the paper, for the first time we apply this novel extension of the HT technique to the realm of 3D shapes in order to identify and localize semantic features like patterns, decorations or anatomical details on 3D objects (both complete and fragments), even in the case of features partially damaged or incomplete. The method recognizes various features, possibly compound, and it selects the most suitable feature profiles among families of algebraic curves

    Local Light Alignment for Multi-Scale Shape Depiction

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    International audienceMotivated by recent findings in the field of visual perception, we present a novel approach for enhancing shape depiction and perception of surface details. We propose a shading-based technique that relies on locally adjusting the direction of light to account for the different components of materials. Our approach ensures congruence between shape and shading flows, leading to an effective enhancement of the perception of shape and details while impairing neither the lighting nor the appearance of materials. It is formulated in a general way allowing its use for multiple scales enhancement in real-time on the GPU, as well as in global illumination contexts. We also provide artists with fine control over the enhancement at each scale

    Approximate Reconstruction of 3D Scenes From Bas-Reliefs

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    International audienceFor thousands of years, bas-reliefs have been used to depict scenes of everyday life, mythology and historic events. Yet, the precise geometry of those scenes remains difficult to interpret and reconstruct. Over the past decade, methods have been developed for generating bas-reliefs from 3D scenes. In this paper, we investigate the inverse problem of interpreting and reconstructing 3D scenes from their bas-relief depictions. Even approximate reconstructions can be useful for art historians and museum exhibit designers, as a first entry to the complete interpretation of the narratives told in stone or marble. To create such approximate reconstructions, we present methods for extracting 3D base mesh models of all characters depicted in a bas-relief. We take advantages of the bas-relief geometry and high-level knowledge of human body proportions to recover body parts and their three-dimensional structure, even in severe cases of contact and occlusion. We present experimental results for 6 bas-relief depictions of Greek mythological and historical scenes involving 18 characters and draw conclusions for future work

    Analysis of 3D objects at multiple scales (application to shape matching)

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    Depuis quelques années, l évolution des techniques d acquisition a entraîné une généralisation de l utilisation d objets 3D très dense, représentés par des nuages de points de plusieurs millions de sommets. Au vu de la complexité de ces données, il est souvent nécessaire de les analyser pour en extraire les structures les plus pertinentes, potentiellement définies à plusieurs échelles. Parmi les nombreuses méthodes traditionnellement utilisées pour analyser des signaux numériques, l analyse dite scale-space est aujourd hui un standard pour l étude des courbes et des images. Cependant, son adaptation aux données 3D pose des problèmes d instabilité et nécessite une information de connectivité, qui n est pas directement définie dans les cas des nuages de points. Dans cette thèse, nous présentons une suite d outils mathématiques pour l analyse des objets 3D, sous le nom de Growing Least Squares (GLS). Nous proposons de représenter la géométrie décrite par un nuage de points via une primitive du second ordre ajustée par une minimisation aux moindres carrés, et cela à pour plusieurs échelles. Cette description est ensuite derivée analytiquement pour extraire de manière continue les structures les plus pertinentes à la fois en espace et en échelle. Nous montrons par plusieurs exemples et comparaisons que cette représentation et les outils associés définissent une solution efficace pour l analyse des nuages de points à plusieurs échelles. Un défi intéressant est l analyse d objets 3D acquis dans le cadre de l étude du patrimoine culturel. Dans cette thèse, nous nous étudions les données générées par l acquisition des fragments des statues entourant par le passé le Phare d Alexandrie, Septième Merveille du Monde. Plus précisément, nous nous intéressons au réassemblage d objets fracturés en peu de fragments (une dizaine), mais avec de nombreuses parties manquantes ou fortement dégradées par l action du temps. Nous proposons un formalisme pour la conception de systèmes d assemblage virtuel semi-automatiques, permettant de combiner à la fois les connaissances des archéologues et la précision des algorithmes d assemblage. Nous présentons deux systèmes basés sur cette conception, et nous montrons leur efficacité dans des cas concrets.Over the last decades, the evolution of acquisition techniques yields the generalization of detailed 3D objects, represented as huge point sets composed of millions of vertices. The complexity of the involved data often requires to analyze them for the extraction and characterization of pertinent structures, which are potentially defined at multiple scales. Amongthe wide variety of methods proposed to analyze digital signals, the scale-space analysis istoday a standard for the study of 2D curves and images. However, its adaptation to 3D dataleads to instabilities and requires connectivity information, which is not directly availablewhen dealing with point sets.In this thesis, we present a new multi-scale analysis framework that we call the GrowingLeast Squares (GLS). It consists of a robust local geometric descriptor that can be evaluatedon point sets at multiple scales using an efficient second-order fitting procedure. We proposeto analytically differentiate this descriptor to extract continuously the pertinent structuresin scale-space. We show that this representation and the associated toolbox define an effi-cient way to analyze 3D objects represented as point sets at multiple scales. To this end, we demonstrate its relevance in various application scenarios.A challenging application is the analysis of acquired 3D objects coming from the CulturalHeritage field. In this thesis, we study a real-world dataset composed of the fragments ofthe statues that were surrounding the legendary Alexandria Lighthouse. In particular, wefocus on the problem of fractured object reassembly, consisting of few fragments (up to aboutten), but with missing parts due to erosion or deterioration. We propose a semi-automaticformalism to combine both the archaeologist s knowledge and the accuracy of geometricmatching algorithms during the reassembly process. We use it to design two systems, andwe show their efficiency in concrete cases.BORDEAUX1-Bib.electronique (335229901) / SudocSudocFranceF

    Toward a Perceptually-relevant Theory of Appearance

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    Two approaches are commonly employed in Computer Graphics to design and adjust the appearance of objects in a scene. A full 3D environment may be created, through geometrical, material and lighting modeling, then rendered using a simulation of light transport; appearance is then controlled in ways similar to photography. A radically different approach consists in providing 2D digital drawing tools to an artist, whom with enough talent and time will be able to create images of objects having the desired appearance; this is obviously strongly similar to what traditional artists do, with the computer being a mere modern drawing tool.In this document, I present research projects that have investigated a third approach, whereby pictorial elements of appearance are explicitly manipulated by an artist. On the one side, such an alternative approach offers a direct control over appearance, with novel applications in vector drawing, scientific illustration, special effects and video games. On the other side, it provides an modern method for putting our current knowledge of the perception of appearance to the test, as well as to suggest new models for human vision along the way

    Analysis of 3D objects at multiple scales (application to shape matching)

    Get PDF
    Depuis quelques années, l évolution des techniques d acquisition a entraîné une généralisation de l utilisation d objets 3D très dense, représentés par des nuages de points de plusieurs millions de sommets. Au vu de la complexité de ces données, il est souvent nécessaire de les analyser pour en extraire les structures les plus pertinentes, potentiellement définies à plusieurs échelles. Parmi les nombreuses méthodes traditionnellement utilisées pour analyser des signaux numériques, l analyse dite scale-space est aujourd hui un standard pour l étude des courbes et des images. Cependant, son adaptation aux données 3D pose des problèmes d instabilité et nécessite une information de connectivité, qui n est pas directement définie dans les cas des nuages de points. Dans cette thèse, nous présentons une suite d outils mathématiques pour l analyse des objets 3D, sous le nom de Growing Least Squares (GLS). Nous proposons de représenter la géométrie décrite par un nuage de points via une primitive du second ordre ajustée par une minimisation aux moindres carrés, et cela à pour plusieurs échelles. Cette description est ensuite derivée analytiquement pour extraire de manière continue les structures les plus pertinentes à la fois en espace et en échelle. Nous montrons par plusieurs exemples et comparaisons que cette représentation et les outils associés définissent une solution efficace pour l analyse des nuages de points à plusieurs échelles. Un défi intéressant est l analyse d objets 3D acquis dans le cadre de l étude du patrimoine culturel. Dans cette thèse, nous nous étudions les données générées par l acquisition des fragments des statues entourant par le passé le Phare d Alexandrie, Septième Merveille du Monde. Plus précisément, nous nous intéressons au réassemblage d objets fracturés en peu de fragments (une dizaine), mais avec de nombreuses parties manquantes ou fortement dégradées par l action du temps. Nous proposons un formalisme pour la conception de systèmes d assemblage virtuel semi-automatiques, permettant de combiner à la fois les connaissances des archéologues et la précision des algorithmes d assemblage. Nous présentons deux systèmes basés sur cette conception, et nous montrons leur efficacité dans des cas concrets.Over the last decades, the evolution of acquisition techniques yields the generalization of detailed 3D objects, represented as huge point sets composed of millions of vertices. The complexity of the involved data often requires to analyze them for the extraction and characterization of pertinent structures, which are potentially defined at multiple scales. Amongthe wide variety of methods proposed to analyze digital signals, the scale-space analysis istoday a standard for the study of 2D curves and images. However, its adaptation to 3D dataleads to instabilities and requires connectivity information, which is not directly availablewhen dealing with point sets.In this thesis, we present a new multi-scale analysis framework that we call the GrowingLeast Squares (GLS). It consists of a robust local geometric descriptor that can be evaluatedon point sets at multiple scales using an efficient second-order fitting procedure. We proposeto analytically differentiate this descriptor to extract continuously the pertinent structuresin scale-space. We show that this representation and the associated toolbox define an effi-cient way to analyze 3D objects represented as point sets at multiple scales. To this end, we demonstrate its relevance in various application scenarios.A challenging application is the analysis of acquired 3D objects coming from the CulturalHeritage field. In this thesis, we study a real-world dataset composed of the fragments ofthe statues that were surrounding the legendary Alexandria Lighthouse. In particular, wefocus on the problem of fractured object reassembly, consisting of few fragments (up to aboutten), but with missing parts due to erosion or deterioration. We propose a semi-automaticformalism to combine both the archaeologist s knowledge and the accuracy of geometricmatching algorithms during the reassembly process. We use it to design two systems, andwe show their efficiency in concrete cases.BORDEAUX1-Bib.electronique (335229901) / SudocSudocFranceF
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