274 research outputs found

    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

    IST Austria Thesis

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    Computer graphics is an extremely exciting field for two reasons. On the one hand, there is a healthy injection of pragmatism coming from the visual effects industry that want robust algorithms that work so they can produce results at an increasingly frantic pace. On the other hand, they must always try to push the envelope and achieve the impossible to wow their audiences in the next blockbuster, which means that the industry has not succumb to conservatism, and there is plenty of room to try out new and crazy ideas if there is a chance that it will pan into something useful. Water simulation has been in visual effects for decades, however it still remains extremely challenging because of its high computational cost and difficult artdirectability. The work in this thesis tries to address some of these difficulties. Specifically, we make the following three novel contributions to the state-of-the-art in water simulation for visual effects. First, we develop the first algorithm that can convert any sequence of closed surfaces in time into a moving triangle mesh. State-of-the-art methods at the time could only handle surfaces with fixed connectivity, but we are the first to be able to handle surfaces that merge and split apart. This is important for water simulation practitioners, because it allows them to convert splashy water surfaces extracted from particles or simulated using grid-based level sets into triangle meshes that can be either textured and enhanced with extra surface dynamics as a post-process. We also apply our algorithm to other phenomena that merge and split apart, such as morphs and noisy reconstructions of human performances. Second, we formulate a surface-based energy that measures the deviation of a water surface froma physically valid state. Such discrepancies arise when there is a mismatch in the degrees of freedom between the water surface and the underlying physics solver. This commonly happens when practitioners use a moving triangle mesh with a grid-based physics solver, or when high-resolution grid-based surfaces are combined with low-resolution physics. Following the direction of steepest descent on our surface-based energy, we can either smooth these artifacts or turn them into high-resolution waves by interpreting the energy as a physical potential. Third, we extend state-of-the-art techniques in non-reflecting boundaries to handle spatially and time-varying background flows. This allows a novel new workflow where practitioners can re-simulate part of an existing simulation, such as removing a solid obstacle, adding a new splash or locally changing the resolution. Such changes can easily lead to new waves in the re-simulated region that would reflect off of the new simulation boundary, effectively ruining the illusion of a seamless simulation boundary between the existing and new simulations. Our non-reflecting boundaries makes sure that such waves are absorbed

    Relief extraction and editing

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    Bas-reliefs are widely used in the world around us, for example, on coinage, for branding products, and for sculptural decoration. Reverse engineering of reliefs–extracting existing reliefs from input surfaces–makes it possible to apply them to new items; relief editing tools allow modification of reverse-engineered reliefs. This paper presents a novel approach to relief extraction based on differential coordinates, which offers advantages of speed and precise extraction. It also gives the first method in the literature specifically designed for relief editing. The base surface is estimated using normal smoothing and Poisson reconstruction, allowing a relief (which may lie on a smooth or textured input surface) to be automatically extracted by height thresholding. We also provide a range of relief editing tools, also using differential coordinates, permitting both global transformations (translation, rotation, and scaling) of the whole relief, as well as local modifications to the relief. Our relief editing algorithm, unlike generic mesh editing algorithms, is specifically designed to preserve the geometric detail of the relief over the base surface. The effectiveness of our methods is demonstrated on various examples of real industrial interest

    Geometric modeling of non-rigid 3D shapes : theory and application to object recognition.

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    One of the major goals of computer vision is the development of flexible and efficient methods for shape representation. This is true, especially for non-rigid 3D shapes where a great variety of shapes are produced as a result of deformations of a non-rigid object. Modeling these non-rigid shapes is a very challenging problem. Being able to analyze the properties of such shapes and describe their behavior is the key issue in research. Also, considering photometric features can play an important role in many shape analysis applications, such as shape matching and correspondence because it contains rich information about the visual appearance of real objects. This new information (contained in photometric features) and its important applications add another, new dimension to the problem\u27s difficulty. Two main approaches have been adopted in the literature for shape modeling for the matching and retrieval problem, local and global approaches. Local matching is performed between sparse points or regions of the shape, while the global shape approaches similarity is measured among entire models. These methods have an underlying assumption that shapes are rigidly transformed. And Most descriptors proposed so far are confined to shape, that is, they analyze only geometric and/or topological properties of 3D models. A shape descriptor or model should be isometry invariant, scale invariant, be able to capture the fine details of the shape, computationally efficient, and have many other good properties. A shape descriptor or model is needed. This shape descriptor should be: able to deal with the non-rigid shape deformation, able to handle the scale variation problem with less sensitivity to noise, able to match shapes related to the same class even if these shapes have missing parts, and able to encode both the photometric, and geometric information in one descriptor. This dissertation will address the problem of 3D non-rigid shape representation and textured 3D non-rigid shapes based on local features. Two approaches will be proposed for non-rigid shape matching and retrieval based on Heat Kernel (HK), and Scale-Invariant Heat Kernel (SI-HK) and one approach for modeling textured 3D non-rigid shapes based on scale-invariant Weighted Heat Kernel Signature (WHKS). For the first approach, the Laplace-Beltrami eigenfunctions is used to detect a small number of critical points on the shape surface. Then a shape descriptor is formed based on the heat kernels at the detected critical points for different scales. Sparse representation is used to reduce the dimensionality of the calculated descriptor. The proposed descriptor is used for classification via the Collaborative Representation-based Classification with a Regularized Least Square (CRC-RLS) algorithm. The experimental results have shown that the proposed descriptor can achieve state-of-the-art results on two benchmark data sets. For the second approach, an improved method to introduce scale-invariance has been also proposed to avoid noise-sensitive operations in the original transformation method. Then a new 3D shape descriptor is formed based on the histograms of the scale-invariant HK for a number of critical points on the shape at different time scales. A Collaborative Classification (CC) scheme is then employed for object classification. The experimental results have shown that the proposed descriptor can achieve high performance on the two benchmark data sets. An important observation from the experiments is that the proposed approach is more able to handle data under several distortion scenarios (noise, shot-noise, scale, and under missing parts) than the well-known approaches. For modeling textured 3D non-rigid shapes, this dissertation introduces, for the first time, a mathematical framework for the diffusion geometry on textured shapes. This dissertation presents an approach for shape matching and retrieval based on a weighted heat kernel signature. It shows how to include photometric information as a weight over the shape manifold, and it also propose a novel formulation for heat diffusion over weighted manifolds. Then this dissertation presents a new discretization method for the weighted heat kernel induced by the linear FEM weights. Finally, the weighted heat kernel signature is used as a shape descriptor. The proposed descriptor encodes both the photometric, and geometric information based on the solution of one equation. Finally, this dissertation proposes an approach for 3D face recognition based on the front contours of heat propagation over the face surface. The front contours are extracted automatically as heat is propagating starting from a detected set of landmarks. The propagation contours are used to successfully discriminate the various faces. The proposed approach is evaluated on the largest publicly available database of 3D facial images and successfully compared to the state-of-the-art approaches in the literature. This work can be extended to the problem of dense correspondence between non-rigid shapes. The proposed approaches with the properties of the Laplace-Beltrami eigenfunction can be utilized for 3D mesh segmentation. Another possible application of the proposed approach is the view point selection for 3D objects by selecting the most informative views that collectively provide the most descriptive presentation of the surface

    Interactive NeRF geometry editing with shape priors

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    Neural Radiance Fields (NeRFs) have shown great potential for tasks like novel view synthesis of static 3D scenes. Since NeRFs are trained on a large number of input images, it is not trivial to change their content afterwards. Previous methods to modify NeRFs provide some control but they do not support direct shape deformation which is common for geometry representations like triangle meshes. In this paper, we present a NeRF geometry editing method that first extracts a triangle mesh representation of the geometry inside a NeRF. This mesh can be modified by any 3D modeling tool (we use ARAP mesh deformation). The mesh deformation is then extended into a volume deformation around the shape which establishes a mapping between ray queries to the deformed NeRF and the corresponding queries to the original NeRF. The basic shape editing mechanism is extended towards more powerful and more meaningful editing handles by generating box abstractions of the NeRF shapes which provide an intuitive interface to the user. By additionally assigning semantic labels, we can even identify and combine parts from different objects. We demonstrate the performance and quality of our method in a number of experiments on synthetic data as well as real captured scenes

    3D Shape Modeling Using High Level Descriptors

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    Simple and Efficient Mesh Editing with Consistent Local Frames

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    Surface Deformation Potentials on Meshes for Computer Graphics and Visualization

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    Shape deformation models have been used in computer graphics primarily to describe the dynamics of physical deformations like cloth draping, collisions of elastic bodies, fracture, or animation of hair. Less frequent is their application to problems not directly related to a physical process. In this thesis we apply deformations to three problems in computer graphics that do not correspond to physical deformations. To this end, we generalize the physical model by modifying the energy potential. Originally, the energy potential amounts to the physical work needed to deform a body from its rest state into a given configuration and relates material strain to internal restoring forces that act to restore the original shape. For each of the three problems considered, this potential is adapted to reflect an application specific notion of shape. Under the influence of further constraints, our generalized deformation results in shapes that balance preservation of certain shape properties and application specific objectives similar to physical equilibrium states. The applications discussed in this thesis are surface parameterization, interactive shape editing and automatic design of panorama maps. For surface parameterization, we interpret parameterizations over a planar domain as deformations from a flat initial configuration onto a given surface. In this setting, we review existing parameterization methods by analyzing properties of their potential functions and derive potentials accounting for distortion of geometric properties. Interactive shape editing allows an untrained user to modify complex surfaces, be simply grabbing and moving parts of interest. A deformation model interactively extrapolates the transformation from those parts to the rest of the surface. This thesis proposes a differential shape representation for triangle meshes leading to a potential that can be optimized interactively with a simple, tailored algorithm. Although the potential is not physically accurate, it results in intuitive deformation behavior and can be parameterized to account for different material properties. Panorama maps are blends between landscape illustrations and geographic maps that are traditionally painted by an artist to convey geographic surveyknowledge on public places like ski resorts or national parks. While panorama maps are not drawn to scale, the shown landscape remains recognizable and the observer can easily recover details necessary for self location and orientation. At the same time, important features as trails or ski slopes appear not occluded and well visible. This thesis proposes the first automatic panorama generation method. Its basis is again a surface deformation, that establishes the necessary compromise between shape preservation and feature visibility.Potentiale zur Flächendeformation auf Dreiecksnetzen für Anwendungen in der Computergrafik und Visualisierung Deformationsmodelle werden in der Computergrafik bislang hauptsächlich eingesetzt, um die Dynamik physikalischer Deformationsprozesse zu modellieren. Gängige Beispiele sind Bekleidungssimulationen, Kollisionen elastischer Körper oder Animation von Haaren und Frisuren. Deutlich seltener ist ihre Anwendung auf Probleme, die nicht direkt physikalischen Prozessen entsprechen. In der vorliegenden Arbeit werden Deformationsmodelle auf drei Probleme der Computergrafik angewandt, die nicht unmittelbar einem physikalischen Deformationsprozess entsprechen. Zu diesem Zweck wird das physikalische Modell durch eine passende Änderung der potentiellen Energie verallgemeinert. Die potentielle Energie entspricht normalerweise der physikalischen Arbeit, die aufgewendet werden muss, um einen Körper aus dem Ruhezustand in eine bestimmte Konfiguration zu verformen. Darüber hinaus setzt sie die aktuelle Verformung in Beziehung zu internen Spannungskräften, die wirken um die ursprüngliche Form wiederherzustellen. In dieser Arbeit passen wir für jedes der drei betrachteten Problemfelder die potentielle Energie jeweils so an, dass sie eine anwendungsspezifische Definition von Form widerspiegelt. Unter dem Einfluss weiterer Randbedingungen führt die so verallgemeinerte Deformation zu einer Fläche, die eine Balance zwischen der Erhaltung gewisser Formeigenschaften und Zielvorgaben der Anwendung findet. Diese Balance entspricht dem Equilibrium einer physikalischen Deformation. Die drei in dieser Arbeit diskutierten Anwendungen sind Oberflächenparameterisierung, interaktives Bearbeiten von Flächen und das vollautomatische Erzeugen von Panoramakarten im Stile von Heinrich Berann. Zur Oberflächenparameterisierung interpretieren wir Parameterisierungen über einem flachen Parametergebiet als Deformationen, die ein ursprünglich ebenes Flächenstück in eine gegebene Oberfläche verformen. Innerhalb dieses Szenarios vergleichen wir dann existierende Methoden zur planaren Parameterisierung, indem wir die resultierenden potentiellen Energien analysieren, und leiten weitere Potentiale her, die die Störung geometrischer Eigenschaften wie Fläche und Winkel erfassen. Verfahren zur interaktiven Flächenbearbeitung ermöglichen schnelle und intuitive Änderungen an einer komplexen Oberfläche. Dazu wählt der Benutzer Teile der Fläche und bewegt diese durch den Raum. Ein Deformationsmodell extrapoliert interaktiv die Transformation der gewählten Teile auf die restliche Fläche. Diese Arbeit stellt eine neue differentielle Flächenrepräsentation für diskrete Flächen vor, die zu einem einfach und interaktiv zu optimierendem Potential führt. Obwohl das vorgeschlagene Potential nicht physikalisch korrekt ist, sind die resultierenden Deformationen intuitiv. Mittels eines Parameters lassen sich außerdem bestimmte Materialeigenschaften einstellen. Panoramakarten im Stile von Heinrich Berann sind eine Verschmelzung von Landschaftsillustration und geographischer Karte. Traditionell werden sie so von Hand gezeichnet, dass bestimmt Merkmale wie beispielsweise Skipisten oder Wanderwege in einem Gebiet unverdeckt und gut sichtbar bleiben, was große Kunstfertigkeit verlangt. Obwohl diese Art der Darstellung nicht maßstabsgetreu ist, sind Abweichungen auf den ersten Blick meistens nicht zu erkennen. Dadurch kann der Betrachter markante Details schnell wiederfinden und sich so innerhalb des Gebietes orientieren. Diese Arbeit stellt das erste, vollautomatische Verfahren zur Erzeugung von Panoramakarten vor. Grundlage ist wiederum eine verallgemeinerte Oberflächendeformation, die sowohl auf Formerhaltung als auch auf die Sichtbarkeit vorgegebener geographischer Merkmale abzielt

    Master of Science

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    thesisIt is common to extract isosurfaces from simulation eld data to visualize and gain understanding of the underlying physical phenomenon being simulated. As the input parameters of the simulation change, the resulting isosurface varies, and there has been increased interest in quantifying and visualization of these variations as part of the larger interest in uncertainty quantification. In this thesis, we propose an analysis and visualization pipeline for examining the intrinsic variation in isosurfaces caused by simulation parameter perturbation. Drawing inspiration from the shape modeling community, we incorporate the use of heat-kernel signatures (HKS) with a simple nite-difference approach for quantifying the degree to which a region (or even a point) on an isosurface has undergone intrinsic change. Coupled with a clustering technique and the use of color maps, our pipeline allows the user to select the level of fidelity with which they wish to evaluate and visualize the amount of intrinsic change. The pipeline is described with a simple example to walk the reader through the different steps, and experimental validation of parameter choices in the pipeline is provided to justify our design. Then we present canonical and simulation examples to demonstrate the pipeline's use in different applications

    Nonlinear Spectral Geometry Processing via the TV Transform

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    We introduce a novel computational framework for digital geometry processing, based upon the derivation of a nonlinear operator associated to the total variation functional. Such operator admits a generalized notion of spectral decomposition, yielding a sparse multiscale representation akin to Laplacian-based methods, while at the same time avoiding undesirable over-smoothing effects typical of such techniques. Our approach entails accurate, detail-preserving decomposition and manipulation of 3D shape geometry while taking an especially intuitive form: non-local semantic details are well separated into different bands, which can then be filtered and re-synthesized with a straightforward linear step. Our computational framework is flexible, can be applied to a variety of signals, and is easily adapted to different geometry representations, including triangle meshes and point clouds. We showcase our method throughout multiple applications in graphics, ranging from surface and signal denoising to detail transfer and cubic stylization.Comment: 16 pages, 20 figure
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