1,976 research outputs found

    Efficient sketch-based creation of detailed character models through data-driven mesh deformations

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    Creation of detailed character models is a very challenging task in animation production. Sketch-based character model creation from a 3D template provides a promising solution. However, how to quickly find correct correspondences between user's drawn sketches and the 3D template model, how to efficiently deform the 3D template model to exactly match user's drawn sketches, and realize real-time interactive modeling is still an open topic. In this paper, we propose a new approach and develop a user interface to effectively tackle this problem. Our proposed approach includes using user's drawn sketches to retrieve a most similar 3D template model from our dataset and marrying human's perception and interactions with computer's highly efficient computing to extract occluding and silhouette contours of the 3D template model and find correct correspondences quickly. We then combine skeleton-based deformation and mesh editing to deform the 3D template model to fit user's drawn sketches and create new and detailed 3D character models. The results presented in this paper demonstrate the effectiveness and advantages of our proposed approach and usefulness of our developed user interface

    Sketch-based character prototyping by deformation

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    Master'sMASTER OF SCIENC

    Fast character modeling with sketch-based PDE surfaces

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    © 2020, The Author(s). Virtual characters are 3D geometric models of characters. They have a lot of applications in multimedia. In this paper, we propose a new physics-based deformation method and efficient character modelling framework for creation of detailed 3D virtual character models. Our proposed physics-based deformation method uses PDE surfaces. Here PDE is the abbreviation of Partial Differential Equation, and PDE surfaces are defined as sculpting force-driven shape representations of interpolation surfaces. Interpolation surfaces are obtained by interpolating key cross-section profile curves and the sculpting force-driven shape representation uses an analytical solution to a vector-valued partial differential equation involving sculpting forces to quickly obtain deformed shapes. Our proposed character modelling framework consists of global modeling and local modeling. The global modeling is also called model building, which is a process of creating a whole character model quickly with sketch-guided and template-based modeling techniques. The local modeling produces local details efficiently to improve the realism of the created character model with four shape manipulation techniques. The sketch-guided global modeling generates a character model from three different levels of sketched profile curves called primary, secondary and key cross-section curves in three orthographic views. The template-based global modeling obtains a new character model by deforming a template model to match the three different levels of profile curves. Four shape manipulation techniques for local modeling are investigated and integrated into the new modelling framework. They include: partial differential equation-based shape manipulation, generalized elliptic curve-driven shape manipulation, sketch assisted shape manipulation, and template-based shape manipulation. These new local modeling techniques have both global and local shape control functions and are efficient in local shape manipulation. The final character models are represented with a collection of surfaces, which are modeled with two types of geometric entities: generalized elliptic curves (GECs) and partial differential equation-based surfaces. Our experiments indicate that the proposed modeling approach can build detailed and realistic character models easily and quickly

    Character Modelling with Sketches and ODE-Based Shape Creation

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    Character models have enormous applications in industry. Efficient creation of detailed character models is an important topic. This paper proposes a new and easy-to-use technique to quickly create detailed character models from sketches. The proposed technique consists of two main components: primitive deformer and shape generators. With this technique, 2D silhouette contours of a character model are drawn or extracted from an image or sketch. Then, proper geometric primitives are selected and aligned with the corresponding 2D silhouette contours. After that, a primitive deformer is used to create a base mesh and three shape generators are used to add 3D details to the base mesh. The primitive deformer and three shape generators are developed from ODE-driven deformations. The primitive deformer deforms the aligned geometric primitives to exactly match the 2D silhouette contours in one view plane and obtains a base mesh of a character model consisting of deformed primitives. The shape generators are used to add 3D details to the base mesh by creating local 3D models. The experimental results demonstrate that the new technique can quickly create detailed 3D character models from sketches with few manual operations. The new technique is physics-based and easy to learn and use

    A framework for natural animation of digitized models

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    We present a novel versatile, fast and simple framework to generate highquality animations of scanned human characters from input motion data. Our method is purely mesh-based and, in contrast to skeleton-based animation, requires only a minimum of manual interaction. The only manual step that is required to create moving virtual people is the placement of a sparse set of correspondences between triangles of an input mesh and triangles of the mesh to be animated. The proposed algorithm implicitly generates realistic body deformations, and can easily transfer motions between human erent shape and proportions. erent types of input data, e.g. other animated meshes and motion capture les, in just the same way. Finally, and most importantly, it creates animations at interactive frame rates. We feature two working prototype systems that demonstrate that our method can generate lifelike character animations from both marker-based and marker-less optical motion capture data

    Data-Driven Shape Analysis and Processing

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    Data-driven methods play an increasingly important role in discovering geometric, structural, and semantic relationships between 3D shapes in collections, and applying this analysis to support intelligent modeling, editing, and visualization of geometric data. In contrast to traditional approaches, a key feature of data-driven approaches is that they aggregate information from a collection of shapes to improve the analysis and processing of individual shapes. In addition, they are able to learn models that reason about properties and relationships of shapes without relying on hard-coded rules or explicitly programmed instructions. We provide an overview of the main concepts and components of these techniques, and discuss their application to shape classification, segmentation, matching, reconstruction, modeling and exploration, as well as scene analysis and synthesis, through reviewing the literature and relating the existing works with both qualitative and numerical comparisons. We conclude our report with ideas that can inspire future research in data-driven shape analysis and processing.Comment: 10 pages, 19 figure

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Efficient sketch-based 3D character modelling.

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    Sketch-based modelling (SBM) has undergone substantial research over the past two decades. In the early days, researchers aimed at developing techniques useful for modelling of architectural and mechanical models through sketching. With the advancement of technology used in designing visual effects for film, TV and games, the demand for highly realistic 3D character models has skyrocketed. To allow artists to create 3D character models quickly, researchers have proposed several techniques for efficient character modelling from sketched feature curves. Moreover several research groups have developed 3D shape databases to retrieve 3D models from sketched inputs. Unfortunately, the current state of the art in sketch-based organic modelling (3D character modelling) contains a lot of gaps and limitations. To bridge the gaps and improve the current sketch-based modelling techniques, this research aims to develop an approach allowing direct and interactive modelling of 3D characters from sketched feature curves, and also make use of 3D shape databases to guide the artist to create his / her desired models. The research involved finding a fusion between 3D shape retrieval, shape manipulation, and shape reconstruction / generation techniques backed by an extensive literature review, experimentation and results. The outcome of this research involved devising a novel and improved technique for sketch-based modelling, the creation of a software interface that allows the artist to quickly and easily create realistic 3D character models with comparatively less effort and learning. The proposed research work provides the tools to draw 3D shape primitives and manipulate them using simple gestures which leads to a better modelling experience than the existing state of the art SBM systems

    Efficient and detailed sketch-based character modelling with composite generalized elliptic curves and ODE surface creators.

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    Sketch-based modelling (SBM), dating back to 1980s, has attracted a lot of researches’ attention due to its easy-to-use features and high efficiency in generating 3D models. However, existing sketch-based modelling approaches are incapable in creating detailed and realistic 3D character models. This project aims to propose new techniques which can create more detailed 3D character models with easiness and efficiency. The basic idea is to fit primitives to the sketches consisting of front view contours, side view contours and cross-section curves to obtain more detailed shape, propose ODE (ordinary differential equation) driven deformation to create more realistic shapes, and use surfaces defined by cross-sectional curves to represent sketch-based and ODE-driven 3D character models. In order to achieve the above aim, this thesis firstly investigates curve fitting of cross-sectional shapes and solved the problem of representing cross-sectional curves with generalized ellipses or composite generalized elliptic segments. Then, this thesis proposes a new mathematical formula for defining a surface from the cross-sectional curves. A new sketch-guided and ODE-driven character modelling technique is proposed, consisting of two main components: primitive deformer and detail generator. With such a technique, I first draw 2D silhouette contours of a character model. Then, I select proper primitives and align them with the corresponding silhouette contours. After that, I develope a sketch-guided and ODE-driven primitive deformer. It uses ODE-based deformations to deform the cross-section curves of the primitive to exactly match the generated 2D silhouette contours in one view plane and with the curve-fitting method and surface re-construction method mentioned above, a base mesh of a character model consisting of deformed primitive is obtained. In order to add various 3D details, I develop a local shape generator which uses sketches in different view planes to define a local shape and employs ODE-driven deformations to create a local surface passing through all the sketches. The experimental results demonstrate that the proposed approach can create 3D character models with 3D details from 2D sketches easily, quickly and precisely. Cross-section contours are important in defining cross-section shapes and creating detailed models. In order to develop a cross-section contour- based modelling approach, how to mathematically represent cross-section curves must be first solved. The second aim of this project is to propose composite generalized elliptic curves and introduce them into character modelling to achieve an analytical and compact mathematical representation of cross-section contours. Current template-based character modelling which creates 3D character models from sketches retrieves and then uses 3D template models directly. Since retrieving 3D models from sketches is not an easy task, the third aim of this project is to extract 2D cross-section contours from template models and use the extracted 2D cross section contours as templates to assist the creation of 3D character models for simplifying and accelerating the modelling process. Although there are many different approaches to interpret shapes with sketch strokes, but to our knowledge, no one utilises 2D template cross-section contours to quickly generate the shapes of human characters in a sketch-based system, which is one of the contributions of this project
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