86 research outputs found

    Understanding the Structure of 3D Shapes

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    Compact representations of three dimensional objects are very often used in computer graphics to create effective ways to analyse, manipulate and transmit 3D models. Their ability to abstract from the concrete shapes and expose their structure is important in a number of applications, spanning from computer animation, to medicine, to physical simulations. This thesis will investigate new methods for the generation of compact shape representations. In the first part, the problem of computing optimal PolyCube base complexes will be considered. PolyCubes are orthogonal polyhedra used in computer graphics to map both surfaces and volumes. Their ability to resemble the original models and at the same time expose a very simple and regular structure is important in a number of applications, such as texture mapping, spline fitting and hex-meshing. The second part will focus on medial descriptors. In particular, two new algorithms for the generation of curve-skeletons will be presented. These methods are completely based on the visual appearance of the input, therefore they are independent from the type, number and quality of the primitives used to describe a shape, determining, thus, an advancement to the state of the art in the field

    Understanding the Structure of 3D Shapes

    Get PDF
    Compact representations of three dimensional objects are very often used in computer graphics to create effective ways to analyse, manipulate and transmit 3D models. Their ability to abstract from the concrete shapes and expose their structure is important in a number of applications, spanning from computer animation, to medicine, to physical simulations. This thesis will investigate new methods for the generation of compact shape representations. In the first part, the problem of computing optimal PolyCube base complexes will be considered. PolyCubes are orthogonal polyhedra used in computer graphics to map both surfaces and volumes. Their ability to resemble the original models and at the same time expose a very simple and regular structure is important in a number of applications, such as texture mapping, spline fitting and hex-meshing. The second part will focus on medial descriptors. In particular, two new algorithms for the generation of curve-skeletons will be presented. These methods are completely based on the visual appearance of the input, therefore they are independent from the type, number and quality of the primitives used to describe a shape, determining, thus, an advancement to the state of the art in the field

    A comparison of hole-filling methods in 3D

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    This paper presents a review of the most relevant current techniques that deal with hole-filling in 3D models. Contrary to earlier reports, which approach mesh repairing in a sparse and global manner, the objective of this review is twofold. First, a specific and comprehensive review of hole-filling techniques (as a relevant part in the field of mesh repairing) is carried out. We present a brief summary of each technique with attention paid to its algorithmic essence, main contributions and limitations. Second, a solid comparison between 34 methods is established. To do this, we define 19 possible meaningful features and properties that can be found in a generic hole-filling process. Then, we use these features to assess the virtues and deficiencies of the method and to build comparative tables. The purpose of this review is to make a comparative hole-filling state-of-the-art available to researchers, showing pros and cons in a common framework.• Ministerio de Economía y Competitividad: Proyecto DPI2013-43344-R (I+D+i) • Gobierno de Castilla-La Mancha: Proyecto PEII-2014-017-PpeerReviewe

    Scalable Exploration of Complex Objects and Environments Beyond Plain Visual Replication​

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    Digital multimedia content and presentation means are rapidly increasing their sophistication and are now capable of describing detailed representations of the physical world. 3D exploration experiences allow people to appreciate, understand and interact with intrinsically virtual objects. Communicating information on objects requires the ability to explore them under different angles, as well as to mix highly photorealistic or illustrative presentations of the object themselves with additional data that provides additional insights on these objects, typically represented in the form of annotations. Effectively providing these capabilities requires the solution of important problems in visualization and user interaction. In this thesis, I studied these problems in the cultural heritage-computing-domain, focusing on the very common and important special case of mostly planar, but visually, geometrically, and semantically rich objects. These could be generally roughly flat objects with a standard frontal viewing direction (e.g., paintings, inscriptions, bas-reliefs), as well as visualizations of fully 3D objects from a particular point of views (e.g., canonical views of buildings or statues). Selecting a precise application domain and a specific presentation mode allowed me to concentrate on the well defined use-case of the exploration of annotated relightable stratigraphic models (in particular, for local and remote museum presentation). My main results and contributions to the state of the art have been a novel technique for interactively controlling visualization lenses while automatically maintaining good focus-and-context parameters, a novel approach for avoiding clutter in an annotated model and for guiding users towards interesting areas, and a method for structuring audio-visual object annotations into a graph and for using that graph to improve guidance and support storytelling and automated tours. We demonstrated the effectiveness and potential of our techniques by performing interactive exploration sessions on various screen sizes and types ranging from desktop devices to large-screen displays for a walk-up-and-use museum installation. KEYWORDS - Computer Graphics, Human-Computer Interaction, Interactive Lenses, Focus-and-Context, Annotated Models, Cultural Heritage Computing

    Supporting Methodology Transfer in Visualization Research with Literature-Based Discovery and Visual Text Analytics

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    [ES] La creciente especialización de la ciencia está motivando la rápida fragmentación de disciplinas bien establecidas en comunidades interdisciplinares. Esta descom- posición se puede observar en un tipo de investigación en visualización conocida como investigación de visualización dirigida por el problema. En ella, equipos de expertos en visualización y un dominio concreto, colaboran en un área específica de conocimiento como pueden ser las humanidades digitales, la bioinformática, la seguridad informática o las ciencias del deporte. Esta tesis propone una serie de métodos inspirados en avances recientes en el análisis automático de textos y la rep- resentación del conocimiento para promover la adecuada comunicación y transferen- cia de conocimiento entre estas comunidades. Los métodos obtenidos se combinaron en una interfaz de análisis visual de textos orientada al descubrimiento científico, GlassViz, que fue diseñada con estos objetivos en mente. La herramienta se probó por primera vez en el dominio de las humanidades digitales para explorar un corpus masivo de artículos de visualización de propósito general. GlassViz fue adaptada en un estudio posterior para que soportase diferentes fuentes de datos representativas de estas comunidades, mostrando evidencia de que el enfoque propuesto también es una alternativa válida para abordar el problema de la fragmentación en la investigación en visualización

    Automatic 3D facial modelling with deformable models.

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    Facial modelling and animation has been an active research subject in computer graphics since the 1970s. Due to extremely complex biomechanical structures of human faces and peoples visual familiarity with human faces, modelling and animating realistic human faces is still one of greatest challenges in computer graphics. Since we are so familiar with human faces and very sensitive to unnatural subtle changes in human faces, it usually requires a tremendous amount of artistry and manual work to create a convincing facial model and animation. There is a clear need of developing automatic techniques for facial modelling in order to reduce manual labouring. In order to obtain a realistic facial model of an individual, it is now common to make use of 3D scanners to capture range scans from the individual and then fit a template to the range scans. However, most existing template-fitting methods require manually selected landmarks to warp the template to the range scans. It would be tedious to select landmarks by hand over a large set of range scans. Another way to reduce repeated work is synthesis by reusing existing data. One example is expression cloning, which copies facial expression from one face to another instead of creating them from scratch. This aim of this study is to develop a fully automatic framework for template-based facial modelling, facial expression transferring and facial expression tracking from range scans. In this thesis, the author developed an extension of the iterative closest points (ICP) algorithm, which is able to match a template with range scans in different scales, and a deformable model, which can be used to recover the shapes of range scans and to establish correspondences between facial models. With the registration method and the deformable model, the author proposed a fully automatic approach to reconstructing facial models and textures from range scans without re-quiring any manual interventions. In order to reuse existing data for facial modelling, the author formulated and solved the problem of facial expression transferring in the framework of discrete differential geometry. The author also applied his methods to face tracking for 4D range scans. The results demonstrated the robustness of the registration method and the capabilities of the deformable model. A number of possible directions for future work were pointed out

    Exploring Life in Concentration Camps through a Visual Analysis of Prisoners’ Diaries

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    Diaries are private documentations of people’s lives. They contain descriptions of events, thoughts, fears, and desires. While diaries are usually kept in private, published ones, such as the diary of Anne Frank, show that they bear the potential to give personal insight into events and into the emotional impact on their authors. We present a visualization tool that provides insight into the Bergen-Belsen memorial’s diary corpus, which consists of dozens of diaries written by concentration camp prisoners. We designed a calendar view that documents when authors wrote about concentration camp life. Different modes support quantitative and sentiment analyses, and we provide a solution for historians to create thematic concepts that can be used for searching and filtering for specific diary entries. The usage scenarios illustrate the importance of the tool for researchers and memorial visitors as well as for commemorating the Holocaust
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