145 research outputs found

    Feature preserving noise removal for binary voxel volumes using 3D surface skeletons

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    Skeletons are well-known descriptors that capture the geometry and topology of 2D and 3D shapes. We leverage these properties by using surface skeletons to remove noise from 3D shapes. For this, we extend an existing method that removes noise, but keeps important (salient) corners for 2D shapes. Our method detects and removes large-scale, complex, and dense multiscale noise patterns that contaminate virtually the entire surface of a given 3D shape, while recovering its main (salient) edges and corners. Our method can treat any (voxelized) 3D shapes and surface-noise types, is computationally scalable, and has one easy-to-set parameter. We demonstrate the added-value of our approach by comparing our results with several known 3D shape denoising methods

    A Dense Medial Descriptor for Image Analysis

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    A Dense Medial Descriptor for Image Analysis

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    A Dense Medial Descriptor for Image Analysis

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    Composing quadrilateral meshes for animation

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    The modeling-by-composition paradigm can be a powerful tool in modern animation pipelines. We propose two novel interactive techniques to compose 3D assets that enable the artists to freely remove, detach and combine components of organic models. The idea behind our methods is to preserve most of the original information in the input characters and blend accordingly where necessary. The first method, QuadMixer, provides a robust tool to compose the quad layouts of watertight pure quadrilateral meshes, exploiting the boolean operations defined on triangles. Quad Layout is a crucial property for many applications since it conveys important information that would otherwise be destroyed by techniques that aim only at preserving the shape. Our technique keeps untouched all the quads in the patches which are not involved in the blending. The resulting meshes preserve the originally designed edge flows that, by construction, are captured and incorporated into the new quads. SkinMixer extends this approach to compose skinned models, taking into account not only the surface but also the data structures for animating the character. We propose a new operation-based technique that preserves and smoothly merges meshes, skeletons, and skinning weights. The retopology approach of QuadMixer is extended to work on quad-dominant and arbitrary complex surfaces. Instead of relying on boolean operations on triangle meshes, we manipulate signed distance fields to generate an implicit surface. The results preserve most of the information in the input assets, blending accordingly in the intersection regions. The resulting characters are ready to be used in animation pipelines. Given the high quality of the results generated, we believe that our methods could have a huge impact on the entertainment industry. Integrated into current software for 3D modeling, they would certainly provide a powerful tool for the artists. Allowing them to automatically reuse parts of their well-designed characters could lead to a new approach for creating models, which would significantly reduce the cost of the process

    Quantitative Evaluation of Dense Skeletons for Image Compression

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    Skeletons are well-known descriptors used for analysis and processing of 2D binary images. Recently, dense skeletons have been proposed as an extension of classical skeletons as a dual encoding for 2D grayscale and color images. Yet, their encoding power, measured by the quality and size of the encoded image, and how these metrics depend on selected encoding parameters, has not been formally evaluated. In this paper, we fill this gap with two main contributions. First, we improve the encoding power of dense skeletons by effective layer selection heuristics, a refined skeleton pixel-chain encoding, and a postprocessing compression scheme. Secondly, we propose a benchmark to assess the encoding power of dense skeletons for a wide set of natural and synthetic color and grayscale images. We use this benchmark to derive optimal parameters for dense skeletons. Our method, called Compressing Dense Medial Descriptors (CDMD), achieves higher-compression ratios at similar quality to the well-known JPEG technique and, thereby, shows that skeletons can be an interesting option for lossy image encoding

    Discrete scale axis representations for 3D geometry

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    Spline-based dense medial descriptors for lossy image compression

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    Medial descriptors are of significant interest for image simplification, representation, manipulation, and compression. On the other hand, B-splines are well-known tools for specifying smooth curves in computer graphics and geometric design. In this paper, we integrate the two by modeling medial descriptors with stable and accurate B-splines for image compression. Representing medial descriptors with B-splines can not only greatly improve compression but is also an effective vector representation of raster images. A comprehensive evaluation shows that our Spline-based Dense Medial Descriptors (SDMD) method achieves much higher compression ratios at similar or even better quality to the well-known JPEG technique. We illustrate our approach with applications in generating super-resolution images and salient feature preserving image compression
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