27 research outputs found

    Morphological shape generation through user-controlled group metamorphosis

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    Morphological shape design is interpreted in this paper as a search for new shapes from a particular application domain represented by a set of selected shape instances. This paper proposes a new foundation for morphological shape design and generation. In contrast to existing generative procedures, an approach based on a user-controlled metamorphosis between functionally based shape models is presented. A formulation of the pairwise metamorphosis is proposed with a variety of functions described for the stages of deformation, morphing and offsetting. This formulation is then extended to the metamorphosis between groups of shapes with user-defined, dynamically correlated and weighted feature elements. A practical system was implemented in the form of plugin to Maya and tested by an industrial designer on a group of representative shapes from a particular domain. © 2013 Elsevier Ltd

    Shape Transformation of Multiple Objects Using Slices

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    3D shape transformation is usually confined to transformation between a pair of objects. The objective of this paper is to look at shape transformation from a different perspective: instead of binding this concept between two objects, the technique is extended to the concept of incorporating the characteristics of a number of objects in one body at a time. Equal number of slices are generated from all objects. Slices may be parallel to each other or each slice may have different orientation. Traversal of a data along its longitudinal direction may generate slices which are differently oriented from each other. When multiple objects are transformed to one and is used as an influence shape, it also works as incorporating multiple influence shapes at a time during transformation between two objects. The paper shows the ease of implementation of this concept in sliced data and also discusses its extendibility

    Morphological Shape Generation through User-Controlled Group Metamorphosis

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    Abstract Morphological shape design is interpreted in this paper as a search for new shapes from a particular application domain represented by a set of selected shape instances. This paper proposes a new foundation for morphological shape design and generation. In contrast to existing generative procedures, an approach based on a user-controlled metamorphosis between functionally based shape models is presented. A formulation of the pairwise metamorphosis is proposed with a variety of functions described for the stages of deformation, morphing and offsetting. This formulation is then extended to the metamorphosis between groups of shapes with user-defined, dynamically correlated and weighted feature elements. A practical system was implemented in the form of plugin to Maya and tested by an industrial designer on a group of representative shapes from a particular domain

    Multiview Regenerative Morphing with Dual Flows

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    This paper aims to address a new task of image morphing under a multiview setting, which takes two sets of multiview images as the input and generates intermediate renderings that not only exhibit smooth transitions between the two input sets but also ensure visual consistency across different views at any transition state. To achieve this goal, we propose a novel approach called Multiview Regenerative Morphing that formulates the morphing process as an optimization to solve for rigid transformation and optimal-transport interpolation. Given the multiview input images of the source and target scenes, we first learn a volumetric representation that models the geometry and appearance for each scene to enable the rendering of novel views. Then, the morphing between the two scenes is obtained by solving optimal transport between the two volumetric representations in Wasserstein metrics. Our approach does not rely on user-specified correspondences or 2D/3D input meshes, and we do not assume any predefined categories of the source and target scenes. The proposed view-consistent interpolation scheme directly works on multiview images to yield a novel and visually plausible effect of multiview free-form morphing

    Using blocks to construct 3D shapes and create transformation animations

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    The objective of this research is to develop methods by which we can use blocks to approximate the shapes of 3D objects and to generate shape transformation animations. Two graphic tools are developed. One assists the animator in constructing 3D shapes with bricks of different sizes and matching up the different shapes. The other tool helps the animator generate a transformation animation of those bricks. Using polygon shape data, these tools can procedurally place the bricks and control their animation. Several different methods for animation are introduced. Those methods provide different ways to generate animation paths of the blocks. The no path animation and the straight path animation are easy for the animator to create and the animation time is easily controlled. The flocking animation will provide more interesting effect

    Isosurfaces and level-set surface models

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    technical reportThis paper is a set of notes that present the basic geometry of isosurfaces and the basic methods for using level sets to model deformable surfaces. It begins with a short introduction to isosurface geometry, including curvature. It continues with a short explanation of the level-set partial differential equations. It also presents some practical details for how to solve these equations using up-wind scheme and sparse calculation methods. This paper presents a series of examples of how level-set surface models are used to solve problems in graphics and vision. Finally, it presents some examples of implementations using VISPack, an object oriented, C++ library for doing volume processing and level-set surface modeling

    Spatiotemporal 3D image registration for mesoscale studies of brain development

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    Comparison of brain samples representing different developmental stages often necessitates registering the samples to common coordinates. Although the available software tools are successful in registering 3D images of adult brains, registration of perinatal brains remains challenging due to rapid growth-dependent morphological changes and variations in developmental pace between animals. To address these challenges, we introduce CORGI (Customizable Object Registration for Groups of Images), an algorithm for the registration of perinatal brains. First, we optimized image preprocessing to increase the algorithm's sensitivity to mismatches in registered images. Second, we developed an attention-gated simulated annealing procedure capable of focusing on the differences between perinatal brains. Third, we applied classical multidimensional scaling (CMDS) to align ("synchronize") brain samples in time, accounting for individual development paces. We tested CORGI on 28 samples of whole-mounted perinatal mouse brains (P0-P9) and compared its accuracy with other registration algorithms. Our algorithm offers a runtime of several minutes per brain on a laptop and automates such brain registration tasks as mapping brain data to atlases, comparing experimental groups, and monitoring brain development dynamics

    3D mesh metamorphosis from spherical parameterization for conceptual design

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    Engineering product design is an information intensive decision-making process that consists of several phases including design specification definition, design concepts generation, detailed design and analysis, and manufacturing. Usually, generating geometry models for visualization is a big challenge for early stage conceptual design. Complexity of existing computer aided design packages constrains participation of people with various backgrounds in the design process. In addition, many design processes do not take advantage of the rich amount of legacy information available for new concepts creation. The research presented here explores the use of advanced graphical techniques to quickly and efficiently merge legacy information with new design concepts to rapidly create new conceptual product designs. 3D mesh metamorphosis framework 3DMeshMorpher was created to construct new models by navigating in a shape-space of registered design models. The framework is composed of: i) a fast spherical parameterization method to map a geometric model (genus-0) onto a unit sphere; ii) a geometric feature identification and picking technique based on 3D skeleton extraction; and iii) a LOD controllable 3D remeshing scheme with spherical mesh subdivision based on the developedspherical parameterization. This efficient software framework enables designers to create numerous geometric concepts in real time with a simple graphical user interface. The spherical parameterization method is focused on closed genus-zero meshes. It is based upon barycentric coordinates with convex boundary. Unlike most existing similar approaches which deal with each vertex in the mesh equally, the method developed in this research focuses primarily on resolving overlapping areas, which helps speed the parameterization process. The algorithm starts by normalizing the source mesh onto a unit sphere and followed by some initial relaxation via Gauss-Seidel iterations. Due to its emphasis on solving only challenging overlapping regions, this parameterization process is much faster than existing spherical mapping methods. To ensure the correspondence of features from different models, we introduce a skeleton based feature identification and picking method for features alignment. Unlike traditional methods that align single point for each feature, this method can provide alignments for complete feature areas. This could help users to create more reasonable intermediate morphing results with preserved topological features. This skeleton featuring framework could potentially be extended to automatic features alignment for geometries with similar topologies. The skeleton extracted could also be applied for other applications such as skeleton-based animations. The 3D remeshing algorithm with spherical mesh subdivision is developed to generate a common connectivity for different mesh models. This method is derived from the concept of spherical mesh subdivision. The local recursive subdivision can be set to match the desired LOD (level of details) for source spherical mesh. Such LOD is controllable and this allows various outputs with different resolutions. Such recursive subdivision then follows by a triangular correction process which ensures valid triangulations for the remeshing. And the final mesh merging and reconstruction process produces the remeshing model with desired LOD specified from user. Usually the final merged model contains all the geometric details from each model with reasonable amount of vertices, unlike other existing methods that result in big amount of vertices in the merged model. Such multi-resolution outputs with controllable LOD could also be applied in various other computer graphics applications such as computer games

    Vector offset operators for deformable organic objects.

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    Many natural materials and most of living tissues exhibit complex deformable behaviours that may be characteriseda s organic. In computer animation, deformable organic material behaviour is needed for the development of characters and scenes based on living creatures and natural phenomena. This study addresses the problem of deformable organic material behaviour in computer animated objects. The focus of this study is concentrated on problems inherent in geometry based deformation techniques, such as non-intuitive interaction and difficulty in achieving realism. Further, the focus is concentrated on problems inherent in physically based deformation techniques, such as inefficiency and difficulty in enforcing spatial and temporal constraints. The main objective in this study is to find a general and efficient solution to interaction and animation of deformable 3D objects with natural organic material properties and constrainable behaviour. The solution must provide an interaction and animation framework suitable for the creation of animated deformable characters. An implementation of physical organic material properties such as plasticity, elasticity and iscoelasticity can provide the basis for an organic deformation model. An efficient approach to stress and strain control is introduced with a deformation tool named Vector Offset Operator. Stress / strain graphs control the elastoplastic behaviour of the model. Strain creep, stress relaxation and hysteresis graphs control the viscoelastic behaviour of the model. External forces may be applied using motion paths equipped with momentum / time graphs. Finally, spatial and temporal constraints are applied directly on vector operators. The suggested generic deformation tool introduces an intermediate layer between user interaction, deformation, elastoplastic and viscoelastic material behaviour and spatial and temporal constraints. This results in an efficient approach to deformation, frees object representation from deformation, facilitates the application of constraints and enables further development

    Three-dimensional metamorphosis: a survey

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    International audienceA metamorphosis or a (3D) morphing is the process of continuously transforming one object into another. 2D and 3D morphing are popular in computer animation, industrial design, and growth simulation. Since there is no intrinsic solution to the morphing problem, user interaction can be a key component of a morphing software. Many morphing techniques have been proposed in recent years for 2D and 3D objects. We present a survey of the various 3D approaches, giving special attention to the user interface. We show how the approaches are intimately related to the object representations. We conclude by sketching some morphing strategies for the future
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