8 research outputs found

    Алгоритмічно-ΠΏΡ€ΠΎΠ³Ρ€Π°ΠΌΠ½ΠΈΠΉ ΠΌΠ΅Ρ‚ΠΎΠ΄ компСнсації Π΄Π΅Ρ„Π΅ΠΊΡ‚Ρ–Π² DQ-скінінгу

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    Π”Π°Π½Ρƒ Π΄ΠΈΠΏΠ»ΠΎΠΌΠ½Ρƒ Ρ€ΠΎΠ±ΠΎΡ‚Ρƒ присвячСно Ρ€ΠΎΠ·Ρ€ΠΎΠ±Ρ†Ρ– ΠΌΠ΅Ρ‚ΠΎΠ΄Ρƒ пост-ΠΎΠ±Ρ€ΠΎΠ±ΠΊΠΈ Ρ‚Ρ€ΠΈΠ²ΠΈΠΌΡ–Ρ€Π½ΠΎΡ— ΠΌΠΎΠ΄Π΅Π»Ρ–, Ρ‰ΠΎ дозволяє компСнсувати Π΄Π΅Ρ„Π΅ΠΊΡ‚ΠΈ скінінгу Π΄ΡƒΠ°Π»ΡŒΠ½ΠΈΠΌΠΈ ΠΊΠ²Π°Ρ‚Π΅Ρ€Π½Ρ–ΠΎΠ½Π°ΠΌΠΈ. Π ΠΎΠ·Ρ€ΠΎΠ±Π»Π΅Π½ΠΈΠΉ ΠΌΠ΅Ρ‚ΠΎΠ΄ дозволяє Π·Π½Π°Ρ‡Π½ΠΎΡŽ ΠΌΡ–Ρ€ΠΎΡŽ ΠΏΠΎΠΊΡ€Π°Ρ‰ΠΈΡ‚ΠΈ ΡΠΊΡ–ΡΡ‚ΡŒ Π°Π½Ρ–ΠΌΠ°Ρ†Ρ–Ρ— Π² Π·ΠΎΠ½Π°Ρ…, Π΄Π΅ Π΄Π΅Ρ„Π΅ΠΊΡ‚ΠΈ скінінгу ΠΏΠΎΠ΄Π²Ρ–ΠΉΠ½ΠΈΠΌΠΈ ΠΊΠ²Π°Ρ‚Π΅Ρ€Π½Ρ–ΠΎΠ½Π°ΠΌΠΈ Π½Π°ΠΉΠ±Ρ–Π»ΡŒΡˆ ΠΏΠΎΠΌΡ–Ρ‚Π½Ρ–, Ρ‚Π° ΠΎΠΌΠΈΠ½Π°Ρ” ΠΏΡ€ΠΎΠ±Π»Π΅ΠΌΠ½Ρ– Π·ΠΎΠ½ΠΈ, Π΄Π΅ Π΄Π΅Ρ„Π΅ΠΊΡ‚ΠΈ скінінгу мСнш ΠΏΠΎΠΌΡ–Ρ‚Π½Ρ– Ρ‚Π° ΠΏΠΎΡ‚Ρ€Π΅Π±ΡƒΡŽΡ‚ΡŒ Π±Ρ–Π»ΡŒΡˆ складних Ρ€ΠΎΠ·Ρ€Π°Ρ…ΡƒΠ½ΠΊΡ–Π² для ΠΏΠΎΠ²Π½ΠΎΡ†Ρ–Π½Π½ΠΎΠ³ΠΎ усунСння, Π·Π°Π±Π΅Π·ΠΏΠ΅Ρ‡ΡƒΡŽΡ‡ΠΈ ΠΏΠ»Π°Π²Π½ΠΈΠΉ ΠΏΠ΅Ρ€Π΅Ρ…Ρ–Π΄ ΠΌΡ–ΠΆ Ρ†ΠΈΠΌΠΈ Π·ΠΎΠ½Π°ΠΌΠΈ Π±Π΅Π· Ρ€ΠΎΠ·Ρ€ΠΈΠ²Ρ–Π². Π’ Ρ€Π°ΠΌΠΊΠ°Ρ… Π΄ΠΈΠΏΠ»ΠΎΠΌΠ½ΠΎΡ— Ρ€ΠΎΠ±ΠΎΡ‚ΠΈ Ρ‚Π°ΠΊΠΎΠΆ Ρ€ΠΎΠ·Ρ€ΠΎΠ±Π»Π΅Π½ΠΎ ΠΏΡ€ΠΎΠ³Ρ€Π°ΠΌΠ½Ρƒ Ρ€Π΅Π°Π»Ρ–Π·Π°Ρ†Ρ–ΡŽ Π·Π°ΠΏΡ€ΠΎΠΏΠΎΠ½ΠΎΠ²Π°Π½ΠΎΠ³ΠΎ ΠΌΠ΅Ρ‚ΠΎΠ΄Ρƒ Ρƒ вигляді ΠΏΠ»Π°Π³Ρ–Π½Π° для Ρ€ΡƒΡˆΡ–Ρ Unity, Ρ‰ΠΎ використовує Ρ€ΠΎΠ·Ρ€Π°Ρ…ΡƒΠ½ΠΊΠΎΠ²Ρ– ΡˆΠ΅ΠΉΠ΄Π΅Ρ€ΠΈ для підвищСння ΡˆΠ²ΠΈΠ΄ΠΊΠΎΠ΄Ρ–Ρ—, ΠΏΡ–Π΄Ρ‚Ρ€ΠΈΠΌΡƒΡ” Ρ€ΠΎΠ±ΠΎΡ‚Ρƒ Π· Ρ†Ρ–Π»ΡŒΠΎΠ²ΠΈΠΌΠΈ Ρ„ΠΎΡ€ΠΌΠ°ΠΌΠΈ, встановлСння ΠΊΠΎΠ΅Ρ„Ρ–Ρ†Ρ–Ρ”Π½Ρ‚Π° компСнсації як для ΠΌΠΎΠ΄Π΅Π»Ρ– Π² Ρ†Ρ–Π»ΠΎΠΌΡƒ, Ρ‚Π°ΠΊ Ρ– для ΠΎΠΊΡ€Π΅ΠΌΠΈΡ… вСртСксів, ΠΌΠ°Ρ” ΡˆΠ²ΠΈΠ΄ΠΊΠΎΠ΄Ρ–ΡŽ, Π±Π»ΠΈΠ·ΡŒΠΊΡƒ Π΄ΠΎ Π²Π±ΡƒΠ΄ΠΎΠ²Π°Π½ΠΎΠ³ΠΎ скінінгу (ΠΏΡ€ΠΈ використанні компілятора IL2CPP), Π°Π²Ρ‚ΠΎΠΌΠ°Ρ‚ΠΈΡ‡Π½ΠΎ ΠΏΠΎΠΏΠ΅Ρ€Π΅Π΄ΠΆΠ°Ρ” Ρ€ΠΎΠ·Ρ€ΠΎΠ±Π½ΠΈΠΊΠ° ΠΏΡ€ΠΎ Ρ€ΠΎΠ·ΠΏΠΎΠ²ΡΡŽΠ΄ΠΆΠ΅Π½Ρ– ΠΏΠΎΠΌΠΈΠ»ΠΊΠΈ Π½Π°Π»Π°ΡˆΡ‚ΡƒΠ²Π°Π½Π½Ρ Ρ‚Π° сумісний Π· Π³Ρ€Π°Ρ„Ρ–Ρ‡Π½ΠΈΠΌΠΈ API DirectX, OpenGL, Vulkan Ρ‚Π° Metal. Π‘ΡƒΠ»ΠΎ ΠΏΡ€ΠΎΠ²Π΅Π΄Π΅Π½ΠΎ Π΅ΠΌΠΏΡ–Ρ€ΠΈΡ‡Π½Ρ– Π²ΠΈΠΌΡ–Ρ€ΠΈ ΡˆΠ²ΠΈΠ΄ΠΊΠΎΠ΄Ρ–Ρ— Ρ€ΠΎΠ·Ρ€ΠΎΠ±Π»Π΅Π½ΠΎΡ— Ρ–ΠΌΠΏΠ»Π΅ΠΌΠ΅Π½Ρ‚Π°Ρ†Ρ–Ρ—, Π·Π³Ρ–Π΄Π½ΠΎ Π· якими Ρ€ΠΎΠ·Ρ€ΠΎΠ±Π»Π΅Π½Π° імплСмСнтація скінінгу Π΄ΡƒΠ°Π»ΡŒΠ½ΠΈΠΌΠΈ ΠΊΠ²Π°Ρ‚Π΅Ρ€Π½Ρ–ΠΎΠ½Π°ΠΌΠΈ ΠΏΠΎΠ²Ρ–Π»ΡŒΠ½Ρ–ΡˆΠ° Π·Π° Π²Π±ΡƒΠ΄ΠΎΠ²Π°Π½ΠΈΠΉ Π»Ρ–Π½Ρ–ΠΉΠ½ΠΈΠΉ скінінг Ρ€ΡƒΡˆΡ–Ρ лишС Π½Π° 20%, Π° Π΄ΠΎΠ΄Π°Ρ‚ΠΊΠΎΠ²Π° пост-ΠΎΠ±Ρ€ΠΎΠ±ΠΊΠ° ΠΌΠΎΠ΄Π΅Π»Ρ– ΡΠΏΠΎΠ²Ρ–Π»ΡŒΠ½ΡŽΡ” скінінг Ρ‰Π΅ Π½Π° 8% Ρƒ Π½Π°ΠΉΠ³Ρ–Ρ€ΡˆΠΎΠΌΡƒ Π²ΠΈΠΏΠ°Π΄ΠΊΡƒ, ΠΏΡ€ΠΎΡ‚Π΅ для досягнСння високої ΡˆΠ²ΠΈΠ΄ΠΊΠΎΠ΄Ρ–Ρ— Π½Π΅ΠΎΠ±Ρ…Ρ–Π΄Π½Π΅ використання компілятора IL2CPP.This thesis is dedicated to the development of a 3-dimensional model post-processing method, that allows to reduce the artifacts of dual quaternion skinning. The proposed method allows to significantly improve the visual quality of animation in areas, where the artifacts are most obvious, while omitting the problematic areas, where the artifacts are less noticeable and require more complex calculations to remove and providing a smooth transitions between such zones. A software implementation of the proposed method was developed in a form of a plugin for Unity engine, that performs calculations in compute shaders for increased performance, supports blend shapes, allows setting the compensation coefficient both for the model as a whole and for separate vertices, displays performance speed comparable to that of built-in skinning (as long as IL2CPP compiler is used), automatically detects and fixes common setup errors and is compatible with API DirectX, OpenGL, Vulkan and Metal. A benchmark of the developed implementation was performed, according to which the developed implementation of DQ skinning is only 20% slower than built-in linear skinning system and the additional post-processing of the model slows down the skinning by additional 8% in worst-case scenario. Though, in order to achieve such performance, IL2CPP compiler must be used

    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

    Robust Hand Motion Capture and Physics-Based Control for Grasping in Real Time

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    Hand motion capture technologies are being explored due to high demands in the fields such as video game, virtual reality, sign language recognition, human-computer interaction, and robotics. However, existing systems suffer a few limitations, e.g. they are high-cost (expensive capture devices), intrusive (additional wear-on sensors or complex configurations), and restrictive (limited motion varieties and restricted capture space). This dissertation mainly focus on exploring algorithms and applications for the hand motion capture system that is low-cost, non-intrusive, low-restriction, high-accuracy, and robust. More specifically, we develop a realtime and fully-automatic hand tracking system using a low-cost depth camera. We first introduce an efficient shape-indexed cascaded pose regressor that directly estimates 3D hand poses from depth images. A unique property of our hand pose regressor is to utilize a low-dimensional parametric hand geometric model to learn 3D shape-indexed features robust to variations in hand shapes, viewpoints and hand poses. We further introduce a hybrid tracking scheme that effectively complements our hand pose regressor with model-based hand tracking. In addition, we develop a rapid 3D hand shape modeling method that uses a small number of depth images to accurately construct a subject-specific skinned mesh model for hand tracking. This step not only automates the whole tracking system but also improves the robustness and accuracy of model-based tracking and hand pose regression. Additionally, we also propose a physically realistic human grasping synthesis method that is capable to grasp a wide variety of objects. Given an object to be grasped, our method is capable to compute required controls (e.g. forces and torques) that advance the simulation to achieve realistic grasping. Our method combines the power of data-driven synthesis and physics-based grasping control. We first introduce a data-driven method to synthesize a realistic grasping motion from large sets of prerecorded grasping motion data. And then we transform the synthesized kinematic motion to a physically realistic one by utilizing our online physics-based motion control method. In addition, we also provide a performance interface which allows the user to act out before a depth camera to control a virtual object

    Accurate Human Motion Capture and Modeling using Low-cost Sensors

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    Motion capture technologies, especially those combined with multiple kinds of sensory technologies to capture both kinematic and dynamic information, are widely used in a variety of fields such as biomechanics, robotics, and health. However, many existing systems suffer from limitations of being intrusive, restrictive, and expensive. This dissertation explores two aspects of motion capture systems that are low-cost, non-intrusive, high-accuracy, and easy to use for common users, including both full-body kinematics and dynamics capture, and user-specific hand modeling. More specifically, we present a new method for full-body motion capture that uses input data captured by three depth cameras and a pair of pressure-sensing shoes. Our system is appealing because it is fully automatic and can accurately reconstruct both full-body kinematic and dynamic data. We introduce a highly accurate tracking process that automatically reconstructs 3D skeletal poses using depth data, foot pressure data, and detailed full-body geometry. We also develop an efficient physics-based motion reconstruction algorithm for solving internal joint torques and contact forces based on contact pressure information and 3D poses from the kinematic tracking process. In addition, we present a novel low-dimensional parametric model for 3D hand modeling and synthesis. We construct a low-dimensional parametric model to compactly represent hand shape variations across individuals and enhance it by adding Linear Blend Skinning (LBS) for pose deformation. We also introduce an efficient iterative approach to learn the parametric model from a large unaligned scan database. Our model is compact, expressive, and produces a natural-looking LBS model for pose deformation, which allows for a variety of applications ranging from user-specific hand modeling to skinning weights transfer and model-based hand tracking
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