409 research outputs found

    Deformable meshes for shape recovery: models and applications

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    With the advance of scanning and imaging technology, more and more 3D objects become available. Among them, deformable objects have gained increasing interests. They include medical instances such as organs, a sequence of objects in motion, and objects of similar shapes where a meaningful correspondence can be established between each other. Thus, it requires tools to store, compare, and retrieve them. Many of these operations depend on successful shape recovery. Shape recovery is the task to retrieve an object from the environment where its geometry is hidden or implicitly known. As a simple and versatile tool, mesh is widely used in computer graphics for modelling and visualization. In particular, deformable meshes are meshes which can take the deformation of deformable objects. They extend the modelling ability of meshes. This dissertation focuses on using deformable meshes to approach the 3D shape recovery problem. Several models are presented to solve the challenges for shape recovery under different circumstances. When the object is hidden in an image, a PDE deformable model is designed to extract its surface shape. The algorithm uses a mesh representation so that it can model any non-smooth surface with an arbitrary precision compared to a parametric model. It is more computational efficient than a level-set approach. When the explicit geometry of the object is known but is hidden in a bank of shapes, we simplify the deformation of the model to a graph matching procedure through a hierarchical surface abstraction approach. The framework is used for shape matching and retrieval. This idea is further extended to retain the explicit geometry during the abstraction. A novel motion abstraction framework for deformable meshes is devised based on clustering of local transformations and is successfully applied to 3D motion compression

    Human perception-oriented segmentation for triangle meshes

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    A segmentação de malhas é um tópico importante de investigação em computação gráfica, em particular em modelação geométrica. Isto deve-se ao facto de as técnicas de segmentaçãodemalhasteremváriasaplicações,nomeadamentenaproduçãodefilmes, animaçãoporcomputador, realidadevirtual, compressãodemalhas, assimcomoemjogosdigitais. Emconcreto, asmalhastriangularessãoamplamenteusadasemaplicações interativas, visto que sua segmentação em partes significativas (também designada por segmentação significativa, segmentação perceptiva ou segmentação perceptualmente significativa ) é muitas vezes vista como uma forma de acelerar a interação com o utilizador ou a deteção de colisões entre esses objetos 3D definidos por uma malha, bem como animar uma ou mais partes significativas (por exemplo, a cabeça de uma personagem) de um dado objeto, independentemente das restantes partes. Acontece que não se conhece nenhuma técnica capaz de segmentar correctamente malhas arbitrárias −ainda que restritas aos domínios de formas livres e não-livres− em partes significativas. Algumas técnicas são mais adequadas para objetos de forma não-livre (por exemplo, peças mecânicas definidas geometricamente por quádricas), enquanto outras são mais talhadas para o domínio dos objectos de forma livre. Só na literatura recente surgem umas poucas técnicas que se aplicam a todo o universo de objetos de forma livre e não-livre. Pior ainda é o facto de que a maioria das técnicas de segmentação não serem totalmente automáticas, no sentido de que quase todas elas exigem algum tipo de pré-requisitos e assistência do utilizador. Resumindo, estes três desafios relacionados com a proximidade perceptual, generalidade e automação estão no cerne do trabalho descrito nesta tese. Para enfrentar estes desafios, esta tese introduz o primeiro algoritmo de segmentação baseada nos contornos ou fronteiras dos segmentos, cuja técnica se inspira nas técnicas de segmentação baseada em arestas, tão comuns em análise e processamento de imagem,porcontraposiçãoàstécnicasesegmentaçãobaseadaemregiões. Aideiaprincipal é a de encontrar em primeiro lugar a fronteira de cada região para, em seguida, identificar e agrupar todos os seus triângulos internos. As regiões da malha encontradas correspondem a saliências e reentrâncias, que não precisam de ser estritamente convexas, nem estritamente côncavas, respectivamente. Estas regiões, designadas regiões relaxadamenteconvexas(ousaliências)eregiõesrelaxadamentecôncavas(oureentrâncias), produzem segmentações que são menos sensíveis ao ruído e, ao mesmo tempo, são mais intuitivas do ponto de vista da perceção humana; por isso, é designada por segmentação orientada à perceção humana (ou, human perception- oriented (HPO), do inglês). Além disso, e ao contrário do atual estado-da-arte da segmentação de malhas, a existência destas regiões relaxadas torna o algoritmo capaz de segmentar de maneira bastante plausível tanto objectos de forma não-livre como objectos de forma livre. Nesta tese, enfrentou-se também um quarto desafio, que está relacionado com a fusão de segmentação e multi-resolução de malhas. Em boa verdade, já existe na literatura uma variedade grande de técnicas de segmentação, bem como um número significativo de técnicas de multi-resolução, para malhas triangulares. No entanto, não é assim tão comum encontrar estruturas de dados e algoritmos que façam a fusão ou a simbiose destes dois conceitos, multi-resolução e segmentação, num único esquema multi-resolução que sirva os propósitos das aplicações que lidam com malhas simples e segmentadas, sendo que neste contexto se entende que uma malha simples é uma malha com um único segmento. Sendo assim, nesta tese descreve-se um novo esquema (entenda-seestruturasdedadosealgoritmos)demulti-resoluçãoesegmentação,designado por extended Ghost Cell (xGC). Este esquema preserva a forma das malhas, tanto em termos globais como locais, ou seja, os segmentos da malha e as suas fronteiras, bem como os seus vincos e ápices são preservados, não importa o nível de resolução que usamos durante a/o simplificação/refinamento da malha. Além disso, ao contrário de outros esquemas de segmentação, tornou-se possível ter segmentos adjacentes com dois ou mais níveis de resolução de diferença. Isto é particularmente útil em animação por computador, compressão e transmissão de malhas, operações de modelação geométrica, visualização científica e computação gráfica. Em suma, esta tese apresenta um esquema genérico, automático, e orientado à percepção humana, que torna possível a simbiose dos conceitos de segmentação e multiresolução de malhas trianguladas que sejam representativas de objectos 3D.The mesh segmentation is an important topic in computer graphics, in particular in geometric computing. This is so because mesh segmentation techniques find many applications in movies, computer animation, virtual reality, mesh compression, and games. Infact, trianglemeshesarewidelyusedininteractiveapplications, sothattheir segmentation in meaningful parts (i.e., human-perceptually segmentation, perceptive segmentationormeaningfulsegmentation)isoftenseenasawayofspeedinguptheuser interaction, detecting collisions between these mesh-covered objects in a 3D scene, as well as animating one or more meaningful parts (e.g., the head of a humanoid) independently of the other parts of a given object. It happens that there is no known technique capable of correctly segmenting any mesh into meaningful parts. Some techniques are more adequate for non-freeform objects (e.g., quadricmechanicalparts), whileothersperformbetterinthedomainoffreeform objects. Only recently, some techniques have been developed for the entire universe of objects and shapes. Even worse it is the fact that most segmentation techniques are not entirely automated in the sense that almost all techniques require some sort of pre-requisites and user assistance. Summing up, these three challenges related to perceptual proximity, generality and automation are at the core of the work described in this thesis. In order to face these challenges, we have developed the first contour-based mesh segmentation algorithm that we may find in the literature, which is inspired in the edgebased segmentation techniques used in image analysis, as opposite to region-based segmentation techniques. Its leading idea is to firstly find the contour of each region, and then to identify and collect all of its inner triangles. The encountered mesh regions correspond to ups and downs, which do not need to be strictly convex nor strictly concave, respectively. These regions, called relaxedly convex regions (or saliences) and relaxedly concave regions (or recesses), produce segmentations that are less-sensitive to noise and, at the same time, are more intuitive from the human point of view; hence it is called human perception- oriented (HPO) segmentation. Besides, and unlike the current state-of-the-art in mesh segmentation, the existence of these relaxed regions makes the algorithm suited to both non-freeform and freeform objects. In this thesis, we have also tackled a fourth challenge, which is related with the fusion of mesh segmentation and multi-resolution. Truly speaking, a plethora of segmentation techniques, as well as a number of multiresolution techniques, for triangle meshes already exist in the literature. However, it is not so common to find algorithms and data structures that fuse these two concepts, multiresolution and segmentation, into a symbiotic multi-resolution scheme for both plain and segmented meshes, in which a plainmeshisunderstoodasameshwithasinglesegment. So, weintroducesuchanovel multiresolution segmentation scheme, called extended Ghost Cell (xGC) scheme. This scheme preserves the shape of the meshes in both global and local terms, i.e., mesh segments and their boundaries, as well as creases and apices are preserved, no matter the level of resolution we use for simplification/refinement of the mesh. Moreover, unlike other segmentation schemes, it was made possible to have adjacent segments with two or more resolution levels of difference. This is particularly useful in computer animation, mesh compression and transmission, geometric computing, scientific visualization, and computer graphics. In short, this thesis presents a fully automatic, general, and human perception-oriented scheme that symbiotically integrates the concepts of mesh segmentation and multiresolution

    Mesh-based video coding for low bit-rate communications

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    In this paper, a new method for low bit-rate content-adaptive mesh-based video coding is proposed. Intra-frame coding of this method employs feature map extraction for node distribution at specific threshold levels to achieve higher density placement of initial nodes for regions that contain high frequency features and conversely sparse placement of initial nodes for smooth regions. Insignificant nodes are largely removed using a subsequent node elimination scheme. The Hilbert scan is then applied before quantization and entropy coding to reduce amount of transmitted information. For moving images, both node position and color parameters of only a subset of nodes may change from frame to frame. It is sufficient to transmit only these changed parameters. The proposed method is well-suited for video coding at very low bit rates, as processing results demonstrate that it provides good subjective and objective image quality at a lower number of required bits

    3-D Mesh geometry compression with set partitioning in the spectral domain

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    This paper explains the development of a highly efficient progressive 3-D mesh geometry coder based on the region adaptive transform in the spectral mesh compression method. A hierarchical set partitioning technique, originally proposed for the efficient compression of wavelet transform coefficients in high-performance wavelet-based image coding methods, is proposed for the efficient compression of the coefficients of this transform. Experiments confirm that the proposed coder employing such a region adaptive transform has a high compression performance rarely achieved by other state of the art 3-D mesh geometry compression algorithms. A new, high-performance fixed spectral basis method is also proposed for reducing the computational complexity of the transform. Many-to-one mappings are employed to relate the coded irregular mesh region to a regular mesh whose basis is used. To prevent loss of compression performance due to the low-pass nature of such mappings, transitions are made from transform-based coding to spatial coding on a per region basis at high coding rates. Experimental results show the performance advantage of the newly proposed fixed spectral basis method over the original fixed spectral basis method in the literature that employs one-to-one mappings.This work was supported in part by the Scientific and Technological Research Council of Turkey, and conducted under Project 106E064Publisher's Versio

    Processing mesh animations: from static to dynamic geometry and back

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    Static triangle meshes are the representation of choice for artificial objects, as well as for digital replicas of real objects. They have proven themselves to be a solid foundation for further processing. Although triangle meshes are handy in general, it may seem that their discrete approximation of reality is a downside. But in fact, the opposite is true. The approximation of the real object's shape remains the same, even if we willfully change the vertex positions in the mesh, which allows us to optimize it in this way. Due to modern acquisition methods, such a step is always beneficial, often even required, prior to further processing of the acquired triangle mesh. Therefore, we present a general framework for optimizing surface meshes with respect to various target criteria. Because of the simplicity and efficiency of the setup it can be adapted to a variety of applications. Although this framework was initially designed for single static meshes, the application to a set of meshes is straightforward. For example, we convert a set of meshes into compatible ones and use them as basis for creating dynamic geometry. Consequently, we propose an interpolation method which is able to produce visually plausible interpolation results, even if the compatible input meshes differ by large rotations. The method can be applied to any number of input vertex configurations and due to the utilization of a hierarchical scheme, the approach is fast and can be used for very large meshes. Furthermore, we consider the opposite direction. Given an animation sequence, we propose a pre-processing algorithm that considerably reduces the number of meshes required to describe the sequence, thus yielding a compact representation. Our method is based on a clustering and classification approach, which can be utilized to automatically find the most prominent meshes of the sequence. The original meshes can then be expressed as linear combinations of these few representative meshes with only small approximation errors. Finally, we investigate the shape space spanned by those few meshes and show how to apply different interpolation schemes to create other shape spaces, which are not based on vertex coordinates. We conclude with a careful analysis of these shape spaces and their usability for a compact representation of an animation sequence
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