390 research outputs found

    N-way morphing for 2D Animation

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    International audienceWe present a novel approach to the creation of varied animations from a small set of simple 2D input shapes. Instead of providing a new 2D shape for each keyframe of an animation sequence, we instead interpolate between a few example shapes in a reduced pose-space. Similar approaches have been presented in the past, but were restricted in the types of input or range of deformations allowed. In order to address these limitations, we reformulate the problem as an N-way morphing process on 2D input bitmap or vector graphics. Our formulation includes an N-way mapping technique, an efficient, rigidity preserving non-linear blending function, improved extrapolation, and a novel scattered data interpolation technique to manage the reduced pose-space. The resulting animations are correlated to paths in the reduced pose-space, allowing users to intuitively and interactively control temporal behaviors with simple gestures. We demonstrate our techniques in several example animations

    Kinematic Motion Retargeting for Contact-Rich Anthropomorphic Manipulations

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    Hand motion capture data is now relatively easy to obtain, even for complicated grasps; however this data is of limited use without the ability to retarget it onto the hands of a specific character or robot. The target hand may differ dramatically in geometry, number of degrees of freedom (DOFs), or number of fingers. We present a simple, but effective framework capable of kinematically retargeting multiple human hand-object manipulations from a publicly available dataset to a wide assortment of kinematically and morphologically diverse target hands through the exploitation of contact areas. We do so by formulating the retarget operation as a non-isometric shape matching problem and use a combination of both surface contact and marker data to progressively estimate, refine, and fit the final target hand trajectory using inverse kinematics (IK). Foundational to our framework is the introduction of a novel shape matching process, which we show enables predictable and robust transfer of contact data over full manipulations while providing an intuitive means for artists to specify correspondences with relatively few inputs. We validate our framework through thirty demonstrations across five different hand shapes and six motions of different objects. We additionally compare our method against existing hand retargeting approaches. Finally, we demonstrate our method enabling novel capabilities such as object substitution and the ability to visualize the impact of design choices over full trajectories

    Festschrift zum 60. Geburtstag von Wolfgang Strasser

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    Die vorliegende Festschrift ist Prof. Dr.-Ing. Dr.-Ing. E.h. Wolfgang Straßer zu seinem 60. Geburtstag gewidmet. Eine Reihe von Wissenschaftlern auf dem Gebiet der Computergraphik, die alle aus der "Tübinger Schule" stammen, haben - zum Teil zusammen mit ihren Schülern - Aufsätze zu dieser Schrift beigetragen. Die Beiträge reichen von der Objektrekonstruktion aus Bildmerkmalen über die physikalische Simulation bis hin zum Rendering und der Visualisierung, vom theoretisch ausgerichteten Aufsatz bis zur praktischen gegenwärtigen und zukünftigen Anwendung. Diese thematische Buntheit verdeutlicht auf anschauliche Weise die Breite und Vielfalt der Wissenschaft von der Computergraphik, wie sie am Lehrstuhl Straßer in Tübingen betrieben wird. Schon allein an der Tatsache, daß im Bereich der Computergraphik zehn Professoren an Universitäten und Fachhochschulen aus Tübingen kommen, zeigt sich der prägende Einfluß Professor Straßers auf die Computergraphiklandschaft in Deutschland. Daß sich darunter mehrere Physiker und Mathematiker befinden, die in Tübingen für dieses Fach gewonnen werden konnten, ist vor allem seinem Engagement und seiner Ausstrahlung zu verdanken. Neben der Hochachtung vor den wissenschaftlichen Leistungen von Professor Straßer hat sicherlich seine Persönlichkeit einen entscheidenden Anteil an der spontanten Bereischaft der Autoren, zu dieser Festschrift beizutragen. Mit außergewöhnlich großem persönlichen Einsatz fördert er Studenten, Doktoranden und Habilitanden, vermittelt aus seinen reichen internationalen Beziehungen Forschungskontakte und schafft so außerordentlich gute Voraussetzungen für selbständige wissenschafliche Arbeit. Die Autoren wollen mit ihrem Beitrag Wolfgang Straßer eine Freude bereiten und verbinden mit ihrem Dank den Wunsch, auch weiterhin an seinem fachlich wie menschlich reichen und bereichernden Wirken teilhaben zu dürfen

    Discrete differential operators on polygonal meshes

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    Geometry processing of surface meshes relies heavily on the discretization of differential operators such as gradient, Laplacian, and covariant derivative. While a variety of discrete operators over triangulated meshes have been developed and used for decades, a similar construction over polygonal meshes remains far less explored despite the prevalence of non-simplicial surfaces in geometric design and engineering applications. This paper introduces a principled construction of discrete differential operators on surface meshes formed by (possibly non-flat and non-convex) polygonal faces. Our approach is based on a novel mimetic discretization of the gradient operator that is linear-precise on arbitrary polygons. Equipped with this discrete gradient, we draw upon ideas from the Virtual Element Method in order to derive a series of discrete operators commonly used in graphics that are now valid over polygonal surfaces. We demonstrate the accuracy and robustness of our resulting operators through various numerical examples, before incorporating them into existing geometry processing algorithms

    3D mesh processing using GAMer 2 to enable reaction-diffusion simulations in realistic cellular geometries

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    Recent advances in electron microscopy have enabled the imaging of single cells in 3D at nanometer length scale resolutions. An uncharted frontier for in silico biology is the ability to simulate cellular processes using these observed geometries. Enabling such simulations requires watertight meshing of electron micrograph images into 3D volume meshes, which can then form the basis of computer simulations of such processes using numerical techniques such as the Finite Element Method. In this paper, we describe the use of our recently rewritten mesh processing software, GAMer 2, to bridge the gap between poorly conditioned meshes generated from segmented micrographs and boundary marked tetrahedral meshes which are compatible with simulation. We demonstrate the application of a workflow using GAMer 2 to a series of electron micrographs of neuronal dendrite morphology explored at three different length scales and show that the resulting meshes are suitable for finite element simulations. This work is an important step towards making physical simulations of biological processes in realistic geometries routine. Innovations in algorithms to reconstruct and simulate cellular length scale phenomena based on emerging structural data will enable realistic physical models and advance discovery at the interface of geometry and cellular processes. We posit that a new frontier at the intersection of computational technologies and single cell biology is now open.Comment: 39 pages, 14 figures. High resolution figures and supplemental movies available upon reques

    Tangent-ball techniques for shape processing

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    Shape processing defines a set of theoretical and algorithmic tools for creating, measuring and modifying digital representations of shapes.  Such tools are of paramount importance to many disciplines of computer graphics, including modeling, animation, visualization, and image processing.  Many applications of shape processing can be found in the entertainment and medical industries. In an attempt to improve upon many previous shape processing techniques, the present thesis explores the theoretical and algorithmic aspects of a difference measure, which involves fitting a ball (disk in 2D and sphere in 3D) so that it has at least one tangential contact with each shape and the ball interior is disjoint from both shapes. We propose a set of ball-based operators and discuss their properties, implementations, and applications.  We divide the group of ball-based operations into unary and binary as follows: Unary operators include: * Identifying details (sharp, salient features, constrictions) * Smoothing shapes by removing such details, replacing them by fillets and roundings * Segmentation (recognition, abstract modelization via centerline and radius variation) of tubular structures Binary operators include: * Measuring the local discrepancy between two shapes * Computing the average of two shapes * Computing point-to-point correspondence between two shapes * Computing circular trajectories between corresponding points that meet both shapes at right angles * Using these trajectories to support smooth morphing (inbetweening) * Using a curve morph to construct surfaces that interpolate between contours on consecutive slices The technical contributions of this thesis focus on the implementation of these tangent-ball operators and their usefulness in applications of shape processing. We show specific applications in the areas of animation and computer-aided medical diagnosis.  These algorithms are simple to implement, mathematically elegant, and fast to execute.Ph.D.Committee Chair: Jarek Rossignac; Committee Member: Greg Slabaugh; Committee Member: Greg Turk; Committee Member: Karen Liu; Committee Member: Maryann Simmon

    An Architecture Approach for 3D Render Distribution using Mobile Devices in Real Time

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    Nowadays, video games such as Massively Multiplayer Online Game (MMOG) have become cultural mediators. Mobile games contribute to a large number of downloads and potential benefits in the applications market. Although processing power of mobile devices increases the bandwidth transmission, a poor network connectivity may bottleneck Gaming as a Service (GaaS). In order to enhance performance in digital ecosystem, processing tasks are distributed among thin client devices and robust servers. This research is based on the method ‘divide and rule’, that is, volumetric surfaces are subdivided using a tree-KD of sequence of scenes in a game, so reducing the surface into small sets of points. Reconstruction efficiency is improved, because the search of data is performed in local and small regions. Processes are modeled through a finite set of states that are built using Hidden Markov Models with domains configured by heuristics. Six test that control the states of each heuristic, including the number of intervals are carried out to validate the proposed model. This validation concludes that the proposed model optimizes response frames per second, in a sequence of interactions

    Quad Meshing

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    Triangle meshes have been nearly ubiquitous in computer graphics, and a large body of data structures and geometry processing algorithms based on them has been developed in the literature. At the same time, quadrilateral meshes, especially semi-regular ones, have advantages for many applications, and significant progress was made in quadrilateral mesh generation and processing during the last several years. In this State of the Art Report, we discuss the advantages and problems of techniques operating on quadrilateral meshes, including surface analysis and mesh quality, simplification, adaptive refinement, alignment with features, parametrization, and remeshing
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