19 research outputs found
Indexing 3D scenes using the interaction bisector surface
The spatial relationship between different objects plays an important role in defining the context of scenes. Most previous 3D classification and retrieval methods take into account either the individual geometry of the objects or simple relationships between them such as the contacts or adjacencies. In this article we propose a new method for the classification and retrieval of 3D objects based on the Interaction Bisector Surface (IBS), a subset of the Voronoi diagram defined between objects. The IBS is a sophisticated representation that describes topological relationships such as whether an object is wrapped in, linked to, or tangled with others, as well as geometric relationships such as the distance between objects. We propose a hierarchical framework to index scenes by examining both the topological structure and the geometric attributes of the IBS. The topology-based indexing can compare spatial relations without being severely affected by local geometric details of the object. Geometric attributes can also be applied in comparing the precise way in which the objects are interacting with one another. Experimental results show that our method is effective at relationship classification and content-based relationship retrieval
TREE-D-SEEK: A Framework for Retrieving Three-Dimensional Scenes
In this dissertation, a strategy and framework for retrieving 3D scenes is proposed. The strategy is to retrieve 3D scenes based on a unified approach for indexing content from disparate information sources and information levels. The TREE-D-SEEK framework implements the proposed strategy for retrieving 3D scenes and is capable of indexing content from a variety of corpora at distinct information levels. A semantic annotation model for indexing 3D scenes in the TREE-D-SEEK framework is also proposed. The semantic annotation model is based on an ontology for rapid prototyping of 3D virtual worlds.
With ongoing improvements in computer hardware and 3D technology, the cost associated with the acquisition, production and deployment of 3D scenes is decreasing. As a consequence, there is a need for efficient 3D retrieval systems for the increasing number of 3D scenes in corpora. An efficient 3D retrieval system provides several benefits such as enhanced sharing and reuse of 3D scenes and 3D content. Existing 3D retrieval systems are closed systems and provide search solutions based on a predefined set of indexing and matching algorithms Existing 3D search systems and search solutions cannot be customized for specific requirements, type of information source and information level.
In this research, TREE-D-SEEK—an open, extensible framework for retrieving 3D scenes—is proposed. The TREE-D-SEEK framework is capable of retrieving 3D scenes based on indexing low level content to high-level semantic metadata. The TREE-D-SEEK framework is discussed from a software architecture perspective. The architecture is based on a common process flow derived from indexing disparate information sources. Several indexing and matching algorithms are implemented. Experiments are conducted to evaluate the usability and performance of the framework. Retrieval performance of the framework is evaluated using benchmarks and manually collected corpora.
A generic, semantic annotation model is proposed for indexing a 3D scene. The primary objective of using the semantic annotation model in the TREE-D-SEEK framework is to improve retrieval relevance and to support richer queries within a 3D scene. The semantic annotation model is driven by an ontology. The ontology is derived from a 3D rapid prototyping framework. The TREE-D-SEEK framework supports querying by example, keyword based and semantic annotation based query types for retrieving 3D scenes
Reconstructing 3D Human Pose from RGB-D Data with Occlusions
We propose a new method to reconstruct the 3D human body from RGB-D images
with occlusions. The foremost challenge is the incompleteness of the RGB-D data
due to occlusions between the body and the environment, leading to implausible
reconstructions that suffer from severe human-scene penetration. To reconstruct
a semantically and physically plausible human body, we propose to reduce the
solution space based on scene information and prior knowledge. Our key idea is
to constrain the solution space of the human body by considering the occluded
body parts and visible body parts separately: modeling all plausible poses
where the occluded body parts do not penetrate the scene, and constraining the
visible body parts using depth data. Specifically, the first component is
realized by a neural network that estimates the candidate region named the
"free zone", a region carved out of the open space within which it is safe to
search for poses of the invisible body parts without concern for penetration.
The second component constrains the visible body parts using the "truncated
shadow volume" of the scanned body point cloud. Furthermore, we propose to use
a volume matching strategy, which yields better performance than surface
matching, to match the human body with the confined region. We conducted
experiments on the PROX dataset, and the results demonstrate that our method
produces more accurate and plausible results compared with other methods
Data-Driven Shape Analysis and Processing
Data-driven methods play an increasingly important role in discovering
geometric, structural, and semantic relationships between 3D shapes in
collections, and applying this analysis to support intelligent modeling,
editing, and visualization of geometric data. In contrast to traditional
approaches, a key feature of data-driven approaches is that they aggregate
information from a collection of shapes to improve the analysis and processing
of individual shapes. In addition, they are able to learn models that reason
about properties and relationships of shapes without relying on hard-coded
rules or explicitly programmed instructions. We provide an overview of the main
concepts and components of these techniques, and discuss their application to
shape classification, segmentation, matching, reconstruction, modeling and
exploration, as well as scene analysis and synthesis, through reviewing the
literature and relating the existing works with both qualitative and numerical
comparisons. We conclude our report with ideas that can inspire future research
in data-driven shape analysis and processing.Comment: 10 pages, 19 figure
Multi-character Motion Retargeting for Large-Scale Transformations
Unlike single-character motion retargeting, multi-character motion retargeting (MCMR) algorithms should be able to retarget each character’s motion correcly while maintaining the interaction between them. Existing MCMR solutions mainly focus on small scale changes between interacting characters. However, many retargeting applications require large-scale transformations. In this paper, we propose a new algorithm for large-scale MCMR. We build on the idea of interaction meshes, which are structures representing the spatial relationship among characters. We introduce a new distance-based interaction mesh that embodies the relationship between characters more accurately by prioritizing local connections over global ones. We also introduce a stiffness weight for each skeletal joint in our mesh deformation term, which defines how undesirable it is for the interaction mesh to deform around that joint. This parameter increases the adaptability of our algorithm for large-scale transformations and reduces optimization time considerably. We compare the performance of our algorithm with current state-of-the-art MCMR solution for several motion sequences under four different scenarios. Our results show that our method not only improves the quality of retargeting, but also significantly reduces computation time.This project has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Skłodowska-Curie grant agreement No 665992 </p