408 research outputs found

    Novel Correspondence-based Approach for Consistent Human Skeleton Extraction

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    This paper presents a novel base-points-driven shape correspondence (BSC) approach to extract skeletons of articulated objects from 3D mesh shapes. The skeleton extraction based on BSC approach is more accurate than the traditional direct skeleton extraction methods. Since 3D shapes provide more geometric information, BSC offers the consistent information between the source shape and the target shapes. In this paper, we first extract the skeleton from a template shape such as the source shape automatically. Then, the skeletons of the target shapes of different poses are generated based on the correspondence relationship with source shape. The accuracy of the proposed method is demonstrated by presenting a comprehensive performance evaluation on multiple benchmark datasets. The results of the proposed approach can be applied to various applications such as skeleton-driven animation, shape segmentation and human motion analysis

    Indexing and Retrieval of 3D Articulated Geometry Models

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    In this PhD research study, we focus on building a content-based search engine for 3D articulated geometry models. 3D models are essential components in nowadays graphic applications, and are widely used in the game, animation and movies production industry. With the increasing number of these models, a search engine not only provides an entrance to explore such a huge dataset, it also facilitates sharing and reusing among different users. In general, it reduces production costs and time to develop these 3D models. Though a lot of retrieval systems have been proposed in recent years, search engines for 3D articulated geometry models are still in their infancies. Among all the works that we have surveyed, reliability and efficiency are the two main issues that hinder the popularity of such systems. In this research, we have focused our attention mainly to address these two issues. We have discovered that most existing works design features and matching algorithms in order to reflect the intrinsic properties of these 3D models. For instance, to handle 3D articulated geometry models, it is common to extract skeletons and use graph matching algorithms to compute the similarity. However, since this kind of feature representation is complex, it leads to high complexity of the matching algorithms. As an example, sub-graph isomorphism can be NP-hard for model graph matching. Our solution is based on the understanding that skeletal matching seeks correspondences between the two comparing models. If we can define descriptive features, the correspondence problem can be solved by bag-based matching where fast algorithms are available. In the first part of the research, we propose a feature extraction algorithm to extract such descriptive features. We then convert the skeletal matching problems into bag-based matching. We further define metric similarity measure so as to support fast search. We demonstrate the advantages of this idea in our experiments. The improvement on precision is 12\% better at high recall. The indexing search of 3D model is 24 times faster than the state of the art if only the first relevant result is returned. However, improving the quality of descriptive features pays the price of high dimensionality. Curse of dimensionality is a notorious problem on large multimedia databases. The computation time scales exponentially as the dimension increases, and indexing techniques may not be useful in such situation. In the second part of the research, we focus ourselves on developing an embedding retrieval framework to solve the high dimensionality problem. We first argue that our proposed matching method projects 3D models on manifolds. We then use manifold learning technique to reduce dimensionality and maximize intra-class distances. We further propose a numerical method to sub-sample and fast search databases. To preserve retrieval accuracy using fewer landmark objects, we propose an alignment method which is also beneficial to existing works for fast search. The advantages of the retrieval framework are demonstrated in our experiments that it alleviates the problem of curse of dimensionality. It also improves the efficiency (3.4 times faster) and accuracy (30\% more accurate) of our matching algorithm proposed above. In the third part of the research, we also study a closely related area, 3D motions. 3D motions are captured by sticking sensor on human beings. These captured data are real human motions that are used to animate 3D articulated geometry models. Creating realistic 3D motions is an expensive and tedious task. Although 3D motions are very different from 3D articulated geometry models, we observe that existing works also suffer from the problem of temporal structure matching. This also leads to low efficiency in the matching algorithms. We apply the same idea of bag-based matching into the work of 3D motions. From our experiments, the proposed method has a 13\% improvement on precision at high recall and is 12 times faster than existing works. As a summary, we have developed algorithms for 3D articulated geometry models and 3D motions, covering feature extraction, feature matching, indexing and fast search methods. Through various experiments, our idea of converting restricted matching to bag-based matching improves matching efficiency and reliability. These have been shown in both 3D articulated geometry models and 3D motions. We have also connected 3D matching to the area of manifold learning. The embedding retrieval framework not only improves efficiency and accuracy, but has also opened a new area of research

    Improving automatic rigging for 3D humanoid characters

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    In the field of computer animation the process of creating an animated character is usually a long and tedious task. An animation character is usually efined by a 3D mesh (a set of triangles in the space) that gives its external appearance or shape to the character. It also used to have an inner structure, the skeleton. When a skeleton is associated to a character mesh, this association is called skeleton binding, and a skeleton bound to a character mesh is an animation rig. Rigging from scratch a character can be a very boring process. The definition and creation of a centered skeleton together with the ’painting’, by an artist,of the influence parameters between the skeleton and the mesh (the skinning) s the most demanding part to achieve an acceptable behavior for a character. This rigging process can be simplified and accelerated using an automatic rigging method. Automatic rigging methods consist in taking as input a 3D mesh, generate a skeleton based in the shape of the original model, bound the input mesh to the generated skeleton, and finally to compute a set of parameters based in a chosen skinning method. The main objective of this thesis is to generate a method for rigging a 3D arbitrary model with minimum user interaction. This can be useful to people without experience in the animation field or to experienced people to accelerate the rigging process from days to hours or minutes depending the needed quality. Having in mind this situation we have designed our method as a set of tools that can be applied to general input models defined by an artist. The contributions made in the development of this thesis can be summarized as: • Generation of an animation Rig: Having an arbitrary closed mesh we have implemented a thinning method to create first an unrefined geometry skeleton that captures the topology and pose of the input character. Using this geometric skeleton as starting point we use a refining method that creates an adjusted logic skeleton based in a template, or may be defined by the user, that is compatible with the current animation formats. The output logic skeleton is specific for each character, and it is bounded to the input mesh to create an animation rig. • Skinning: Having defined an animation rig for an arbitrary mesh we have developed an improved skinning method; this method is based on the Linear Blend Skinning(LBS) algorithm. Our contributions in the skinning field can be sub-divided in: – We propose a segmentation method that works as the core element in a weight assigning algorithm and a skinning lgorithm, we also have developed an automatic algorithm to compute the skin weights of the LBS Skinning of a rigged polygonal mesh. – Our proposed skinning algorithm uses as base the features of the LBS Skinning. The main purpose of the developed algorithm is to solve the well-known ”candy wrap” artifact; that produces a substantial loss of volume when a link of an animation skeleton is rotated over its own axis. We have compared our results with the most important methods in the skinning field, such as Dual Quaternion Skinning (DQS) and LBS, achieving a better performance over DQS and an improvement in quality over LBS. • Animation tools: We have developed a set of Autodesk Maya commands that works together as rig tool, using our previous proposed methods. • Animation loader: Moreover, an animation loader tool has been implemented, that allows the user to load animations from a skeleton with different structure to a rigged 3D model. The contributions previously described has been published in 3 research papers, the first two were presented in international congresses and the third one was acepted for its publication in an JCR indexed journal.En el campo de la animación por computadora el proceso de crear un personaje de animación es comúnmente una tarea larga y tediosa. Un personaje de animación está definido usualmente por una malla tridimensional (un conjunto de triángulos en el espacio) que le dan su apariencia externa y forma al personaje. Es igualmente común que este tenga una estructura interna, un esqueleto de animación. Cuando un esqueleto esta asociado con una malla tridimensional, a esta asociación se le llama ligado de esqueleto, y un esqueleto ligado a la mallade un personaje es conocido en inglés como "animation rig" (el conjunto de elementos necesarios, que unidos sirven para animar un personaje). Hacer el rigging desde cero de un personaje puede ser un proceso muy tedioso. La definición y creación de un esqueleto centrado en la malla junto con el "pintado" por medio de un artista de los parámetros de influencia entre el esqueleto y la malla 3D (lo que se conoce como skinning) es la parte mas demandante para alcanzar un compartimiento aceptable al deformase (moverse) la malla de un personaje. Los métodos de rigging automáticos consisten en tomar una malla tridimensional como elemento de entrada, generar un esqueleto basado en la forma del modelo original, ligar la malla de entrada al esqueleto generado y finamente calcular el conjunto de parámetros utilizados por el método de skinning elegido. El principal objetivo de esta tesis es el generar un método de rigging para un modelo tridimensional arbitrario con una interacción mínima del usuario. Este método puede ser útil para gente con poca experiencia en el campo de la animación, o para gente experimentada que quiera acelerar el proceso de rigging de días a horas o inclusive minutos, dependiendo de la calidad requerida. Teniendo en mente esta situación, hemos diseñado nuestro método como un conjunto de herramientas las cuales pueden ser aplicadas a modelos de entrada generados por cualquier artista. Las contribuciones hechas en el desarrollo de esta tesis pueden resumirse a: -Generación de un rig de animación: Teniendo una malla cerrada cualquiera, hemos implementado un método para crear primero un esqueleto geométrico sin refinar, el cual capture la pose y la topología del personaje usado como elemento de entrada. Tomando este esqueleto geométrico como punto de partida usamos un método de refinado que crea un "esqueleto lógico" adaptado a la forma del geométrico basándonos en una plantilla definida por el usuario o previamente definida, que sea compatible con los formatos actuales de animación. El esqueleto lógico generado será especifico para cada personaje, y esta ligado a la malla de entrada para así crear un rig de animación. - Skinning: Teniendo definido un rig de animación para una malla de entrada arbitraria, hemos desarrollado un método mejorado de skinning, este método sera basado en el algoritmo "Linear Blending Skinnig" (algoritmo de skinning por combinación lineal, LBS por sus siglas en inglés). Nuestras contribuciones en el campo del skinnig son: - Proponemos un nuevo método de segmentación de mallas que sea la parte medular para algoritmos de asignación automática de pesos y de skinning, también hemos desarrollado un algoritmo automático que calcule los pesos utilizados por el algoritmo LBS para una malla poligonal que tenga un rig de animación. - Nuestro algoritmo de skinning propuesto usará como base las características del algoritmo LBS. El principal propósito del algoritmo desarrollado es el solucionar el defecto conocido como "envoltura de caramelo" (candy wrapper artifact), que produce una substancial perdida de volumen al rotar una de las articulaciones del esqueleto de animación sobre su propio eje. Nuestros resultados son comparados con los métodos mas importantes en el campo del skinning tal como Cuaterniones Duales (Dual Quaternions Skinning, DQS) y LBS, alcanzando un mejor desempeño que DQS y una mejora importante sobre LBSPostprint (published version

    Sketching-based Skeleton Extraction

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    Articulated character animation can be performed by manually creating and rigging a skeleton into an unfolded 3D mesh model. Such tasks are not trivial, as they require a substantial amount of training and practice. Although methods have been proposed to help automatic extraction of skeleton structure, they may not guarantee that the resulting skeleton can help to produce animations according to user manipulation. We present a sketching-based skeleton extraction method to create a user desired skeleton structure which is used in 3D model animation. This method takes user sketching as an input, and based on the mesh segmentation result of a 3D mesh model, generates a skeleton for articulated character animation. In our system, we assume that a user will properly sketch bones by roughly following the mesh model structure. The user is expected to sketch independently on different regions of a mesh model for creating separate bones. For each sketched stroke, we project it into the mesh model so that it becomes the medial axis of its corresponding mesh model region from the current viewer perspective. We call this projected stroke a “sketched bone”. After pre-processing user sketched bones, we cluster them into groups. This process is critical as user sketching can be done from any orientation of a mesh model. To specify the topology feature for different mesh parts, a user can sketch strokes from different orientations of a mesh model, as there may be duplicate strokes from different orientations for the same mesh part. We need a clustering process to merge similar sketched bones into one bone, which we call a “reference bone”. The clustering process is based on three criteria: orientation, overlapping and locality. Given the reference bones as the input, we adopt a mesh segmentation process to assist our skeleton extraction method. To be specific, we apply the reference bones and the seed triangles to segment the input mesh model into meaningful segments using a multiple-region growing mechanism. The seed triangles, which are collected from the reference bones, are used as the initial seeds in the mesh segmentation process. We have designed a new segmentation metric [1] to form a better segmentation criterion. Then we compute the Level Set Diagrams (LSDs) on each mesh part to extract bones and joints. To construct the final skeleton, we connect bones extracted from all mesh parts together into a single structure. There are three major steps involved: optimizing and smoothing bones, generating joints and forming the skeleton structure. After constructing the skeleton model, we have proposed a new method, which utilizes the Linear Blend Skinning (LBS) technique and the Laplacian mesh deformation technique together to perform skeleton-driven animation. Traditional LBS techniques may have self-intersection problem in regions around segmentation boundaries. Laplacian mesh deformation can preserve the local surface details, which can eliminate the self-intersection problem. In this case, we make use of LBS result as the positional constraint to perform a Laplacian mesh deformation. By using the Laplacian mesh deformation method, we maintain the surface details in segmentation boundary regions. This thesis outlines a novel approach to construct a 3D skeleton model interactively, which can also be used in 3D animation and 3D model matching area. The work is motivated by the observation that either most of the existing automatic skeleton extraction methods lack well-positioned joints specification or the manually generated methods require too much professional training to create a good skeleton structure. We dedicate a novel approach to create 3D model skeleton based on user sketching which specifies articulated skeleton with joints. The experimental results show that our method can produce better skeletons in terms of joint positions and topological structure

    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

    Automatic generation of dynamic skin deformation for animated characters

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    © 2018 by the authors. Since non-automatic rigging requires heavy human involvements, and various automatic rigging algorithms are less efficient in terms of computational efficiency, especially for current curve-based skin deformation methods, identifying the iso-parametric curves and creating the animation skeleton requires tedious and time-consuming manual work. Although several automatic rigging methods have been developed, but they do not aim at curve-based models. To tackle this issue, this paper proposes a new rigging algorithm for automatic generation of dynamic skin deformation to quickly identify iso-parametric curves and create an animation skeleton in a few milliseconds, which can be seamlessly used in curve-based skin deformation methods to make the rigging process fast enough for highly efficient computer animation applications
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