11,212 research outputs found

    Video Interpolation using Optical Flow and Laplacian Smoothness

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    Non-rigid video interpolation is a common computer vision task. In this paper we present an optical flow approach which adopts a Laplacian Cotangent Mesh constraint to enhance the local smoothness. Similar to Li et al., our approach adopts a mesh to the image with a resolution up to one vertex per pixel and uses angle constraints to ensure sensible local deformations between image pairs. The Laplacian Mesh constraints are expressed wholly inside the optical flow optimization, and can be applied in a straightforward manner to a wide range of image tracking and registration problems. We evaluate our approach by testing on several benchmark datasets, including the Middlebury and Garg et al. datasets. In addition, we show application of our method for constructing 3D Morphable Facial Models from dynamic 3D data

    The Modified Direct Method: an Approach for Smoothing Planar and Surface Meshes

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    The Modified Direct Method (MDM) is an iterative mesh smoothing method for smoothing planar and surface meshes, which is developed from the non-iterative smoothing method originated by Balendran [1]. When smooth planar meshes, the performance of the MDM is effectively identical to that of Laplacian smoothing, for triangular and quadrilateral meshes; however, the MDM outperforms Laplacian smoothing for tri-quad meshes. When smooth surface meshes, for trian-gular, quadrilateral and quad-dominant mixed meshes, the mean quality(MQ) of all mesh elements always increases and the mean square error (MSE) decreases during smoothing; For tri-dominant mixed mesh, the quality of triangles always descends while that of quads ascends. Test examples show that the MDM is convergent for both planar and surface triangular, quadrilateral and tri-quad meshes.Comment: 18 page

    Well-Centered Triangulation

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    Meshes composed of well-centered simplices have nice orthogonal dual meshes (the dual Voronoi diagram). This is useful for certain numerical algorithms that prefer such primal-dual mesh pairs. We prove that well-centered meshes also have optimality properties and relationships to Delaunay and minmax angle triangulations. We present an iterative algorithm that seeks to transform a given triangulation in two or three dimensions into a well-centered one by minimizing a cost function and moving the interior vertices while keeping the mesh connectivity and boundary vertices fixed. The cost function is a direct result of a new characterization of well-centeredness in arbitrary dimensions that we present. Ours is the first optimization-based heuristic for well-centeredness, and the first one that applies in both two and three dimensions. We show the results of applying our algorithm to small and large two-dimensional meshes, some with a complex boundary, and obtain a well-centered tetrahedralization of the cube. We also show numerical evidence that our algorithm preserves gradation and that it improves the maximum and minimum angles of acute triangulations created by the best known previous method.Comment: Content has been added to experimental results section. Significant edits in introduction and in summary of current and previous results. Minor edits elsewher

    Shape-from-intrinsic operator

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    Shape-from-X is an important class of problems in the fields of geometry processing, computer graphics, and vision, attempting to recover the structure of a shape from some observations. In this paper, we formulate the problem of shape-from-operator (SfO), recovering an embedding of a mesh from intrinsic differential operators defined on the mesh. Particularly interesting instances of our SfO problem include synthesis of shape analogies, shape-from-Laplacian reconstruction, and shape exaggeration. Numerically, we approach the SfO problem by splitting it into two optimization sub-problems that are applied in an alternating scheme: metric-from-operator (reconstruction of the discrete metric from the intrinsic operator) and embedding-from-metric (finding a shape embedding that would realize a given metric, a setting of the multidimensional scaling problem)
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