427 research outputs found

    Linear Shape Deformation Models with Local Support Using Graph-based Structured Matrix Factorisation

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    Representing 3D shape deformations by linear models in high-dimensional space has many applications in computer vision and medical imaging, such as shape-based interpolation or segmentation. Commonly, using Principal Components Analysis a low-dimensional (affine) subspace of the high-dimensional shape space is determined. However, the resulting factors (the most dominant eigenvectors of the covariance matrix) have global support, i.e. changing the coefficient of a single factor deforms the entire shape. In this paper, a method to obtain deformation factors with local support is presented. The benefits of such models include better flexibility and interpretability as well as the possibility of interactively deforming shapes locally. For that, based on a well-grounded theoretical motivation, we formulate a matrix factorisation problem employing sparsity and graph-based regularisation terms. We demonstrate that for brain shapes our method outperforms the state of the art in local support models with respect to generalisation ability and sparse shape reconstruction, whereas for human body shapes our method gives more realistic deformations.Comment: Please cite CVPR 2016 versio

    Novel Methods for Multi-Shape Analysis

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    Multi-shape analysis has the objective to recognise, classify, or quantify morphological patterns or regularities within a set of shapes of a particular object class in order to better understand the object class of interest. One important aspect of multi-shape analysis are Statistical Shape Models (SSMs), where a collection of shapes is analysed and modelled within a statistical framework. SSMs can be used as (statistical) prior that describes which shapes are more likely and which shapes are less likely to be plausible instances of the object class of interest. Assuming that the object class of interest is known, such a prior can for example be used in order to reconstruct a three-dimensional surface from only a few known surface points. One relevant application of this surface reconstruction is 3D image segmentation in medical imaging, where the anatomical structure of interest is known a-priori and the surface points are obtained (either automatically or manually) from images. Frequently, Point Distribution Models (PDMs) are used to represent the distribution of shapes, where each shape is discretised and represented as labelled point set. With that, a shape can be interpreted as an element of a vector space, the so-called shape space, and the shape distribution in shape space can be estimated from a collection of given shape samples. One crucial aspect for the creation of PDMs that is tackled in this thesis is how to establish (bijective) correspondences across the collection of training shapes. Evaluated on brain shapes, the proposed method results in an improved model quality compared to existing approaches whilst at the same time being superior with respect to runtime. The second aspect considered in this work is how to learn a low-dimensional subspace of the shape space that is close to the training shapes, where all factors spanning this subspace have local support. Compared to previous work, the proposed method models the local support regions implicitly, such that no initialisation of the size and location of these regions is necessary, which is advantageous in scenarios where this information is not available. The third topic covered in this thesis is how to use an SSM in order to reconstruct a surface from only few surface points. By using a Gaussian Mixture Model (GMM) with anisotropic covariance matrices, which are oriented according to the surface normals, a more surface-oriented fitting is achieved compared to a purely point-based fitting when using the common Iterative Closest Point (ICP) algorithm. In comparison to ICP we find that the GMM-based approach gives superior accuracy and robustness on sparse data. Furthermore, this work covers the transformation synchronisation method, which is a procedure for removing noise that accounts for transitive inconsistency in the set of pairwise linear transformations. One interesting application of this methodology that is relevant in the context of multi-shape analysis is to solve the multi-alignment problem in an unbiased/reference-free manner. Moreover, by introducing an improvement of the numerical stability, the methodology can be used to solve the (affine) multi-image registration problem from pairwise registrations. Compared to reference-based multi-image registration, the proposed approach leads to an improved registration accuracy and is unbiased/reference-free, which makes it ideal for statistical analyses

    FML: Face Model Learning from Videos

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    Monocular image-based 3D reconstruction of faces is a long-standing problem in computer vision. Since image data is a 2D projection of a 3D face, the resulting depth ambiguity makes the problem ill-posed. Most existing methods rely on data-driven priors that are built from limited 3D face scans. In contrast, we propose multi-frame video-based self-supervised training of a deep network that (i) learns a face identity model both in shape and appearance while (ii) jointly learning to reconstruct 3D faces. Our face model is learned using only corpora of in-the-wild video clips collected from the Internet. This virtually endless source of training data enables learning of a highly general 3D face model. In order to achieve this, we propose a novel multi-frame consistency loss that ensures consistent shape and appearance across multiple frames of a subject's face, thus minimizing depth ambiguity. At test time we can use an arbitrary number of frames, so that we can perform both monocular as well as multi-frame reconstruction.Comment: CVPR 2019 (Oral). Video: https://www.youtube.com/watch?v=SG2BwxCw0lQ, Project Page: https://gvv.mpi-inf.mpg.de/projects/FML19

    Deformable and articulated 3D reconstruction from monocular video sequences

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    PhDThis thesis addresses the problem of deformable and articulated structure from motion from monocular uncalibrated video sequences. Structure from motion is defined as the problem of recovering information about the 3D structure of scenes imaged by a camera in a video sequence. Our study aims at the challenging problem of non-rigid shapes (e.g. a beating heart or a smiling face). Non-rigid structures appear constantly in our everyday life, think of a bicep curling, a torso twisting or a smiling face. Our research seeks a general method to perform 3D shape recovery purely from data, without having to rely on a pre-computed model or training data. Open problems in the field are the difficulty of the non-linear estimation, the lack of a real-time system, large amounts of missing data in real-world video sequences, measurement noise and strong deformations. Solving these problems would take us far beyond the current state of the art in non-rigid structure from motion. This dissertation presents our contributions in the field of non-rigid structure from motion, detailing a novel algorithm that enforces the exact metric structure of the problem at each step of the minimisation by projecting the motion matrices onto the correct deformable or articulated metric motion manifolds respectively. An important advantage of this new algorithm is its ability to handle missing data which becomes crucial when dealing with real video sequences. We present a generic bilinear estimation framework, which improves convergence and makes use of the manifold constraints. Finally, we demonstrate a sequential, frame-by-frame estimation algorithm, which provides a 3D model and camera parameters for each video frame, while simultaneously building a model of object deformation

    A Revisit of Shape Editing Techniques: from the Geometric to the Neural Viewpoint

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    3D shape editing is widely used in a range of applications such as movie production, computer games and computer aided design. It is also a popular research topic in computer graphics and computer vision. In past decades, researchers have developed a series of editing methods to make the editing process faster, more robust, and more reliable. Traditionally, the deformed shape is determined by the optimal transformation and weights for an energy term. With increasing availability of 3D shapes on the Internet, data-driven methods were proposed to improve the editing results. More recently as the deep neural networks became popular, many deep learning based editing methods have been developed in this field, which is naturally data-driven. We mainly survey recent research works from the geometric viewpoint to those emerging neural deformation techniques and categorize them into organic shape editing methods and man-made model editing methods. Both traditional methods and recent neural network based methods are reviewed

    Modelling human pose and shape based on a database of human 3D scans

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    Generating realistic human shapes and motion is an important task both in the motion picture industry and in computer games. In feature films, high quality and believability are the most important characteristics. Additionally, when creating virtual doubles the generated charactes have to match as closely as possible to given real persons. In contrast, in computer games the level of realism does not need to be as high but real-time performance is essential. It is desirable to meet all these requirements with a general model of human pose and shape. In addition, many markerless human tracking methods applied, e.g., in biomedicine or sports science can benefit greatly from the availability of such a model because most methods require a 3D model of the tracked subject as input, which can be generated on-the-fly given a suitable shape and pose model. In this thesis, a comprehensive procedure is presented to generate different general models of human pose. A database of 3D scans spanning the space of human pose and shape variations is introduced. Then, four different approaches for transforming the database into a general model of human pose and shape are presented, which improve the current state of the art. Experiments are performed to evaluate and compare the proposed models on real-world problems, i.e., characters are generated given semantic constraints and the underlying shape and pose of humans given 3D scans, multi-view video, or uncalibrated monocular images is estimated.Die Erzeugung realistischer Menschenmodelle ist eine wichtige Anwendung in der Filmindustrie und bei Computerspielen. In Spielen ist Echtzeitsynthese unabdingbar aber der Detailgrad muß nicht so hoch sein wie in Filmen. Für virtuelle Doubles, wie sie z.B. in Filmen eingesetzt werden, muss der generierte Charakter dem gegebenen realen Menschen möglichst ähnlich sein. Mit einem generellen Modell für menschliche Pose und Körperform ist es möglich alle diese Anforderungen zu erfüllen. Zusätzlich können viele Verfahren zur markerlosen Bewegungserfassung, wie sie z.B. in der Biomedizin oder in den Sportwissenschaften eingesetzt werden, von einem generellen Modell für Pose und Körperform profitieren. Da diese ein 3D Modell der erfassten Person benötigen, das jetzt zur Laufzeit generiert werden kann. In dieser Doktorarbeit wird ein umfassender Ansatz vorgestellt, um verschiedene Modelle für Pose und Körperform zu berechnen. Zunächst wird eine Datenbank von 3D Scans aufgebaut, die Pose- und Körperformvariationen von Menschen umfasst. Dann werden vier verschiedene Verfahren eingeführt, die daraus generelle Modelle für Pose und Körperform berechnen und Probleme beim Stand der Technik beheben. Die vorgestellten Modelle werden auf realistischen Problemstellungen getestet. So werden Menschenmodelle aus einigen wenigen Randbedingungen erzeugt und Pose und Körperform von Probanden wird aus 3D Scans, Multi-Kamera Videodaten und Einzelbildern der bekleideten Personen geschätzt

    Adjoint-based aerodynamic design optimisation in hypersonic flow

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    A Finite Element Method for Interactive Physically Based Shape Modelling with Quadratic Tetrahedra

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    We present an alternative approach to standard geometric shape editing using physically-based simulation. With our technique, the user can deform complex objects in real-time. The enabling technology of this approach is a fast and accurate finite element implementation of an elasto-plastic material model, specifically designed for interactive shape manipulation. Using quadratic shape functions, we avoid the inherent drawback of volume locking exhibited by methods based on linear finite elements. The physical simulation uses a tetrahedral mesh, which is constructed from a coarser approximation of the detailed surface. Having computed a deformed state of the tetrahedral mesh, the deformation is transferred back to the high detail surface. This can be accomplished in an accurate and efficient way using the quadratic shape functions. In order to guarantee stability and real-time frame rates during the simulation, we cast the elasto-plastic problem into a linear formulation. For this purpose, we present a corotational formulation for quadratic finite elements. We demonstrate the versatility of our approach in interactive manipulation sessions and show that our animation system can be coupled with further physics-based animations like, e.g. fluids and cloth, in a bi-directional way
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