646 research outputs found

    Surface Mesh Generation based on Imprinting of S-T Edge Patches

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    AbstractOne of the most robust and widely used algorithms for all-hexahedral meshes is the sweeping algorithm. However, for multi- sweeping, the most difficult problems are the surface matching and interval assignment for edges on the source and target surfaces. In this paper, a new method to generate surface meshes by imprinting edge patches between the source and target surfaces is proposed. The edge patch imprinting is based on a cage-based morphing of edge patches on the different sweeping layers where deformed and undeformed cages are extracted by propagating edge patches on the linking surfaces. The imprinting results in that the source or target surfaces will be partitioned with the imprinted edge patches. After partitioning, every new source surface should be matched to a new specific target surface where surface mesh projection from one-to-one sweeping based on harmonic mapping[19] can be applied. In addition, 3D edge patches are projected onto 2D computational domains where every sweeping level is planar in order to increase the robustness of imprinting. Finally, the algorithm time complexity is discussed and examples are provided to verify the robustness of our proposed algorithm

    Real-time Deformation with Coupled Cages and Skeletons

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    Real-time character deformation is an essential topic in Computer Animation. Deformations can be achieved by using several techniques, but the skeleton-based ones are the most popular. Skeletons allow artists to deform articulated parts of the digital characters by moving their bones. Other techniques, like cage-based ones, are gaining popularity but struggle to be included in animation workflows because they require to change the animation pipeline substantially. This thesis formalizes a technique that allows animators to embed cage-based deformations in standard skeleton-based pipelines. The described skeleton/cage hybrid allows artists to enrich the expressive powers of the skeletons with the degrees of freedom offered by cages. Furthermore, this thesis describes two Graphical User Interfaces dedicated to deformations and animations. The first one, CageLab, allows artists to define cage-based deformations and perform cage editing. The second one, SuperCages GUI, allows artists to author animations and deformations by using the skeleton/cage hybrid described earlier

    Skeleton based cage generation guided by harmonic fields

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    International audienceWe propose a novel user-assisted cage generation tool. We start from a digital character and its skeleton, and create a coarse control cage for its animation. Our method requires minimal interaction to select bending points on the skeleton, and computes the corresponding cage automatically. The key contribution is a volumetric field defined in the interior of the character and embedding the skeleton. The integral lines of such field are used to propagate cutting surfaces from the interior of the character to its skin, and allow us to robustly trace non-planar cross sections that adapt to the local shape of the character. Our method overcomes previous approaches that rely on the popular (but tedious and limiting) cutting planes. We validated our software on a variety of digital characters. Our final cages are coarse yet entirely compliant with the structure induced by the underlying skeleton, enriched with the semantics provided by the bending points selected by the user. Automatic placement of bending nodes for a fully automatic caging pipeline is also supported

    Real-time content-aware texturing for deformable surfaces

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    Animation of models often introduces distortions to their parameterisation, as these are typically optimised for a single frame. The net effect is that under deformation, the mapped features, i.e. UV texture maps, bump maps or displacement maps, may appear to stretch or scale in an undesirable way. Ideally, what we would like is for the appearance of such features to remain feasible given any underlying deformation. In this paper we introduce a real-time technique that reduces such distortions based on a distortion control (rigidity) map. In two versions of our proposed technique, the parameter space is warped in either an axis or a non-axis aligned manner based on the minimisation of a non-linear distortion metric. This in turn is solved using a highly optimised hybrid CPU-GPU strategy. The result is real-time dynamic content-aware texturing that reduces distortions in a controlled way. The technique can be applied to reduce distortions in a variety of scenarios, including reusing a low geometric complexity animated sequence with a multitude of detail maps, dynamic procedurally defined features mapped on deformable geometry and animation authoring previews on texture-mapped models. © 2013 ACM

    Proxy-guided Image-based Rendering for Mobile Devices

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    VR headsets and hand-held devices are not powerful enough to render complex scenes in real-time. A server can take on the rendering task, but network latency prohibits a good user experience. We present a new image-based rendering (IBR) architecture for masking the latency. It runs in real-time even on very weak mobile devices, supports modern game engine graphics, and maintains high visual quality even for large view displacements. We propose a novel server-side dual-view representation that leverages an optimally-placed extra view and depth peeling to provide the client with coverage for filling disocclusion holes. This representation is directly rendered in a novel wide-angle projection with favorable directional parameterization. A new client-side IBR algorithm uses a pre-transmitted level-of-detail proxy with an encaging simplification and depth-carving to maintain highly complex geometric detail. We demonstrate our approach with typical VR / mobile gaming applications running on mobile hardware. Our technique compares favorably to competing approaches according to perceptual and numerical comparisons

    Trends in Mathematical Imaging and Surface Processing

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    Motivated both by industrial applications and the challenge of new problems, one observes an increasing interest in the field of image and surface processing over the last years. It has become clear that even though the applications areas differ significantly the methodological overlap is enormous. Even if contributions to the field come from almost any discipline in mathematics, a major role is played by partial differential equations and in particular by geometric and variational modeling and by their numerical counterparts. The aim of the workshop was to gather a group of leading experts coming from mathematics, engineering and computer graphics to cover the main developments

    Discrete Differential Geometry

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    This is the collection of extended abstracts for the 26 lectures and the open problem session at the fourth Oberwolfach workshop on Discrete Differential Geometry

    A fast numerical solver for local barycentric coordinates

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    The local barycentric coordinates (LBC), proposed in Zhang et al (2014), demonstrate good locality and can be used for local control on function value interpolation and shape deformation. However, it has no closed- form expression and must be computed by solving an optimization problem, which can be time-consuming especially for high-resolution models. In this paper, we propose a new technique to compute LBC efficiently. The new solver is developed based on two key insights. First, we prove that the non-negativity constraints in the original LBC formulation is not necessary, and can be removed without affecting the solution of the optimization problem. Furthermore, the removal of this constraint allows us to reformulate the computation of LBC as a convex constrained optimization for its gradients, followed by a fast integration to recover the coordinate values. The reformulated gradient optimization problem can be solved using ADMM, where each step is trivially parallelizable and does not involve global linear system solving, making it much more scalable and efficient than the original LBC solver. Numerical experiments verify the effectiveness of our technique on a large variety of models

    Constrained deformation for evolutionary optimization

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    Sieger D. Constrained deformation for evolutionary optimization. Bielefeld: Universität Bielefeld; 2017.This thesis investigates shape deformation techniques for their use in design optimization tasks. In the first part, we introduce state-of-the-art deformation methods and evaluate them in a set of representative benchmarks. Based on these benchmarking results, we derive essential criteria and features a deformation technique should satisfy in order to be successfully applicable within design optimization. In the second part, we concentrate on the application and improvement of deformation techniques based on radial basis functions. We present and evaluate a unified framework for surface and volume mesh deformation and investigate questions of performance and scalability. In the final third part, we concentrate on the integration of additional constraints into the deformation, thereby improving the overall effectiveness of the design optimization process and fostering the creation of more feasible and producible design variations. We present a novel shape deformation technique that effectively maintains different types of geometric constraints such as planarity, circularity, or characteristic feature lines during deformation. At the same time, our method provides a unique level of modeling flexibility, quality, robustness, and scalability. Finally, we integrate techniques for automatic constraint detection directly into our deformation framework, thereby making our method more easily applicable within complex design optimization scenarios
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