1,037 research outputs found
Plane-Based Optimization of Geometry and Texture for RGB-D Reconstruction of Indoor Scenes
We present a novel approach to reconstruct RGB-D indoor scene with plane
primitives. Our approach takes as input a RGB-D sequence and a dense coarse
mesh reconstructed by some 3D reconstruction method on the sequence, and
generate a lightweight, low-polygonal mesh with clear face textures and sharp
features without losing geometry details from the original scene. To achieve
this, we firstly partition the input mesh with plane primitives, simplify it
into a lightweight mesh next, then optimize plane parameters, camera poses and
texture colors to maximize the photometric consistency across frames, and
finally optimize mesh geometry to maximize consistency between geometry and
planes. Compared to existing planar reconstruction methods which only cover
large planar regions in the scene, our method builds the entire scene by
adaptive planes without losing geometry details and preserves sharp features in
the final mesh. We demonstrate the effectiveness of our approach by applying it
onto several RGB-D scans and comparing it to other state-of-the-art
reconstruction methods.Comment: in International Conference on 3D Vision 2018; Models and Code: see
https://github.com/chaowang15/plane-opt-rgbd. arXiv admin note: text overlap
with arXiv:1905.0885
Mesh simplification with hierarchical shape analysis and iterative edge contraction
2003-2004 > Academic research: refereed > Publication in refereed journalVersion of RecordPublishe
Human perception-oriented segmentation for triangle meshes
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
High-Quality Shared-Memory Graph Partitioning
Partitioning graphs into blocks of roughly equal size such that few edges run
between blocks is a frequently needed operation in processing graphs. Recently,
size, variety, and structural complexity of these networks has grown
dramatically. Unfortunately, previous approaches to parallel graph partitioning
have problems in this context since they often show a negative trade-off
between speed and quality. We present an approach to multi-level shared-memory
parallel graph partitioning that guarantees balanced solutions, shows high
speed-ups for a variety of large graphs and yields very good quality
independently of the number of cores used. For example, on 31 cores, our
algorithm partitions our largest test instance into 16 blocks cutting less than
half the number of edges than our main competitor when both algorithms are
given the same amount of time. Important ingredients include parallel label
propagation for both coarsening and improvement, parallel initial partitioning,
a simple yet effective approach to parallel localized local search, and fast
locality preserving hash tables
Approximating lower-star persistence via 2D combinatorial map simplification
Filtration simplification consists of simplifying a given filtration while simultaneously controlling the perturbation in the associated persistence diagrams. In this paper, we propose a filtration simplification algorithm for orientable 2-dimensional (2D) manifolds with or without boundary ( meshes ) represented by2D combinatorial maps. Given a lower-star filtration of the mesh, faces are added into contiguous clusters according to a “height” function and a parameter . Faces in the same cluster are merged into a single face, resulting in a lower resolution mesh and a simpler filtration. We prove that the parameter bounds the perturbation in the original persistence diagrams, and we provide experiments demonstrating thecomputational advantages of the simplification process
Etat de l'art de la segmentation de maillage 3D par patchs surfaciques
National audienceLa segmentation de maillage 3D est une composante essentielle de nombreuses applications. Elle se décline en deux familles : la segmentation en patchs surfaciques et la segmentation en parties significatives. Dans cet article, nous traitons principalement de la segmentation de maillages 3D en patchs surfaciques et en proposons un état de l'art. Nous positionnons le contexte de ce type de segmentation et discutons des contributions les plus pertinentes
Geometric Feature Learning for 3D Meshes
Geometric feature learning for 3D meshes is central to computer graphics and
highly important for numerous vision applications. However, deep learning
currently lags in hierarchical modeling of heterogeneous 3D meshes due to the
lack of required operations and/or their efficient implementations. In this
paper, we propose a series of modular operations for effective geometric deep
learning over heterogeneous 3D meshes. These operations include mesh
convolutions, (un)pooling and efficient mesh decimation. We provide open source
implementation of these operations, collectively termed \textit{Picasso}. The
mesh decimation module of Picasso is GPU-accelerated, which can process a batch
of meshes on-the-fly for deep learning. Our (un)pooling operations compute
features for newly-created neurons across network layers of varying resolution.
Our mesh convolutions include facet2vertex, vertex2facet, and facet2facet
convolutions that exploit vMF mixture and Barycentric interpolation to
incorporate fuzzy modelling. Leveraging the modular operations of Picasso, we
contribute a novel hierarchical neural network, PicassoNet-II, to learn highly
discriminative features from 3D meshes. PicassoNet-II accepts primitive
geometrics and fine textures of mesh facets as input features, while processing
full scene meshes. Our network achieves highly competitive performance for
shape analysis and scene parsing on a variety of benchmarks. We release Picasso
and PicassoNet-II on Github https://github.com/EnyaHermite/Picasso.Comment: Submitted to TPAM
- …