687 research outputs found
3D mesh metamorphosis from spherical parameterization for conceptual design
Engineering product design is an information intensive decision-making
process that consists of several phases including design specification
definition, design concepts generation, detailed design and analysis,
and manufacturing. Usually, generating geometry models for
visualization is a big challenge for early stage conceptual design.
Complexity of existing computer aided design packages constrains
participation of people with various backgrounds in the design
process. In addition, many design processes do not take advantage of
the rich amount of legacy information available for new concepts
creation.
The research presented here explores the use of advanced graphical
techniques to quickly and efficiently merge legacy information with
new design concepts to rapidly create new conceptual product designs.
3D mesh metamorphosis framework 3DMeshMorpher was created to
construct new models by navigating in a shape-space of registered
design models. The framework is composed of: i) a fast spherical
parameterization method to map a geometric model (genus-0) onto a unit
sphere; ii) a geometric feature identification and picking technique
based on 3D skeleton extraction; and iii) a LOD controllable 3D
remeshing scheme with spherical mesh subdivision based on the
developedspherical parameterization. This efficient software framework
enables designers to create numerous geometric concepts in real time
with a simple graphical user interface.
The spherical parameterization method is focused on closed genus-zero
meshes. It is based upon barycentric coordinates with convex boundary.
Unlike most existing similar approaches which deal with each vertex in
the mesh equally, the method developed in this research focuses
primarily on resolving overlapping areas, which helps speed the
parameterization process. The algorithm starts by normalizing the
source mesh onto a unit sphere and followed by some initial relaxation
via Gauss-Seidel iterations. Due to its emphasis on solving only
challenging overlapping regions, this parameterization process is much
faster than existing spherical mapping methods.
To ensure the correspondence of features from different models, we
introduce a skeleton based feature identification and picking method
for features alignment. Unlike traditional methods that align single
point for each feature, this method can provide alignments for
complete feature areas. This could help users to create more
reasonable intermediate morphing results with preserved topological
features. This skeleton featuring framework could potentially be
extended to automatic features alignment for geometries with similar
topologies. The skeleton extracted could also be applied for other
applications such as skeleton-based animations.
The 3D remeshing algorithm with spherical mesh subdivision is
developed to generate a common connectivity for different mesh models.
This method is derived from the concept of spherical mesh subdivision.
The local recursive subdivision can be set to match the desired LOD
(level of details) for source spherical mesh. Such LOD is controllable
and this allows various outputs with different resolutions. Such
recursive subdivision then follows by a triangular correction process
which ensures valid triangulations for the remeshing. And the final
mesh merging and reconstruction process produces the remeshing model
with desired LOD specified from user. Usually the final merged model
contains all the geometric details from each model with reasonable
amount of vertices, unlike other existing methods that result in big
amount of vertices in the merged model. Such multi-resolution outputs
with controllable LOD could also be applied in various other computer
graphics applications such as computer games
SurfNet: Generating 3D shape surfaces using deep residual networks
3D shape models are naturally parameterized using vertices and faces, \ie,
composed of polygons forming a surface. However, current 3D learning paradigms
for predictive and generative tasks using convolutional neural networks focus
on a voxelized representation of the object. Lifting convolution operators from
the traditional 2D to 3D results in high computational overhead with little
additional benefit as most of the geometry information is contained on the
surface boundary. Here we study the problem of directly generating the 3D shape
surface of rigid and non-rigid shapes using deep convolutional neural networks.
We develop a procedure to create consistent `geometry images' representing the
shape surface of a category of 3D objects. We then use this consistent
representation for category-specific shape surface generation from a parametric
representation or an image by developing novel extensions of deep residual
networks for the task of geometry image generation. Our experiments indicate
that our network learns a meaningful representation of shape surfaces allowing
it to interpolate between shape orientations and poses, invent new shape
surfaces and reconstruct 3D shape surfaces from previously unseen images.Comment: CVPR 2017 pape
THREE DIMENSIONAL MODELING AND ANIMATION OF FACIAL EXPRESSIONS
Facial expression and animation are important aspects of the 3D environment featuring human characters. These animations are frequently used in many kinds of applications and there have been many efforts to increase the realism. Three aspects are still stimulating active research: the detailed subtle facial expressions, the process of rigging a face, and the transfer of an expression from one person to another. This dissertation focuses on the above three aspects.
A system for freely designing and creating detailed, dynamic, and animated facial expressions is developed. The presented pattern functions produce detailed and animated facial expressions. The system produces realistic results with fast performance, and allows users to directly manipulate it and see immediate results.
Two unique methods for generating real-time, vivid, and animated tears have been developed and implemented. One method is for generating a teardrop that continually changes its shape as the tear drips down the face. The other is for generating a shedding tear, which is a kind of tear that seamlessly connects with the skin as it flows along the surface of the face, but remains an individual object. The methods both broaden CG and increase the realism of facial expressions.
A new method to automatically set the bones on facial/head models to speed up the rigging process of a human face is also developed. To accomplish this, vertices that describe the face/head as well as relationships between each part of the face/head are grouped. The average distance between pairs of vertices is used to place the head bones. To set the bones in the face with multi-density, the mean value of the vertices in a group is measured. The time saved with this method is significant.
A novel method to produce realistic expressions and animations by transferring an existing expression to a new facial model is developed. The approach is to transform the source model into the target model, which then has the same topology as the source model. The displacement vectors are calculated. Each vertex in the source model is mapped to the target model. The spatial relationships of each mapped vertex are constrained
Exploring How Faces Reveal Our Ethnicity
The human face varies with ethnicity as well as individually within any ethnotype. The ethnicvariation of the human face is seldom explicitly addressed in education. It would be of great value to foster the appreciation of the face as telling the story of the commonality of all of humankind and the diversity in our global distribution. Faces tell about origins and cultures. The language with which a face tells this story should be taught. It is a language not of words but of shapes, specifically three-dimensional shapes. Modern technology enables immersive visualization of three-dimensional shape in compelling ways that facilitate our learning a language with which to describe faces. An interactive animation framework is introduced that allows exploration of the space of ethnic variation via a set of intuitive, human understandable, facial shape properties. Parametric variation in these properties make explicit how our faces reveal our ethnicity
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Parametric face drawings: A demographically diverse and customizable face space model.
We introduce a novel face space model-parametric face drawings (or PFDs)-to generate schematic, though realistic, parameterized line drawings of faces based on the statistical distribution of human facial features. A review of existing face space models (including FaceGen Modeller, Synthetic Faces, MPI, and active appearance model) indicates that current models are constrained by their reliance on ethnically homogeneous face databases. This constraint has led to negative consequences for underrepresented populations, such as impairments in automatized identity recognition of certain demographic groups. Our model is based on a demographically diverse sample of 400 faces (200 female, 200 male; 100 East Asian/Pacific Islander, 100 Latinx/Hispanic, 100 black/African-American, and 100 white/Caucasian) compiled from several face databases (including FERET face recognition technology and the Chicago Face Database). Each front-view face image is manually coded with 85 landmark points that are then normalized and rendered with MATLAB (MathWorks, Natick, MA) tools to produce a smooth, parameterized face line drawing. We present data from two behavioral experiments to validate our model and demonstrate its applicability. In Experiment 1 we show that PFDs produce a reliable "inversion effect" in short-term recognition, a hallmark of holistic processing. In Experiment 2, we conduct a celebrity recognition task, comparing performance on PFDs to performance on untextured renderings from FaceGen Modeller. Participants successfully recognized approximately 50% of celebrity faces based on the PFD models, comparable to performance based on FaceGen Modeler (also 50% correct). We highlight a range of potential applications of our model, list some limitations, and provide MATLAB resources for researchers to utilize our face space, including the ability to customize the demographic makeup of the face space, add new faces, and produce morphs and caricatures
A survey of partial differential equations in geometric design
YesComputer aided geometric design is an area
where the improvement of surface generation techniques
is an everlasting demand since faster and more accurate
geometric models are required. Traditional methods
for generating surfaces were initially mainly based
upon interpolation algorithms. Recently, partial differential
equations (PDE) were introduced as a valuable
tool for geometric modelling since they offer a number
of features from which these areas can benefit. This work
summarises the uses given to PDE surfaces as a surface
generation technique togethe
Design Optimization of Folding Solar Powered Autonomous Underwater Vehicles Using Origami Structure
Origami, as an application for morphing structure engineering, which has been studied for a long time, has recently made remarkable progress in terms of technology. The most distinctive feature of this technology is the presence of two types, flat mode and folded mode. The origami algorithm enables the conversion of these two modes based on the mathematical formulations. Completion of this algorithm now means that origami is part of the design process and can be applied to applications.
This thesis demonstrates a design process for origami-inspired morphing structures that transform between a flat configuration and a folded convex shape. There are many obstacles in the development of the design process. In particular, consideration should be given to the surface difference of the flat configuration and the folded convex mode. In this thesis, I introduce the design process which takes into consideration the origami structure design deeply.
To demonstrate this process, I have selected an application which is emerging and interesting, that is, unmanned vehicles. Especially, the design of Autonomous Underwater Vehicles (AUVs) is a difficult challenge since it requires the consideration of various aspects such as mission range, controllability, energy source, and carrying capacity. The Predictive Parameterized Pareto Genetic Algorithm (P3GA) is selected as the optimization method to determine a parameterized Pareto frontier of design options with desired characteristics for a variety of missions for the AUV
Efficient Methods for Continuous and Discrete Shape Analysis
When interpreting an image of a given object, humans are able to abstract from the presented color information in order to really see the presented object. This abstraction is also known as shape. The concept of shape is not defined exactly in Computer Vision and in this work, we use three different forms of these definitions in order to acquire and analyze shapes. This work is devoted to improve the efficiency of methods that solve important applications of shape analysis. The most important problem in order to analyze shapes is the problem of shape acquisition. To simplify this very challenging problem, numerous researchers have incorporated prior knowledge into the acquisition of shapes. We will present the first approach to acquire shapes given a certain shape knowledge that computes always the global minimum of the involved functional which incorporates a Mumford-Shah like functional with a certain class of shape priors including statistic shape prior and dynamical shape prior. In order to analyze shapes, it is not only important to acquire shapes, but also to classify shapes. In this work, we follow the concept of defining a distance function that measures the dissimilarity of two given shapes. There are two different ways of obtaining such a distance function that we address in this work. Firstly, we model the set of all shapes as a metric space induced by the shortest path on an orbifold. The shortest path will provide us with a shape morphing, i.e., a continuous transformation from one shape into another. Secondly, we address the problem of shape matching that finds corresponding points on two shapes with respect to a preselected feature. Our main contribution for the problem of shape morphing lies in the immense acceleration of the morphing computation. Instead of solving partial resp. ordinary differential equations, we are able to solve this problem via a gradient descent approach that subsequently shortens the length of a path on the given manifold. During our runtime test, we observed a run-time acceleration of up to a factor of 1000. Shape matching is a classical discrete problem. If each shape is discretized by N shape points, most Computer Vision methods needed a cubic run-time. We will provide two approaches how to reduce this worst-case complexity to O(N2 log(N)). One approach exploits the planarity of the involved graph in order to efficiently compute N shortest path in a graph of O(N2) vertices. The other approach computes a minimal cut in a planar graph in O(N log(N)). In order to make this approach applicable to shape matching, we improved the run-time of a recently developed graph cut approach by an empirical factor of 2ā4
IST Austria Thesis
Fabrication of curved shells plays an important role in modern design, industry, and science. Among their remarkable properties are, for example, aesthetics of organic shapes, ability to evenly distribute loads, or efficient flow separation. They find applications across vast length scales ranging from sky-scraper architecture to microscopic devices. But, at
the same time, the design of curved shells and their manufacturing process pose a variety of challenges. In this thesis, they are addressed from several perspectives. In particular, this thesis presents approaches based on the transformation of initially flat sheets into the target curved surfaces. This involves problems of interactive design of shells with nontrivial mechanical constraints, inverse design of complex structural materials, and data-driven modeling of delicate and time-dependent physical properties. At the same time, two newly-developed self-morphing mechanisms targeting flat-to-curved transformation are presented.
In architecture, doubly curved surfaces can be realized as cold bent glass panelizations. Originally flat glass panels are bent into frames and remain stressed. This is a cost-efficient fabrication approach compared to hot bending, when glass panels are shaped plastically. However such constructions are prone to breaking during bending, and it is highly
nontrivial to navigate the design space, keeping the panels fabricable and aesthetically pleasing at the same time. We introduce an interactive design system for cold bent glass faƧades, while previously even offline optimization for such scenarios has not been sufficiently developed. Our method is based on a deep learning approach providing quick
and high precision estimation of glass panel shape and stress while handling the shape
multimodality.
Fabrication of smaller objects of scales below 1 m, can also greatly benefit from shaping originally flat sheets. In this respect, we designed new self-morphing shell mechanisms transforming from an initial flat state to a doubly curved state with high precision and detail. Our so-called CurveUps demonstrate the encodement of the geometric information
into the shell. Furthermore, we explored the frontiers of programmable materials and showed how temporal information can additionally be encoded into a flat shell. This allows prescribing deformation sequences for doubly curved surfaces and, thus, facilitates self-collision avoidance enabling complex shapes and functionalities otherwise impossible.
Both of these methods include inverse design tools keeping the user in the design loop
Final Report to NSF of the Standards for Facial Animation Workshop
The human face is an important and complex communication channel. It is a very familiar and sensitive object of human perception. The facial animation field has increased greatly in the past few years as fast computer graphics workstations have made the modeling and real-time animation of hundreds of thousands of polygons affordable and almost commonplace. Many applications have been developed such as teleconferencing, surgery, information assistance systems, games, and entertainment. To solve these different problems, different approaches for both animation control and modeling have been developed
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