5,355 research outputs found

    Ghost on the Shell: An Expressive Representation of General 3D Shapes

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    The creation of photorealistic virtual worlds requires the accurate modeling of 3D surface geometry for a wide range of objects. For this, meshes are appealing since they 1) enable fast physics-based rendering with realistic material and lighting, 2) support physical simulation, and 3) are memory-efficient for modern graphics pipelines. Recent work on reconstructing and statistically modeling 3D shape, however, has critiqued meshes as being topologically inflexible. To capture a wide range of object shapes, any 3D representation must be able to model solid, watertight, shapes as well as thin, open, surfaces. Recent work has focused on the former, and methods for reconstructing open surfaces do not support fast reconstruction with material and lighting or unconditional generative modelling. Inspired by the observation that open surfaces can be seen as islands floating on watertight surfaces, we parameterize open surfaces by defining a manifold signed distance field on watertight templates. With this parameterization, we further develop a grid-based and differentiable representation that parameterizes both watertight and non-watertight meshes of arbitrary topology. Our new representation, called Ghost-on-the-Shell (G-Shell), enables two important applications: differentiable rasterization-based reconstruction from multiview images and generative modelling of non-watertight meshes. We empirically demonstrate that G-Shell achieves state-of-the-art performance on non-watertight mesh reconstruction and generation tasks, while also performing effectively for watertight meshes.Comment: Technical Report (26 pages, 16 figures, Project Page: https://gshell3d.github.io/

    Dynamics and Topological Aspects of a Reconstructed Two-Dimensional Foam Time Series Using Potts Model on a Pinned Lattice

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    We discuss a method to reconstruct an approximate two-dimensional foam structure from an incomplete image using the extended Potts mode with a pinned lattice we introduced in a previous paper. The initial information consists of the positions of the vertices only. We locate the centers of the bubbles using the Euclidean distance-map construction and assign at each vertex position a continuous pinning field with a potential falling off as 1/r1/r. We nucleate a bubble at each center using the extended Potts model and let the structure evolve under the constraint of scaled target areas until the bubbles contact each other. The target area constraint and pinning centers prevent further coarsening. We then turn the area constraint off and let the edges relax to a minimum energy configuration. The result is a reconstructed structure very close to the simulation. We repeated this procedure for various stages of the coarsening of the same simulated foam and investigated the simulation and reconstruction dynamics, topology and area distribution, finding that they agree to good accuracy.Comment: 31 pages, 20 Postscript figures Accepted in the Journal of Computational Physic

    Towards Persistence-Based Reconstruction in Euclidean Spaces

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    Manifold reconstruction has been extensively studied for the last decade or so, especially in two and three dimensions. Recently, significant improvements were made in higher dimensions, leading to new methods to reconstruct large classes of compact subsets of Euclidean space Rd\R^d. However, the complexities of these methods scale up exponentially with d, which makes them impractical in medium or high dimensions, even for handling low-dimensional submanifolds. In this paper, we introduce a novel approach that stands in-between classical reconstruction and topological estimation, and whose complexity scales up with the intrinsic dimension of the data. Specifically, when the data points are sufficiently densely sampled from a smooth mm-submanifold of Rd\R^d, our method retrieves the homology of the submanifold in time at most c(m)n5c(m)n^5, where nn is the size of the input and c(m)c(m) is a constant depending solely on mm. It can also provably well handle a wide range of compact subsets of Rd\R^d, though with worse complexities. Along the way to proving the correctness of our algorithm, we obtain new results on \v{C}ech, Rips, and witness complex filtrations in Euclidean spaces

    Learning single-image 3D reconstruction by generative modelling of shape, pose and shading

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    We present a unified framework tackling two problems: class-specific 3D reconstruction from a single image, and generation of new 3D shape samples. These tasks have received considerable attention recently; however, most existing approaches rely on 3D supervision, annotation of 2D images with keypoints or poses, and/or training with multiple views of each object instance. Our framework is very general: it can be trained in similar settings to existing approaches, while also supporting weaker supervision. Importantly, it can be trained purely from 2D images, without pose annotations, and with only a single view per instance. We employ meshes as an output representation, instead of voxels used in most prior work. This allows us to reason over lighting parameters and exploit shading information during training, which previous 2D-supervised methods cannot. Thus, our method can learn to generate and reconstruct concave object classes. We evaluate our approach in various settings, showing that: (i) it learns to disentangle shape from pose and lighting; (ii) using shading in the loss improves performance compared to just silhouettes; (iii) when using a standard single white light, our model outperforms state-of-the-art 2D-supervised methods, both with and without pose supervision, thanks to exploiting shading cues; (iv) performance improves further when using multiple coloured lights, even approaching that of state-of-the-art 3D-supervised methods; (v) shapes produced by our model capture smooth surfaces and fine details better than voxel-based approaches; and (vi) our approach supports concave classes such as bathtubs and sofas, which methods based on silhouettes cannot learn.Comment: Extension of arXiv:1807.09259, accepted to IJCV. Differentiable renderer available at https://github.com/pmh47/dir

    Measurement and Evaluation of Deep Learning Based 3D Reconstruction

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    Performances of Deep Learning (DL) based methods for 3D reconstruction are becoming at par or better than classical computer vision techniques. Learning requires data with proper annotations. While images have a standardized representation, there is currently no widely accepted format for efficiently representing 3D output shapes. The challenge lies in finding a format that can handle the high-resolution geometry of any shape while also being memory and computationally efficient. Therefore, most advanced learning-based 3D reconstructions are restricted to a certain domain. In this work, we compare the performance of different output representations for 3D reconstruction in different contexts including objects or natural scenes, full human body to human body parts reconstruction. Despite substantial progress in the semantic understanding of the visual world, there are few methods that can reconstruct from a single view for a s large set of objects. Our the objective is to investigate methods to reconstruct a wider variety of object categories in 3D and aim to achieve accurate 3D reconstruction at both object and scene levels. In this work, we compare the performance of different output representations for 3D reconstruction in such a way that will give us implicit and smooth output representation of complex geometry of 3D from RGB images, DICOM (Digital Imaging and Communications in Medicine) formatted MRI breast images and images from a wild environment in terms of input using the Deep Learning methods and available 3D processing applications (MeshLab, 3D Slicer, and Mayavi)
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