4,982 research outputs found

    Digital 3D Smocking Design

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    We develop an optimization-based method to model smocking, a surface embroidery technique that provides decorative geometric texturing while maintaining stretch properties of the fabric. During smocking, multiple pairs of points on the fabric are stitched together, creating non-manifold geometric features and visually pleasing textures. Designing smocking patterns is challenging, because the outcome of stitching is unpredictable: the final texture is often revealed only when the whole smocking process is completed, necessitating painstaking physical fabrication and time consuming trial-and-error experimentation. This motivates us to seek a digital smocking design method. Straightforward attempts to compute smocked fabric geometry using surface deformation or cloth simulation methods fail to produce realistic results, likely due to the intricate structure of the designs, the large number of contacts and high-curvature folds. We instead formulate smocking as a graph embedding and shape deformation problem. We extract a coarse graph representing the fabric and the stitching constraints, and then derive the graph structure of the smocked result. We solve for the 3D embedding of this graph, which in turn reliably guides the deformation of the high-resolution fabric mesh. Our optimization based method is simple, efficient, and flexible, which allows us to build an interactive system for smocking pattern exploration. To demonstrate the accuracy of our method, we compare our results to real fabrications on a large set of smocking patternsComment: 17 pages, 35 figure

    Sequential non-rigid structure from motion using physical priors

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    © 20xx IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.We propose a new approach to simultaneously recover camera pose and 3D shape of non-rigid and potentially extensible surfaces from a monocular image sequence. For this purpose, we make use of the Extended Kalman Filter based Simultaneous Localization And Mapping (EKF-SLAM) formulation, a Bayesian optimization framework traditionally used in mobile robotics for estimating camera pose and reconstructing rigid scenarios. In order to extend the problem to a deformable domain we represent the object's surface mechanics by means of Navier's equations, which are solved using a Finite Element Method (FEM). With these main ingredients, we can further model the material's stretching, allowing us to go a step further than most of current techniques, typically constrained to surfaces undergoing isometric deformations. We extensively validate our approach in both real and synthetic experiments, and demonstrate its advantages with respect to competing methods. More specifically, we show that besides simultaneously retrieving camera pose and non-rigid shape, our approach is adequate for both isometric and extensible surfaces, does not require neither batch processing all the frames nor tracking points over the whole sequence and runs at several frames per second.Peer ReviewedPostprint (author's final draft

    HIGH QUALITY HUMAN 3D BODY MODELING, TRACKING AND APPLICATION

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    Geometric reconstruction of dynamic objects is a fundamental task of computer vision and graphics, and modeling human body of high fidelity is considered to be a core of this problem. Traditional human shape and motion capture techniques require an array of surrounding cameras or subjects wear reflective markers, resulting in a limitation of working space and portability. In this dissertation, a complete process is designed from geometric modeling detailed 3D human full body and capturing shape dynamics over time using a flexible setup to guiding clothes/person re-targeting with such data-driven models. As the mechanical movement of human body can be considered as an articulate motion, which is easy to guide the skin animation but has difficulties in the reverse process to find parameters from images without manual intervention, we present a novel parametric model, GMM-BlendSCAPE, jointly taking both linear skinning model and the prior art of BlendSCAPE (Blend Shape Completion and Animation for PEople) into consideration and develop a Gaussian Mixture Model (GMM) to infer both body shape and pose from incomplete observations. We show the increased accuracy of joints and skin surface estimation using our model compared to the skeleton based motion tracking. To model the detailed body, we start with capturing high-quality partial 3D scans by using a single-view commercial depth camera. Based on GMM-BlendSCAPE, we can then reconstruct multiple complete static models of large pose difference via our novel non-rigid registration algorithm. With vertex correspondences established, these models can be further converted into a personalized drivable template and used for robust pose tracking in a similar GMM framework. Moreover, we design a general purpose real-time non-rigid deformation algorithm to accelerate this registration. Last but not least, we demonstrate a novel virtual clothes try-on application based on our personalized model utilizing both image and depth cues to synthesize and re-target clothes for single-view videos of different people

    Real-time Deep Dynamic Characters

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