790 research outputs found

    Perceptual Quality Evaluation of 3D Triangle Mesh: A Technical Review

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    © 2018 IEEE. During mesh processing operations (e.g. simplifications, compression, and watermarking), a 3D triangle mesh is subject to various visible distortions on mesh surface which result in a need to estimate visual quality. The necessity of perceptual quality evaluation is already established, as in most cases, human beings are the end users of 3D meshes. To measure such kinds of distortions, the metrics that consider geometric measures integrating human visual system (HVS) is called perceptual quality metrics. In this paper, we direct an expansive study on 3D mesh quality evaluation mostly focusing on recently proposed perceptual based metrics. We limit our study on greyscale static mesh evaluation and attempt to figure out the most workable method for real-Time evaluation by making a quantitative comparison. This paper also discusses in detail how to evaluate objective metric's performance with existing subjective databases. In this work, we likewise research the utilization of the psychometric function to expel non-linearity between subjective and objective values. Finally, we draw a comparison among some selected quality metrics and it shows that curvature tensor based quality metrics predicts consistent result in terms of correlation

    A perceptual quality metric for 3D triangle meshes based on spatial pooling

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    © 2018, Higher Education Press and Springer-Verlag GmbH Germany, part of Springer Nature. In computer graphics, various processing operations are applied to 3D triangle meshes and these processes often involve distortions, which affect the visual quality of surface geometry. In this context, perceptual quality assessment of 3D triangle meshes has become a crucial issue. In this paper, we propose a new objective quality metric for assessing the visual difference between a reference mesh and a corresponding distorted mesh. Our analysis indicates that the overall quality of a distorted mesh is sensitive to the distortion distribution. The proposed metric is based on a spatial pooling strategy and statistical descriptors of the distortion distribution. We generate a perceptual distortion map for vertices in the reference mesh while taking into account the visual masking effect of the human visual system. The proposed metric extracts statistical descriptors from the distortion map as the feature vector to represent the overall mesh quality. With the feature vector as input, we adopt a support vector regression model to predict the mesh quality score.We validate the performance of our method with three publicly available databases, and the comparison with state-of-the-art metrics demonstrates the superiority of our method. Experimental results show that our proposed method achieves a high correlation between objective assessment and subjective scores

    Geo-Metric: {A} Perceptual Dataset of Distortions on Faces

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    Quality Measurements on Quantised Meshes

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    In computer graphics, triangle mesh has emerged as the ubiquitous shape rep- resentation for 3D modelling and visualisation applications. Triangle meshes, often undergo compression by specialised algorithms for the purposes of storage and trans- mission. During the compression processes, the coordinates of the vertices of the triangle meshes are quantised using fixed-point arithmetic. Potentially, that can alter the visual quality of the 3D model. Indeed, if the number of bits per vertex coordinate is too low, the mesh will be deemed by the user as visually too coarse as quantisation artifacts will become perceptible. Therefore, there is the need for the development of quality metrics that will enable us to predict the visual appearance of a triangle mesh at a given level of vertex coordinate quantisation

    Interactive inspection of complex multi-object industrial assemblies

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    The final publication is available at Springer via http://dx.doi.org/10.1016/j.cad.2016.06.005The use of virtual prototypes and digital models containing thousands of individual objects is commonplace in complex industrial applications like the cooperative design of huge ships. Designers are interested in selecting and editing specific sets of objects during the interactive inspection sessions. This is however not supported by standard visualization systems for huge models. In this paper we discuss in detail the concept of rendering front in multiresolution trees, their properties and the algorithms that construct the hierarchy and efficiently render it, applied to very complex CAD models, so that the model structure and the identities of objects are preserved. We also propose an algorithm for the interactive inspection of huge models which uses a rendering budget and supports selection of individual objects and sets of objects, displacement of the selected objects and real-time collision detection during these displacements. Our solution–based on the analysis of several existing view-dependent visualization schemes–uses a Hybrid Multiresolution Tree that mixes layers of exact geometry, simplified models and impostors, together with a time-critical, view-dependent algorithm and a Constrained Front. The algorithm has been successfully tested in real industrial environments; the models involved are presented and discussed in the paper.Peer ReviewedPostprint (author's final draft

    Enhancing Mesh Deformation Realism: Dynamic Mesostructure Detailing and Procedural Microstructure Synthesis

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    Propomos uma solução para gerar dados de mapas de relevo dinâmicos para simular deformações em superfícies macias, com foco na pele humana. A solução incorpora a simulação de rugas ao nível mesoestrutural e utiliza texturas procedurais para adicionar detalhes de microestrutura estáticos. Oferece flexibilidade além da pele humana, permitindo a geração de padrões que imitam deformações em outros materiais macios, como couro, durante a animação. As soluções existentes para simular rugas e pistas de deformação frequentemente dependem de hardware especializado, que é dispendioso e de difícil acesso. Além disso, depender exclusivamente de dados capturados limita a direção artística e dificulta a adaptação a mudanças. Em contraste, a solução proposta permite a síntese dinâmica de texturas que se adaptam às deformações subjacentes da malha de forma fisicamente plausível. Vários métodos foram explorados para sintetizar rugas diretamente na geometria, mas sofrem de limitações como auto-interseções e maiores requisitos de armazenamento. A intervenção manual de artistas na criação de mapas de rugas e mapas de tensão permite controle, mas pode ser limitada em deformações complexas ou onde maior realismo seja necessário. O nosso trabalho destaca o potencial dos métodos procedimentais para aprimorar a geração de padrões de deformação dinâmica, incluindo rugas, com maior controle criativo e sem depender de dados capturados. A incorporação de padrões procedimentais estáticos melhora o realismo, e a abordagem pode ser estendida além da pele para outros materiais macios.We propose a solution for generating dynamic heightmap data to simulate deformations for soft surfaces, with a focus on human skin. The solution incorporates mesostructure-level wrinkles and utilizes procedural textures to add static microstructure details. It offers flexibility beyond human skin, enabling the generation of patterns mimicking deformations in other soft materials, such as leater, during animation. Existing solutions for simulating wrinkles and deformation cues often rely on specialized hardware, which is costly and not easily accessible. Moreover, relying solely on captured data limits artistic direction and hinders adaptability to changes. In contrast, our proposed solution provides dynamic texture synthesis that adapts to underlying mesh deformations. Various methods have been explored to synthesize wrinkles directly to the geometry, but they suffer from limitations such as self-intersections and increased storage requirements. Manual intervention by artists using wrinkle maps and tension maps provides control but may be limited to the physics-based simulations. Our research presents the potential of procedural methods to enhance the generation of dynamic deformation patterns, including wrinkles, with greater creative control and without reliance on captured data. Incorporating static procedural patterns improves realism, and the approach can be extended to other soft-materials beyond skin

    3D Mesh Simplification. A survey of algorithms and CAD model simplification tests

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    Simplification of highly detailed CAD models is an important step when CAD models are visualized or by other means utilized in augmented reality applications. Without simplification, CAD models may cause severe processing and storage is- sues especially in mobile devices. In addition, simplified models may have other advantages like better visual clarity or improved reliability when used for visual pose tracking. The geometry of CAD models is invariably presented in form of a 3D mesh. In this paper, we survey mesh simplification algorithms in general and focus especially to algorithms that can be used to simplify CAD models. We test some commonly known algorithms with real world CAD data and characterize some new CAD related simplification algorithms that have not been surveyed in previous mesh simplification reviews.Siirretty Doriast

    A new mesh visual quality metric using saliency weighting-based pooling strategy

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    © 2018 Elsevier Inc. Several metrics have been proposed to assess the visual quality of 3D triangular meshes during the last decade. In this paper, we propose a mesh visual quality metric by integrating mesh saliency into mesh visual quality assessment. We use the Tensor-based Perceptual Distance Measure metric to estimate the local distortions for the mesh, and pool local distortions into a quality score using a saliency weighting-based pooling strategy. Three well-known mesh saliency detection methods are used to demonstrate the superiority and effectiveness of our metric. Experimental results show that our metric with any of three saliency maps performs better than state-of-the-art metrics on the LIRIS/EPFL general-purpose database. We generate a synthetic saliency map by assembling salient regions from individual saliency maps. Experimental results reveal that the synthetic saliency map achieves better performance than individual saliency maps, and the performance gain is closely correlated with the similarity between the individual saliency maps

    From 3D Models to 3D Prints: an Overview of the Processing Pipeline

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    Due to the wide diffusion of 3D printing technologies, geometric algorithms for Additive Manufacturing are being invented at an impressive speed. Each single step, in particular along the Process Planning pipeline, can now count on dozens of methods that prepare the 3D model for fabrication, while analysing and optimizing geometry and machine instructions for various objectives. This report provides a classification of this huge state of the art, and elicits the relation between each single algorithm and a list of desirable objectives during Process Planning. The objectives themselves are listed and discussed, along with possible needs for tradeoffs. Additive Manufacturing technologies are broadly categorized to explicitly relate classes of devices and supported features. Finally, this report offers an analysis of the state of the art while discussing open and challenging problems from both an academic and an industrial perspective.Comment: European Union (EU); Horizon 2020; H2020-FoF-2015; RIA - Research and Innovation action; Grant agreement N. 68044
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