6,888 research outputs found
Representation and coding of 3D video data
Livrable D4.1 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D4.1 du projet
Single-Strip Triangulation of Manifolds with Arbitrary Topology
Triangle strips have been widely used for efficient rendering. It is
NP-complete to test whether a given triangulated model can be represented as a
single triangle strip, so many heuristics have been proposed to partition
models into few long strips. In this paper, we present a new algorithm for
creating a single triangle loop or strip from a triangulated model. Our method
applies a dual graph matching algorithm to partition the mesh into cycles, and
then merges pairs of cycles by splitting adjacent triangles when necessary. New
vertices are introduced at midpoints of edges and the new triangles thus formed
are coplanar with their parent triangles, hence the visual fidelity of the
geometry is not changed. We prove that the increase in the number of triangles
due to this splitting is 50% in the worst case, however for all models we
tested the increase was less than 2%. We also prove tight bounds on the number
of triangles needed for a single-strip representation of a model with holes on
its boundary. Our strips can be used not only for efficient rendering, but also
for other applications including the generation of space filling curves on a
manifold of any arbitrary topology.Comment: 12 pages, 10 figures. To appear at Eurographics 200
Study of Subjective and Objective Quality Evaluation of 3D Point Cloud Data by the JPEG Committee
The SC29/WG1 (JPEG) Committee within ISO/IEC is currently working on developing standards for the storage, compression and transmission of 3D point cloud information. To support the creation of these standards, the committee has created a database of 3D point clouds representing various quality levels and use-cases and examined a range of 2D and 3D objective quality measures. The examined quality measures are correlated with subjective judgments for a number of compression levels. In this paper we describe the database created, tests performed and key observations on the problems of 3D point cloud quality assessment
Shape Animation with Combined Captured and Simulated Dynamics
We present a novel volumetric animation generation framework to create new
types of animations from raw 3D surface or point cloud sequence of captured
real performances. The framework considers as input time incoherent 3D
observations of a moving shape, and is thus particularly suitable for the
output of performance capture platforms. In our system, a suitable virtual
representation of the actor is built from real captures that allows seamless
combination and simulation with virtual external forces and objects, in which
the original captured actor can be reshaped, disassembled or reassembled from
user-specified virtual physics. Instead of using the dominant surface-based
geometric representation of the capture, which is less suitable for volumetric
effects, our pipeline exploits Centroidal Voronoi tessellation decompositions
as unified volumetric representation of the real captured actor, which we show
can be used seamlessly as a building block for all processing stages, from
capture and tracking to virtual physic simulation. The representation makes no
human specific assumption and can be used to capture and re-simulate the actor
with props or other moving scenery elements. We demonstrate the potential of
this pipeline for virtual reanimation of a real captured event with various
unprecedented volumetric visual effects, such as volumetric distortion,
erosion, morphing, gravity pull, or collisions
Low velocity impact modeling in composite laminates capturing permanent indentation
This paper deals with impact damage and permanent indentation modeling. A numerical model has been elaborated in order to simulate the different impact damage types developing during low velocity/low energy impact. The three current damage types: matrix cracking, fiber failure and delamination, are simulated. Inter-laminar damage, i.e. interface delamination, is conventionally simulated using interface elements based on fracture mechanics. Intra-laminar damage, i.e. matrix cracks, is simulated using interface elements based on failure criterion. Fiber failure is simulated using degradation in the volume elements. The originality of this model is to simulate permanent indentation after impact with a ‘‘plastic-like’’model introduced in the matrix cracking elements. This model type is based on experimental observations showing matrix cracking debris which block crack closure. Lastly, experimental validation is performed, which demonstrates the model’s satisfactory relevance in simulating impact damage. This acceptable match between experiment and modeling confirms the interest of the novel approach proposed in this paper to describe the physics behind permanent indentation
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