3 research outputs found
Understanding the Structure of 3D Shapes
Compact representations of three dimensional objects are very often used
in computer graphics to create effective ways to analyse, manipulate and
transmit 3D models. Their ability to abstract from the concrete shapes and
expose their structure is important in a number of applications, spanning
from computer animation, to medicine, to physical simulations. This thesis
will investigate new methods for the generation of compact shape representations.
In the first part, the problem of computing optimal PolyCube base
complexes will be considered. PolyCubes are orthogonal polyhedra used
in computer graphics to map both surfaces and volumes. Their ability to
resemble the original models and at the same time expose a very simple and
regular structure is important in a number of applications, such as texture
mapping, spline fitting and hex-meshing. The second part will focus on
medial descriptors. In particular, two new algorithms for the generation
of curve-skeletons will be presented. These methods are completely based
on the visual appearance of the input, therefore they are independent from
the type, number and quality of the primitives used to describe a shape,
determining, thus, an advancement to the state of the art in the field
Understanding the Structure of 3D Shapes
Compact representations of three dimensional objects are very often used
in computer graphics to create effective ways to analyse, manipulate and
transmit 3D models. Their ability to abstract from the concrete shapes and
expose their structure is important in a number of applications, spanning
from computer animation, to medicine, to physical simulations. This thesis
will investigate new methods for the generation of compact shape representations.
In the first part, the problem of computing optimal PolyCube base
complexes will be considered. PolyCubes are orthogonal polyhedra used
in computer graphics to map both surfaces and volumes. Their ability to
resemble the original models and at the same time expose a very simple and
regular structure is important in a number of applications, such as texture
mapping, spline fitting and hex-meshing. The second part will focus on
medial descriptors. In particular, two new algorithms for the generation
of curve-skeletons will be presented. These methods are completely based
on the visual appearance of the input, therefore they are independent from
the type, number and quality of the primitives used to describe a shape,
determining, thus, an advancement to the state of the art in the field
Rigid registration of different poses of animated shapes
Different poses of 3D models are very often given in different positions and orientations in space. Since most of
the computer graphics algorithms do not satisfy geometric invariance, it is very important to bring shapes into
a canonical coordinate frame before any processing. In this paper we consider the problem of finding the best
alignment between two or more different poses of the same object represented by triangle meshes sharing the same
connectivity. Firstly, we developed a method to select a region of interest (ROI) which has a perfect alignment over
the two poses (up to a rigid movement). Secondary, we solved a simplified version of the Largest Common Point-set
(LCP) problem with a-priori knowledge about point correspondence, in order to align the ROIs. We eventually align
the poses performing least square rigid registration. Our method makes no assumption about the starting positions
of the objects and can also be used with more than two poses at once. It is fast, non-iterative, easy to reproduce and
brings the poses into the best alignment whatever the initial positions are