2,242 research outputs found
Shape manipulation using physically based wire deformations
This paper develops an efficient, physically based shape manipulation technique. It defines a 3D model with profile curves, and uses spine curves generated from the profile curves to control the motion and global shape of 3D models. Profile and spine curves are changed into profile and spine wires by specifying proper material and geometric properties together with external forces. The underlying physics is introduced to deform profile and spine wires through the closed form solution to ordinary differential equations for axial and bending deformations. With the proposed approach, global shape changes are achieved through manipulating spine wires, and local surface details are created by deforming profile wires. A number of examples are presented to demonstrate the applications of our proposed approach in shape manipulation
Variational Autoencoders for Deforming 3D Mesh Models
3D geometric contents are becoming increasingly popular. In this paper, we
study the problem of analyzing deforming 3D meshes using deep neural networks.
Deforming 3D meshes are flexible to represent 3D animation sequences as well as
collections of objects of the same category, allowing diverse shapes with
large-scale non-linear deformations. We propose a novel framework which we call
mesh variational autoencoders (mesh VAE), to explore the probabilistic latent
space of 3D surfaces. The framework is easy to train, and requires very few
training examples. We also propose an extended model which allows flexibly
adjusting the significance of different latent variables by altering the prior
distribution. Extensive experiments demonstrate that our general framework is
able to learn a reasonable representation for a collection of deformable
shapes, and produce competitive results for a variety of applications,
including shape generation, shape interpolation, shape space embedding and
shape exploration, outperforming state-of-the-art methods.Comment: CVPR 201
Chapter 4: simulating a deformable object using a surface mass spring system
This paper introduces volume springs that provide the volume effect to a surface model when it is deformed The estimation of the properties of the model takes the real material properties into consideration, where each spring stiffness is derived based on the elasticity, rigidity and compressibility modulus. The proposed model can be adopted to simulate soft objects such as a deformable human breast, and it can be further extended to address other material properties
Cute Balloons with Thickness
Based on the fnite element method, we present a simple volume-preserved thin shell deformation algorithm to simulate the process of inflating a balloon. Diff erent from other thin shells, the material of balloons has special features: large stretch, small bend and shear, and incompressibility. Previous deformation methods often focus on typical three-dimensional models or thin plate models such as cloth model. The rest thin shell methods are complex or ignore the special features of thin shells especially balloons. We modify the triangle element to simple three-prism element, ignore bending and shearing deformation, and use volume preservation algorithm to match the incompressibility of balloons. Simple gas model is used, which interacts with shells to make the balloons inflated. Di different balloon examples have been tested in our experiments and the results are compared with those of other methods. The experiments show that our algorithm is simple and effective
Embedded Implicit Stand-ins for Animated Meshes: a Case of Hybrid Modelling
In this paper we address shape modelling problems, encountered in computer animation and computer games development that are difficult to solve just using polygonal meshes. Our approach is based on a hybrid modelling concept that combines polygonal meshes with implicit surfaces. A hybrid model consists of an animated polygonal mesh and an approximation of this mesh by a convolution surface stand-in that is embedded within it or is attached to it. The motions of both objects are synchronised using a rigging skeleton. This approach is used to model the interaction between an animated mesh object and a viscoelastic substance, normally modelled in implicit form. The adhesive behaviour of the viscous object is modelled using geometric blending operations on the corresponding implicit surfaces. Another application of this approach is the creation of metamorphosing implicit surface parts that are attached to an animated mesh. A prototype implementation of the proposed approach and several examples of modelling and animation with near real-time preview times are presented
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