625 research outputs found

    A jigsaw puzzle framework for homogenization of high porosity foams

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    An approach to homogenization of high porosity metallic foams is explored. The emphasis is on the \Alporas{} foam and its representation by means of two-dimensional wire-frame models. The guaranteed upper and lower bounds on the effective properties are derived by the first-order homogenization with the uniform and minimal kinematic boundary conditions at heart. This is combined with the method of Wang tilings to generate sufficiently large material samples along with their finite element discretization. The obtained results are compared to experimental and numerical data available in literature and the suitability of the two-dimensional setting itself is discussed.Comment: 11 pages, 7 figures, 3 table

    Project SEMACODE : a scale-invariant object recognition system for content-based queries in image databases

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    For the efficient management of large image databases, the automated characterization of images and the usage of that characterization for searching and ordering tasks is highly desirable. The purpose of the project SEMACODE is to combine the still unsolved problem of content-oriented characterization of images with scale-invariant object recognition and modelbased compression methods. To achieve this goal, existing techniques as well as new concepts related to pattern matching, image encoding, and image compression are examined. The resulting methods are integrated in a common framework with the aid of a content-oriented conception. For the application, an image database at the library of the university of Frankfurt/Main (StUB; about 60000 images), the required operations are developed. The search and query interfaces are defined in close cooperation with the StUB project “Digitized Colonial Picture Library”. This report describes the fundamentals and first results of the image encoding and object recognition algorithms developed within the scope of the project

    MeshDiffusion: Score-based Generative 3D Mesh Modeling

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    We consider the task of generating realistic 3D shapes, which is useful for a variety of applications such as automatic scene generation and physical simulation. Compared to other 3D representations like voxels and point clouds, meshes are more desirable in practice, because (1) they enable easy and arbitrary manipulation of shapes for relighting and simulation, and (2) they can fully leverage the power of modern graphics pipelines which are mostly optimized for meshes. Previous scalable methods for generating meshes typically rely on sub-optimal post-processing, and they tend to produce overly-smooth or noisy surfaces without fine-grained geometric details. To overcome these shortcomings, we take advantage of the graph structure of meshes and use a simple yet very effective generative modeling method to generate 3D meshes. Specifically, we represent meshes with deformable tetrahedral grids, and then train a diffusion model on this direct parametrization. We demonstrate the effectiveness of our model on multiple generative tasks.Comment: Published in ICLR 2023 (Spotlight, Notable-top-25%

    Replaceable Substructures for Efficient Part-Based Modeling

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    International audienceA popular mode of shape synthesis involves mixing and matching parts from different objects to form a coherent whole. The key challenge is to efficiently synthesize shape variations that are plausible, both locally and globally. A major obstacle is to assemble the objects with local consistency, i.e., all the connections between parts are valid with no dangling open connections. The combinatorial complexity of this problem limits existing methods in geometric and/or topological variations of the synthesized models. In this work, we introduce replaceable substructures as arrangements of parts that can be interchanged while ensuring boundary consistency. The consistency information is extracted from part labels and connections in the original source models. We present a polynomial time algorithm that discovers such substructures by working on a dual of the original shape graph that encodes inter-part connectivity. We demonstrate the algorithm on a range of test examples producing plausible shape variations, both from a geometric and from a topological viewpoint

    Example based texture synthesis and quantification of texture quality

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    Textures have been used effectively to create realistic environments for virtual worlds by reproducing the surface appearances. One of the widely-used methods for creating textures is the example based texture synthesis method. In this method of generating a texture of arbitrary size, an input image from the real world is provided. This input image is used for the basis of generating large textures. Various methods based on the underlying pattern of the image have been used to create these textures; however, the problem of finding an algorithm which provides a good output is still an open research issue. Moreover, the process of determining the best of the outputs produced by the existing methods is a subjective one and requires human intervention. No quantification measure exists to do a relative comparison between the outputs. This dissertation addresses both problems using a novel approach. The dissertation also proposes an improved algorithm for image inpainting which yields better results than existing methods. Firstly, this dissertation presents a methodology which uses a HSI (hue, saturation, intensity) color model in conjunction with the hybrid approach to improve the quality of the synthesized texture. Unlike the RGB (red, green, blue) color model, the HSI color model is more intuitive and closer to human perception. The hue, saturation and intensity are better indicators than the three color channels used in the RGB model. They represent the exact way, in which the eye sees color in the real world. Secondly, this dissertation addresses the issue of quantifying the quality of the output textures generated using the various texture synthesis methods. Quantifying the quality of the output generated is an important issue and a novel method using statistical measures and a color autocorrelogram has been proposed. It is a two step method; in the first step a measure of the energy, entropy and similar statistical measures helps determine the consistency of the output texture. In the second step an autocorelogram is used to analyze color images as well and quantify them effectively. Finally, this disseratation prsesents a method for improving image inpainting. In the case of inpainting, small sections of the image missing due to noise or other similar reasons can be reproduced using example based texture synthesis. The region of the image immediately surrounding the missing section is treated as sample input. Inpainting can also be used to alter images by removing large sections of the image and filling the removed section with the image data from the rest of the image. For this, a maximum edge detector method is proposed to determine the correct order of section filling and produces significantly better results

    Constrained random sampling and gap filling technique for near-regular texture synthesis

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    Projecte realitzat mitjançant programa de mobilitat. TECHNISCHE UNIVERSITÄT BERLIN. FAKULTÄT ELEKTROTECHNIK UND INFORMATIK. INSTITUT FÜR TECHNISCHE INFORMATIK UND MIKROELEKTRONIK COMPUTER VISION AND REMOTE SENSINGThis thesis addresses the synthesis of near-regular textures, i.e. textures that consist of a regular global structure plus subtle yet very characteristic stochastic irregularities, from a small exemplar image. Such textures are difficult to synthesize due to the complementary characteristics of these structures. The main purpose of this thesis is to present a novel method which we call Random Sampling and Gap Filling (RSGF) to synthesize near-regular textures. The synthesis approach is guided by a lattice of the global structure estimated from a generalized normalized autocorrelation of the sample image. This lattice constrains a random sampling process to maintain the global regular structure yet ensuring the characteristic randomness of the irregular structures. An alternative method to find the piece of texture within the input sample whose simple tiling presents less visible seams is also presented for illustration of quality enhancement purposes. Results presented in this work show that our method does not only produce convincing results for regular or near-regular textures but also for irregular textures
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