689 research outputs found
Progressive Shape Models
International audienceIn this paper we address the problem of recovering both the topology and the geometry of a deformable shape using temporal mesh sequences. The interest arises in multi-camera applications when unknown natural dynamic scenes are captured. While several approaches allow recovery of shape models from static scenes, few consider dynamic scenes with evolving topology and without prior knowledge. In this nonetheless generic situation, a single time observation is not necessarily enough to infer the correct topology of the observed shape and evidences must be accumulated over time in order to learn this topology and to enable temporally consistent modelling. This appears to be a new problem for which no formal solution exists. We propose a principled approach based on the assumption that the observed objects have a fixed topology. Under this assumption, we can progressively learn the topology meanwhile capturing the deformation of the dynamic scene. The approach has been successfully experimented on several standard 4D datasets and we believe that it paves the way to more general multi-view scene capture and analysis.Dans cet article nous nous concentrons sur un problème récurrent des systèmes d'acquisition 4D : l'apprentissage de la géométrie et de la topologie d'une scène déformable à partir d'une séquence temporelle de maillages. Il s'agit d'une étape fondamentale dans le traitement de scènes naturelles et dynamiques. Tandis que de nombreux travaux ont été menés pour la reconstruction de scènes statiques, assez peu considèrent le cas de scènes dynamiques dont la topologie évolue et sans connaissances \apriori. Dans cette situation, une simple observation à un unique instant de temps n'est souvent pas suffisante pour retrouver entièrement l'information de topologie propre à la scène observée. Il semble ainsi évident que les indices sur la forme doivent être accumulés intelligemment sur une séquence complète afin d'acquerir une information aussi complète que possible sur la topologie de la scène et permettre l'apprentissage d'un modèle cohérent à la fois spatialement et temporellement. A notre connaissance cela semble un problème nouveau pour lequel aucune solution formelle n'a été proposée. Nous formulons dans cette thèse un principe de solution basé sur l'hypothèse que les objets composant la scène observée possèdent une topologie fixe. A partir de cette hypothèse de base nous pouvons progressivement apprendre la topologie et en parallèle capturer les déformations d'une scène dynamique. Les travaux présentés dans cette partie visent à retrouver une information de basse fréquence sur la géométrie de la scène. En l'état actuel, la méthode que nous proposons ne peut pas être directement utilisée pour accumuler les informations de bas niveau (détails de la surface) sur une séquence de maillages
CLOTH3D: Clothed 3D Humans
This work presents CLOTH3D, the first big scale synthetic dataset of 3D
clothed human sequences. CLOTH3D contains a large variability on garment type,
topology, shape, size, tightness and fabric. Clothes are simulated on top of
thousands of different pose sequences and body shapes, generating realistic
cloth dynamics. We provide the dataset with a generative model for cloth
generation. We propose a Conditional Variational Auto-Encoder (CVAE) based on
graph convolutions (GCVAE) to learn garment latent spaces. This allows for
realistic generation of 3D garments on top of SMPL model for any pose and
shape
A Revisit of Shape Editing Techniques: from the Geometric to the Neural Viewpoint
3D shape editing is widely used in a range of applications such as movie
production, computer games and computer aided design. It is also a popular
research topic in computer graphics and computer vision. In past decades,
researchers have developed a series of editing methods to make the editing
process faster, more robust, and more reliable. Traditionally, the deformed
shape is determined by the optimal transformation and weights for an energy
term. With increasing availability of 3D shapes on the Internet, data-driven
methods were proposed to improve the editing results. More recently as the deep
neural networks became popular, many deep learning based editing methods have
been developed in this field, which is naturally data-driven. We mainly survey
recent research works from the geometric viewpoint to those emerging neural
deformation techniques and categorize them into organic shape editing methods
and man-made model editing methods. Both traditional methods and recent neural
network based methods are reviewed
Scalable Real-Time Rendering for Extremely Complex 3D Environments Using Multiple GPUs
In 3D visualization, real-time rendering of high-quality meshes in complex 3D environments is still one of the major challenges in computer graphics. New data acquisition techniques like 3D modeling and scanning have drastically increased the requirement for more complex models and the demand for higher display resolutions in recent years. Most of the existing acceleration techniques using a single GPU for rendering suffer from the limited GPU memory budget, the time-consuming sequential executions, and the finite display resolution. Recently, people have started building commodity workstations with multiple GPUs and multiple displays. As a result, more GPU memory is available across a distributed cluster of GPUs, more computational power is provided throughout the combination of multiple GPUs, and a higher display resolution can be achieved by connecting each GPU to a display monitor (resulting in a tiled large display configuration). However, using a multi-GPU workstation may not always give the desired rendering performance due to the imbalanced rendering workloads among GPUs and overheads caused by inter-GPU communication.
In this dissertation, I contribute a multi-GPU multi-display parallel rendering approach for complex 3D environments. The approach has the capability to support a high-performance and high-quality rendering of static and dynamic 3D environments. A novel parallel load balancing algorithm is developed based on a screen partitioning strategy to dynamically balance the number of vertices and triangles rendered by each GPU. The overhead of inter-GPU communication is minimized by transferring only a small amount of image pixels rather than chunks of 3D primitives with a novel frame exchanging algorithm. The state-of-the-art parallel mesh simplification and GPU out-of-core techniques are integrated into the multi-GPU multi-display system to accelerate the rendering process
Festschrift zum 60. Geburtstag von Wolfgang Strasser
Die vorliegende Festschrift ist Prof. Dr.-Ing. Dr.-Ing. E.h. Wolfgang Straßer zu seinem 60. Geburtstag gewidmet. Eine Reihe von Wissenschaftlern auf dem Gebiet der Computergraphik, die alle aus der "Tübinger Schule" stammen, haben - zum Teil zusammen mit ihren Schülern - Aufsätze zu dieser Schrift beigetragen.
Die Beiträge reichen von der Objektrekonstruktion aus Bildmerkmalen über die physikalische Simulation bis hin zum Rendering und der Visualisierung, vom theoretisch ausgerichteten Aufsatz bis zur praktischen gegenwärtigen und zukünftigen Anwendung. Diese thematische Buntheit verdeutlicht auf anschauliche Weise die Breite und Vielfalt der Wissenschaft von der Computergraphik, wie sie am Lehrstuhl Straßer in Tübingen betrieben wird.
Schon allein an der Tatsache, daß im Bereich der Computergraphik zehn Professoren an Universitäten und Fachhochschulen aus Tübingen kommen, zeigt sich der prägende Einfluß Professor Straßers auf die Computergraphiklandschaft in Deutschland. Daß sich darunter mehrere Physiker und Mathematiker befinden, die in Tübingen für dieses Fach gewonnen werden konnten, ist vor allem seinem Engagement und seiner Ausstrahlung zu verdanken.
Neben der Hochachtung vor den wissenschaftlichen Leistungen von Professor Straßer hat sicherlich seine Persönlichkeit einen entscheidenden Anteil an der spontanten Bereischaft der Autoren, zu dieser Festschrift beizutragen. Mit außergewöhnlich großem persönlichen Einsatz fördert er Studenten, Doktoranden und Habilitanden, vermittelt aus seinen reichen internationalen Beziehungen Forschungskontakte und schafft so außerordentlich gute Voraussetzungen für selbständige wissenschafliche Arbeit.
Die Autoren wollen mit ihrem Beitrag Wolfgang Straßer eine Freude bereiten und verbinden mit ihrem Dank den Wunsch, auch weiterhin an seinem fachlich wie menschlich reichen und bereichernden Wirken teilhaben zu dürfen
Final Report to NSF of the Standards for Facial Animation Workshop
The human face is an important and complex communication channel. It is a very familiar and sensitive object of human perception. The facial animation field has increased greatly in the past few years as fast computer graphics workstations have made the modeling and real-time animation of hundreds of thousands of polygons affordable and almost commonplace. Many applications have been developed such as teleconferencing, surgery, information assistance systems, games, and entertainment. To solve these different problems, different approaches for both animation control and modeling have been developed
Real-time simulation and visualisation of cloth using edge-based adaptive meshes
Real-time rendering and the animation of realistic virtual environments and characters
has progressed at a great pace, following advances in computer graphics hardware
in the last decade. The role of cloth simulation is becoming ever more important in
the quest to improve the realism of virtual environments.
The real-time simulation of cloth and clothing is important for many applications
such as virtual reality, crowd simulation, games and software for online clothes shopping.
A large number of polygons are necessary to depict the highly
exible nature of
cloth with wrinkling and frequent changes in its curvature. In combination with the
physical calculations which model the deformations, the effort required to simulate
cloth in detail is very computationally expensive resulting in much diffculty for its
realistic simulation at interactive frame rates. Real-time cloth simulations can lack
quality and realism compared to their offline counterparts, since coarse meshes must
often be employed for performance reasons.
The focus of this thesis is to develop techniques to allow the real-time simulation of
realistic cloth and clothing. Adaptive meshes have previously been developed to act as
a bridge between low and high polygon meshes, aiming to adaptively exploit variations
in the shape of the cloth. The mesh complexity is dynamically increased or refined to
balance quality against computational cost during a simulation. A limitation of many
approaches is they do not often consider the decimation or coarsening of previously
refined areas, or otherwise are not fast enough for real-time applications.
A novel edge-based adaptive mesh is developed for the fast incremental refinement
and coarsening of a triangular mesh. A mass-spring network is integrated into
the mesh permitting the real-time adaptive simulation of cloth, and techniques are
developed for the simulation of clothing on an animated character
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