4,313 research outputs found

    3D Geometric Analysis of Tubular Objects based on Surface Normal Accumulation

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    This paper proposes a simple and efficient method for the reconstruction and extraction of geometric parameters from 3D tubular objects. Our method constructs an image that accumulates surface normal information, then peaks within this image are located by tracking. Finally, the positions of these are optimized to lie precisely on the tubular shape centerline. This method is very versatile, and is able to process various input data types like full or partial mesh acquired from 3D laser scans, 3D height map or discrete volumetric images. The proposed algorithm is simple to implement, contains few parameters and can be computed in linear time with respect to the number of surface faces. Since the extracted tube centerline is accurate, we are able to decompose the tube into rectilinear parts and torus-like parts. This is done with a new linear time 3D torus detection algorithm, which follows the same principle of a previous work on 2D arc circle recognition. Detailed experiments show the versatility, accuracy and robustness of our new method.Comment: in 18th International Conference on Image Analysis and Processing, Sep 2015, Genova, Italy. 201

    Animating Human Muscle Structure

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    Graphical simulations of human muscle motion and deformation are of great interest to medical education. In this article, the authors present a technique for simulating muscle deformations by combining physically and geometrically based computations to reduce computation cost and produce fast, accurate simulations

    Extracting curve-skeletons from digital shapes using occluding contours

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    Curve-skeletons are compact and semantically relevant shape descriptors, able to summarize both topology and pose of a wide range of digital objects. Most of the state-of-the-art algorithms for their computation rely on the type of geometric primitives used and sampling frequency. In this paper we introduce a formally sound and intuitive definition of curve-skeleton, then we propose a novel method for skeleton extraction that rely on the visual appearance of the shapes. To achieve this result we inspect the properties of occluding contours, showing how information about the symmetry axes of a 3D shape can be inferred by a small set of its planar projections. The proposed method is fast, insensitive to noise, capable of working with different shape representations, resolution insensitive and easy to implement

    Novel Correspondence-based Approach for Consistent Human Skeleton Extraction

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    This paper presents a novel base-points-driven shape correspondence (BSC) approach to extract skeletons of articulated objects from 3D mesh shapes. The skeleton extraction based on BSC approach is more accurate than the traditional direct skeleton extraction methods. Since 3D shapes provide more geometric information, BSC offers the consistent information between the source shape and the target shapes. In this paper, we first extract the skeleton from a template shape such as the source shape automatically. Then, the skeletons of the target shapes of different poses are generated based on the correspondence relationship with source shape. The accuracy of the proposed method is demonstrated by presenting a comprehensive performance evaluation on multiple benchmark datasets. The results of the proposed approach can be applied to various applications such as skeleton-driven animation, shape segmentation and human motion analysis

    Sketching-based Skeleton Extraction

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    Articulated character animation can be performed by manually creating and rigging a skeleton into an unfolded 3D mesh model. Such tasks are not trivial, as they require a substantial amount of training and practice. Although methods have been proposed to help automatic extraction of skeleton structure, they may not guarantee that the resulting skeleton can help to produce animations according to user manipulation. We present a sketching-based skeleton extraction method to create a user desired skeleton structure which is used in 3D model animation. This method takes user sketching as an input, and based on the mesh segmentation result of a 3D mesh model, generates a skeleton for articulated character animation. In our system, we assume that a user will properly sketch bones by roughly following the mesh model structure. The user is expected to sketch independently on different regions of a mesh model for creating separate bones. For each sketched stroke, we project it into the mesh model so that it becomes the medial axis of its corresponding mesh model region from the current viewer perspective. We call this projected stroke a “sketched bone”. After pre-processing user sketched bones, we cluster them into groups. This process is critical as user sketching can be done from any orientation of a mesh model. To specify the topology feature for different mesh parts, a user can sketch strokes from different orientations of a mesh model, as there may be duplicate strokes from different orientations for the same mesh part. We need a clustering process to merge similar sketched bones into one bone, which we call a “reference bone”. The clustering process is based on three criteria: orientation, overlapping and locality. Given the reference bones as the input, we adopt a mesh segmentation process to assist our skeleton extraction method. To be specific, we apply the reference bones and the seed triangles to segment the input mesh model into meaningful segments using a multiple-region growing mechanism. The seed triangles, which are collected from the reference bones, are used as the initial seeds in the mesh segmentation process. We have designed a new segmentation metric [1] to form a better segmentation criterion. Then we compute the Level Set Diagrams (LSDs) on each mesh part to extract bones and joints. To construct the final skeleton, we connect bones extracted from all mesh parts together into a single structure. There are three major steps involved: optimizing and smoothing bones, generating joints and forming the skeleton structure. After constructing the skeleton model, we have proposed a new method, which utilizes the Linear Blend Skinning (LBS) technique and the Laplacian mesh deformation technique together to perform skeleton-driven animation. Traditional LBS techniques may have self-intersection problem in regions around segmentation boundaries. Laplacian mesh deformation can preserve the local surface details, which can eliminate the self-intersection problem. In this case, we make use of LBS result as the positional constraint to perform a Laplacian mesh deformation. By using the Laplacian mesh deformation method, we maintain the surface details in segmentation boundary regions. This thesis outlines a novel approach to construct a 3D skeleton model interactively, which can also be used in 3D animation and 3D model matching area. The work is motivated by the observation that either most of the existing automatic skeleton extraction methods lack well-positioned joints specification or the manually generated methods require too much professional training to create a good skeleton structure. We dedicate a novel approach to create 3D model skeleton based on user sketching which specifies articulated skeleton with joints. The experimental results show that our method can produce better skeletons in terms of joint positions and topological structure

    A 3D discrete model of the diaphragm and human trunk

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    In this paper, a 3D discrete model is presented to model the movements of the trunk during breathing. In this model, objects are represented by physical particles on their contours. A simple notion of force generated by a linear actuator allows the model to create forces on each particle by way of a geometrical attractor. Tissue elasticity and contractility are modeled by local shape memory and muscular fibers attractors. A specific dynamic MRI study was used to build a simple trunk model comprised of by three compartments: lungs, diaphragm and abdomen. This model was registered on the real geometry. Simulation results were compared qualitatively as well as quantitatively to the experimental data, in terms of volume and geometry. A good correlation was obtained between the model and the real data. Thanks to this model, pathology such as hemidiaphragm paralysis can also be simulated.Comment: published in: "Lung Modelling", France (2006

    Automatic generation of dynamic skin deformation for animated characters

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    © 2018 by the authors. Since non-automatic rigging requires heavy human involvements, and various automatic rigging algorithms are less efficient in terms of computational efficiency, especially for current curve-based skin deformation methods, identifying the iso-parametric curves and creating the animation skeleton requires tedious and time-consuming manual work. Although several automatic rigging methods have been developed, but they do not aim at curve-based models. To tackle this issue, this paper proposes a new rigging algorithm for automatic generation of dynamic skin deformation to quickly identify iso-parametric curves and create an animation skeleton in a few milliseconds, which can be seamlessly used in curve-based skin deformation methods to make the rigging process fast enough for highly efficient computer animation applications
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