3,275 research outputs found

    Variational Autoencoders for Deforming 3D Mesh Models

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    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

    Acceleration Skinning: Kinematics-Driven Cartoon Effects for Articulated Characters

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    Secondary effects are key to adding fluidity and style to animation. This thesis introduces the idea of “Acceleration Skinning” following a recent well-received technique, Velocity Skinning, to automatically create secondary motion in character animation by modifying the standard pipeline for skeletal rig skinning. These effects, which animators may refer to as squash and stretch or drag, attempt to create an illusion of inertia. In this thesis, I extend the Velocity Skinning technique to include acceleration for creating a wider gamut of cartoon effects. I explore three new deformers that make use of this Acceleration Skinning framework: followthrough, centripetal stretch, and centripetal lift deformers. The followthrough deformer aims at recreating this classic effect defined in the fundamental principles of animation. The centripetal stretch and centripetal lift deformers use rotational motion to create radial stretching and lifting effects, as the names suggest. I explore the use of effect-specific time filtering when combining these various deformations together, allowing for more stylized and aesthetic results. I finally conclude with a production evaluation, exploring possible ways in which these techniques can be used to enhance the work of an animator without losing the essence of their art

    Consistent as-similar-as-possible non-isometric surface registration

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    © 2017 The Author(s)Non-isometric surface registration, aiming to align two surfaces with different sizes and details, has been widely used in computer animation industry. Various existing surface registration approaches have been proposed for accurate template fitting; nevertheless, two challenges remain. One is how to avoid the mesh distortion and fold over of surfaces during transformation. The other is how to reduce the amount of landmarks that have to be specified manually. To tackle these challenges simultaneously, we propose a consistent as-similar-as-possible (CASAP) surface registration approach. With a novel defined energy, it not only achieves the consistent discretization for the surfaces to produce accurate result, but also requires a small number of landmarks with little user effort only. Besides, CASAP is constrained as-similar-as-possible so that angles of triangle meshes are preserved and local scales are allowed to change. Extensive experimental results have demonstrated the effectiveness of CASAP in comparison with the state-of-the-art approaches

    Computer animation of NASTRAN displacements on IRIS 4D-series workstations: CANDI/ANIMATE postprocessing of NASHUA results

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    The capabilities of the postprocessing program CANDI (Color Animation of Nastran DIsplacements) were expanded to accept results from axisymmetric analysis. An auxiliary program, ANIMATE, was developed to allow color display of CANDI output on the IRIS 4D-series workstations. The user can interactively manipulate the graphics display by three-dimensional rotations, translations, and scaling through the use of the keyboard and/or dials box. The user can also specify what portion of the model is displayed. These developments are limited to the display of complex displacements calculated with the NASHUA/NASTRAN procedure for structural acoustics analysis

    Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control

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    Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control

    A Revisit of Shape Editing Techniques: from the Geometric to the Neural Viewpoint

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    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
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