1,977 research outputs found

    3D Shape Reconstruction from Sketches via Multi-view Convolutional Networks

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    We propose a method for reconstructing 3D shapes from 2D sketches in the form of line drawings. Our method takes as input a single sketch, or multiple sketches, and outputs a dense point cloud representing a 3D reconstruction of the input sketch(es). The point cloud is then converted into a polygon mesh. At the heart of our method lies a deep, encoder-decoder network. The encoder converts the sketch into a compact representation encoding shape information. The decoder converts this representation into depth and normal maps capturing the underlying surface from several output viewpoints. The multi-view maps are then consolidated into a 3D point cloud by solving an optimization problem that fuses depth and normals across all viewpoints. Based on our experiments, compared to other methods, such as volumetric networks, our architecture offers several advantages, including more faithful reconstruction, higher output surface resolution, better preservation of topology and shape structure.Comment: 3DV 2017 (oral

    Mesh generation for voxel -based objects

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    A new physically-based approach to unstructured mesh generation via Monte-Carlo simulation is proposed. Geometrical objects to be meshed are represented by systems of interacting particles with a given interaction potential. A new way of distributing nodes in complex domains is proposed based on a concept of dynamic equilibrium ensemble, which represents a liquid state of matter. The algorithm is simple, numerically stable and produces uniform node distributions in domains of complex geometries and different dimensions. Well-shaped triangles or tetrahedra can be created by connecting a set of uniformly-spaced nodes. The proposed method has many advantages and potential applications.;The new method is applied to the problem of meshing of voxel-based objects. By customizing system potential energy function to reflect surface features, particles can be distributed into desired locations, such as sharp corners and edges. Feature-preserved surface mesh can then be constructed by connecting the node set.;A heuristic algorithm using an advancing front approach is proposed to generate triangulated surface meshes on voxel-based objects. The resultant surface meshes do not inherit the anisotropy of the underlying hexagonal grid. However, the important surface features, such as edges and corners may not be preserved in the mesh.;To overcome this problem, surface features such as edges, corners need to be detected. A new approach of edge capturing is proposed and demonstrated. The approach is based on a Laplace solver with incomplete Jacobi iterations, and as such is very simple and efficient. This edge capturing approach combined with the mesh generation methods above forms a simple and robust technique of unstructured mesh generation on voxel-based objects.;A graphical user interface (GUI) capable of complex geometric design and remote simulation control was implemented. The GUI was used in simulations of large fuel-cell stacks. It enables one to setup, run and monitor simulations remotely through secure shell (SSH2) connections. A voxel-based 3D geometrical modeling module is built along with the GUI. The flexibility of voxel-based geometry representation enables one to use this technique for both geometric design and visualization of volume data

    Hierarchical Surface Prediction for 3D Object Reconstruction

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    Recently, Convolutional Neural Networks have shown promising results for 3D geometry prediction. They can make predictions from very little input data such as a single color image. A major limitation of such approaches is that they only predict a coarse resolution voxel grid, which does not capture the surface of the objects well. We propose a general framework, called hierarchical surface prediction (HSP), which facilitates prediction of high resolution voxel grids. The main insight is that it is sufficient to predict high resolution voxels around the predicted surfaces. The exterior and interior of the objects can be represented with coarse resolution voxels. Our approach is not dependent on a specific input type. We show results for geometry prediction from color images, depth images and shape completion from partial voxel grids. Our analysis shows that our high resolution predictions are more accurate than low resolution predictions.Comment: 3DV 201

    Designing Volumetric Truss Structures

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    We present the first algorithm for designing volumetric Michell Trusses. Our method uses a parametrization approach to generate trusses made of structural elements aligned with the primary direction of an object's stress field. Such trusses exhibit high strength-to-weight ratios. We demonstrate the structural robustness of our designs via a posteriori physical simulation. We believe our algorithm serves as an important complement to existing structural optimization tools and as a novel standalone design tool itself

    Shape Animation with Combined Captured and Simulated Dynamics

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    We present a novel volumetric animation generation framework to create new types of animations from raw 3D surface or point cloud sequence of captured real performances. The framework considers as input time incoherent 3D observations of a moving shape, and is thus particularly suitable for the output of performance capture platforms. In our system, a suitable virtual representation of the actor is built from real captures that allows seamless combination and simulation with virtual external forces and objects, in which the original captured actor can be reshaped, disassembled or reassembled from user-specified virtual physics. Instead of using the dominant surface-based geometric representation of the capture, which is less suitable for volumetric effects, our pipeline exploits Centroidal Voronoi tessellation decompositions as unified volumetric representation of the real captured actor, which we show can be used seamlessly as a building block for all processing stages, from capture and tracking to virtual physic simulation. The representation makes no human specific assumption and can be used to capture and re-simulate the actor with props or other moving scenery elements. We demonstrate the potential of this pipeline for virtual reanimation of a real captured event with various unprecedented volumetric visual effects, such as volumetric distortion, erosion, morphing, gravity pull, or collisions

    Semantically Informed Multiview Surface Refinement

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    We present a method to jointly refine the geometry and semantic segmentation of 3D surface meshes. Our method alternates between updating the shape and the semantic labels. In the geometry refinement step, the mesh is deformed with variational energy minimization, such that it simultaneously maximizes photo-consistency and the compatibility of the semantic segmentations across a set of calibrated images. Label-specific shape priors account for interactions between the geometry and the semantic labels in 3D. In the semantic segmentation step, the labels on the mesh are updated with MRF inference, such that they are compatible with the semantic segmentations in the input images. Also, this step includes prior assumptions about the surface shape of different semantic classes. The priors induce a tight coupling, where semantic information influences the shape update and vice versa. Specifically, we introduce priors that favor (i) adaptive smoothing, depending on the class label; (ii) straightness of class boundaries; and (iii) semantic labels that are consistent with the surface orientation. The novel mesh-based reconstruction is evaluated in a series of experiments with real and synthetic data. We compare both to state-of-the-art, voxel-based semantic 3D reconstruction, and to purely geometric mesh refinement, and demonstrate that the proposed scheme yields improved 3D geometry as well as an improved semantic segmentation
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