6,234 research outputs found

    Finite Element Based Tracking of Deforming Surfaces

    Full text link
    We present an approach to robustly track the geometry of an object that deforms over time from a set of input point clouds captured from a single viewpoint. The deformations we consider are caused by applying forces to known locations on the object's surface. Our method combines the use of prior information on the geometry of the object modeled by a smooth template and the use of a linear finite element method to predict the deformation. This allows the accurate reconstruction of both the observed and the unobserved sides of the object. We present tracking results for noisy low-quality point clouds acquired by either a stereo camera or a depth camera, and simulations with point clouds corrupted by different error terms. We show that our method is also applicable to large non-linear deformations.Comment: additional experiment

    Non-rigid Reconstruction with a Single Moving RGB-D Camera

    Full text link
    We present a novel non-rigid reconstruction method using a moving RGB-D camera. Current approaches use only non-rigid part of the scene and completely ignore the rigid background. Non-rigid parts often lack sufficient geometric and photometric information for tracking large frame-to-frame motion. Our approach uses camera pose estimated from the rigid background for foreground tracking. This enables robust foreground tracking in situations where large frame-to-frame motion occurs. Moreover, we are proposing a multi-scale deformation graph which improves non-rigid tracking without compromising the quality of the reconstruction. We are also contributing a synthetic dataset which is made publically available for evaluating non-rigid reconstruction methods. The dataset provides frame-by-frame ground truth geometry of the scene, the camera trajectory, and masks for background foreground. Experimental results show that our approach is more robust in handling larger frame-to-frame motions and provides better reconstruction compared to state-of-the-art approaches.Comment: Accepted in International Conference on Pattern Recognition (ICPR 2018

    Skeleton Driven Non-rigid Motion Tracking and 3D Reconstruction

    Full text link
    This paper presents a method which can track and 3D reconstruct the non-rigid surface motion of human performance using a moving RGB-D camera. 3D reconstruction of marker-less human performance is a challenging problem due to the large range of articulated motions and considerable non-rigid deformations. Current approaches use local optimization for tracking. These methods need many iterations to converge and may get stuck in local minima during sudden articulated movements. We propose a puppet model-based tracking approach using skeleton prior, which provides a better initialization for tracking articulated movements. The proposed approach uses an aligned puppet model to estimate correct correspondences for human performance capture. We also contribute a synthetic dataset which provides ground truth locations for frame-by-frame geometry and skeleton joints of human subjects. Experimental results show that our approach is more robust when faced with sudden articulated motions, and provides better 3D reconstruction compared to the existing state-of-the-art approaches.Comment: Accepted in DICTA 201

    Shape Animation with Combined Captured and Simulated Dynamics

    Get PDF
    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
    • …
    corecore