1,324 research outputs found

    Surface Modeling and Analysis Using Range Images: Smoothing, Registration, Integration, and Segmentation

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    This dissertation presents a framework for 3D reconstruction and scene analysis, using a set of range images. The motivation for developing this framework came from the needs to reconstruct the surfaces of small mechanical parts in reverse engineering tasks, build a virtual environment of indoor and outdoor scenes, and understand 3D images. The input of the framework is a set of range images of an object or a scene captured by range scanners. The output is a triangulated surface that can be segmented into meaningful parts. A textured surface can be reconstructed if color images are provided. The framework consists of surface smoothing, registration, integration, and segmentation. Surface smoothing eliminates the noise present in raw measurements from range scanners. This research proposes area-decreasing flow that is theoretically identical to the mean curvature flow. Using area-decreasing flow, there is no need to estimate the curvature value and an optimal step size of the flow can be obtained. Crease edges and sharp corners are preserved by an adaptive scheme. Surface registration aligns measurements from different viewpoints in a common coordinate system. This research proposes a new surface representation scheme named point fingerprint. Surfaces are registered by finding corresponding point pairs in an overlapping region based on fingerprint comparison. Surface integration merges registered surface patches into a whole surface. This research employs an implicit surface-based integration technique. The proposed algorithm can generate watertight models by space carving or filling the holes based on volumetric interpolation. Textures from different views are integrated inside a volumetric grid. Surface segmentation is useful to decompose CAD models in reverse engineering tasks and help object recognition in a 3D scene. This research proposes a watershed-based surface mesh segmentation approach. The new algorithm accurately segments the plateaus by geodesic erosion using fast marching method. The performance of the framework is presented using both synthetic and real world data from different range scanners. The dissertation concludes by summarizing the development of the framework and then suggests future research topics

    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

    Generation of Adaptive Streak Surfaces Using Moving Least Squares

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    We introduce a novel method for the generation of fully adaptive streak surfaces in time-varying flow fields based on particle advection and adaptive mesh refinement. Moving least squares approximation plays an important role in multiple stages of the proposed algorithm, which adaptively refines the surface based on curvature approximation and circumradius properties of the underlying Delaunay mesh. We utilize the grid-less Moving Least Squares approximation method for both curvature and surface estimation as well as vector field evaluation during particle advection. Delaunay properties of the surface triangulation are guaranteed by edge flipping operations on the progressive surface mesh. The results of this work illustrate the benefit of adaptivity techniques to streak surface generation and provide the means for a qualitative analysis of the presented approach

    3D Shape Modeling Using High Level Descriptors

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    Discrete spherical means of directional derivatives and Veronese maps

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    We describe and study geometric properties of discrete circular and spherical means of directional derivatives of functions, as well as discrete approximations of higher order differential operators. For an arbitrary dimension we present a general construction for obtaining discrete spherical means of directional derivatives. The construction is based on using the Minkowski's existence theorem and Veronese maps. Approximating the directional derivatives by appropriate finite differences allows one to obtain finite difference operators with good rotation invariance properties. In particular, we use discrete circular and spherical means to derive discrete approximations of various linear and nonlinear first- and second-order differential operators, including discrete Laplacians. A practical potential of our approach is demonstrated by considering applications to nonlinear filtering of digital images and surface curvature estimation

    Quality Enhancement of 3D Models Reconstructed By RGB-D Camera Systems

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    Low-cost RGB-D cameras like Microsoft\u27s Kinect capture RGB data for each vertex while reconstructing 3D models from objects with obvious drawbacks of poor mesh and texture qualities due to their hardware limitations. In this thesis we propose a combined method that enhances geometrically and chromatically 3D models reconstructed by RGB-D camera systems. Our approach utilizes Butterfly Subdivision and Surface Fitting techniques to generate smoother triangle surface meshes, where sharp features can be well preserved or minimized by different Surface Fitting algorithms. Additionally the global contrast of mesh textures is enhanced by using a modified Histogram Equalization algorithm, in which the new intensity of each vertex is obtained by applying cumulative distribution function and calculating the accumulated normalized histogram of the texture. A number of experimental results and comparisons demonstrate that our method efficiently and effectively improves the geometric and chromatic quality of 3D models reconstructed from RGB-D cameras

    Liquid simulation with mesh-based surface tracking

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    Animating detailed liquid surfaces has always been a challenge for computer graphics researchers and visual effects artists. Over the past few years, researchers in this field have focused on mesh-based surface tracking to synthesize extremely detailed liquid surfaces as efficiently as possible. This course provides a solid understanding of the steps required to create a fluid simulator with a mesh-based liquid surface. The course begins with an overview of several existing liquid-surface-tracking techniques and the pros and cons of each method. Then it explains how to embed a triangle mesh into a finite-difference-based fluid simulator and describes several methods for allowing the liquid surface to merge together or break apart. The final section showcases the benefits and further applications of a mesh-based liquid surface, highlighting state-of-the-art methods for tracking colors and textures, maintaining liquid volume, preserving small surface features, and simulating realistic surface-tension waves

    IST Austria Thesis

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    Computer graphics is an extremely exciting field for two reasons. On the one hand, there is a healthy injection of pragmatism coming from the visual effects industry that want robust algorithms that work so they can produce results at an increasingly frantic pace. On the other hand, they must always try to push the envelope and achieve the impossible to wow their audiences in the next blockbuster, which means that the industry has not succumb to conservatism, and there is plenty of room to try out new and crazy ideas if there is a chance that it will pan into something useful. Water simulation has been in visual effects for decades, however it still remains extremely challenging because of its high computational cost and difficult artdirectability. The work in this thesis tries to address some of these difficulties. Specifically, we make the following three novel contributions to the state-of-the-art in water simulation for visual effects. First, we develop the first algorithm that can convert any sequence of closed surfaces in time into a moving triangle mesh. State-of-the-art methods at the time could only handle surfaces with fixed connectivity, but we are the first to be able to handle surfaces that merge and split apart. This is important for water simulation practitioners, because it allows them to convert splashy water surfaces extracted from particles or simulated using grid-based level sets into triangle meshes that can be either textured and enhanced with extra surface dynamics as a post-process. We also apply our algorithm to other phenomena that merge and split apart, such as morphs and noisy reconstructions of human performances. Second, we formulate a surface-based energy that measures the deviation of a water surface froma physically valid state. Such discrepancies arise when there is a mismatch in the degrees of freedom between the water surface and the underlying physics solver. This commonly happens when practitioners use a moving triangle mesh with a grid-based physics solver, or when high-resolution grid-based surfaces are combined with low-resolution physics. Following the direction of steepest descent on our surface-based energy, we can either smooth these artifacts or turn them into high-resolution waves by interpreting the energy as a physical potential. Third, we extend state-of-the-art techniques in non-reflecting boundaries to handle spatially and time-varying background flows. This allows a novel new workflow where practitioners can re-simulate part of an existing simulation, such as removing a solid obstacle, adding a new splash or locally changing the resolution. Such changes can easily lead to new waves in the re-simulated region that would reflect off of the new simulation boundary, effectively ruining the illusion of a seamless simulation boundary between the existing and new simulations. Our non-reflecting boundaries makes sure that such waves are absorbed
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