6 research outputs found
Modélisation implicite du procédé d'abrasion
International audienceCet article présente un modèle numérique pour générer des topographies de surfaces d'abrasion. La topographie qui résulte de ces opérations n'est pas seulement le résultat de la coupe, mais aussi du repoussage et de la déformation de la matière. Ainsi, la géométrie n'est pas strictement définie par l'intersection entre les grains et la pièce. La difficulté majeure rencontrée dans la simulation de l'abrasion est la complexité numérique liée au nombre d'interactions. Compte tenu des contraintes numériques et physiques, un modèle géométrique efficace en terme de complexité a été développé. Ce modèle repose sur une formulation implicite du processus d'abrasion. Les caractéristiques d'une surface définie implicitement et les déformations qui sont nativement possibles présentent des avantages quant à simuler le procédé d'abrasion
High precision implicit modeling for patient-specific coronary arteries
High precision geometric reconstruction of patient-specific coronary arteries plays a crucial role in visual diagnosis, treatment decision-making, and the evaluation of the therapeutic effect of interventions in coronary artery diseases. It is also a fundamental task and a basic requirement in the numerical simulation of coronary blood flow dynamics. In this paper, a new implicit modeling technique for the geometric reconstruction of patient-specific coronary arteries has been developed. In the proposed method, the coronary arteries geometry is reconstructed segment by segment using radial basis functions with ellipsoid constraint from the point cloud obtained with a volumetric vascular image segmentation method, and the individually reconstructed coronary branches are then combined using a shape-preserving implicit blending operation to form a complete coronary artery surface. The experiment results and validations indicate that the reconstructed vascular shapes are of high smoothness and faithfulness
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An investigation on the framework of dressing virtual humans
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Realistic human models are widely used in variety of applications. Much research has been carried out on improving realism of virtual humans from various aspects, such as body shapes, hair, and facial expressions and so on. In most occasions, these virtual humans need to wear garments. However, it is time-consuming and tedious to dress a human model using current software packages [Maya2004]. Several methods for dressing virtual humans have been proposed recently [Bourguignon2001, Turquin2004, Turquin2007 and Wang2003B]. The method proposed by Bourguignon et al [Bourguignon2001] can only generate 3D garment contour instead of 3D surface. The method presented by Turquin et al. [Turquin2004, Turquin2007] could generate various kinds of garments from sketches but their garments followed the shape of the body and the side of a garment looked not convincing because of using simple linear interpolation. The method proposed by Wang et al. [Wang2003B] lacked interactivity from users, so users had very limited control on the garment shape.This thesis proposes a framework for dressing virtual humans to obtain convincing dressing results, which overcomes problems existing in previous papers mentioned above by using nonlinear interpolation, level set-based shape modification, feature constraints and so on. Human models used in this thesis are reconstructed from real human body data obtained using a body scanning system. Semantic information is then extracted from human models to assist in generation of 3 dimensional (3D) garments. The proposed framework allows users to dress virtual humans using garment patterns and sketches. The proposed dressing method is based on semantic virtual humans. A semantic human model is a human body with semantic information represented by certain of structure and body features. The semantic human body is reconstructed from body scanned data from a real human body. After segmenting the human model into six parts some key features are extracted. These key features are used as constraints for garment construction.Simple 3D garment patterns are generated using the techniques of sweep and offset. To dress a virtual human, users just choose a garment pattern, which is put on the human body at the default position with a default size automatically. Users are allowed to change simple parameters to specify some sizes of a garment by sketching the desired position on the human body.To enable users to dress virtual humans by their own design styles in an intuitive way, this thesis proposes an approach for garment generation from user-drawn sketches. Users can directly draw sketches around reconstructed human bodies and then generates 3D garments based on user-drawn strokes. Some techniques for generating 3D garments and dressing virtual humans are proposed. The specific focus of the research lies in generation of 3D geometric garments, garment shape modification, local shape modification, garment surface processing and decoration creation. A sketch-based interface has been developed allowing users to draw garment contour representing the front-view shape of a garment, and the system can generate a 3D geometric garment surface accordingly. To improve realism of a garment surface, this thesis presents three methods as follows. Firstly, the procedure of garment vertices generation takes key body features as constraints. Secondly, an optimisation algorithm is carried out after generation of garment vertices to optimise positions of garment vertices. Finally, some mesh processing schemes are applied to further process the garment surface. Then, an elaborate 3D geometric garment surface can be obtained through this series of processing. Finally, this thesis proposes some modification and editing methods. The user-drawn sketches are processed into spline curves, which allow users to modify the existing garment shape by dragging the control points into desired positions. This makes it easy for users to obtain a more satisfactory garment shape compared with the existing one. Three decoration tools including a 3D pen, a brush and an embroidery tool, are provided letting users decorate the garment surface by adding some small 3D details such as brand names, symbols and so on. The prototype of the framework is developed using Microsoft Visual Studio C++,OpenGL and GPU programming
Mélange de surfaces en temps réel : visualisation, contrôle des déformations et application à la modélisation
Les surfaces implicites ont été perçues au cours des années 80, comme une alternative intéressante aux modélisations paramétriques des surfaces (NURBS, etc). Elles sont définies comme l'ensemble des points de même valeur d'un champ potentiel, c'est-à -dire la frontière de deux volumes. Ainsi elles possèdent des propriétés avantageuses dans le cadre de la modélisation géométrique: gestion automatique de la topologie, garantie de manipuler des entités manifold, possibilité de définir des transitions lisses entre des objets se fusionnant. Elles furent cependant délaissées au début des années 2000 en raison des contraintes qu'elles imposent: évaluation et affichage coûteux en temps de calcul, et forme des surfaces difficilement contrôlables. Les contributions de cette thèse proposent des solutions à ces problématiques de la modélisation par surfaces implicites. Il est tout d'abord montré qu'une nouvelle structure d'accélération, combinant les propriétés d'une hiérarchie de volumes englobants et d'un Kd-Tree, permet d'accélérer l'affichage par lancer de rayons d'un grand nombre de surfaces implicites. Il est ainsi possible d'animer en temps réel une surface de type fluide, définie par les points d'isovaleur d'un champ potentiel obtenu par la somme de primitives simples. Les opérateurs simples de composition de surfaces implicites, tels que la somme, permettent d'évaluer rapidement des champs potentiels combinant plusieurs milliers de primitives. Néanmoins, l'apparence organique des surfaces produites est difficile à contrôler. Cette thèse propose un nouveau type d'opérateur de composition, utilisant à la fois les valeurs et les gradients des champs potentiels sources, qui permet d'avoir beaucoup plus de contrôle sur la forme des surfaces produites tout en supprimant les effets indésirables des opérateurs classiques, tels que le gonflement à l'intersection de surfaces ou la fusion de surfaces proches. Enfin il est montré comment ces opérateurs de mélange peuvent être utilisés pour déformer des surfaces de type maillage, animées par un squelette. Nous définissons un champ potentiel par composition de primitives implicites générées aux arêtes du squelette. A chaque déformation du squelette, le champ potentiel est lui aussi déformé par les opérateurs de composition choisis: ces déformations peuvent être reproduites sur le maillage en déplaçant chaque sommet du maillage jusqu'à la surface d'isovaleur correspondante à leur valeur de potentiel initiale. Cette technique permet d'obtenir rapidement des déformations plausibles au niveau des articulations des membres modélisésImplicit surfaces have been considered during the eightees as a promising alternative to parametric surfaces (NURBS patches, etc...). They are defined as the set of points having the same value of a scalar field, thus spliting the space into two volumes. Their volumetric nature confers them interesting properties for geometric modeling: the topology of objects is handled automatically, geometries are guaranteed to be manifold and they can produce smooth blendings of objects easily. However, they were abandoned at the beginning of the 21st century due to the limitations they impose: they are computationally expensive to evaluate and to display, and the shape of the transition between objects is difficult to control. This thesis proposes new solutions to these problems in implicit surfaces modeling. First of all, it is shown that the use of a new object-partitioning structure, mixing the properties of a bounding volume hierarchy and a Kd-Tree, makes it possible to raytrace a large number of implicit primitives at interactive frame rates. Therefore it allows real time visualization of fluid-like shapes, defined as an isosurface of a potential field computed as the sum of simple primitives. Simple composition operators of implicit surfaces, such as the sum operator, allow a fast computation of a potential field combining thousands of primitives. Nevertheless, the shape of the resulting surfaces is organic and difficult to control. In this thesis, a new kind of composition operators is proposed, which takes both the value and the gradient of the source potential fields as input. These operators give much more control on the shape of the surfaces, and they avoid the classical problems of implicit surfaces composition, such as bulging at the intersection of two primitives or blending of surfaces at a distance. Finally, a new skeleton-based animation technique is presented which reproduces the deformations of some implicit surfaces on a given mesh. We define a potential field as the composition of implicit primitives generated at the bones of the skeleton. Thus each motion of the skeleton will cause distortions in the associated potential field. These distortions can be reproduced on the mesh by moving each of its vertices to the isosurface of the potential field corresponding to their initial potential value. This technique is able to produce rapidly realistic deformations on the limbs of an articulated model of a bod
Two-dimensional Potential Fields for Advanced Implicit Modeling Operators
International audienceCurrent methods for building models using implicit volume techniques present problems defining accurate and controllable blend shapes between implicit primitives. We present new methods to extend the freedom and control-lability of implicit volume modeling. The main idea is to use a free-form curve to define the profile of the blend region between implicit primitives. The use of a free-form implicit curve, controlled point-by-point in the Euclidean user space, allows us to group boolean composition operators with sharp transitions or smooth free-form transitions in a single modeling metaphor. This idea is generalized for the creation, sculpting and manipulation of volume objects, while providing the user with simplicity, controllability and freedom in implicit modeling