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A words-of-interest model of sketch representation for image retrieval
In this paper we propose a method for sketch-based image retrieval. Sketch is a magical medium which is capable of conveying semantic messages for user. It’s in accordance with user’s cognitive psychology to retrieve images with sketch. In order to narrow down the semantic gap between the user and the images in database, we preprocess all the images into sketches by the coherent line drawing algorithm. During the process of sketches extraction, saliency maps are used to filter out the redundant background information, while preserve the important semantic information. We use a variant of Words-of-Interest model to retrieve relevant images for the user according to the query. Words-of-Interest (WoI) model is based on Bag-ofvisual Words (BoW) model, which has been proven successfully for information retrieval. Bag-of-Words ignores the spatial relationships among visual words, which are important for sketch representation. Our method takes advantage of the spatial information of the query to select words of interest. Experimental results demonstrate that our sketch-based retrieval method achieves a good tradeoff between retrieval accuracy and semantic representation of users’ query
Explorative Study on Asymmetric Sketch Interactions for Object Retrieval in Virtual Reality
Drawing tools for Virtual Reality (VR) enable users to model 3D designs from within the virtual environment itself. These tools employ sketching and sculpting techniques known from desktop-based interfaces and apply them to hand-based controller interaction. While these techniques allow for mid-air sketching of basic shapes, it remains difficult for users to create detailed and comprehensive 3D models. Our work focuses on supporting the user in designing the virtual environment around them by enhancing sketch-based interfaces with a supporting system for interactive model retrieval. An immersed user can query a database containing detailed 3D models and replace them with the virtual environment through sketching. To understand supportive sketching within a virtual environment, we made an explorative comparison between asymmetric methods of sketch interaction, i.e., 3D mid-air sketching, 2D sketching on a virtual tablet, 2D sketching on a fixed virtual whiteboard, and 2D sketching on a real tablet. Our work shows that different patterns emerge when users interact with 3D sketches rather than 2D sketches to compensate for different results from the retrieval system. In particular, the user adopts strategies when drawing on canvas of different sizes or using a physical device instead of a virtual canvas. While we pose our work as a retrieval problem for 3D models of chairs, our results can be extrapolated to other sketching tasks for virtual environments
User-adaptive sketch-based 3D CAD model retrieval
3D CAD models are an important digital resource in the manufacturing industry. 3D CAD model retrieval has become a key technology in product lifecycle management enabling the reuse of existing design data. In this paper, we propose a new method to retrieve 3D CAD models based on 2D pen-based sketch inputs. Sketching is a common and convenient method for communicating design intent during early stages of product design, e.g., conceptual design. However, converting sketched information into precise 3D engineering models is cumbersome, and much of this effort can be avoided by reuse of existing data. To achieve this purpose, we present a user-adaptive sketch-based retrieval method in this paper. The contributions of this work are twofold. Firstly, we propose a statistical measure for CAD model retrieval: the measure is based on sketch similarity and accounts for users’ drawing habits. Secondly, for 3D CAD models in the database, we propose a sketch generation pipeline that represents each 3D CAD model by a small yet sufficient set of sketches that are perceptually similar to human drawings. User studies and experiments that demonstrate the effectiveness of the proposed method in the design process are presented
Dense 3D Object Reconstruction from a Single Depth View
In this paper, we propose a novel approach, 3D-RecGAN++, which reconstructs
the complete 3D structure of a given object from a single arbitrary depth view
using generative adversarial networks. Unlike existing work which typically
requires multiple views of the same object or class labels to recover the full
3D geometry, the proposed 3D-RecGAN++ only takes the voxel grid representation
of a depth view of the object as input, and is able to generate the complete 3D
occupancy grid with a high resolution of 256^3 by recovering the
occluded/missing regions. The key idea is to combine the generative
capabilities of autoencoders and the conditional Generative Adversarial
Networks (GAN) framework, to infer accurate and fine-grained 3D structures of
objects in high-dimensional voxel space. Extensive experiments on large
synthetic datasets and real-world Kinect datasets show that the proposed
3D-RecGAN++ significantly outperforms the state of the art in single view 3D
object reconstruction, and is able to reconstruct unseen types of objects.Comment: TPAMI 2018. Code and data are available at:
https://github.com/Yang7879/3D-RecGAN-extended. This article extends from
arXiv:1708.0796
Free-form Shape Modeling in XR: A Systematic Review
Shape modeling research in Computer Graphics has been an active area for
decades. The ability to create and edit complex 3D shapes has been of key
importance in Computer-Aided Design, Animation, Architecture, and
Entertainment. With the growing popularity of Virtual and Augmented Reality,
new applications and tools have been developed for artistic content creation;
real-time interactive shape modeling has become increasingly important for a
continuum of virtual and augmented reality environments (eXtended Reality
(XR)). Shape modeling in XR opens new possibilities for intuitive design and
shape modeling in an accessible way. Artificial Intelligence (AI) approaches
generating shape information from text prompts are set to change how artists
create and edit 3D models. There has been a substantial body of research on
interactive 3D shape modeling. However, there is no recent extensive review of
the existing techniques and what AI shape generation means for shape modeling
in interactive XR environments. In this state-of-the-art paper, we fill this
research gap in the literature by surveying free-form shape modeling work in
XR, with a focus on sculpting and 3D sketching, the most intuitive forms of
free-form shape modeling. We classify and discuss these works across five
dimensions: contribution of the articles, domain setting, interaction tool,
auto-completion, and collaborative designing. The paper concludes by discussing
the disconnect between interactive 3D sculpting and sketching and how this will
likely evolve with the prevalence of AI shape-generation tools in the future
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