41 research outputs found

    Affine-invariant skeleton of 3D shapes

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    Tailor: understanding 3D shapes using curvature

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    Tools for the automatic decomposition of a surface into shape features will facilitate the editing, matching, texturing, morphing, compression, and simplification of 3D shapes. Different features, such as flats, limbs, tips, pits, and various blending shapes that transition between them may be characterized in terms of local curvature and other differential properties of the surface or in terms of a global skeletal organization of the volume it encloses. Unfortunately, both solutions are extremely sensitive to small perturbations in the surface smoothness and to quantization effects when they operate on triangulated surfaces. Thus, we propose a multi-resolution approach, which not only estimates the curvature of a vertex over neighborhoods of variable size, but also takes into account the topology of the surface in that neighborhood. Our approach is based on blowing a spherical bubble at each vertex and studying how the intersection of that bubble with the surface evolves. For example, for a thin limb, that intersection will start simply connected and will rapidly split into two components. For a point on the tip of a limb, that intersection will usually simply remain connected, but the ratio of its length to the radius of the bubble will be decreasing. For a point on a blend, that ratio will exceed 2p. We describe an efficient approach for computing these characteristics for a sampled set of bubble radii and for using them to identify features, based on easily formulated f i lters, that may capture the needs of a particular application

    A multi-resolutive extraction of geometric descriptors for virtual shapes and humans

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    Tools for the automatic decomposition of a surface into shape features will facilitate and optimize the classification, matching, texturing, morphing, and simplification of 3D shapes. Different features, such as flats, limbs, tips, pits, and various blending shapes between them may be characterized in terms of local curvature and other differential properties of the surface, or in terms of a global skeletal organization of the volume it encloses. However, both solutions are extremely sensitive to small perturbations in the surface smoothness and to quantization effects when they operate on triangulated surfaces. The paper presents a shape characterization based on a multi-resolutive curvature computation where the vertices of a given triangle mesh are classified according to their curvature and shape behavior in neighborhoods of increasing size, and whose final goal is to segment 3D models into main bodies and tubular parts, and to code the tube/body connectivity with their geometric parameters. Last, we propose to apply the morphological analysis for the automatically extraction of the semantic of human body models for their representation, retrieval and applications to animation. We prove the efficacy of our tool in automatically extracting morphological shape parameters and locating feature points on the human body identifying fingertips, nose,armpits, ankles, umbilicus, and so on

    Multi-Segmentation and Annotation of 3D Surface Meshes

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    The ShapeAnnotator is a graphical tool designed to assist an expert user in the task of annotating a surface mesh with concepts belonging to a domain of expertise. The user is first required to identify meaningful surface features; Each such feature can then be "labeled" with a concept, and the surface mesh, along with the features identified and their labels, can be saved

    A First Step Towards Cage-based Deformation in Virtual Reality

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    The advent of low cost technologies makes the use of immersive virtual environments more interesting for several application contexts. 3D models are largely used in such environments for providing feelings of immersion and presence in the virtual world. 3D models are normally defined in dedicated authoring tools and then adapted to be used in the virtual environments; thus, any change in the model requires to loop back to the authoring tool for performing the wished modification and the successive adaptation processes. The availability of shape modification capabilities within the virtual environment can avoid the above modification-adaptation loop. To this aim, we present our first step in the development of a 3D modelling system in Virtual Reality. The shape modification is achieved through a cage-based deformation approach, applied to semantically enriched meshes, carrying annotated meaningful regions, thus allowing the direct selection and editing of significant object parts

    Semantics-driven Best View of 3D Shapes

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    The problem ofautomatically selecting the pose of a 3 D object that corresponds to the most informative and intuitive view of the shape is known as the best view problem. In this paper we address the selection of the best view driven by the meaningful features of the shape,in order to maximize the visibility of salient components from the context or from the application point of view.Meaningful features can be automatically detected by means of semantic-oriented segmentations:we tested several approaches with very pleasant results in the automatic generation of thumbnails for large 3D model databases

    Introduction to special issue on serious games for cultural heritage

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    none2mixedM. Mortara; F. BellottiM., Mortara; Bellotti, Francesc
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