23 research outputs found
Modeling Thin Structures From Images And Point Clouds
A method for creating a 3D model of thin objects is disclosed. This method creates 3D models of each such thin object from cues taken from posed source images and 3D point clouds (which can come from depth maps of these images). The cues could be a vertically aligned line feature or discontinuity in a background image. The 3D models of the thin objects are then added to the input 3D point cloud, and a mesh reconstructed from this augmented point cloud. The above method allows easy creation of 3D imagery of near vertical or thin objects like poles or towers to be incorporated onto map
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A Statistical Model for Synthesis of Detailed Facial Geometry
Detailed surface geometry contributes greatly to the visual realism of 3D face models. However, acquiring high-resolution face geometry is often tedious and expensive. Consequently, most face models used in games, virtual reality, or computer vision look unrealistically smooth. In this paper, we introduce a new statistical technique for the analysis and synthesis of small three-dimensional facial features, such as wrinkles and pores. We acquire high-resolution face geometry for people across a wide range of ages, genders, and races. For each scan, we separate the skin surface details from a smooth base mesh using displaced subdivision surfaces. Then, we analyze the resulting displacement maps using the texture analysis/synthesis framework of Heeger and Bergen, adapted to capture statistics that vary spatially across a face. Finally, we use the extracted statistics to synthesize plausible detail on face meshes of arbitrary subjects. We demonstrate the effectiveness of this method in several applications, including analysis of facial texture in subjects with different ages and genders, interpolation between high-resolution face scans, adding detail to low-resolution face scans, and adjusting the apparent age of faces. In all cases, we are able to re-produce fine geometric details consistent with those observed in high resolution scans.Engineering and Applied Science
Self-similar texture for coherent line stylization
Oral Session: Lines and StrokesInternational audienceStylized line rendering for animation has traditionally traded-off between two undesirable artifacts: stroke texture sliding and stroke texture stretching. This paper proposes a new stroke texture representation, the self-similar line artmap (SLAM), which avoids both these artifacts. SLAM textures provide continuous, infinite zoom while maintaining approximately constant appearance in screen-space, and can be produced automatically from a single exemplar. SLAMs can be used as drop-in replacements for conventional stroke textures in 2D illustration and animation. Furthermore, SLAMs enable a new, simple approach to temporally coherent rendering of 3D paths that is suitable for interactive applications. We demonstrate results for 2D and 3D animations
Abstract
surface meshes of real-world objects. However, current digital geometry processing algorithms generally ignore them, instead focusing on local shape features and differential surface properties. This paper investigates how detection of large-scale symmetries can be used to guide processing of 3D meshes. It investigates a framework for mesh processing that includes steps for symmetrization (applying a warp to make a surface more symmetric) and symmetric remeshing (approximating a surface with a mesh having symmetric topology). These steps can be used to enhance the symmetries of a mesh, to decompose a mesh into its symmetric parts and asymmetric residuals, and to establish correspondences between symmetric mesh features. Applications are demonstrated for modeling, beautification, and simplification of nearly symmetric surfaces.
Symmetry-Enhanced Remeshing of Surfaces
While existing methods for 3D surface approximation use local geometric properties, we propose that more intuitive results can be obtained by considering global shape properties such as symmetry. We modify the Variational Shape Approximation technique to consider the symmetries, near-symmetries, and partial symmetries of the input mesh. This has the effect of preserving and even enhancing symmetries in the output model, if doing so does not increase the error substantially. We demonstrate that using symmetry produces results that are more aesthetically appealing and correspond more closely to human expectations, especially when simplifying to very few polygons