186 research outputs found

    A Fully Progressive Approach to Single-Image Super-Resolution

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    Recent deep learning approaches to single image super-resolution have achieved impressive results in terms of traditional error measures and perceptual quality. However, in each case it remains challenging to achieve high quality results for large upsampling factors. To this end, we propose a method (ProSR) that is progressive both in architecture and training: the network upsamples an image in intermediate steps, while the learning process is organized from easy to hard, as is done in curriculum learning. To obtain more photorealistic results, we design a generative adversarial network (GAN), named ProGanSR, that follows the same progressive multi-scale design principle. This not only allows to scale well to high upsampling factors (e.g., 8x) but constitutes a principled multi-scale approach that increases the reconstruction quality for all upsampling factors simultaneously. In particular ProSR ranks 2nd in terms of SSIM and 4th in terms of PSNR in the NTIRE2018 SISR challenge [34]. Compared to the top-ranking team, our model is marginally lower, but runs 5 times faster

    Consistently Orienting Facets in Polygon Meshes by Minimizing the Dirichlet Energy of Generalized Winding Numbers

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    Jacobson et al. [JKSH13] hypothesized that the local coherency of the generalized winding number function could be used to correctly determine consistent facet orientations in polygon meshes. We report on an approach to consistently orienting facets in polygon meshes by minimizing the Dirichlet energy of generalized winding numbers. While the energy can be concisely formulated and efficiently computed, we found that this approach is fundamentally flawed and is unfortunately not applicable for most handmade meshes shared on popular mesh repositories such as Google 3D Warehouse.Comment: 6 pages, 4 figure

    GarmentCode: Programming Parametric Sewing Patterns

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    Garment modeling is an essential task of the global apparel industry and a core part of digital human modeling. Realistic representation of garments with valid sewing patterns is key to their accurate digital simulation and eventual fabrication. However, little-to-no computational tools provide support for bridging the gap between high-level construction goals and low-level editing of pattern geometry, e.g., combining or switching garment elements, semantic editing, or design exploration that maintains the validity of a sewing pattern. We suggest the first DSL for garment modeling -- GarmentCode -- that applies principles of object-oriented programming to garment construction and allows designing sewing patterns in a hierarchical, component-oriented manner. The programming-based paradigm naturally provides unique advantages of component abstraction, algorithmic manipulation, and free-form design parametrization. We additionally support the construction process by automating typical low-level tasks like placing a dart at a desired location. In our prototype garment configurator, users can manipulate meaningful design parameters and body measurements, while the construction of pattern geometry is handled by garment programs implemented with GarmentCode. Our configurator enables the free exploration of rich design spaces and the creation of garments using interchangeable, parameterized components. We showcase our approach by producing a variety of garment designs and retargeting them to different body shapes using our configurator.Comment: Supplementary video: https://youtu.be/16Yyr2G9_6E

    Geometry-Consistent Neural Shape Representation with Implicit Displacement Fields

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    We present implicit displacement fields, a novel representation for detailed 3D geometry. Inspired by a classic surface deformation technique, displacement mapping, our method represents a complex surface as a smooth base surface plus a displacement along the base's normal directions, resulting in a frequency-based shape decomposition, where the high frequency signal is constrained geometrically by the low frequency signal. Importantly, this disentanglement is unsupervised thanks to a tailored architectural design that has an innate frequency hierarchy by construction. We explore implicit displacement field surface reconstruction and detail transfer and demonstrate superior representational power, training stability and generalizability.Comment: includes supplementary; ver2 corrected typos in eq(1

    Patch-based Progressive 3D Point Set Upsampling

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    We present a detail-driven deep neural network for point set upsampling. A high-resolution point set is essential for point-based rendering and surface reconstruction. Inspired by the recent success of neural image super-resolution techniques, we progressively train a cascade of patch-based upsampling networks on different levels of detail end-to-end. We propose a series of architectural design contributions that lead to a substantial performance boost. The effect of each technical contribution is demonstrated in an ablation study. Qualitative and quantitative experiments show that our method significantly outperforms the state-of-the-art learning-based and optimazation-based approaches, both in terms of handling low-resolution inputs and revealing high-fidelity details.Comment: accepted to cvpr2019, code available at https://github.com/yifita/P3

    Robust Inside-Outside Segmentation Using Generalized Winding Numbers

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    Solid shapes in computer graphics are often represented with boundary descriptions, e.g. triangle meshes, but animation, physicallybased simulation, and geometry processing are more realistic and accurate when explicit volume representations are available. Tetrahedral meshes which exactly contain (interpolate) the input boundary description are desirable but difficult to construct for a large class of input meshes. Character meshes and CAD models are often composed of many connected components with numerous selfintersections, non-manifold pieces, and open boundaries, precluding existing meshing algorithms. We propose an automatic algorithm handling all of these issues, resulting in a compact discretization of the input’s inner volume. We only require reasonably consistent orientation of the input triangle mesh. By generalizing the winding number for arbitrary triangle meshes, we define a function that is a perfect segmentation for watertight input and is well-behaved otherwise. This function guides a graphcut segmentation of a constrained Delaunay tessellation (CDT), providing a minimal description that meets the boundary exactly and may be fed as input to existing tools to achieve element quality. We highlight our robustness on a number of examples and show applications of solving PDEs, volumetric texturing and elastic simulation

    Digital 3D Smocking Design

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    We develop an optimization-based method to model smocking, a surface embroidery technique that provides decorative geometric texturing while maintaining stretch properties of the fabric. During smocking, multiple pairs of points on the fabric are stitched together, creating non-manifold geometric features and visually pleasing textures. Designing smocking patterns is challenging, because the outcome of stitching is unpredictable: the final texture is often revealed only when the whole smocking process is completed, necessitating painstaking physical fabrication and time consuming trial-and-error experimentation. This motivates us to seek a digital smocking design method. Straightforward attempts to compute smocked fabric geometry using surface deformation or cloth simulation methods fail to produce realistic results, likely due to the intricate structure of the designs, the large number of contacts and high-curvature folds. We instead formulate smocking as a graph embedding and shape deformation problem. We extract a coarse graph representing the fabric and the stitching constraints, and then derive the graph structure of the smocked result. We solve for the 3D embedding of this graph, which in turn reliably guides the deformation of the high-resolution fabric mesh. Our optimization based method is simple, efficient, and flexible, which allows us to build an interactive system for smocking pattern exploration. To demonstrate the accuracy of our method, we compare our results to real fabrications on a large set of smocking patternsComment: 17 pages, 35 figure

    Dev2PQ: Planar Quadrilateral Strip Remeshing of Developable Surfaces

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    We introduce an algorithm to remesh triangle meshes representing developable surfaces to planar quad dominant meshes. The output of our algorithm consists of planar quadrilateral (PQ) strips that are aligned to principal curvature directions and closely approximate the curved parts of the input developable, and planar polygons representing the flat parts of the input. Developable PQ-strip meshes are useful in many areas of shape modeling, thanks to the simplicity of fabrication from flat sheet material. Unfortunately, they are difficult to model due to their restrictive combinatorics and locking issues. Other representations of developable surfaces, such as arbitrary triangle or quad meshes, are more suitable for interactive freeform modeling, but generally have non-planar faces or are not aligned to principal curvatures. Our method leverages the modeling flexibility of non-ruling based representations of developable surfaces, while still obtaining developable, curvature aligned PQ-strip meshes. Our algorithm optimizes for a scalar function on the input mesh, such that its level sets are extrinsically straight and align well to the locally estimated ruling directions. The condition that guarantees straight level sets is nonlinear of high order and numerically difficult to enforce in a straightforward manner. We devise an alternating optimization method that makes our problem tractable and practical to compute. Our method works automatically on any developable input, including multiple patches and curved folds, without explicit domain decomposition. We demonstrate the effectiveness of our approach on a variety of developable surfaces and show how our remeshing can be used alongside handle based interactive freeform modeling of developable shapes
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