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1.
Artigo em Inglês | MEDLINE | ID: mdl-37023153

RESUMO

We present ANISE, a method that reconstructs a 3D shape from partial observations (images or sparse point clouds) using a part-aware neural implicit shape representation. The shape is formulated as an assembly of neural implicit functions, each representing a different part instance. In contrast to previous approaches, the prediction of this representation proceeds in a coarse-to-fine manner. Our model first reconstructs a structural arrangement of the shape in the form of geometric transformations of its part instances. Conditioned on them, the model predicts part latent codes encoding their surface geometry. Reconstructions can be obtained in two ways: (i) by directly decoding the part latent codes to part implicit functions, then combining them into the final shape; or (ii) by using part latents to retrieve similar part instances in a part database and assembling them in a single shape. We demonstrate that, when performing reconstruction by decoding part representations into implicit functions, our method achieves state-of-the-art part-aware reconstruction results from both images and sparse point clouds. When reconstructing shapes by assembling parts retrieved from a dataset, our approach significantly outperforms traditional shape retrieval methods even when significantly restricting the database size. We present our results in well-known sparse point cloud reconstruction and single-view reconstruction benchmarks.

2.
IEEE Trans Vis Comput Graph ; 28(4): 1758-1772, 2022 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-33044933

RESUMO

We introduce a modeling tool which can evolve a set of 3D objects in a functionality-aware manner. Our goal is for the evolution to generate large and diverse sets of plausible 3D objects for data augmentation, constrained modeling, as well as open-ended exploration to possibly inspire new designs. Starting with an initial population of 3D objects belonging to one or more functional categories, we evolve the shapes through part recombination to produce generations of hybrids or crossbreeds between parents from the heterogeneous shape collection. Evolutionary selection of offsprings is guided both by a functional plausibility score derived from functionality analysis of shapes in the initial population and user preference, as in a design gallery. Since cross-category hybridization may result in offsprings not belonging to any of the known functional categories, we develop a means for functionality partial matching to evaluate functional plausibility on partial shapes. We show a variety of plausible hybrid shapes generated by our functionality-aware model evolution, which can complement existing datasets as training data and boost the performance of contemporary data-driven segmentation schemes, especially in challenging cases. Our tool supports constrained modeling, allowing users to restrict or steer the model evolution with functionality labels. At the same time, unexpected yet functional object prototypes can emerge during open-ended exploration owing to structure breaking when evolving a heterogeneous collection.

3.
IEEE Trans Pattern Anal Mach Intell ; 43(3): 1009-1021, 2021 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-31514124

RESUMO

Detecting segments of interest from videos is a common problem for many applications. And yet it is a challenging problem as it often requires not only knowledge of individual target segments, but also contextual understanding of the entire video and the relationships between the target segments. To address this problem, we propose the Sequence-to-Segments Network (S2N), a novel and general end-to-end sequential encoder-decoder architecture. S2N first encodes the input video into a sequence of hidden states that capture information progressively, as it appears in the video. It then employs the Segment Detection Unit (SDU), a novel decoding architecture, that sequentially detects segments. At each decoding step, the SDU integrates the decoder state and encoder hidden states to detect a target segment. During training, we address the problem of finding the best assignment of predicted segments to ground truth using the Hungarian Matching Algorithm with Lexicographic Cost. Additionally we propose to use the squared Earth Mover's Distance to optimize the localization errors of the segments. We show the state-of-the-art performance of S2N across numerous tasks, including video highlighting, video summarization, and human action proposal generation.

4.
IEEE Trans Vis Comput Graph ; 27(10): 3968-3981, 2021 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-32746255

RESUMO

Procedural modeling has produced amazing results, yet fundamental issues such as controllability and limited user guidance persist. We introduce a novel procedural model called PICO (Procedural Iterative Constrained Optimizer) and PICO-Graph that is the underlying procedural model designed with optimization in mind. The key novelty of PICO is that it enables the exploration of generative designs by combining both user and environmental constraints into a single framework by using optimization without the need to write procedural rules. The PICO-Graph procedural model consists of a set of geometry generating operations and a set of axioms connected in a directed cyclic graph. The forward generation is initiated by a set of axioms that use the connections to send coordinate systems and geometric objects through the PICO-Graph, which in turn generates more objects. This allows for fast generation of complex and varied geometries. Moreover, we combine PICO-Graph with efficient optimization that allows for quick exploration of the generated models and the generation of variants. The user defines the rules, the axioms, and the set of constraints; for example, whether an existing object should be supported by the generated model, whether symmetries exist, whether the object should spin, etc. PICO then generates a class of geometric models and optimizes them so that they fulfill the constraints. The generation and the optimization in our implementation provides interactive user control during model execution providing continuous feedback. For example, the user can sketch the constraints and guide the geometry to meet these specified goals. We show PICO on a variety of examples such as the generation of procedural chairs with multiple supports, generation of support structures for 3D printing, generation of spinning objects, or generation of procedural terrains matching a given input. Our framework could be used as a component in a larger design workflow; its strongest application is in the early rapid ideation and prototyping phases.

5.
IEEE Trans Vis Comput Graph ; 23(8): 2003-2013, 2017 08.
Artigo em Inglês | MEDLINE | ID: mdl-27514042

RESUMO

Procedural modeling techniques can produce high quality visual content through complex rule sets. However, controlling the outputs of these techniques for design purposes is often notoriously difficult for users due to the large number of parameters involved in these rule sets and also their non-linear relationship to the resulting content. To circumvent this problem, we present a sketch-based approach to procedural modeling. Given an approximate and abstract hand-drawn 2D sketch provided by a user, our algorithm automatically computes a set of procedural model parameters, which in turn yield multiple, detailed output shapes that resemble the user's input sketch. The user can then select an output shape, or further modify the sketch to explore alternative ones. At the heart of our approach is a deep Convolutional Neural Network (CNN) that is trained to map sketches to procedural model parameters. The network is trained by large amounts of automatically generated synthetic line drawings. By using an intuitive medium, i.e., freehand sketching as input, users are set free from manually adjusting procedural model parameters, yet they are still able to create high quality content. We demonstrate the accuracy and efficacy of our method in a variety of procedural modeling scenarios including design of man-made and organic shapes.

6.
IEEE Trans Vis Comput Graph ; 19(5): 723-35, 2013 May.
Artigo em Inglês | MEDLINE | ID: mdl-23492376

RESUMO

Existing natural media painting simulations have produced high-quality results, but have required powerful compute hardware and have been limited to screen resolutions. Digital artists would like to be able to use watercolor-like painting tools, but at print resolutions and on lower end hardware such as laptops or even slates. We present a procedural algorithm for generating watercolor-like dynamic paint behaviors in a lightweight manner. Our goal is not to exactly duplicate watercolor painting, but to create a range of dynamic behaviors that allow users to achieve a similar style of process and result, while at the same time having a unique character of its own. Our stroke representation is vector based, allowing for rendering at arbitrary resolutions, and our procedural pigment advection algorithm is fast enough to support painting on slate devices. We demonstrate our technique in a commercially available slate application used by professional artists. Finally, we present a detailed analysis of the different vector-rendering technologies available.


Assuntos
Algoritmos , Cor , Imageamento Tridimensional/métodos , Pintura , Pinturas , Software , Interface Usuário-Computador , Sistemas Computacionais
7.
IEEE Comput Graph Appl ; 31(6): 16-7, 2011.
Artigo em Inglês | MEDLINE | ID: mdl-25252373
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