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The computation of the curvature of smooth surfaces has a long history in differential geometry and is essential for many geometric modeling applications such as feature detection. We present a novel approach to calculate the mean...
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The computation of the curvature of smooth surfaces has a long history in differential geometry and is essential for many geometric modeling applications such as feature detection. We present a novel approach to calculate the mean curvature from arbitrary normal curvatures. Then, we demonstrate how the sarne method can be used to obtain new formulae to compute the Gaussian curvature and the curvature tensor. The idea is to compute the curvature integrals by a weighted sum by making use of the periodic structure of the normal curvatures to make the quadratures exact. Finally, we derive an approximation formula for the curvature of discrete data like meshes and show its convergence if quadratically converging normals are available.
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The crest lines, salient subsets of the extrema of the principal curvatures over their corresponding curvature lines, are powerful shape descriptors which are widely used for shape matching, interrogation, and visualization purpos...
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The crest lines, salient subsets of the extrema of the principal curvatures over their corresponding curvature lines, are powerful shape descriptors which are widely used for shape matching, interrogation, and visualization purposes. In this paper, we develop fast, accurate, and reliable methods for detecting the crest lines on surfaces approximated by dense triangle meshes. The methods exploit intrinsic geometric properties of the curvature extrema and provide with an inherent level-of-detail control of the detected crest lines. As an immediate application, we use of the crest lines for adaptive mesh simplification purposes.
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In this paper an approach for motion capture of dressed people is presented. A cloth draping method is incorporated in a silhouette based motion capture system. This leads to a simultaneous estimation of pose, joint angles, cloth ...
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In this paper an approach for motion capture of dressed people is presented. A cloth draping method is incorporated in a silhouette based motion capture system. This leads to a simultaneous estimation of pose, joint angles, cloth draping parameters and wind forces. An error functional is formalized to minimize the involved parameters simultaneously. This allows for reconstruction of the underlying kinematic structure, even though it is covered with fabrics. Finally, a quantitative error analysis is performed. Pose results are compared with results obtained from a commercially available marker based tracking system. The deviations have a magnitude of three degrees which indicates a reasonably stable approach.
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Motion-tracked real-time character control is important for games
and VR, but current solutions are limited: retargeting is hard for nonhuman
characters, with locomotion bound to the sensing volume;
and pose mappings are ambigu...
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Motion-tracked real-time character control is important for games
and VR, but current solutions are limited: retargeting is hard for nonhuman
characters, with locomotion bound to the sensing volume;
and pose mappings are ambiguous with difficult dynamic motion
control. We robustly estimate wave properties — amplitude, frequency,
and phase—for a set of interactively-defined gestures by
mapping user motions to a low-dimensional independent representation.
The mapping separates simultaneous or intersecting gestures,
and extrapolates gesture variations from single training examples.
For animations such as locomotion, wave properties map naturally
to stride length, step frequency, and progression, and allow smooth
transitions from standing, to walking, to running. Interpolating outof-
phase locomotions is hard, e.g., quadruped legs between walks
and runs switch phase, so we introduce a new time-interpolation
scheme to reduce artifacts. These improvements to real-time motiontracked
character control are important for common cyclic animations.
We validate this in a user study, and show versatility to apply
to part- and full-body motions across a variety of sensors.
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The diversity of display technologies and introduction of high dynamic range imagery introduces the necessity of comparing images of radically different dynamic ranges. Current quality assessment metrics are not suitable for this ...
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The diversity of display technologies and introduction of high dynamic range imagery introduces the necessity of comparing images of radically different dynamic ranges. Current quality assessment metrics are not suitable for this task, as they assume that both reference and test images have the same dynamic range. Image fidelity measures employed by a majority of current metrics, based on the difference of pixel intensity or contrast values between test and reference images, result in meaningless predictions if this assumption does not hold. We present a novel image quality metric capable of operating on an image pair where both images have arbitrary dynamic ranges. Our metric utilizes a model of the human visual system, and its central idea is a new definition of visible distortion based on the detection and classification of visible changes in the image structure. Our metric is carefully calibrated and its performance is validated through perceptual experiments. We demonstrate possible applications of our metric to the evaluation of direct and inverse tone mapping operators as well as the analysis of the image appearance on displays with various characteristics.
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The quality of a 3D range scan should not depend on the surface properties of the object. Most active range scanning techniques, however, assume a diffuse reflector to allow for a robust detection of incident light patterns. In ou...
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The quality of a 3D range scan should not depend on the surface properties of the object. Most active range scanning techniques, however, assume a diffuse reflector to allow for a robust detection of incident light patterns. In our approach we embed the object into a fluorescent liquid. By analyzing the light rays that become visible due to fluorescence rather than analyzing their reflections off the surface, we can detect the intersection points between the projected laser sheet and the object surface for a wide range of different materials. For transparent objects we can even directly depict a slice through the object in just one image by matching its refractive index to the one of the embedding liquid. This enables a direct sampling of the object geometry without the need for computational reconstruction. This way, a high-resolution 3D volume can be assembled simply by sweeping a laser plane through the object. We demonstrate the effectiveness of our light sheet range scanning approach on a set of objects manufactured from a variety of materials and material mixes, including dark, translucent and transparent objects.
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This paper proposes a new marker-less approach to capturing human performances from multi-view video. Our algorithm can jointly reconstruct spatio-temporally coherent geometry, motion and textural surface appearance of actors that...
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This paper proposes a new marker-less approach to capturing human performances from multi-view video. Our algorithm can jointly reconstruct spatio-temporally coherent geometry, motion and textural surface appearance of actors that perform complex and rapid moves. Furthermore, since our algorithm is purely mesh-based and makes as few as possible prior assumptions about the type of subject being tracked, it can even capture performances of people wearing wide apparel, such as a dancer wearing a skirt. To serve this purpose our method efficiently and effectively combines the power of surface- and volume-based shape deformation techniques with a new mesh-based analysis-through-synthesis framework. This framework extracts motion constraints from video and makes the laser-scan of the tracked subject mimic the recorded performance. Also small-scale time-varying shape detail is recovered by applying model-guided multi-view stereo to refine the model surface. Our method delivers captured performance data at 'high level of detail, is highly versatile, and is applicable to many complex types of scenes that could not be handled by alternative marker-based or marker-free recording techniques.
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Fluid simulation is one of the most active research areas in computer graphics. However, it remains difficult to obtain measurements of real fluid flows for validation of the simulated data.
In this paper, we take a step in the d...
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Fluid simulation is one of the most active research areas in computer graphics. However, it remains difficult to obtain measurements of real fluid flows for validation of the simulated data.
In this paper, we take a step in the direction of capturing flow data for such purposes. Specifically, we present the first time-resolved Schlieren tomography system for capturing full 3D, non-stationary gas flows on a dense volumetric grid. Schlieren tomography uses 2D ray deflection measurements to reconstruct a time-varying grid of 3D refractive index values, which directly correspond to physical properties of the flow. We derive a new solution for this reconstruction problem that lends itself to efficient algorithms that robustly work with relatively small numbers of cameras. Our physical system is easy to set up, and consists of an array of relatively low cost rolling-shutter camcorders that are synchronized with a new approach. We demonstrate our method with real measurements, and analyze precision with synthetic data for which ground truth information is available.
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Scattered data is, by definition, irregularly spaced. Uniform surface schemes are not well adapted to the locally varying nature of such data. Conversely, Triangular B-Spline surfaces~2 are more flexible in that they can be built ...
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Scattered data is, by definition, irregularly spaced. Uniform surface schemes are not well adapted to the locally varying nature of such data. Conversely, Triangular B-Spline surfaces~2 are more flexible in that they can be built over arbitrary triangulations and thus can be adapted to the scattered data. This paper discusses the use of DMS spline surfaces for approximation of scattered data. A method is provided for automatically triangulating the domain containing the points and generating basis functions over this triangulation.
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Shadow computation in dynamic scenes under complex illumination is a challenging problem. Methods based on precomputation provide accurate, real-time solutions, but are hard to extend to dynamic scenes. Specialized approaches for ...
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Shadow computation in dynamic scenes under complex illumination is a challenging problem. Methods based on precomputation provide accurate, real-time solutions, but are hard to extend to dynamic scenes. Specialized approaches for soft shadows can deal with dynamic objects but are not fast enough to handle more than one light source. In this paper, we present a technique for rendering dynamic objects under arbitrary environment illumination, which does not require any precomputation. The key ingredient is a fast, approximate technique for computing soft shadows, which achieves several hundred frames per second for a single light source. This allows for approximating environment illumination with a sparse collection of area light sources and yields real-time frame rates.
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