The Pythagorean-hodograph curves offer unique computational advantages in computer aided design and manufacturing. In this paper, geometric parameters based cubic PH curve interpolation and approximation algorithms ar...
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In this paper, we propose a novel free-form deformation (FFD) technique, RDMS-FFD (Rational DMS-FFD), based on rational DMS-spline volumes. RDMS-FFD inherits some good properties of rational DMS-spline volumes and...
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In this paper, we propose a novel free-form deformation (FFD) technique, RDMS-FFD (Rational DMS-FFD), based on rational DMS-spline volumes. RDMS-FFD inherits some good properties of rational DMS-spline volumes and combines more deformation techniques than previous FFD methods in a consistent framework, such as local deformation, control lattice of arbitrary topology, smooth deformation, multiresolution deformation and direct manipulation of deformation. We first introduce the rational DMS-spline volume by directly generalizing the previous results related to DMS-splines. How to generate a tetrahedral domain that approximates the shape of the object to be deformed is also introduced in this paper. Unlike the traditional FFD techniques, we manipulate the vertices of the tetrahedral domain to achieve deformation results. Our system demonstrates that RDMS-FFD is powerful and intuitive in geometric modeling.
Adaptively Sampled Distance Fields (ADFs) are volumetric shape representations that support a broad range of applications in the areas of computergraphics, computer vision and physics. ADFs are especially beneficial ...
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ISBN:
(纸本)9781424422609
Adaptively Sampled Distance Fields (ADFs) are volumetric shape representations that support a broad range of applications in the areas of computergraphics, computer vision and physics. ADFs are especially beneficial for representing shapes with features at very diverse scales. In this paper, we propose a strategy to represent and reconstruct ADFs on modem graphics hardware (GPUs). We employ a 3D hashing scheme to store the underlying data structure and try to balance the tradeoff between memory requirements and reconstruction efficiency. To render ADFs on GPU, we use a general-purpose ray-casting technique based on sphere tracing, which guarantees the reconstruction of fine details. We also present a way to overcome the C-1 discontinuities inherent to ADFs and efficiently reconstruct smooth surface normals across cell boundaries. The effectiveness of our proposal is demonstrated for isosurface rendering and morphing.
This paper presents a novel method for real-time animation of highly-detailed facial expressions based on a multi-scale decomposition of facial geometry into large-scale motion and fine-scale details, such as expressi...
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In this paper, we present a very high-capacity and low-distortion 3D steganography scheme. Our steganography approach is based on a novel multilayered embedding scheme to hide secret messages in the vertices of 3D pol...
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In this paper, we present a very high-capacity and low-distortion 3D steganography scheme. Our steganography approach is based on a novel multilayered embedding scheme to hide secret messages in the vertices of 3D polygon models. Experimental results show that the cover model distortion is very small as the number of hiding layers ranges from 7 to 13 layers. To the best of our knowledge, this novel approach can provide much higher hiding capacity than other state-of-the-art approaches, while obeying the low distortion and security basic requirements for steganography on 3D models.
This paper studies the problem of estimating the sub-frame temporal offset between unsynchronised, non-stationary cameras. Based on motion trajectory correspondences, the estimation is done in two steps. First, we pro...
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ISBN:
(纸本)9781901725360
This paper studies the problem of estimating the sub-frame temporal offset between unsynchronised, non-stationary cameras. Based on motion trajectory correspondences, the estimation is done in two steps. First, we propose an algorithm to robustly estimate the frame accurate offset by analysing the trajectories and matching their characteristic time patterns. Using this result, we then show how the estimation of the fundamental matrix between two cameras can be reformulated to yield the sub-frame accurate offset from nine correspondences. We verify the robustness and performance of our approach on synthetic data as well as on real video sequences.
Shape models are used for many tasks in modern image analysis, e.g., segmentation, tracking, etc. Rarely, the quality of fit of adapted shape models is automatically determined to decide whether the model fitting was ...
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We present NoiseVis3D a framework for the interactive three dimensional visualization of traffic noise. The framework allows the visualization of noise maps in new ways including multilayer 2D maps, volume rendering o...
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Most of current facial animation approaches largely focus on the accuracy or efficiency of their algorithms, or how to optimally utilize pre-collected facial motion data. However, human perception, the ultimate measur...
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Three-dimensional (3D) textures are popular for texturing solid objects. They usually achieve superior results over conventional two-dimensional (2D) texture mapping techniques. However, whereas 2D textures can be obt...
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Three-dimensional (3D) textures are popular for texturing solid objects. They usually achieve superior results over conventional two-dimensional (2D) texture mapping techniques. However, whereas 2D textures can be obtained using for example a photograph, capturing or generating solid textures is not straightforward. Procedural techniques can replicate some types of materials, but are usually difficult to control. An alternative is exemplar-based texture synthesis where 3D textures are generated from a few 2D pictures. Unfortunately, the synthesis from exemplars is very challenging and usually requires very long computation times. In this paper we present a new algorithm for fast solid texture synthesis from 2D input exemplars. Our method extends an existing real-time synthesis approach which has so far been limited to 2D texture synthesis only. The modifications we made allow a hardware-accelerated synthesis utilising the computational capabilities of today's graphics cards. To our knowledge, our method is the first solid texture synthesis approach that was specifically designed for an execution directly on graphics hardware. Copyright is held by the author/owner(s).
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