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图形学学术速递[1.10]

格林先生MrGreen arXiv每日学术速递 2022-05-05

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cs.GR图形学,共计3篇


【1】 Embodied Hands: Modeling and Capturing Hands and Bodies Together
标题:具体化的手:一起建模和捕捉手和身体
链接:https://arxiv.org/abs/2201.02610

作者:Javier Romero,Dimitrios Tzionas,Michael J. Black
备注:None
摘要:Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes in our website (http://mano.is.tue.mpg.de).

【2】 As-Continuous-As-Possible Ceramics Printing for Shell Models
标题:贝壳模型的尽可能连续的陶瓷印刷
链接:https://arxiv.org/abs/2201.02374

作者:Fanchao Zhong,Yonglai Xu,Haisen Zhao,Lin Lu
备注:15 pages, 21 figures
摘要:We propose a novel computational framework for fabricating thin shell models on an extrusion-based Cartesian 3D printer with the clay material. Extrusion-based ceramics printing involves several inevitable challenges to achieve acceptable print quality, including continuous toolpath with the minimal number of transfer moves, separation of non-model and model structures, etc. Inertia of the extruded material may damage the surface quality during transfer moves. The viscosity also makes support material hard to remove. These challenges even increase for thin shell surfaces, as both sides are of visual significance, making it impossible to hide any intermediate structures in the interiors. To conquer these challenges, we adopt a curved layer scheme for ceramics printing. Then we introduce an original criterion "one-path patch" (OPP), for representing a shell surface patch that can be traversed in one path in the context of curved layer printing considering fabrication constraints. We propose a bottom-up OPP merging procedure for decomposing the given shell surface into a minimal number of OPPs and generating the "as-continuous-as-possible" (ACAP) toolpath. Furthermore, we customize the path planning algorithm with a decoupled orientation and support structures computation method. Results demonstrate that our ACAP algorithm prints shell models with both efficiency and surface quality.

【3】 Deep Generative Framework for Interactive 3D Terrain Authoring and Manipulation
标题:交互式三维地形创作和操纵的深度生成框架
链接:https://arxiv.org/abs/2201.02369

作者:Shanthika Naik,Aryamaan Jain,Avinash Sharma,KS Rajan
摘要:Automated generation and (user) authoring of the realistic virtual terrain is most sought for by the multimedia applications like VR models and gaming. The most common representation adopted for terrain is Digital Elevation Model (DEM). Existing terrain authoring and modeling techniques have addressed some of these and can be broadly categorized as: procedural modeling, simulation method, and example-based methods. In this paper, we propose a novel realistic terrain authoring framework powered by a combination of VAE and generative conditional GAN model. Our framework is an example-based method that attempts to overcome the limitations of existing methods by learning a latent space from a real-world terrain dataset. This latent space allows us to generate multiple variants of terrain from a single input as well as interpolate between terrains while keeping the generated terrains close to real-world data distribution. We also developed an interactive tool, that lets the user generate diverse terrains with minimalist inputs. We perform thorough qualitative and quantitative analysis and provide comparisons with other SOTA methods. We intend to release our code/tool to the academic community.

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