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18
Co-Chairs of Supervisory Committee:
, 2005
"... Learning body shape models from real-world data ..."
Eurographics Symposium on Geometry Processing 2008
"... We present a robust and efficient algorithm for the pairwise non-rigid registration of partially overlapping 3D surfaces. Our approach treats non-rigid registration as an optimization problem and solves it by alternating between correspondence and deformation optimization. Assuming approximately iso ..."
Abstract
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We present a robust and efficient algorithm for the pairwise non-rigid registration of partially overlapping 3D surfaces. Our approach treats non-rigid registration as an optimization problem and solves it by alternating between correspondence and deformation optimization. Assuming approximately isometric deformations, robust correspondences are generated using a pruning mechanism based on geodesic consistency. We iteratively learn an appropriate deformation discretization from the current set of correspondences and use it to update the correspondences in the next iteration. Our algorithm is able to register partially similar point clouds that undergo large deformations, in just a few seconds. We demonstrate the potential of our algorithm in various applications such as example based articulated segmentation, and shape interpolation. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling
205 Eurographics / ACM SIGGRAPH Symposium on Computer Animation (2011) A. Bargteil and M. van de Panne (Editors) Facial Cartography: Interactive Scan Correspondence
"... We present a semi-automatic technique for computing surface correspondences between 3D facial scans in different expressions, such that scan data can be mapped into a common domain for facial animation. The technique can accurately correspond high-resolution scans of widely differing expressions – w ..."
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We present a semi-automatic technique for computing surface correspondences between 3D facial scans in different expressions, such that scan data can be mapped into a common domain for facial animation. The technique can accurately correspond high-resolution scans of widely differing expressions – without requiring intermediate pose sequences – such that they can be used, together with reflectance maps, to create high-quality blendshape-based facial animation. We optimize correspondences through a combination of Image, Shape, and Internal forces, as well as Directable forces to allow a user to interactively guide and refine the solution. Key to our method is a novel representation, called an Active Visage, that balances the advantages of both deformable templates and correspondence computation in a 2D canonical domain. We show that our semi-automatic technique achieves more robust results than automated correspondence alone, and is more precise than is practical with unaided manual input. 1.
Automatic Registration for Articulated Shapes
"... We present an unsupervised algorithm for aligning a pair of shapes in the presence of significant articulated motion and missing data, while assuming no knowledge of a template, user-placed markers, segmentation, or the skeletal structure of the shape. We explicitly sample the motion, which gives a ..."
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We present an unsupervised algorithm for aligning a pair of shapes in the presence of significant articulated motion and missing data, while assuming no knowledge of a template, user-placed markers, segmentation, or the skeletal structure of the shape. We explicitly sample the motion, which gives a priori the set of possible rigid transformations between parts of the shapes. This transforms the problem into a discrete labeling problem, where the goal is to find an optimal assignment of transformations for aligning the shapes. We then apply graph cuts to optimize a novel cost function, which encodes a preference for a consistent motion assignment from both source to target and target to source. We demonstrate the robustness of our method by aligning several synthetic and real-world datasets.
Automatically Rigging Multi-component Characters
"... Figure 1: Our approach creates rigs for multi-component meshes that can be mapped to an input animation skeleton (far left). Rigging an arbitrary 3D character by creating an animation skeleton is a time-consuming process even for experienced animators. In this paper, we present an algorithm that aut ..."
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Figure 1: Our approach creates rigs for multi-component meshes that can be mapped to an input animation skeleton (far left). Rigging an arbitrary 3D character by creating an animation skeleton is a time-consuming process even for experienced animators. In this paper, we present an algorithm that automatically creates animation rigs for multicomponent 3D models, as they are typically found in online shape databases. Our algorithm takes as input a multi-component model and an input animation skeleton with associated motion data. It then creates a target skeleton for the input model, calculates the rigid skinning weights, and a mapping between the joints of the target skeleton and the input animation skeleton. The automatic approach does not need additional semantic information, such as component labels or user-provided correspondences, and succeeds on a wide range of models where the number of components is significantly different. It implicitly handles large scale and proportional differences between input and target skeletons and can deal with certain morphological differences, e.g., if input and target have different numbers of limbs. The output of our algorithm can be directly used in a retargeting system to create a plausible animated character.
OBJECT MODELLING BY EXAMPLE
, 2005
"... Modelling by example has arisen as a powerful paradigm for reducing the artistic skill required for computer graphics. Instead of relying on the user’s own modelling skills, a system that models by example allows users to reuse the work of others. To date, modelling by example, also known as data-dr ..."
Abstract
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Modelling by example has arisen as a powerful paradigm for reducing the artistic skill required for computer graphics. Instead of relying on the user’s own modelling skills, a system that models by example allows users to reuse the work of others. To date, modelling by example, also known as data-driven modelling, has been mostly limited to the image domain. In this work, we develop a number of methods for modelling 3D objects by example. Jump maps provide fast and flexible reuse of texture imagery in object modelling. Geodesic fans extend the local statistical techniques forming the basis for traditional image-based data-driven methods to 3D surfaces, and directly enable flexible reuse of existing 3D surfaces. We also apply data-driven methods to augment surface editing capabilities, providing new tools for rapid geometry or texture editing and sketch-based 3D object modelling. Finally, as a fundamental operation of any data-driven modelling system is the selection of example data, we develop novel methods for selecting regions or mattes from 3D objects. The resulting methods are very fast, intuitive, and easy to use, and, as selection is a truly fundamental modelling operation, have wide applicability. Thus, we
E. Grinspun and J. Hodgins (Editors) Face/Off: Live Facial Puppetry
"... We present a complete integrated system for live facial puppetry that enables high-resolution real-time facial expression tracking with transfer to another person’s face. The system utilizes a real-time structured light scanner that provides dense 3D data and texture. A generic template mesh, fitted ..."
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We present a complete integrated system for live facial puppetry that enables high-resolution real-time facial expression tracking with transfer to another person’s face. The system utilizes a real-time structured light scanner that provides dense 3D data and texture. A generic template mesh, fitted to a rigid reconstruction of the actor’s face, is tracked offline in a training stage through a set of expression sequences. These sequences are used to build a person-specific linear face model that is subsequently used for online face tracking and expression transfer. Even with just a single rigid pose of the target face, convincing real-time facial animations are achievable. The actor becomes a puppeteer with complete and accurate control over a digital face. 1.
P. Kry and J. Lee (Editors) Interactive Steering of Mesh Animations
"... Creating geometrically detailed mesh animations is an involved and resource-intensive process in digital content creation. In this work we present a method to rapidly combine available sparse motion capture data with existing mesh sequences to produce a large variety of new animations. The key idea ..."
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Creating geometrically detailed mesh animations is an involved and resource-intensive process in digital content creation. In this work we present a method to rapidly combine available sparse motion capture data with existing mesh sequences to produce a large variety of new animations. The key idea is to model shape changes correlated to the pose of the animated object via a part-based statistical shape model. We observe that compact linear models suffice for a segmentation into nearly rigid parts. The same segmentation further guides the parameterization of the pose which is learned in conjunction with the marker movement. Besides the inherent high geometric detail, further benefits of the presented method arise from its robustness against errors in segmentation and pose parameterization. Due to efficiency of both learning and synthesis phase, our model allows to interactively steer virtual avatars based on few markers extracted from video data or input devices like the Kinect sensor.

