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Implicit meshes for surface reconstruction

机译:用于表面重建的隐式网格

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摘要

Deformable 3D models can be represented either as traditional explicit surfaces, such as triangulated meshes, or as implicit surfaces. Explicit surfaces are widely accepted because they are simple to deform and render, but fitting them involves minimizing a nondifferentiable distance function. By contrast, implicit surfaces allow fitting by minimizing a differentiate algebraic distance, but are harder to meaningfully deform and render. Here, we propose a method that combines the strength of both approaches. It relies on a technique that can turn a completely arbitrary triangulated mesh, such as one taken from the Web, into an implicit surface that closely approximates it and can deform in tandem with it. This allows both automated algorithms to take advantage of the attractive properties of implicit surfaces for fitting purposes and people to use standard deformation tools they feel comfortable for interaction and animation purposes. We demonstrate the applicability of our technique to modeling the human upper-body, including face, neck, shoulders, and ears, from noisy stereo and silhouette data.
机译:可变形3D模型可以表示为传统的显式曲面(例如,三角网格),也可以表示为隐式曲面。显式曲面由于易于变形和渲染而被广泛接受,但拟合它们涉及最小化不可微距离函数。相比之下,隐式曲面可通过最小化微分代数距离来进行拟合,但更难以有意义地变形和渲染。在这里,我们提出了一种结合了两种方法的优势的方法。它依赖于一种技术,该技术可以将一个完全任意的三角网格(例如从Web上获取的网格)变成隐式曲面,该曲面非常接近该曲面并可以与之串联变形。这既使自动算法可以利用隐式曲面的引人注目的特性来进行拟合,又可以使人们使用标准的变形工具来适应交互和动画目的。我们证明了我们的技术可用于从嘈杂的立体声和轮廓数据对人体上半身(包括脸,脖子,肩膀和耳朵)进行建模。

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