We introduce a generative model for 3D man-made shapes. The presented method takes a global-to-local (G2L) approach. An adversarial network (GAN) is built first to construct the overall structure of the shape, segmented and labeled into parts. A novel conditional auto-encoder (AE) is then augmented to act as a part-level refiner. The GAN, associated with additional local discriminators and quality losses, synthesizes a voxel-based model, and assigns the voxels with part labels that are represented in separate channels. The AE is trained to amend the initial synthesis of the parts, yielding more plausible part geometries. We also introduce new means to measure and evaluate the performance of an adversarial generative model. We demonstrate that our global-to-local generative model produces significantly better results than a plain three-dimensional GAN, in terms of both their shape variety and the distribution with respect to the training data.
Tooth segmentation on dental model is an essential step of computer-aided-design systems for orthodontic virtual treatment planning. However, fast and accurate identifying cutting boundary to separate teeth from dental model still remains a challenge, due to various geometrical shapes of teeth, complex tooth arrangements, different dental model qualities, and varying degrees of crowding problems. Most segmentation approaches presented before are not able to achieve a balance between fine segmentation results and simple operating procedures with less time consumption. In this article, we present a novel, effective and efficient framework that achieves tooth segmentation based on a segmentation field, which is solved by a linear system defined by a discrete Laplace-Beltrami operator with Dirichlet boundary conditions. A set of contour lines are sampled from the smooth scalar field, and candidate cutting boundaries can be detected from concave regions with large variations of field data. The sensitivity to concave seams of the segmentation field facilitates effective tooth partition, as well as avoids obtaining appropriate curvature threshold value, which is unreliable in some case. Our tooth segmentation algorithm is robust to dental models with low quality, as well as is effective to dental models with different levels of crowding problems. The experiments, including segmentation tests of varying dental models with different complexity, experiments on dental meshes with different modeling resolutions and surface noises and comparison between our method and the morphologic skeleton segmentation method are conducted, thus demonstrating the effectiveness of our method.
We introduce a data-driven method to generate a large number of plausible, closely interacting 3D human pose-pairs, for a given motion category, e.g., wrestling or salsa dance. With much difficulty in acquiring close interactions using 3D sensors, our approach utilizes abundant existing video data which cover many human activities. Instead of treating the data generation problem as one of reconstruction, either through 3D acquisition or direct 2D-to-3D data lifting from video annotations, we present a solution based on Markov Chain Monte Carlo (MCMC) sampling. With a focus on efficient sampling over the space of close interactions, rather than pose spaces, we develop a novel representation called interaction coordinates (IC) to encode both poses and their interactions in an integrated manner. Plausibility of a 3D pose-pair is then defined based on the ICs and with respect to the annotated 2D pose-pairs from video. We show that our sampling-based approach is able to efficiently synthesize a large volume of plausible, closely interacting 3D pose-pairs which provide a good coverage of the input 2D pose-pairs.
Ocean wave simulation has a wide range of applications in movies, video games and training systems. Wind force is the main energy resource for generating ocean waves, which are the result of the interaction between wind and the ocean surface. While numerous methods to handle simulating oceans and other fluid phenomena have undergone rapid development during the past years in the field of computer graphic, few of them consider to construct ocean surface height field from the perspective of wind force driving ocean waves. We introduce wind force to the construction of the ocean surface height field through applying wind field data and wind-driven wave particles. Continual and realistic ocean waves result from the overlap of wind-driven wave particles, and a strategy was proposed to control these discrete wave particles and simulate an endless ocean surface. The results showed that the new method is capable of obtaining a realistic ocean scene under the influence of wind fields at real time rates.
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