No abstract
This survey reviews the recent advances in linear variational mesh deformation techniques. These methods were developed for editing detailed high-resolution meshes, like those produced by scanning real-world objects. The challenge of manipulating such complex surfaces is three-fold: the deformation technique has to be sufficiently fast, robust, and intuitive and easy to control to be useful for interactive applications. An intuitive, and thus predictable, deformation tool should provide physically plausible and aesthetically pleasing surface deformations, which in particular requires its geometric details to be preserved. The methods we survey generally formulate surface deformation as a global variational optimization problem that addresses the differential properties of the edited surface. Efficiency and robustness are achieved by linearizing the underlying objective functional, such that the global optimization amounts to solving a sparse linear system of equations. We review the different deformation energies and detail preservation techniques that were proposed in the recent years, together with the various techniques to rectify the linearization artifacts. Our goal is to provide the reader with a systematic classification and comparative description of the different techniques, revealing the strengths and weaknesses of each approach in common editing scenarios.
We present a freeform modeling framework for unstructured triangle meshes which is based on constraint shape optimization. The goal is to simplify the user interaction even for quite complex freeform or multiresolution modifications. The user first sets various boundary constraints to define a custom tailored (abstract) basis function which is adjusted to a given design task. The actual modification is then controlled by moving one single 9-dof manipulator object. The technique can handle arbitrary support regions and piecewise boundary conditions with smoothness ranging continuously from C 0 to C 2 . To more naturally adapt the modification to the shape of the support region, the deformed surface can be tuned to bend with anisotropic stiffness. We are able to achieve real-time response in an interactive design session even for complex meshes by precomputing a set of scalar-valued basis functions that correspond to the degrees of freedom of the manipulator by which the user controls the modification.
This article reports the impact of the degree of personalization and individualization of users' avatars as well as the impact of the degree of immersion on typical psychophysical factors in embodied Virtual Environments. We investigated if and how virtual body ownership (including agency), presence, and emotional response are influenced depending on the specific look of users' avatars, which varied between (1) a generic hand-modeled version, (2) a generic scanned version, and (3) an individualized scanned version. The latter two were created using a state-of-the-art photogrammetry method providing a fast 3D-scan and post-process workflow. Users encountered their avatars in a virtual mirror metaphor using two VR setups that provided a varying degree of immersion, (a) a large screen surround projection (L-shape part of a CAVE) and (b) a head-mounted display (HMD). We found several significant as well as a number of notable effects. First, personalized avatars significantly increase body ownership, presence, and dominance compared to their generic counterparts, even if the latter were generated by the same photogrammetry process and hence could be valued as equal in terms of the degree of realism and graphical quality. Second, the degree of immersion significantly increases the body ownership, agency, as well as the feeling of presence. These results substantiate the value of personalized avatars resembling users' real-world appearances as well as the value of the deployed scanning process to generate avatars for VR-setups where the effect strength might be substantial, e.g., in social Virtual Reality (VR) or in medical VR-based therapies relying on embodied interfaces. Additionally, our results also strengthen the value of fully immersive setups which, today, are accessible for a variety of applications due to the widely available consumer HMDs.
Providing a thorough mathematical foundation, multiresolution modeling is the standard approach for global surface deformations that preserve fine surface details in an intuitive and plausible manner. A given shape is decomposed into a smooth low-frequency base surface and high-frequency detail information. Adding these details back onto a deformed version of the base surface results in the desired modification. Using a suitable detail encoding, the connectivity of the base surface is not restricted to be the same as that of the original surface. We propose to exploit this degree of freedom to improve both robustness and efficiency of multiresolution shape editing.In several approaches the modified base surface is computed by solving a linear system of discretized Laplacians. By remeshing the base surface such that the Voronoi areas of its vertices are equalized, we turn the unsymmetric surface-related linear system into a symmetric one, such that simpler, more robust, and more efficient solvers can be applied. The high regularity of the remeshed base surface further removes numerical problems caused by mesh degeneracies and results in a better discretization of the Laplacian operator. The remeshing is performed on the low-frequency base surface only, while the connectivity of the original surface is kept fixed. Hence, this functionality can be encapsulated inside a multiresolution kernel and is thus completely hidden from the user.
Despite the huge progress made in interactive physics‐based mesh deformation, manipulating a geometrically complex mesh or posing a detailed character is still a tedious and time‐consuming task. Example‐driven methods significantly simplify the modelling process by incorporating structural or anatomical knowledge learned from example poses. However, these approaches yield counter‐intuitive, non‐physical results as soon as the shape space spanned by the example poses is left. In this paper, we propose a modelling framework that is both example‐driven and physics‐based and thereby overcomes the limitations of both approaches. Based on an extension of the discrete shell energy we derive mesh deformation and mesh interpolation techniques that can be seamlessly combined into a simple and flexible mesh‐based inverse kinematics system.
We present a robust method for capturing articulated hand motions in realtime using a single depth camera. Our system is based on a realtime registration process that accurately reconstructs hand poses by fitting a 3D articulated hand model to depth images. We register the hand model using depth, silhouette, and temporal information. To effectively map low-quality depth maps to realistic hand poses, we regularize the registration with kinematic and temporal priors, as well as a data-driven prior built from a database of realistic hand poses. We present a principled way of integrating such priors into our registration optimization to enable robust tracking without severely restricting the freedom of motion. A core technical contribution is a new method for computing tracking correspondences that directly models occlusions typical of single-camera setups. To ensure reproducibility of our results and facilitate future research, we fully disclose the source code of our implementation.
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