We present a novel approach for unsupervised learning of depth and ego-motion from monocular video. Unsupervised learning removes the need for separate supervisory signals (depth or ego-motion ground truth, or multi-view video). Prior work in unsupervised depth learning uses pixel-wise or gradient-based losses, which only consider pixels in small local neighborhoods. Our main contribution is to explicitly consider the inferred 3D geometry of the whole scene, and enforce consistency of the estimated 3D point clouds and ego-motion across consecutive frames. This is a challenging task and is solved by a novel (approximate) backpropagation algorithm for aligning 3D structures.We combine this novel 3D-based loss with 2D losses based on photometric quality of frame reconstructions using estimated depth and ego-motion from adjacent frames. We also incorporate validity masks to avoid penalizing areas in which no useful information exists.We test our algorithm on the KITTI dataset and on a video dataset captured on an uncalibrated mobile phone camera. Our proposed approach consistently improves depth estimates on both datasets, and outperforms the stateof-the-art for both depth and ego-motion. Because we only require a simple video, learning depth and ego-motion on large and varied datasets becomes possible. We demonstrate this by training on the low quality uncalibrated video dataset and evaluating on KITTI, ranking among top performing prior methods which are trained on KITTI itself. 1
We propose a new adaptive space deformation method for interactive shape modeling. A novel energy formulation based on elastically coupled volumetric cells yields intuitive detail preservation even under large deformations. By enforcing rigidity of the cells, we obtain an extremely robust numerical solver for the resulting nonlinear optimization problem. Scalability is achieved using an adaptive spatial discretization that is decoupled from the resolution of the embedded object. Our approach is versatile and easy to implement, supports thin-shell and solid deformations of 2D and 3D objects, and is applicable to arbitrary sample-based representations, such as meshes, triangle soups, or point clouds.
Finite element simulations in computer graphics are typically based on tetrahedral or hexahedral elements, which enables simple and efficient implementations, but in turn requires complicated remeshing in case of topological changes or adaptive refinement. We propose a flexible finite element method for arbitrary polyhedral elements, thereby effectively avoiding the need for remeshing. Our polyhedral finite elements are based on harmonic basis functions, which satisfy all necessary conditions for FEM simulations and seamlessly generalize both linear tetrahedral and trilinear hexahedral elements. We discretize harmonic basis functions using the method of fundamental solutions, which enables their flexible computation and efficient evaluation. The versatility of our approach is demonstrated on cutting and adaptive refinement within a simulation framework for corotated linear elasticity.
We present a method for animating deformable objects using a novel finite element discretization on convex polyhedra. Our finite element approach draws upon recently introduced 3D mean value coordinates to define smooth interpolants within the elements. The mathematical properties of our basis functions guarantee convergence. Our method is a natural extension to linear interpolants on tetrahedra: for tetrahedral elements, the methods are identical. For fast and robust computations, we use an elasticity model based on Cauchy strain and stiffness warping. This more flexible discretization is particularly useful for simulations that involve topological changes, such as cutting or fracture. Since splitting convex elements along a plane produces convex elements, remeshing or subdivision schemes used in simulations based on tetrahedra are not necessary, leading to less elements after such operations. We propose various operators for cutting the polyhedral discretization. Our method can handle arbitrary cut trajectories, and there is no limit on how often elements can be split.
This paper describes a Lagrangian finite element method that simulates the behavior of liquids and solids in a unified framework. Local mesh improvement operations maintain a high-quality tetrahedral discretization even as the mesh is advected by fluid flow. We conserve volume and momentum, locally and globally, by assigning each element an independent rest volume and adjusting it to correct for deviations during remeshing and collisions. Incompressibility is enforced with per-node pressure values, and extra degrees of freedom are selectively inserted to prevent pressure locking. Topological changes in the domain are explicitly treated with local mesh splitting and merging. Our method models surface tension with an implicit formulation based on surface energies computed on the boundary of the volume mesh.With this method we can model elastic, plastic, and liquid materials in a single mesh, with no need for explicit coupling. We also model heat diffusion and thermoelastic effects, which allow us to simulate phase changes. We demonstrate these capabilities in several fluid simulations at scales from millimeters to meters, including simulations of melting caused by external or thermoelastic heating.
Figure 1: An elastoplastic substance slowly drips from a horizontal surface. A dynamic meshing algorithm refines the drop while maintaining high-quality tetrahedra. At the narrowest part of the tendril, the mesher creates small, anisotropic tetrahedra where the strain gradient is anisotropic, so that a modest number are adequate. Work hardening causes the tendril to become brittle, whereupon it fractures. At right, we animate a fine triangulated surface embedded in the mesh. AbstractWe propose a finite element simulation method that addresses the full range of material behavior, from purely elastic to highly plastic, for physical domains that are substantially reshaped by plastic flow, fracture, or large elastic deformations. To mitigate artificial plasticity, we maintain a simulation mesh in both the current state and the rest shape, and store plastic offsets only to represent the nonembeddable portion of the plastic deformation. To maintain high element quality in a tetrahedral mesh undergoing gross changes, we use a dynamic meshing algorithm that attempts to replace as few tetrahedra as possible, and thereby limits the visual artifacts and artificial diffusion that would otherwise be introduced by repeatedly remeshing the domain from scratch. Our dynamic mesher also locally refines and coarsens a mesh, and even creates anisotropic tetrahedra, wherever a simulation requests it. We illustrate these features with animations of elastic and plastic behavior, extreme deformations, and fracture.
We introduce a novel algorithm that decomposes a deformable shape into meaningful parts requiring only a single input pose. Using modal analysis, we are able to identify parts of the shape that tend to move rigidly. We define a deformation energy on the shape, enabling modal analysis to find the typical deformations of the shape. We then find a decomposition of the shape such that the typical deformations can be well approximated with deformation fields that are rigid in each part of the decomposition. We optimize for the best decomposition, which captures how the shape deforms. A hierarchical refinement scheme makes it possible to compute more detailed decompositions for some parts of the shape. Although our algorithm does not require user intervention, it is possible to control the process by directly changing the deformation energy, or interactively refining the decomposition as necessary. Due to the construction of the energy function and the properties of modal analysis, the computed decompositions are robust to changes in pose as well as meshing, noise, and even imperfections such as small holes in the surface.
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