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This paper develops an efficient, physically based shape manipulation technique. It defines a 3D model with profile curves, and uses spine curves generated from the profile curves to control the motion and global shape of 3D models. Profile and spine curves are changed into profile and spine wires by specifying proper material and geometric properties together with external forces. The underlying physics is introduced to deform profile and spine wires through the closed form solution to ordinary differential equations for axial and bending deformations. With the proposed approach, global shape changes are achieved through manipulating spine wires, and local surface details are created by deforming profile wires. A number of examples are presented to demonstrate the applications of our proposed approach in shape manipulation.
Image-based refined 3D reconstruction relies on high-resolution and multi-angle images of scenes. The assistance of multi-rotor drones and gimbal provides great convenience for image acquisition. However, capturing images with manual control generally takes a long time. It could easily lead to redundant or insufficient local area coverage, resulting in poor quality of the reconstructed model. We propose a surface geometric primitive-guided UAV path planning method (SGP-G) that aims to automatically and quickly plan a collision-free path to capture fewer images, based on which high-quality models can be obtained. The geometric primitives are extracted by plane segmentation on the proxy, which performs three main functions. First, a more representative evaluation of the reconstructability of the whole scene is realized. Second, two optimization strategies for different geometric primitives are executed to quickly generate a near-global optimized set of viewpoints. Third, regularly arranged viewpoints are generated to improve the efficiency of image acquisition. Experiments on virtual and real scenes demonstrate the remarkable performance of our method. Compared with the state of the art, we accomplish the planning of the photographic path with higher efficiency in a relatively simple way, achieving equivalent and even higher quality of the reconstructed model with fewer images.
Adding physics to facial blendshape animation is an active research topic. Existing physics-based approaches of facial blendshape animation are numerical, so they require special knowledge and skills, additional preprocess, large computer capacity, and expensive calculations leading to low animation frame rates, and are not easy to learn, implement and use. To tackle these problems, we propose an analytical approach and develop a blending force-based framework for physics-based facial animation. The proposed approach introduces the equation of motion to consider inertial effects, damping effects and the resistance against deformations, combines them with source and target facial shapes to formulate the mathematical model of dynamic deformations, and develops a simple and efficient closed-form solution. The blending force-based framework incorporates the new proposed slider force-based, exponentiation force-based and random forcebased methods built on the obtained closed form solution to achieve highly efficient facial animation. Compared with facial blendshape animation using geometric linear interpolation, the proposed approach is physics-based. It not only creates all the blended shapes generated by linear interpolation, but also a much larger superset of blended shapes. Unlike linear interpolation which can only generate blended shapes with a same deformation rate, the proposed approach can generate blended shapes with different deformation rates, resulting in special effects of acceleration and deceleration. Compared to existing physics-based approaches of facial blendshape animation which are numerical, the proposed approach is the first time to develop an analytical approach of physics-based facial blendshapes. It does not require any special knowledge and skills and is easy to learn, implement and use. More importantly, it can avoid the additional preprocess of numerical methods and create various physics-based facial blendshape animations highly efficiently. Moreover, it can be used to estimate physical parameters from real shapes and developed into an interactive and real-time physics-based shape manipulation tool.
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