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1.
Classical approaches to shape correspondence base their computation purely on the properties, in particular geometric similarity, of the shapes in question. Their performance still falls far short of that of humans in challenging cases where corresponding shape parts may differ significantly in geometry or even topology. We stipulate that in these cases, shape correspondence by humans involves recognition of the shape parts where prior knowledge on the parts would play a more dominant role than geometric similarity. We introduce an approach to part correspondence which incorporates prior knowledge imparted by a training set of pre‐segmented, labeled models and combines the knowledge with content‐driven analysis based on geometric similarity between the matched shapes. First, the prior knowledge is learned from the training set in the form of per‐label classifiers. Next, given two query shapes to be matched, we apply the classifiers to assign a probabilistic label to each shape face. Finally, by means of a joint labeling scheme, the probabilistic labels are used synergistically with pairwise assignments derived from geometric similarity to provide the resulting part correspondence. We show that the incorporation of knowledge is especially effective in dealing with shapes exhibiting large intra‐class variations. We also show that combining knowledge and content analyses outperforms approaches guided by either attribute alone.  相似文献   

2.
Providing early feedback on the manufacturability of a part design can greatly improve the quality of the product while reducing the time and cost of production. However, the necessary manufacturing knowledge is not always available. Computer tools that can provide this manufacturing knowledge by analyzing a design suggesting changes to improve its manufacturability would be a valuable asset to a designer. To this end, we present an approach to automatically generate redesign suggestions to improve the manufacturability of machined parts. Novel aspects of this approach include the ability to identify un-machinable shapes in a part and transform them into machinable features and to automatically identify the possible shape transformations based on properties of the machining equipment. This increases the scope of redesign generation tools by allowing them to be applied to parts that are not already machinable. We have developed a system called automated redesign for machined parts ( ) that assists users in repairing parts that contain un-machinable shapes.  相似文献   

3.
The success of physics sandbox applications and physics‐based puzzle games is a strong indication that casual users and hobbyists enjoy designing mechanisms, for educational or entertainment purposes. In these applications, a variety of mechanisms are designed by assembling two‐dimensional shapes, creating gears, cranks, cams, and racks. The experience is made enjoyable by the fact that the user does not need to worry about the intricate geometric details that would be necessary to produce a real mechanism. In this paper, we propose to start from such casual designs of mechanisms and turn them into a 3D model that can be printed onto widely available, inexpensive filament based 3D printers. Our intent is to empower the users of such tools with the ability to physically realize their mechanisms and see them operate in the real world. To achieve this goal we tackle several challenges. The input 2D mechanism allows for some parts to overlap during simulation. These overlapping parts have to be resolved into non‐intersecting 3D parts in the real mechanism. We introduce a novel scheme based on the idea of including moving parts into one another whenever possible. This reduces bending stresses on axles compared to previous methods. Our approach supports sliding parts and arbitrarily shaped mechanical parts in the 2D input. The exact 3D shape of the parts is inferred from the 2D input and the simulation of the mechanism, using boolean operations between shapes. The input mechanism is often simply attached to the background. We automatically synthesize a chassis by formulating a topology optimization problem, taking into account the stresses exerted by the mechanism on the chassis through time.  相似文献   

4.
Free-form sketching with variational implicit surfaces   总被引:12,自引:0,他引:12  
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5.
A recent trend in interactive modeling of 3D shapes from a single image is designing minimal interfaces, and accompanying algorithms, for modeling a specific class of objects. Expanding upon the range of shapes that existing minimal interfaces can model, we present an interactive image‐guided tool for modeling shapes made up of extruded parts. An extruded part is represented by extruding a closed planar curve, called base, in the direction orthogonal to the base. To model each extruded part, the user only needs to sketch the projected base shape in the image. The main technical contribution is a novel optimization‐based approach for recovering the 3D normal of the base of an extruded object by exploring both geometric regularity of the sketched curve and image contents. We developed a convenient interface for modeling multi‐part shapes and a method for optimizing the relative placement of the parts. Our tool is validated using synthetic data and tested on real‐world images.  相似文献   

6.
Modeling 3D objects is difficult, especially for the user who lacks the knowledge on 3D geometry or even on 2D sketching. In this paper, we present a novel sketch‐based modeling system which allows novice users to create 3D custom models by assembling parts based on a database of pre‐segmented 3D models. Different from previous systems, our system supports the user with visualized and meaningful shadow guidance under his strokes dynamically to guide the user to convey his design concept easily and quickly. Our system interprets the user's strokes as similarity queries into database to generate the shadow image for guiding the user's further drawing and returns the 3D candidate parts for modeling simultaneously. Moreover, our system preserves the high‐level structure in generated models based on prior knowledge pre‐analyzed from the database, and allows the user to create custom parts with geometric variations. We demonstrate the applicability and effectiveness of our modeling system with human subjects and present various models designed using our system.  相似文献   

7.
8.
Several applications in shape modeling and exploration require identification and extraction of a 3D shape part matching a 2D sketch. We present CustomCut, an on‐demand part extraction algorithm. Given a sketched query, CustomCut automatically retrieves partially matching shapes from a database, identifies the region optimally matching the query in each shape, and extracts this region to produce a customized part that can be used in various modeling applications. In contrast to earlier work on sketch‐based retrieval of predefined parts, our approach can extract arbitrary parts from input shapes and does not rely on a prior segmentation into semantic components. The method is based on a novel data structure for fast retrieval of partial matches: the randomized compound k‐NN graph built on multi‐view shape projections. We also employ a coarse‐to‐fine strategy to progressively refine part boundaries down to the level of individual faces. Experimental results indicate that our approach provides an intuitive and easy means to extract customized parts from a shape database, and significantly expands the design space for the user. We demonstrate several applications of our method to shape design and exploration.  相似文献   

9.
One of the challenging problems for shape editing is to adapt shapes with diversified structures for various editing needs. In this paper we introduce a shape editing approach that automatically adapts the structure of a shape being edited with respect to user inputs. Given a category of shapes, our approach first classifies them into groups based on the constituent parts. The group‐sensitive priors, including both inter‐group and intra‐group priors, are then learned through statistical structure analysis and multivariate regression. By using these priors, the inherent characteristics and typical variations of shape structures can be well captured. Based on such group‐sensitive priors, we propose a framework for real‐time shape editing, which adapts the structure of shape to continuous user editing operations. Experimental results show that the proposed approach is capable of both structure‐preserving and structure‐varying shape editing.  相似文献   

10.
Modeling 3D objects on existing software usually requires a heavy amount of interactions, especially for users who lack basic knowledge of 3D geometry. Sketch‐based modeling is a solution to ease the modelling procedure and thus has been researched for decades. However, modelling a man‐made shape with complex structures remains challenging. Existing methods adopt advanced deep learning techniques to map holistic sketches to 3D shapes. They are still bottlenecked to deal with complicated topologies. In this paper, we decouple the task of sketch2shape into a part generation module and a part assembling module, where deep learning methods are leveraged for the implementation of both modules. By changing the focus from holistic shapes to individual parts, it eases the learning process of the shape generator and guarantees high‐quality outputs. With the learned automated part assembler, users only need a little manual tuning to obtain a desired layout. Extensive experiments and user studies demonstrate the usefulness of our proposed system.  相似文献   

11.
We introduce co‐variation analysis as a tool for modeling the way part geometries and configurations co‐vary across a family of man‐made 3D shapes. While man‐made 3D objects exhibit large geometric and structural variations, the geometry, structure, and configuration of their individual components usually do not vary independently from each other but in a correlated fashion. The size of the body of an airplane, for example, constrains the range of deformations its wings can undergo to ensure that the entire object remains a functionally‐valid airplane. These co‐variation constraints, which are often non‐linear, can be either physical, and thus they can be explicitly enumerated, or implicit to the design and style of the shape family. In this article, we propose a data‐driven approach, which takes pre‐segmented 3D shapes with known component‐wise correspondences and learns how various geometric and structural properties of their components co‐vary across the set. We demonstrate, using a variety of 3D shape families, the utility of the proposed co‐variation analysis in various applications including 3D shape repositories exploration and shape editing where the propagation of deformations is guided by the co‐variation analysis. We also show that the framework can be used for context‐guided orientation of objects in 3D scenes.  相似文献   

12.
Statistical shape modeling is a widely used technique for the representation and analysis of the shapes and shape variations present in a population. A statistical shape model models the distribution in a high dimensional shape space, where each shape is represented by a single point. We present a design study on the intuitive exploration and visualization of shape spaces and shape models. Our approach focuses on the dual‐space nature of these spaces. The high‐dimensional shape space represents the population, whereas object space represents the shape of the 3D object associated with a point in shape space. A 3D object view provides local details for a single shape. The high dimensional points in shape space are visualized using a 2D scatter plot projection, the axes of which can be manipulated interactively. This results in a dynamic scatter plot, with the further extension that each point is visualized as a small version of the object shape that it represents. We further enhance the population‐object duality with a new type of view aimed at shape comparison. This new “shape evolution view” visualizes shape variability along a single trajectory in shape space, and serves as a link between the two spaces described above. Our three‐view exploration concept strongly emphasizes linked interaction between all spaces. Moving the cursor over the scatter plot or evolution views, shapes are dynamically interpolated and shown in the object view. Conversely, camera manipulation in the object view affects the object visualizations in the other views. We present a GPU‐accelerated implementation, and show the effectiveness of the three‐view approach using a number of real‐world cases. In these, we demonstrate how this multi‐view approach can be used to visually explore important aspects of a statistical shape model, including specificity, compactness and reconstruction error.  相似文献   

13.
This paper proposes a new feature-based multiresolution modeling approach that can provide multiresolution representation of dynamically changing CAD models of intermediate design stage. Feature-based multiresolution modeling provides simplified shapes of parts of various levels of detail (LOD) by suppressing the detailed features according to a certain LOD criterion. Unlike previous research having mainly focused on the multiresolution representation of the final design model, our approach can carry out simultaneous and incremental multiresolution representation on the intermediate design models. To implement the system supporting this capability, we developed history-based selective Boolean operations, in which if the order of the Boolean operations for a part is altered, the regions affected by the operations are redefined according to the history of the Boolean operations so that the resultant shape may be the same as the original shape of the part. The system implemented using these operations guarantees a unique and valid shape for each intermediate LOD in the simultaneous multiresolution modeling environment. Since the system provides the designer immediately with various detail levels of the CAD model in any design stage, the design process is expected to be accelerated.  相似文献   

14.
Statistical shape analysis: clustering, learning, and testing   总被引:5,自引:0,他引:5  
Using a differential-geometric treatment of planar shapes, we present tools for: 1) hierarchical clustering of imaged objects according to the shapes of their boundaries, 2) learning of probability models for clusters of shapes, and 3) testing of newly observed shapes under competing probability models. Clustering at any level of hierarchy is performed using a minimum variance type criterion and a Markov process. Statistical means of clusters provide shapes to be clustered at the next higher level, thus building a hierarchy of shapes. Using finite-dimensional approximations of spaces tangent to the shape space at sample means, we (implicitly) impose probability models on the shape space, and results are illustrated via random sampling and classification (hypothesis testing). Together, hierarchical clustering and hypothesis testing provide an efficient framework for shape retrieval. Examples are presented using shapes and images from ETH, Surrey, and AMCOM databases.  相似文献   

15.
The discovery of meaningful parts of a shape is required for many geometry processing applications, such as parameterization, shape correspondence, and animation. It is natural to consider primitives such as spheres, cylinders and cones as the building blocks of shapes, and thus to discover parts by fitting such primitives to a given surface. This approach, however, will break down if primitive parts have undergone almost‐isometric deformations, as is the case, for example, for articulated human models. We suggest that parts can be discovered instead by finding intrinsic primitives, which we define as parts that posses an approximate intrinsic symmetry. We employ the recently‐developed method of computing discrete approximate Killing vector fields (AKVFs) to discover intrinsic primitives by investigating the relationship between the AKVFs of a composite object and the AKVFs of its parts. We show how to leverage this relationship with a standard clustering method to extract k intrinsic primitives and remaining asymmetric parts of a shape for a given k. We demonstrate the value of this approach for identifying the prominent symmetry generators of the parts of a given shape. Additionally, we show how our method can be modified slightly to segment an entire surface without marking asymmetric connecting regions and compare this approach to state‐of‐the‐art methods using the Princeton Segmentation Benchmark.  相似文献   

16.
Recent shape editing techniques, especially for man‐made models, have gradually shifted focus from maintaining local, low‐level geometric features to preserving structural, high‐level characteristics like symmetry and parallelism. Such new editing goals typically require a pre‐processing shape analysis step to enable subsequent shape editing. Observing that most editing of shapes involves manipulating their constituent components, we introduce component‐wise controllers that are adapted to the component characteristics inferred from shape analysis. The controllers capture the natural degrees of freedom of individual components and thus provide an intuitive user interface for editing. A typical model usually results in a moderate number of controllers, allowing easy establishment of semantic relations among them by automatic shape analysis supplemented with user interaction. We propose a component‐wise propagation algorithm to automatically preserve the established inter‐relations while maintaining the defining characteristics of individual controllers and respecting the user‐specified modeling constraints. We extend these ideas to a hierarchical setup, allowing the user to adjust the tool complexity with respect to the desired modeling complexity. We demonstrate the effectiveness of our technique on a wide range of man‐made models with structural features, often containing multiple connected pieces.  相似文献   

17.
We present a 3‐D correspondence method to match the geometric extremities of two shapes which are partially isometric. We consider the most general setting of the isometric partial shape correspondence problem, in which shapes to be matched may have multiple common parts at arbitrary scales as well as parts that are not similar. Our rank‐and‐vote‐and‐combine algorithm identifies and ranks potentially correct matches by exploring the space of all possible partial maps between coarsely sampled extremities. The qualified top‐ranked matchings are then subjected to a more detailed analysis at a denser resolution and assigned with confidence values that accumulate into a vote matrix. A minimum weight perfect matching algorithm is finally iterated to combine the accumulated votes into an optimal (partial) mapping between shape extremities, which can further be extended to a denser map. We test the performance of our method on several data sets and benchmarks in comparison with state of the art.  相似文献   

18.
A popular mode of shape synthesis involves mixing and matching parts from different objects to form a coherent whole. The key challenge is to efficiently synthesize shape variations that are plausible, both locally and globally. A major obstacle is to assemble the objects with local consistency, i.e., all the connections between parts are valid with no dangling open connections. The combinatorial complexity of this problem limits existing methods in geometric and/or topological variations of the synthesized models. In this work, we introduce replaceable substructures as arrangements of parts that can be interchanged while ensuring boundary consistency. The consistency information is extracted from part labels and connections in the original source models. We present a polynomial time algorithm that discovers such substructures by working on a dual of the original shape graph that encodes inter‐part connectivity. We demonstrate the algorithm on a range of test examples producing plausible shape variations, both from a geometric and from a topological viewpoint.  相似文献   

19.
We propose a novel method to synthesize geometric models from a given class of context‐aware structured shapes such as buildings and other man‐made objects. The central idea is to leverage powerful machine learning methods from the area of natural language processing for this task. To this end, we propose a technique that maps shapes to strings and vice versa, through an intermediate shape graph representation. We then convert procedurally generated shape repositories into text databases that, in turn, can be used to train a variational autoencoder. The autoencoder enables higher level shape manipulation and synthesis like, for example, interpolation and sampling via its continuous latent space. We provide project code and pre‐trained models.  相似文献   

20.
The visual richness of computer graphics applications is frequently limited by the difficulty of obtaining high‐quality, detailed 3D models. This paper proposes a method for realistically transferring details (specifically, displacement maps) from existing high‐quality 3D models to simple shapes that may be created with easy‐to‐learn modeling tools. Our key insight is to use metric learning to find a combination of geometric features that successfully predicts detail‐map similarities on the source mesh; we use the learned feature combination to drive the detail transfer. The latter uses a variant of multi‐resolution non‐parametric texture synthesis, augmented by a high‐frequency detail transfer step in texture space. We demonstrate that our technique can successfully transfer details among a variety of shapes including furniture and clothing.  相似文献   

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