40-Issue 5
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Item A Benchmark Dataset for Repetitive Pattern Recognition on Textured 3D Surfaces(The Eurographics Association and John Wiley & Sons Ltd., 2021) Lengauer, Stefan; Sipiran, Ivan; Preiner, Reinhold; Schreck, Tobias; Bustos, Benjamin; Digne, Julie and Crane, KeenanIn digital archaeology, a large research area is concerned with the computer-aided analysis of 3D captured ancient pottery objects. A key aspect thereby is the analysis of motifs and patterns that were painted on these objects' surfaces. In particular, the automatic identification and segmentation of repetitive patterns is an important task serving different applications such as documentation, analysis and retrieval. Such patterns typically contain distinctive geometric features and often appear in repetitive ornaments or friezes, thus exhibiting a significant amount of symmetry and structure. At the same time, they can occur at varying sizes, orientations and irregular placements, posing a particular challenge for the detection of similarities. A key prerequisite to develop and evaluate new detection approaches for such repetitive patterns is the availability of an expressive dataset of 3D models, defining ground truth sets of similar patterns occurring on their surfaces. Unfortunately, such a dataset has not been available so far for this particular problem. We present an annotated dataset of 82 different 3D models of painted ancient Peruvian vessels, exhibiting different levels of repetitiveness in their surface patterns. To serve the evaluation of detection techniques of similar patterns, our dataset was labeled by archaeologists who identified clearly definable pattern classes. Those given, we manually annotated their respective occurrences on the mesh surfaces. Along with the data, we introduce an evaluation benchmark that can rank different recognition techniques for repetitive patterns based on the mean average precision of correctly segmented 3D mesh faces. An evaluation of different incremental sampling-based detection approaches, as well as a domain specific technique, demonstrates the applicability of our benchmark. With this benchmark we especially want to address the geometry processing community, and expect it will induce novel approaches for pattern analysis based on geometric reasoning like 2D shape and symmetry analysis. This can enable novel research approaches in the Digital Humanities and related fields, based on digitized 3D Cultural Heritage artifacts. Alongside the source code for our evaluation scripts we provide our annotation tools for the public to extend the benchmark and further increase its variety.Item Blending of Hyperbolic Closed Curves(The Eurographics Association and John Wiley & Sons Ltd., 2021) Ikemakhen, Aziz; Ahanchaou, Taoufik; Digne, Julie and Crane, KeenanIn recent years, game developers are interested in developing games in the hyperbolic space. Shape blending is one of the fundamental techniques to produce animation and videos games. This paper presents two algorithms for blending between two closed curves in the hyperbolic plane in a manner that guarantees that the intermediate curves are closed. We deal with hyperbolic discrete curves on Poincaré disc which is a famous model of the hyperbolic plane. We use the linear interpolation approach of the geometric invariants of hyperbolic polygons namely hyperbolic side lengths, exterior angles and geodesic discrete curvature. We formulate the closing condition of a hyperbolic polygon in terms of its geodesic side lengths and exterior angles. This is to be able to generate closed intermediate curves. Finally, some experimental results are given to illustrate that the proposed methods generate aesthetic blending of closed hyperbolic curves.Item A Data-Driven Approach to Functional Map Construction and Bases Pursuit(The Eurographics Association and John Wiley & Sons Ltd., 2021) Azencot, Omri; Lai, Rongjie; Digne, Julie and Crane, KeenanWe propose a method to simultaneously compute scalar basis functions with an associated functional map for a given pair of triangle meshes. Unlike previous techniques that put emphasis on smoothness with respect to the Laplace-Beltrami operator and thus favor low-frequency eigenfunctions, we aim for a basis that allows for better feature matching. This change of perspective introduces many degrees of freedom into the problem allowing to better exploit non-smooth descriptors. To effectively search in this high-dimensional space of solutions, we incorporate into our minimization state-of-the-art regularizers. We solve the resulting highly non-linear and non-convex problem using an iterative scheme via the Alternating Direction Method of Multipliers. At each step, our optimization involves simple to solve linear or Sylvester-type equations. In practice, our method performs well in terms of convergence, and we additionally show that it is similar to a provably convergent problem. We show the advantages of our approach by extensively testing it on multiple datasets in a few applications including shape matching, consistent quadrangulation and scalar function transfer.Item Delaunay Meshing and Repairing of NURBS Models(The Eurographics Association and John Wiley & Sons Ltd., 2021) Xiao, Xiao; Alliez, Pierre; Busé, Laurent; Rineau, Laurent; Digne, Julie and Crane, KeenanCAD models represented by NURBS surface patches are often hampered with defects due to inaccurate representations of trimming curves. Such defects make these models unsuitable to the direct generation of valid volume meshes, and often require trial-and-error processes to fix them. We propose a fully automated Delaunay-based meshing approach which can mesh and repair simultaneously, while being independent of the input NURBS patch layout. Our approach proceeds by Delaunay filtering and refinement, in which trimmed areas are repaired through implicit surfaces. Beyond repair, we demonstrate its capability to smooth out sharp features, defeature small details, and mesh multiple domains in contact.Item Developable Approximation via Gauss Image Thinning(The Eurographics Association and John Wiley & Sons Ltd., 2021) Binninger, Alexandre; Verhoeven, Floor; Herholz, Philipp; Sorkine-Hornung, Olga; Digne, Julie and Crane, KeenanApproximating 3D shapes with piecewise developable surfaces is an active research topic, driven by the benefits of developable geometry in fabrication. Piecewise developable surfaces are characterized by having a Gauss image that is a 1D object - a collection of curves on the Gauss sphere. We present a method for developable approximation that makes use of this classic definition from differential geometry. Our algorithm is an iterative process that alternates between thinning the Gauss image of the surface and deforming the surface itself to make its normals comply with the Gauss image. The simple, local-global structure of our algorithm makes it easy to implement and optimize. We validate our method on developable shapes with added noise and demonstrate its effectiveness on a variety of non-developable inputs. Compared to the state of the art, our method is more general, tessellation independent, and preserves the input mesh connectivity.Item The Diamond Laplace for Polygonal and Polyhedral Meshes(The Eurographics Association and John Wiley & Sons Ltd., 2021) Bunge, Astrid; Botsch, Mario; Alexa, Marc; Digne, Julie and Crane, KeenanWe introduce a construction for discrete gradient operators that can be directly applied to arbitrary polygonal surface as well as polyhedral volume meshes. The main idea is to associate the gradient of functions defined at vertices of the mesh with diamonds: the region spanned by a dual edge together with its corresponding primal element - an edge for surface meshes and a face for volumetric meshes. We call the operator resulting from taking the divergence of the gradient Diamond Laplacian. Additional vertices used for the construction are represented as affine combinations of the original vertices, so that the Laplacian operator maps from values at vertices to values at vertices, as is common in geometry processing applications. The construction is local, exactly the same for all types of meshes, and results in a symmetric negative definite operator with linear precision. We show that the accuracy of the Diamond Laplacian is similar or better compared to other discretizations. The greater versatility and generally good behavior come at the expense of an increase in the number of non-zero coefficients that depends on the degree of the mesh elements.Item Discrete Optimization for Shape Matching(The Eurographics Association and John Wiley & Sons Ltd., 2021) Ren, Jing; Melzi, Simone; Wonka, Peter; Ovsjanikov, Maks; Digne, Julie and Crane, KeenanWe propose a novel discrete solver for optimizing functional map-based energies, including descriptor preservation and promoting structural properties such as area-preservation, bijectivity and Laplacian commutativity among others. Unlike the commonly-used continuous optimization methods, our approach enforces the functional map to be associated with a pointwise correspondence as a hard constraint, which provides a stronger link between optimized properties of functional and point-topoint maps. Under this hard constraint, our solver obtains functional maps with lower energy values compared to the standard continuous strategies. Perhaps more importantly, the recovered pointwise maps from our discrete solver preserve the optimized for functional properties and are thus of higher overall quality. We demonstrate the advantages of our discrete solver on a range of energies and shape categories, compared to existing techniques for promoting pointwise maps within the functional map framework. Finally, with this solver in hand, we introduce a novel Effective Functional Map Refinement (EFMR) method which achieves the state-of-the-art accuracy on the SHREC'19 benchmark.Item Fabrication-Aware Reverse Engineering for Carpentry(The Eurographics Association and John Wiley & Sons Ltd., 2021) Noeckel, James; Zhao, Haisen; Curless, Brian; Schulz, Adriana; Digne, Julie and Crane, KeenanWe propose a novel method to generate fabrication blueprints from images of carpentered items. While 3D reconstruction from images is a well-studied problem, typical approaches produce representations that are ill-suited for computer-aided design and fabrication applications. Our key insight is that fabrication processes define and constrain the design space for carpentered objects, and can be leveraged to develop novel reconstruction methods. Our method makes use of domain-specific constraints to recover not just valid geometry, but a semantically valid assembly of parts, using a combination of image-based and geometric optimization techniques. We demonstrate our method on a variety of wooden objects and furniture, and show that we can automatically obtain designs that are both easy to edit and accurate recreations of the ground truth. We further illustrate how our method can be used to fabricate a physical replica of the captured object as well as a customized version, which can be produced by directly editing the reconstructed model in CAD software.Item Frame Field Operators(The Eurographics Association and John Wiley & Sons Ltd., 2021) Palmer, David; Stein, Oded; Solomon, Justin; Digne, Julie and Crane, KeenanDifferential operators are widely used in geometry processing for problem domains like spectral shape analysis, data interpolation, parametrization and mapping, and meshing. In addition to the ubiquitous cotangent Laplacian, anisotropic second-order operators, as well as higher-order operators such as the Bilaplacian, have been discretized for specialized applications. In this paper, we study a class of operators that generalizes the fourth-order Bilaplacian to support anisotropic behavior. The anisotropy is parametrized by a symmetric frame field, first studied in connection with quadrilateral and hexahedral meshing, which allows for fine-grained control of local directions of variation. We discretize these operators using a mixed finite element scheme, verify convergence of the discretization, study the behavior of the operator under pullback, and present potential applications.Item Gauss Stylization: Interactive Artistic Mesh Modeling based on Preferred Surface Normals(The Eurographics Association and John Wiley & Sons Ltd., 2021) Kohlbrenner, Maximilian; Finnendahl, Ugo; Djuren, Tobias; Alexa, Marc; Digne, Julie and Crane, KeenanExtending the ARAP energy with a term that depends on the face normal, energy minimization becomes an effective stylization tool for shapes represented as meshes. Our approach generalizes the possibilities of Cubic Stylization: the set of preferred normals can be chosen arbitrarily from the Gauss sphere, including semi-discrete sets to model preference for cylinder- or cone-like shapes. The optimization is designed to retain, similar to ARAP, the constant linear system in the global optimization. This leads to convergence behavior that enables interactive control over the parameters of the optimization. We provide various examples demonstrating the simplicity and versatility of the approach.Item Geodesic Distance Computation via Virtual Source Propagation(The Eurographics Association and John Wiley & Sons Ltd., 2021) Trettner, Philip; Bommes, David; Kobbelt, Leif; Digne, Julie and Crane, KeenanWe present a highly practical, efficient, and versatile approach for computing approximate geodesic distances. The method is designed to operate on triangle meshes and a set of point sources on the surface. We also show extensions for all kinds of geometric input including inconsistent triangle soups and point clouds, as well as other source types, such as lines. The algorithm is based on the propagation of virtual sources and hence easy to implement. We extensively evaluate our method on about 10000 meshes taken from the Thingi10k and the Tet Meshing in theWild data sets. Our approach clearly outperforms previous approximate methods in terms of runtime efficiency and accuracy. Through careful implementation and cache optimization, we achieve runtimes comparable to other elementary mesh operations (e.g. smoothing, curvature estimation) such that geodesic distances become a ''first-class citizen'' in the toolbox of geometric operations. Our method can be parallelized and we observe up to 6x speed-up on the CPU and 20x on the GPU. We present a number of mesh processing tasks easily implemented on the basis of fast geodesic distances. The source code of our method is provided as a C++ library under the MIT license.Item Geometry Processing 2021 CGF 40-5: Frontmatter(The Eurographics Association and John Wiley & Sons Ltd., 2021) Digne, Julie; Crane, Keenan; Digne, Julie and Crane, KeenanItem Globally Injective Geometry Optimization with Non-Injective Steps(The Eurographics Association and John Wiley & Sons Ltd., 2021) Overby, Matthew; Kaufman, Danny; Narain, Rahul; Digne, Julie and Crane, KeenanWe present a method to minimize distortion and compute globally injective mappings from non-injective initialization. Many approaches for distortion minimization subject to injectivity constraints require an injective initialization and feasible intermediate states. However, it is often the case that injective initializers are not readily available, and many distortion energies of interest have barrier terms that stall global progress. The alternating direction method of multipliers (ADMM) has recently gained traction in graphics due to its efficiency and generality. In this work we explore how to endow ADMM with global injectivity while retaining the ability to traverse non-injective iterates. We develop an iterated coupled-solver approach that evolves two solution states in tandem. Our primary solver rapidly drives down energy to a nearly injective state using a dynamic set of efficiently enforceable inversion and overlap constraints. Then, a secondary solver corrects the state, herding the solution closer to feasibility. The resulting method not only compares well to previous work, but can also resolve overlap with free boundaries.Item Learning Direction Fields for Quad Mesh Generation(The Eurographics Association and John Wiley & Sons Ltd., 2021) Dielen, Alexander; Lim, Isaak; Lyon, Max; Kobbelt, Leif; Digne, Julie and Crane, KeenanState of the art quadrangulation methods are able to reliably and robustly convert triangle meshes into quad meshes. Most of these methods rely on a dense direction field that is used to align a parametrization from which a quad mesh can be extracted. In this context, the aforementioned direction field is of particular importance, as it plays a key role in determining the structure of the generated quad mesh. If there are no user-provided directions available, the direction field is usually interpolated from a subset of principal curvature directions. To this end, a number of heuristics that aim to identify significant surface regions have been proposed. Unfortunately, the resulting fields often fail to capture the structure found in meshes created by human experts. This is due to the fact that experienced designers can leverage their domain knowledge in order to optimize a mesh for a specific application. In the context of physics simulation, for example, a designer might prefer an alignment and local refinement that facilitates a more accurate numerical simulation. Similarly, a character artist may prefer an alignment that makes the resulting mesh easier to animate. Crucially, this higher level domain knowledge cannot be easily extracted from local curvature information alone. Motivated by this issue, we propose a data-driven approach to the computation of direction fields that allows us to mimic the structure found in existing meshes, which could originate from human experts or other sources. More specifically, we make use of a neural network that aggregates global and local shape information in order to compute a direction field that can be used to guide a parametrization-based quad meshing method. Our approach is a first step towards addressing this challenging problem with a fully automatic learning-based method. We show that compared to classical techniques our data-driven approach combined with a robust model-driven method, is able to produce results that more closely exhibit the ground truth structure of a synthetic dataset (i.e. a manually designed quad mesh template fitted to a variety of human body types in a set of different poses).Item Normal-Driven Spherical Shape Analogies(The Eurographics Association and John Wiley & Sons Ltd., 2021) Liu, Hsueh-Ti Derek; Jacobson, Alec; Digne, Julie and Crane, KeenanThis paper introduces a new method to stylize 3D geometry. The key observation is that the surface normal is an effective instrument to capture different geometric styles. Centered around this observation, we cast stylization as a shape analogy problem, where the analogy relationship is defined on the surface normal. This formulation can deform a 3D shape into different styles within a single framework. One can plug-and-play different target styles by providing an exemplar shape or an energy-based style description (e.g., developable surfaces). Our surface stylization methodology enables Normal Captures as a geometric counterpart to material captures (MatCaps) used in rendering, and the prototypical concept of Spherical Shape Analogies as a geometric counterpart to image analogies in image processing.Item On Landmark Distances in Polygons(The Eurographics Association and John Wiley & Sons Ltd., 2021) Gotsman, Craig; Hormann, Kai; Digne, Julie and Crane, KeenanWe study the landmark distance function between two points in a simply connected planar polygon. We show that if the polygon vertices are used as landmarks, then the resulting landmark distance function to any given point in the polygon has a maximum principle and also does not contain local minima. The latter implies that a path between any two points in the polygon may be generated by steepest descent on this distance without getting ''stuck'' at a local minimum. Furthermore, if landmarks are increasingly added along polygon edges, the steepest descent path converges to the minimal geodesic path. Therefore, the landmark distance can be used, on the one hand in robotic navigation for routing autonomous agents along close-to-shortest paths and on the other for efficiently computing approximate geodesic distances between any two domain points, a property which may be useful in an extension of our work to surfaces in 3D. In the discrete setting, the steepest descent strategy becomes a greedy routing algorithm along the edges of a triangulation of the interior of the polygon, and our experiments indicate that this discrete landmark routing always delivers (i.e., does not get stuck) on ''nice'' triangulations.Item Practical Computation of the Cut Locus on Discrete Surfaces(The Eurographics Association and John Wiley & Sons Ltd., 2021) Mancinelli, Claudio; Livesu, Marco; Puppo, Enrico; Digne, Julie and Crane, KeenanWe present a novel method to compute the cut locus of a distance function encoded on a polygonal mesh. Our method exploits theoretical findings about the cut locus and - with a combination of analytic, geometric and topological tools - it is able to compute a topologically correct and geometrically accurate approximation of it. Our result can be either restricted to the mesh edges, or aligned with the real cut locus. Both outputs may be useful for practical applications. We also provide a convenient tool to optionally prune the weak branches of the cut locus, simplifying its structure. Our approach supersedes prior art, in that it is easier to use and also orders of magnitude faster. In fact, it depends on just one parameter, and it flawlessly operates on meshes with high genus and very high element count at interactive rates. We experiment with different datasets and methods for geodesic distance estimation. We also present applications to local and global surface parameterization.Item Progressive Discrete Domains for Implicit Surface Reconstruction(The Eurographics Association and John Wiley & Sons Ltd., 2021) Zhao, Tong; Alliez, Pierre; Boubekeur, Tamy; Busé, Laurent; Thiery, Jean-Marc; Digne, Julie and Crane, KeenanMany global implicit surface reconstruction algorithms formulate the problem as a volumetric energy minimization, trading data fitting for geometric regularization. As a result, the output surfaces may be located arbitrarily far away from the input samples. This is amplified when considering i) strong regularization terms, ii) sparsely distributed samples or iii) missing data. This breaks the strong assumption commonly used by popular octree-based and triangulation-based approaches that the output surface should be located near the input samples. As these approaches refine during a pre-process, their cells near the input samples, the implicit solver deals with a domain discretization not fully adapted to the final isosurface. We relax this assumption and propose a progressive coarse-to-fine approach that jointly refines the implicit function and its representation domain, through iterating solver, optimization and refinement steps applied to a 3D Delaunay triangulation. There are several advantages to this approach: the discretized domain is adapted near the isosurface and optimized to improve both the solver conditioning and the quality of the output surface mesh contoured via marching tetrahedra.Item A Robust Multi-View System for High-Fidelity Human Body Shape Reconstruction(The Eurographics Association and John Wiley & Sons Ltd., 2021) Zhang, Qitong; Wang, Lei; Ge, Linlin; Luo, Shan; Zhu, Taihao; Jiang, Feng; Ding, Jimmy; Feng, Jieqing; Digne, Julie and Crane, KeenanThis paper proposes a passive multi-view system for human body shape reconstruction, namely RHF-Human, to overcome several challenges including accurate calibration and stereo matching in self-occluded and low-texture skin regions. The reconstruction process includes four steps: capture, multi-view camera calibration, dense reconstruction, and meshing. The capture system, which consists of 90 digital single-lens reflex cameras, is single-shot to avoid nonrigid deformation of the human body. Two technical contributions are made: (1) a two-step robust multi-view calibration approach that improves calibration accuracy and saves calibration time for each new human body acquired and (2) an accurate PatchMatch multi-view stereo method for dense reconstruction to perform correct matching in self-occluded and low-texture skin regions and to reduce the noise caused by body hair. Experiments on models of various genders, poses, and skin with different amounts of body hair show the robustness of the proposed system. A high-fidelity human body shape dataset with 227 models is constructed, and the average accuracy is within 1.5 mm. The system provides a new scheme for the accurate reconstruction of nonrigid human models based on passive vision and has good potential in fashion design and health care.Item Roominoes: Generating Novel 3D Floor Plans From Existing 3D Rooms(The Eurographics Association and John Wiley & Sons Ltd., 2021) Wang, Kai; Xu, Xianghao; Lei, Leon; Ling, Selena; Lindsay, Natalie; Chang, Angel Xuan; Savva, Manolis; Ritchie, Daniel; Digne, Julie and Crane, KeenanRealistic 3D indoor scene datasets have enabled significant recent progress in computer vision, scene understanding, autonomous navigation, and 3D reconstruction. But the scale, diversity, and customizability of existing datasets is limited, and it is time-consuming and expensive to scan and annotate more. Fortunately, combinatorics is on our side: there are enough individual rooms in existing 3D scene datasets, if there was but a way to recombine them into new layouts. In this paper, we propose the task of generating novel 3D floor plans from existing 3D rooms. We identify three sub-tasks of this problem: generation of 2D layout, retrieval of compatible 3D rooms, and deformation of 3D rooms to fit the layout. We then discuss different strategies for solving the problem, and design two representative pipelines: one uses available 2D floor plans to guide selection and deformation of 3D rooms; the other learns to retrieve a set of compatible 3D rooms and combine them into novel layouts. We design a set of metrics that evaluate the generated results with respect to each of the three subtasks and show that different methods trade off performance on these subtasks. Finally, we survey downstream tasks that benefit from generated 3D scenes and discuss strategies in selecting the methods most appropriate for the demands of these tasks.