
We study the perception problem for garments (e.g. a pair of pants) using tools from computational topology: the identification of their geometry and position from point-cloud samples, as obtained e.g. with 3D scanners. We present a reconstruction algorithm based on Morse theory that proceeds directly from the point-cloud to obtain a cellular decomposition of the surface derived via a Morse function. No intermediate triangulation or local implicit equations are used, avoiding reconstruction-induced artifices. The results are a piecewise parametrization of the surface as a union of Morse cells, suitable for tasks such as noise-filtering or mesh-independent reparametrization, and a cell complex of small rank determining the surface topology. This algorithm can be applied to smooth surfaces with or without boundary, embedded in an ambient space of any dimension.
A novel programmable shader is proposed to accurately simulate the main important human visual defects under different situations in daily life. An improved model of eye model is introduced to reasonably predict the anatomical and optical properties of the human eye. This eye model is composed of an accommodation and color model, and both these models are combined to simulate the varying refractive power of the human eye and color vision deficiency. Finally, distributed ray tracing techniques is combined with this eye model to produce a variety of visual results using the programmable shader in NVIDIA OptiX environment
We present a multilayered appearance model for snake skin, inspired on its anatomy: The top layer is a thin film layer producing a specular iridescent reflection, while the bottom layer is a diffuse highly-absorbing layer, that results into a dark diffuse appearance that maximizes the iridescent color of the skin.