Step-and-project is a popular method to simulate non-penetrating deformable bodies in physically based animation. The strategy is to first integrate the system in time without considering contacts and then resolve potential intersections, striking a good balance between plausibility and efficiency. However, existing methods can be defective and unsafe when using large time steps, taking risks of failure or demanding repetitive collision testing and resolving that severely degrade performance. In this article, we propose a novel two-way method for fast and reliable continuous collision handling. Our method launches an optimization from both ends of the intermediate time-integrated state and the previous intersection-free state. It progressively generates a piecewise linear path and eventually obtains a feasible solution for the next time step. The algorithm efficiently alternates between a forward step and a backward step until the result is conditionally converged. Thanks to a set of unified volume-based contact constraints, our method offers flexible and reliable handling of various codimensional deformable bodies, including volumetric bodies, cloth, hair, and sand. Experimental results demonstrate the safety, robustness, physical fidelity, and numerical efficiency of our method, making it particularly suitable for scenarios involving large deformations or large time steps.
We present a technique for parsing widely used furniture assembly instructions, and reconstructing the 3D models of furniture components and their dynamic assembly process. Our technique takes as input a multi-step assembly instruction in a vector graphic format and starts to group the vector graphic primitives into semantic elements representing individual furniture parts, mechanical connectors (e.g., screws, bolts and hinges), arrows, visual highlights, and numbers. To reconstruct the dynamic assembly process depicted over multiple steps, our system identifies previously built 3D furniture components when parsing a new step, and uses them to address the challenge of occlusions while generating new 3D components incrementally. With a wide range of examples covering a variety of furniture types, we demonstrate the use of our system to animate the 3D furniture assembly process and, beyond that, the semantic-aware furniture editing as well as the fabrication of personalized furnitures.
We present a novel approach for constructing a complete 3D model for an object from a single RGBD image. Given an image of an object segmented from the background, a collection of 3D models of the same category are non-rigidly aligned with the input depth, to compute a rough initial result. A volumetric-patch-based optimization algorithm is then performed to refine the initial result to generate a 3D model that not only is globally consistent with the overall shape expected from the input image but also possesses geometric details similar to those in the input image. The optimization with a set of high-level constraints, such as visibility, surface confidence and symmetry, can achieve more robust and accurate completion over state-of-the art techniques. We demonstrate the efficiency and robustness of our approach with multiple categories of objects with various geometries and details, including busts, chairs, bikes, toys, vases and tables.
The manipulation of panoramic/wide-angle images is usually achieved via image warping. Though various techniques have been developed for preserving shapes and straight lines for warping, these are not sufficient for panoramic/wide-angle images. The image projections will turn the straight lines into curved “geodesic lines”, and it is fundamentally impossible to keep all these lines straight. In this work, we propose a geodesic-preserving method for content-aware image warping. An energy term is introduced to preserve the geodesic appearance of the geodesic lines, and can be used with shape-preserving terms. Our method is demonstrated in various applications, including rectangling panoramas, resizing panoramic/wide-angle images, and wide-angle image manipulation. An extension to ellipse preservation for general images is also presented.
We present TransCut, a technique for interactive rendering of translucent objects undergoing fracturing and cutting operations. As the object is fractured or cut open, the user can directly examine and intuitively understand the complex translucent interior, as well as edit material properties through painting on cross sections and recombining the broken pieces-all with immediate and realistic visual feedback. This new mode of interaction with translucent volumes is made possible with two technical contributions. The first is a novel solver for the diffusion equation (DE) over a tetrahedral mesh that produces high-quality results comparable to the state-of-art finite element method (FEM) of Arbree et al. [1] but at substantially higher speeds. This accuracy and efficiency is obtained by computing the discrete divergences of the diffusion equation and constructing the DE matrix using analytic formulas derived for linear finite elements. The second contribution is a multiresolution algorithm to significantly accelerate our DE solver while adapting to the frequent changes in topological structure of dynamic objects. The entire multiresolution DE solver is highly parallel and easily implemented on the GPU. We believe TransCut provides a novel visual effect for heterogeneous translucent objects undergoing fracturing and cutting operations.
We propose a texture mapping technique that allows user to directly manipulate texture coordinates of subdivision surfaces through adding feature correspondences. After features, or constraints, are specified by user on the subdivision surface, the constraints are projected back to the control mesh and a polygon matching/embedding algorithm is performed to generate polygon regions that embed texture coordinates of control mesh into different regions. After this step, some Steiner points are added to the control mesh. The generated texture coordinates exactly satisfy the input constraints but with high distortions. Then a constrained smoothing algorithm is performed to minimize distortions of the subdivision surface via updating texture coordinates of the control mesh. Finally, an Iterative Closest Point (ICP)-based deformation algorithm is performed to remove subdivision errors caused by the added Steiner points.
We present an interactive approach to semantic modeling of indoor scenes with a consumer-level RGBD camera. Using our approach, the user first takes an RGBD image of an indoor scene, which is automatically segmented into a set of regions with semantic labels. If the segmentation is not satisfactory, the user can draw some strokes to guide the algorithm to achieve better results. After the segmentation is finished, the depth data of each semantic region is used to retrieve a matching 3D model from a database. Each model is then transformed according to the image depth to yield the scene. For large scenes where a single image can only cover one part of the scene, the user can take multiple images to construct other parts of the scene. The 3D models built for all images are then transformed and unified into a complete scene. We demonstrate the efficiency and robustness of our approach by modeling several real-world scenes.
We propose a texture mapping technique that allows user to directly manipulate texture coordinates of subdivision surfaces through adding feature correspondences. After features, or constraints, are specified by user on the subdivision surface, the constraints are projected back to the control mesh and a Polygon Matching/Embedding algorithm is performed to generate polygon regions that embed texture coordinates of control mesh into different regions. After this step, some Steiner points are added to the control mesh. The generated texture coordinates exactly satisfy the input constraints but with high distortions. Then a constrained smoothing algorithm is performed to minimize distortions of the subdivision surface via updating texture coordinates of the control mesh. Finally, an Iterative Closest Point (ICP)-based deformation algorithm is performed to remove subdivision errors caused by the added Steiner points.