Canonical forms attempt to factor out a non-rigid shape's pose, giving a pose-neutral shape. This opens up the possibility of using methods originally designed for rigid shape retrieval for the task of non-rigid shape retrieval. We extend our recent benchmark for testing canonical form algorithms. Our new benchmark is used to evaluate a greater number of state-of-the-art canonical forms, on five recent non-rigid retrieval datasets, within two different retrieval frameworks. A total of fifteen different canonical form methods are compared. We find that the difference in retrieval accuracy between different canonical form methods is small, but varies significantly across different datasets. We also find that efficiency is the main difference between the methods.
The retrieval of non-rigid 3D shapes is an important task. A common technique is to simplify this problem to a rigid shape retrieval task by producing a bending-invariant canonical form for each shape in the dataset to be searched. It is common for these techniques to attempt to "unbend" a shape by applying multidimensional scaling (MDS) to the distances between points on the mesh, but this leads to unwanted local shape distortions. We instead perform the unbending on the skeleton of the mesh, and use this to drive the deformation of the mesh itself. This leads to computational speed-up, and reduced distortion of local shape detail. We compare our method against other canonical forms: our experiments show that our method achieves state-of-the-art retrieval accuracy in a recent canonical forms benchmark, and only a small drop in retrieval accuracy over the state-of-the-art in a second recent benchmark, while being significantly faster.
3D models of humans are commonly used within computer graphics and vision, and so the ability to distinguish between body shapes is an important shape retrieval problem. We extend our recent paper which provided a benchmark for testing non-rigid 3D shape retrieval algorithms on 3D human models. This benchmark provided a far stricter challenge than previous shape benchmarks. We have added 145 new models for use as a separate training set, in order to standardise the training data used and provide a fairer comparison. We have also included experiments with the FAUST dataset of human scans. All participants of the previous benchmark study have taken part in the new tests reported here, many providing updated results using the new data. In addition, further participants have also taken part, and we provide extra analysis of the retrieval results. A total of 25 different shape retrieval methods are compared.
Despite numerous recent efforts, 3D object retrieval based on partial shape queries remains a challenging problem, far from being solved. The problem can be defined as: given a partial view of a shape as query, retrieve all partially similar 3D models from a repository. The objective of this track is to evaluate the performance of partial 3D object retrieval methods, for partial shape queries of various scan qualities and degrees of partiality. The retrieval problem is often found in cultural heritage applications, for which partial scans of objects query a dataset of geometrically distinct classes.
Non-rigid 3D shape retrieval has become a research hotpot in communities of computer graphics, computer vision, pattern recognition, etc. In this paper, we present the results of the SHREC'15 Track: Non-rigid 3D Shape Retrieval. The aim of this track is to provide a fair and effective platform to evaluate and compare the performance of current non-rigid 3D shape retrieval methods developed by different research groups around the world. The database utilized in this track consists of 1200 3D watertight triangle meshes which are equally classified into 50 categories. All models in the same category are generated from an original 3D mesh by implementing various pose transformations. The retrieval performance of a method is evaluated using 6 commonly-used measures (i.e., PR-plot, NN, FT, ST, E-measure and DCG.). Totally, there are 37 submissions and 11 groups taking part in this track. Evaluation results and comparison analyses described in this paper not only show the bright future in researches of non-rigid 3D shape retrieval but also point out several promising research directions in this topic.
We present a new benchmark for testing algorithms that create canonical forms for use in non-rigid 3D shape retrieval. We have combined two existing datasets to create a varied collection of models for testing. Canonical forms attempt to factor out a shape's pose, giving a pose-neutral shape. This opens up the possibility of using methods originally designed for rigid retrieval for the task of non-rigid shape retrieval. We demonstrate the benchmark by using it to compare the performance of nine canonical form methods, using three different retrieval algorithms.
We have created a new benchmarking dataset for testing non-rigid 3D shape retrieval algorithms, one that is much more challenging than existing datasets. Our dataset features exclusively human models, in a variety of body shapes and poses. 3D models of humans are commonly used within computer graphics and vision, and so the ability to distinguish between body shapes is an important shape retrieval problem. In this track nine groups have submitted the results of a total of 22 different methods which have been tested on our new dataset.
We introduce a video-based approach for producing water surface models. Recent advances in this field output high-quality results but require dedicated capturing devices and only work in limited conditions. In contrast, our method achieves a good tradeoff between the visual quality and the production cost: It automatically produces a visually plausible animation using a single viewpoint video as the input. Our approach is based on two discoveries: first, shape from shading (SFS) is adequate to capture the appearance and dynamic behavior of the example water; second, shallow water model can be used to estimate a velocity field that produces complex surface dynamics. We will provide qualitative evaluation of our method and demonstrate its good performance across a wide range of scenes.
We present the argument that video footage of real scenes can be used as input examples from which novel three-dimensional scenes can be created. We argue that the parameters used by traditional animation techniques based on the underlying physical properties of the water, do not intuitively relate to the resulting visual appearance. We will present a novel approach which allows a range of video examples to be used as a set of visual parameters to design the visible behaviour of a water animation directly. Our work begins with a method for reconstructing the perceived water surface geometry from video footage of natural scenes, captured with only a single static camera. We show that this has not been accomplished before, because previous approaches use sophisticated capturing systems which are limited to a laboratory environment. We will also present an approach for reconstructing the water surface velocities which are consistent with the reconstructed geometry. We then present a method of using these water surface reconstructions as building blocks which can be seamlessly combined to create novel water surface animations. We are also able to extract foam textures from the videos, which can be applied to the water surfaces to enhance their visual appearance. The surfaces we produce can be shaped and curved to fit within a user's three-dimensional scene, and the movement of external objects can be driven by the velocity fields. We present a range of results which show that our method can plausibly emulate a wide range of real-world scenes, different from those from which the water characteristics were captured. As the animations we create are fully three-dimensional, they can be rendered from any viewpoint, in any rendering style.
This paper shows that classifying shapes is a tool useful in nonphotorealistic rendering (NPR) from photographs. Our classifier inputs regions from an image segmentation hierarchy and outputs the "best" fitting simple shape such as a circle, square, or triangle. Other approaches to NPR have recognized the benefits of segmentation, but none have classified the shape of segments. By doing so, we can create artwork of a more abstract nature, emulating the style of modern artists such as Matisse and other artists who favored shape simplification in their artwork. The classifier chooses the shape that "best" represents the region. Since the classifier is trained by a user, the "best shape" has a subjective quality that can over-ride measurements such as minimum error and more importantly captures user preferences. Once trained, the system is fully automatic, although simple user interaction is also possible to allow for differences in individual tastes. A gallery of results shows how this classifier contributes to NPR from images by producing abstract artwork.
This paper describes an approach for automatically producing convincing water surfaces from video data in real time. Fluids simulation has long been studied in the Computer Graphics literature, but the methods developed are expensive and require input from highly trained artists. In contrast our method is a low cost Computer Vision based solution which requires only a single video as a source. Our output consists of an animated mesh of the water surface captured together with surface velocities and texture maps from the video data. As an example of what can be done with this data, a modified form of video textures is used to create naturalistic infinite transition loops of the captured water surface. We demonstrate our approach over a wide range of inputs, including quiescent lakes, breaking sea waves, and waterfalls. All source video we use are taken from a third-party publicly available database.
This paper introduces a method for reconstructing water from real video footage. Using a single input video, the proposed method produces a more informative reconstruction from a wider range of possible scenes than the current state of the art. The key is the combination of vision algorithms and physics laws. Shape from shading is used to capture the change of the water's surface, from which a vertical velocity gradient field is calculated. Such a gradient field is used to constrain the tracking of horizontal velocities by minimizing an energy function as a weighted combination of mass-conservation and intensity-conservation. Hence the final reconstruction contains a dense velocity field that is incompressible in 3D. The proposed method is efficient and performs consistently well across water of different types.