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Real-Time Data-Driven Deformation Using Kernel Canonical Correlation AnalysisWei-Wen Feng, Byung-Uck Kim, and Yizhou YuSIGGRAPH 2008, PDF Achieving intuitive control of animated surface deformation while observing a specific style is an important but challenging task in computer graphics. Solutions to this task can find many applications in data-driven skin animation, computer puppetry, and computer games. In this paper, we present an intuitive and powerful animation interface to simultaneously control the deformation of a large number of local regions on a deformable surface with a minimal number of control points. Our method learns suitable deformation subspaces from training examples, and generate new deformations on the fly according to the movements of the control points. Our contributions include a novel deformation regression method based on kernel Canonical Correlation Analysis (CCA) and a Poisson-based translation solving technique for easy and fast deformation control based on examples. Our run-time algorithm can be implemented on GPUs and can achieve a few hundred frames per second even for large datasets with hundreds of training examples. |
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Gradient Domain Editing of Deforming Mesh SequencesWeiwei Xu, Kun Zhou, Yizhou Yu, et al.SIGGRAPH 2007, PDF Many graphics applications, including computer games and 3D animated films, make heavy use of deforming mesh sequences. In this paper, we generalize gradient domain editing to deforming mesh sequences. Our framework is keyframe based. Given sparse and irregularly distributed constraints at unevenly spaced keyframes, our solution first adjusts the meshes at the keyframes to satisfy these constraints, and then smoothly propagate the constraints and deformations at keyframes to the whole sequence to generate new deforming mesh sequence. To achieve convenient keyframe editing, we have developed an efficient alternating least-squares method. It harnesses the power of subspace deformation and two-pass linear methods to achieve high-quality deformations. We have also developed an effective algorithm to define boundary conditions for all frames using handle trajectory editing. Our deforming mesh editing framework has been successfully applied to a number of editing scenarios with increasing complexity, including footprint editing, path editing, temporal filtering, handle-based deformation mixing, and spacetime morphing. |
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A Fast Multigrid Algorithm for Mesh DeformationLin Shi, Yizhou Yu, Nathan Bell and Wei-Wen FengSIGGRAPH 2006, PDF In this paper, we present a multigrid technique for efficiently deforming large surface and volume meshes. We show that a previous least-squares formulation for distortion minimization reduces to a Laplacian system on a general graph structure for which we derive an analytic expression. We then describe an efficient multigrid algorithm for solving the relevant equations. Here we develop novel prolongation and restriction operators used in the multigrid cycles. Combined with a simple but effective graph coarsening strategy, our algorithm can outperform other multigrid solvers and the factorization stage of direct solvers in both time and memory costs for large meshes. It is demonstrated that our solver can trade off accuracy for speed to achieve greater interactivity, which is attractive for manipulating large meshes. Our multigrid solver is particularly well suited for a mesh editing environment which does not permit extensive precomputation. Experimental evidence of these advantages is provided on a number of meshes with a wide range of size. With our mesh deformation solver, we also successfully demonstrate that visually appealing mesh animations can be generated from both motion capture data and a single base mesh even when they are inconsistent. |
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Mesh Editing with Poisson-Based Gradient Field ManipulationYizhou Yu, Kun Zhou, Dong Xu, Xiaohan Shi, Hujun Bao, Baining Guo and Harry ShumSIGGRAPH 2004, PDF In this paper, we introduce a novel approach to mesh editing with the Poisson equation as the theoretical foundation. The most distinctive feature of this approach is that it modifies the original mesh geometry implicitly through gradient field manipulation. Our approach can produce desirable and pleasing results for both global and local editing operations, such as deformation, object merging, and smoothing. With the help from a few novel interactive tools, these operations can be performed conveniently with a small amount of user interaction. Our technique has three key components, a basic mesh solver based on the Poisson equation, a gradient field manipulation scheme using local transforms, and a generalized boundary condition representation based on local frames. Experimental results indicate that our framework can outperform previous related mesh editing techniques. |
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Extracting Objects from Range and Radiance ImagesYizhou Yu, Andras Frencz and Jitendra MalikIEEE Transactions on Visualization and Computer Graphics, 2001, PDF In this project, we developed two key techniques necessary for editing a real scene captured with both cameras and laser range scanners. We develop automatic algorithms to segment the geometry from range images into distinct surfaces, and register texture from radiance images with the geometry. The result is an object-level representation of the scene which can be rendered with modifications to structure via traditional rendering methods. The algorithms have been applied to large-scale real data. We can reconstruct meshes and texture maps for individual objects and render them realistically. We demonstrate our ability to edit a captured scene by moving, inserting, and deleting objects. |
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Surface Reconstruction from Unorganized Points Using Neural NetworksYizhou YuIEEE Visualization 1999, PDF We introduce a novel technique for surface reconstruction from unorganized points by applying Kohonen's self-organizing map. The topology of the surface is predetermined, and a neural network learning algorithm is carried out to obtain correct 3D coordinates at each vertex of the surface. Edge swap and multiresolution learning are proposed to make the algorithm more effective and more efficient. The whole algorithm is very simple to implement. Experimental results have shown our techniques are successful. |