Escultura virtual de objetos compostos com coerência temporal

Detalhes bibliográficos
Ano de defesa: 2017
Autor(a) principal: Sampaio, Artur Pereira
Orientador(a): Vidal, Creto Augusto
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: eng
Instituição de defesa: Não Informado pela instituição
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: http://www.repositorio.ufc.br/handle/riufc/26124
Resumo: We address the problem of sculpting and deforming shapes composed of small, randomly placed objects. Objects may be tightly packed - such as pebbles, pills, seeds and grains, or may be sparsely distributed with an overarching shape - such as flocks of birds or schools of fishes. Virtual sculpture has rapidly become a standard in the entertainment industry, as evidenced by the extensive use of software such as ZBrush Pixologic (2017b). Composites, though, are still usually created in a static way by individually placing each object or by sculpting a support surface and procedurally populating the final shape, which raises problems for the generalization of evolving shapes with visual continuity of the components. Large amounts of geometrical data are generated that must be maintained and processed, both by the CPU and by the GPU. Whenever the shape is stretched, pressed or deformed, one has to define how these compositing objects should turn, displace or disappear inside the volume, as well as how new instances should become visible to the outside. It is difficult to rely on a physical system to perform that task in real time. The system we suggest can be constructed upon any uniform mesh-based representation that can be deformed and whose connectivity can be updated by operations such as edge splits, collapses, and flips. We introduce the notion of CompEls as composing elements used to populate the mesh, with aperiodic distribution. These can be automatically updated under deformation. The idea is to sculpt the shape as if it were filled with little objects, without handling the complexity of manipulating volumetric objects. For this purpose, we suggest exploiting the properties of the uniform sampling of the surface with distances between vertices greatly exceeding the CompEls distances. Both the surface and the CompEls are immersed into deformation fields, such that the update of the uniform sampling can be used to track the movement of the CompEls, to identify those which should disappear inside the shape, and empty areas where further CompEls should be generated. This system uses GPU optimizations to efficiently perform the rendering of individual components. To our knowledge, no previous sculpting system allows the user to simultaneously see and sculpt agglomerates in such a fast and reliable fashion.
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spelling Sampaio, Artur PereiraCavalcante Neto, Joaquim BentoVidal, Creto Augusto2017-09-27T11:14:56Z2017-09-27T11:14:56Z2017SAMPAIO, Artur Pereira. Temporally coherent sculpture of composite objects. 2017. 67 f. Tese (Doutorado em Ciência da Computação)-Universidade Federal do Ceará, Fortaleza, 2017.http://www.repositorio.ufc.br/handle/riufc/26124We address the problem of sculpting and deforming shapes composed of small, randomly placed objects. Objects may be tightly packed - such as pebbles, pills, seeds and grains, or may be sparsely distributed with an overarching shape - such as flocks of birds or schools of fishes. Virtual sculpture has rapidly become a standard in the entertainment industry, as evidenced by the extensive use of software such as ZBrush Pixologic (2017b). Composites, though, are still usually created in a static way by individually placing each object or by sculpting a support surface and procedurally populating the final shape, which raises problems for the generalization of evolving shapes with visual continuity of the components. Large amounts of geometrical data are generated that must be maintained and processed, both by the CPU and by the GPU. Whenever the shape is stretched, pressed or deformed, one has to define how these compositing objects should turn, displace or disappear inside the volume, as well as how new instances should become visible to the outside. It is difficult to rely on a physical system to perform that task in real time. The system we suggest can be constructed upon any uniform mesh-based representation that can be deformed and whose connectivity can be updated by operations such as edge splits, collapses, and flips. We introduce the notion of CompEls as composing elements used to populate the mesh, with aperiodic distribution. These can be automatically updated under deformation. The idea is to sculpt the shape as if it were filled with little objects, without handling the complexity of manipulating volumetric objects. For this purpose, we suggest exploiting the properties of the uniform sampling of the surface with distances between vertices greatly exceeding the CompEls distances. Both the surface and the CompEls are immersed into deformation fields, such that the update of the uniform sampling can be used to track the movement of the CompEls, to identify those which should disappear inside the shape, and empty areas where further CompEls should be generated. This system uses GPU optimizations to efficiently perform the rendering of individual components. To our knowledge, no previous sculpting system allows the user to simultaneously see and sculpt agglomerates in such a fast and reliable fashion.Esta tese trata do problema da escultura e deformação de formas compostas de pequenos objetos aleatoriamente distribuídos. Objetos podem estar fortemente agrupados - como pedregulhos, pílulas, sementes e grãos - ou estar escassamente distribuídos ao longo de uma forma global - como bandos de aves ou escolas de peixes. Escultura virtual tornou-se rapidamente o padrão na indústria de entretenimento, como evidenciado pelo extenso uso de aplicativos como o ZBrush. Objetos compostos, por outro lado, ainda são usualmente criados de maneira estática, por meio do posicionamento individual de cada objeto; ou por meio da escultura de uma superfície de suporte a ser povoada de maneira procedural. A generalização dessa abordagem é problemática quando se considera formas dinâmicas e a necessidade de continuidade visual dos elementos componentes. Uma grande quantidade de dados geométricos é gerada, que precisa ser mantida e processada, tanto pela CPU como pela GPU. Sempre que a forma é esticada, pressionada ou deformada, é necessária a definição de como esses objetos componentes devem girar, se deslocar ou desaparecer dentro do volume, assim como de que maneira novas instâncias devem se tornar visíveis na superfície. Depender de um sistema físico para a tarefa em tempo real é inviável em função da quantidade de dados. A técnica que propomos pode ser implementada sobre qualquer representação baseada em malhas uniformes, que possam ser deformadas, e cuja conectividade possa ser atualizada por meio de operações como colapso, subdivisão e rotação de arestas. Nós introduzimos o conceito de CompEls como elementos componentes utilizados para povoar a malha, com distribuição aperiódica. A ideia é esculpir a forma como se ela estivesse repleta de pequenos objetos, sem a preocupação com a complexidade da manipulação de objetos compostos. Para este fim, propomos explorar a as propriedades da amostragem uniforme da superfície, com distâncias entre vértices excedendo em grande medida as distâncias entre CompEls. Ambos, superfície e CompEls, são imersos em campos de deformação, de tal forma que a atualização da amostragem uniforme possa ser utilizada para rastrear o deslocamento de CompEls, para identificar aqueles que devem desaparecer no interior do objeto, e para identificar áreas vazias onde novos CompEls devem ser gerados. Esse algoritmo se utiliza de otimizações de GPU para realizar a rasterização eficiente de componentes individuais. Até onde sabemos, nenhum sistema anterior de escultura virtual permite que o usuário, de forma simultânea, veja e esculpa aglomerados de maneira simples e confiável.SculptingInteractive TechniquesAgglomeratesEscultura virtual de objetos compostos com coerência temporalTemporally coherent sculpture of composite objectsinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisengreponame:Repositório Institucional da Universidade Federal do Ceará (UFC)instname:Universidade Federal do Ceará (UFC)instacron:UFCinfo:eu-repo/semantics/openAccessLICENSElicense.txtlicense.txttext/plain; charset=utf-81748http://repositorio.ufc.br/bitstream/riufc/26124/2/license.txt8a4605be74aa9ea9d79846c1fba20a33MD52ORIGINAL2017_tese_apsampaio.pdf2017_tese_apsampaio.pdfapplication/pdf73477614http://repositorio.ufc.br/bitstream/riufc/26124/1/2017_tese_apsampaio.pdf49861ce00f0635a78ad41b8260e6be32MD51riufc/261242019-02-25 13:37:18.755oai:repositorio.ufc.br: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Repositório InstitucionalPUBhttp://www.repositorio.ufc.br/ri-oai/requestbu@ufc.br || repositorio@ufc.bropendoar:2019-02-25T16:37:18Repositório Institucional da Universidade Federal do Ceará (UFC) - Universidade Federal do Ceará (UFC)false
dc.title.pt_BR.fl_str_mv Escultura virtual de objetos compostos com coerência temporal
dc.title.en.pt_BR.fl_str_mv Temporally coherent sculpture of composite objects
title Escultura virtual de objetos compostos com coerência temporal
spellingShingle Escultura virtual de objetos compostos com coerência temporal
Sampaio, Artur Pereira
Sculpting
Interactive Techniques
Agglomerates
title_short Escultura virtual de objetos compostos com coerência temporal
title_full Escultura virtual de objetos compostos com coerência temporal
title_fullStr Escultura virtual de objetos compostos com coerência temporal
title_full_unstemmed Escultura virtual de objetos compostos com coerência temporal
title_sort Escultura virtual de objetos compostos com coerência temporal
author Sampaio, Artur Pereira
author_facet Sampaio, Artur Pereira
author_role author
dc.contributor.co-advisor.none.fl_str_mv Cavalcante Neto, Joaquim Bento
dc.contributor.author.fl_str_mv Sampaio, Artur Pereira
dc.contributor.advisor1.fl_str_mv Vidal, Creto Augusto
contributor_str_mv Vidal, Creto Augusto
dc.subject.por.fl_str_mv Sculpting
Interactive Techniques
Agglomerates
topic Sculpting
Interactive Techniques
Agglomerates
description We address the problem of sculpting and deforming shapes composed of small, randomly placed objects. Objects may be tightly packed - such as pebbles, pills, seeds and grains, or may be sparsely distributed with an overarching shape - such as flocks of birds or schools of fishes. Virtual sculpture has rapidly become a standard in the entertainment industry, as evidenced by the extensive use of software such as ZBrush Pixologic (2017b). Composites, though, are still usually created in a static way by individually placing each object or by sculpting a support surface and procedurally populating the final shape, which raises problems for the generalization of evolving shapes with visual continuity of the components. Large amounts of geometrical data are generated that must be maintained and processed, both by the CPU and by the GPU. Whenever the shape is stretched, pressed or deformed, one has to define how these compositing objects should turn, displace or disappear inside the volume, as well as how new instances should become visible to the outside. It is difficult to rely on a physical system to perform that task in real time. The system we suggest can be constructed upon any uniform mesh-based representation that can be deformed and whose connectivity can be updated by operations such as edge splits, collapses, and flips. We introduce the notion of CompEls as composing elements used to populate the mesh, with aperiodic distribution. These can be automatically updated under deformation. The idea is to sculpt the shape as if it were filled with little objects, without handling the complexity of manipulating volumetric objects. For this purpose, we suggest exploiting the properties of the uniform sampling of the surface with distances between vertices greatly exceeding the CompEls distances. Both the surface and the CompEls are immersed into deformation fields, such that the update of the uniform sampling can be used to track the movement of the CompEls, to identify those which should disappear inside the shape, and empty areas where further CompEls should be generated. This system uses GPU optimizations to efficiently perform the rendering of individual components. To our knowledge, no previous sculpting system allows the user to simultaneously see and sculpt agglomerates in such a fast and reliable fashion.
publishDate 2017
dc.date.accessioned.fl_str_mv 2017-09-27T11:14:56Z
dc.date.available.fl_str_mv 2017-09-27T11:14:56Z
dc.date.issued.fl_str_mv 2017
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
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dc.identifier.citation.fl_str_mv SAMPAIO, Artur Pereira. Temporally coherent sculpture of composite objects. 2017. 67 f. Tese (Doutorado em Ciência da Computação)-Universidade Federal do Ceará, Fortaleza, 2017.
dc.identifier.uri.fl_str_mv http://www.repositorio.ufc.br/handle/riufc/26124
identifier_str_mv SAMPAIO, Artur Pereira. Temporally coherent sculpture of composite objects. 2017. 67 f. Tese (Doutorado em Ciência da Computação)-Universidade Federal do Ceará, Fortaleza, 2017.
url http://www.repositorio.ufc.br/handle/riufc/26124
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