Browsing by Author "Castellani, Umberto"
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Item CMH: Coordinates Manifold Harmonics for Functional Remeshing(The Eurographics Association, 2019) Marin, Riccardo; Melzi, Simone; Musoni, Pietro; Bardon, Filippo; Tarini, Marco; Castellani, Umberto; Biasotti, Silvia and Lavoué, Guillaume and Veltkamp, RemcoIn digital world reconstruction, 2-dimensional surface of real objects are often obtained as polygonal meshes after an acquisition procedure using 3D sensors. However, such representation requires several manual efforts from highly experts to correct the irregularity of tessellation and make it suitable for professional applications, such as those in the gaming or movie industry. Moreover, for modelling and animation purposes it is often required that the same connectivity is shared among two or more different shapes. In this paper we propose a new method that exploits a remeshing-by-matching approach where the observed noisy shape inherits a regular tessellation from a target shape which already satisfies the professional constraints. A fully automatic pipeline is introduced based on a variation of the functional mapping framework. In particular, a new set of basis functions, namely the Coordinates Manifold Harmonics (CMH), is properly designed for this tessellation transfer task. In our experiments an exhaustive quantitative and quality evaluation is reported for human body shapes in T-pose where the effectiveness of the proposed functional remeshing is clearly shown in comparison with other methods.Item A functional skeleton transfer(ACM, 2021) Musoni, Pietro; Marin, Riccardo; Melzi, Simone; Castellani, Umberto; Narain, Rahul and Neff, Michael and Zordan, VictorThe animation community has spent significant effort trying to ease rigging procedures. This is necessitated because the increasing availability of 3D data makes manual rigging infeasible. However, object animations involve understanding elaborate geometry and dynamics, and such knowledge is hard to infuse even with modern data-driven techniques. Automatic rigging methods do not provide adequate control and cannot generalize in the presence of unseen artifacts. As an alternative, one can design a system for one shape and then transfer it to other objects. In previous work, this has been implemented by solving the dense point-to-point correspondence problem. Such an approach requires a significant amount of supervision, often placing hundreds of landmarks by hand. This paper proposes a functional approach for skeleton transfer that uses limited information and does not require a complete match between the geometries. To do so, we suggest a novel representation for the skeleton properties, namely the functional regressor, which is compact and invariant to different discretizations and poses. We consider our functional regressor a new operator to adopt in intrinsic geometry pipelines for encoding the pose information, paving the way for several new applications. We numerically stress our method on a large set of different shapes and object classes, providing qualitative and numerical evaluations of precision and computational efficiency. Finally, we show a preliminar transfer of the complete rigging scheme, introducing a promising direction for future explorations.Item GIM3D: A 3D Dataset for Garment Segmentation(The Eurographics Association, 2022) Musoni, Pietro; Melzi, Simone; Castellani, Umberto; Cabiddu, Daniela; Schneider, Teseo; Allegra, Dario; Catalano, Chiara Eva; Cherchi, Gianmarco; Scateni, RiccardoThe 3D cloth segmentation task is particularly challenging due to the extreme variation of shapes, even among the same category of clothes. Several data-driven methods try to cope with this problem but they have to face the lack of available data capable to generalize to the variety of real-world data. For this reason, we present GIM3D (Garments In Motion 3D), a synthetic dataset of clothed 3D human characters in different poses. The over 4000 3D models in this dataset are produced by a physical simulation of clothes with different fabrics, sizes, and tightness, using animated human avatars having a large variety of shapes. Our dataset is composed of single meshes created to simulate 3D scans, with labels for the separate clothes and the visible body parts. We also provide an evaluation of the use of GIM3D as a training set on garment segmentation tasks using state-of-the-art data-driven methods for both meshes and point clouds.Item Localized Shape Modelling with Global Coherence: An Inverse Spectral Approach(The Eurographics Association and John Wiley & Sons Ltd., 2022) Pegoraro, Marco; Melzi, Simone; Castellani, Umberto; Marin, Riccardo; Rodolà , Emanuele; Campen, Marcel; Spagnuolo, MichelaMany natural shapes have most of their characterizing features concentrated over a few regions in space. For example, humans and animals have distinctive head shapes, while inorganic objects like chairs and airplanes are made of well-localized functional parts with specific geometric features. Often, these features are strongly correlated - a modification of facial traits in a quadruped should induce changes to the body structure. However, in shape modelling applications, these types of edits are among the hardest ones; they require high precision, but also a global awareness of the entire shape. Even in the deep learning era, obtaining manipulable representations that satisfy such requirements is an open problem posing significant constraints. In this work, we address this problem by defining a data-driven model upon a family of linear operators (variants of the mesh Laplacian), whose spectra capture global and local geometric properties of the shape at hand. Modifications to these spectra are translated to semantically valid deformations of the corresponding surface. By explicitly decoupling the global from the local surface features, our pipeline allows to perform local edits while simultaneously maintaining a global stylistic coherence. We empirically demonstrate how our learning-based model generalizes to shape representations not seen at training time, and we systematically analyze different choices of local operators over diverse shape categories.Item POP: Full Parametric model Estimation for Occluded People(The Eurographics Association, 2019) Marin, Riccardo; Melzi, Simone; Mitra, Niloy J.; Castellani, Umberto; Biasotti, Silvia and Lavoué, Guillaume and Veltkamp, RemcoIn the last decades, we have witnessed advances in both hardware and associated algorithms resulting in unprecedented access to volumes of 2D and, more recently, 3D data capturing human movement. We are no longer satisfied with recovering human pose as an image-space 2D skeleton, but seek to obtain a full 3D human body representation. The main challenges in acquiring 3D human shape from such raw measurements are identifying which parts of the data relate to body measurements and recovering from partial observations, often arising out of severe occlusion. For example, a person occluded by a piece of furniture, or being self-occluded in a profile view. In this paper, we propose POP, a novel and efficient paradigm for estimation and completion of human shape to produce a full parametric 3D model directly from single RGBD images, even under severe occlusion. At the heart of our method is a novel human body pose retrieval formulation that explicitly models and handles occlusion. The retrieved result is then refined by a robust optimization to yield a full representation of the human shape. We demonstrate our method on a range of challenging real world scenarios and produce high-quality results not possible by competing alternatives. The method opens up exciting AR/VR application possibilities by working on 'in-the-wild' measurements of human motion.Item Reposing and Retargeting Unrigged Characters with Intrinsic-extrinsic Transfer(The Eurographics Association, 2021) Musoni, Pietro; Marin, Riccardo; Melzi, Simone; Castellani, Umberto; Frosini, Patrizio and Giorgi, Daniela and Melzi, Simone and Rodolà , EmanueleIn the 3D digital world, deformations and animations of shapes are fundamental topics for several applications. The entertainment industry, virtual and augmented reality, human-robot interactions are just some examples that pay attention to animation processes and related tools. In these contexts, researchers from several communities desire to govern deformations and animations of 3D geometries. This task is generally very complicated because it requires several skills covering different kinds of knowledge. For this reason, we propose a ready-to-use procedure to transfer a given animation from a source shape to a target shape that shares the same global structure. Our method proposes highly geometrical transferring, reposing, and retargeting, providing high-quality and efficient transfer, as shown in the qualitative evaluation that we report in the experimental section. The animation transfer we provide will potentially impact different scenarios, such as data augmentation for learning-based procedures or virtual avatar generation for orthopedic rehabilitation and social applications.