We propose to represent shapes as the deformation and combination of learnable elementary 3D structures, which are primitives resulting from training over a collection of shape. We demonstrate that the learned elementary 3D structures lead to clear improvements in 3D shape generation and matching. More precisely, we present two complementary approaches for learning elementary structures: (i) patch deformation learning and (ii) point translation learning. Both approaches can be extended to abstract structures of higher dimensions for improved results. We evaluate our method on two tasks: reconstructing ShapeNet objects and estimating dense correspondences between human scans (FAUST inter challenge). We show 16 improvement over surface deformation approaches for shape reconstruction and outperform FAUST inter challenge state of the art by 6 .
Primitive fitting is a classic topic in computer vision @cite_20 , with a large number of methods targeting parsimonious shape approximations, such as generalized cylinders @cite_19 and geons @cite_23 . Efficient fitting of these primitives attracted a lot of research efforts @cite_0 @cite_9 @cite_18 @cite_22 . Since these methods analyze shapes independently, they are not expected to use the primitives consistently across different objects, which makes the result unsuitable for discovering a common structure in a collection of shapes, performing consistent segmentation, or correspondence estimation. To address these limitations some methods optimize for consistent primitive fitting over the entire shape collection @cite_5 , or aim to discover a consistent set of parts @cite_7 @cite_16 @cite_3 . The resulting optimization problems are usually non-convex, and thus existing solutions tend to be slow, require heuristics, and are prone to being stuck in local optima.
@cite_18 @cite_22 @cite_7 @cite_9 @cite_3 @cite_0 @cite_19 @cite_23 @cite_5 @cite_16 @cite_20
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Given a noisy and incomplete point set, we introduce a method that simultaneously recovers a set of locally fitted primitives along with their global mutual relations. We operate under the assumption that the data corresponds to a man-made engineering object consisting of basic primitives, possibly repeated and globally aligned under common relations. We introduce an algorithm to directly couple the local and global aspects of the problem. The local fit of the model is determined by how well the inferred model agrees to the observed data, while the global relations are iteratively learned and enforced through a constrained optimization. Starting with a set of initial RANSAC based locally fitted primitives, relations across the primitives such as orientation, placement, and equality are progressively learned and conformed to. In each stage, a set of feasible relations are extracted among the candidate relations, and then aligned to, while best fitting to the input data. The global coupling corrects the primitives obtained in the local RANSAC stage, and brings them to precise global alignment. We test the robustness of our algorithm on a range of synthesized and scanned data, with varying amounts of noise, outliers, and non-uniform sampling, and validate the results against ground truth, where available. Fitting geometric primitives to 3D point cloud data bridges a gap between low-level digitized 3D data and high-level structural information on the underlying 3D shapes. As such, it enables many downstream applications in 3D data processing. For a long time, RANSAC-based methods have been the gold standard for such primitive fitting problems, but they require careful per-input parameter tuning and thus do not scale well for large datasets with diverse shapes. In this work, we introduce Supervised Primitive Fitting Network (SPFN), an end-to-end neural network that can robustly detect a varying number of primitives at different scales without any user control. The network is supervised using ground truth primitive surfaces and primitive membership for the input points. Instead of directly predicting the primitives, our architecture first predicts per-point properties and then uses a differential model estimation module to compute the primitive type and parameters. We evaluate our approach on a novel benchmark of ANSI 3D mechanical component models and demonstrate a significant improvement over both the state-of-the-art RANSAC-based methods and the direct neural prediction. Decomposing a complex shape into geometrically simple primitives is a fundamental problem in geometry processing. We are interested in a shape decomposition problem where the simple primitives sought are generalized cylinders, which are ubiquitous in both organic forms and man-made artifacts. We introduce a quantitative measure of cylindricity for a shape part and develop a cylindricity-driven optimization algorithm, with a global objective function, for generalized cylinder decomposition. As a measure of geometric simplicity and following the minimum description length principle, cylindricity is defined as the cost of representing a cylinder through skelet al and cross-section profile curves. Our decomposition algorithm progressively builds local to non-local cylinders, which form over-complete covers of the input shape. The over-completeness of the cylinder covers ensures a conservative buildup of the cylindrical parts, leaving the final decision on decomposition to global optimization. We solve the global optimization by finding an exact cover, which optimizes the global objective function. We demonstrate results of our optimal decomposition algorithm on numerous examples and compare with other alternatives. In this paper, we present a two-level generative model for representing the images and surface depth maps of drapery and clothes. The upper level consists of a number of folds which will generate the high contrast (ridge) areas with a dictionary of shading primitives (for 2D images) and fold primitives (for 3D depth maps). These primitives are represented in parametric forms and are learned in a supervised learning phase using 3D surfaces of clothes acquired through photometric stereo. The lower level consists of the remaining flat areas which fill between the folds with a smoothness prior (Markov random field). We show that the classical ill-posed problem-shape from shading (SFS) can be much improved by this two-level model for its reduced dimensionality and incorporation of middle-level visual knowledge, i.e., the dictionary of primitives. Given an input image, we first infer the folds and compute a sketch graph using a sketch pursuit algorithm as in the primal sketch (, 2003). The 3D folds are estimated by parameter fitting using the fold dictionary and they form the "skeleton" of the drapery cloth surfaces. Then, the lower level is computed by conventional SFS method using the fold areas as boundary conditions. The two levels interact at the final stage by optimizing a joint Bayesian posterior probability on the depth map. We show a number of experiments which demonstrate more robust results in comparison with state-of-the-art work. In a broader scope, our representation can be viewed as a two-level inhomogeneous MRF model which is applicable to general shape-from-X problems. Our study is an attempt to revisit Marr's idea (Marr and Freeman, 1982) of computing the 2frac12D sketch from primal sketch. In a companion paper (Barbu and Zhu, 2005), we study shape from stereo based on a similar two-level generative sketch representation.