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Need for Semantics  Now models represent just the object appearance  We need to represent also its  Properties  Roles  Behaviour  Services  … 

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Presentation on theme: "Need for Semantics  Now models represent just the object appearance  We need to represent also its  Properties  Roles  Behaviour  Services  … "— Presentation transcript:

1 Need for Semantics  Now models represent just the object appearance  We need to represent also its  Properties  Roles  Behaviour  Services  …  i.e. its meaning, in a human and machine understandable way  The process has to be as much automatic as possible

2 Need for Semantics  To exploit fully the potential of of semantic enrichment as many properties of the real world should be represented in their virtual counterpart  We need metaphors for describing objects that are similar to what humans employ  E.g. a table= a rectangular top, 4 cylindrical legs

3 Shape Annotation  Documenting the 3D shape with contextual knowledge  Knowledge related to the geometry  Knowledge related to the application domain  Knowledge related to the content statue, base Restoration Fracture lines Erosion

4 Shape Analysis Characterization: Evaluation of scalar functions over the surface Structuring: Extraction of subparts and their spatial arrangement Segmentation: Identification of regions having homogeneous properties (main components or features of interest) …

5 Ontologies for Shape : Knowledge Modelling  modelling shapes and their associated semantics using knowledge formalisation mechanisms  metadata and ontologies provide the rules for linking semantics to shape or shape parts.

6 DSW by AIM@SHAPE  Many ontologies, different facets  Annotate whole objects

7 Geometric Search Engine Based on Geometry and Structure Semantic Search Engine Based on Metadata advanced search engines for digital shapes

8 Possible scenarios for virtual worlds  semantic search for reuse:  Search among models having large geometry variations (e.g. human characters and objects)  create new VHs, reuse garments, take only interesting parts  Assistive living  Simulation of domestic environments with realistic people (e.g. with disabilities), places and danger conditions

9 Automatic identification of human body parts Plumber segmentation Tagging human body parts Tailor characterisation Candidate skeletal joints Skeleton extraction IT’S LATE!

10 Virtual Human Ontology > ObjectAttribute > ObjectAttribute > > Location > > HandPosture > Resource > > SmartObject > > Garment > > VirtualHuman > > > VirtualHumanWithLandmark > > > VirtualHumanWithSkeleton > > > > CompleteVirtualHuman > > VirtualHumanController > > > Skinning > MotionCategory > > Locomotion > > HumanInteraction > > PhysicalActivityAndSport > > InteractionWithEnvironment > > ComunicationAndGesture > PersonalityDimension > Expression > > FacialExpression > > BodyExpression > Node > > Joint > > BodyDefinitionParameter > > Landmark > > > FacialDefinitionParameter > > SegmentLocationHandPostureResourceSmartObjectGarmentVirtualHumanVirtualHumanWithLandmarkVirtualHumanWithSkeletonCompleteVirtualHumanVirtualHumanControllerSkinningMotionCategoryLocomotionHumanInteractionPhysicalActivityAndSportInteractionWithEnvironmentComunicationAndGesturePersonalityDimensionExpressionFacialExpressionBodyExpressionNodeJointBodyDefinitionParameterLandmarkFacialDefinitionParameterSegment > ModelPart > ModelPart > > ObjectPart > > HumanPart > StructureDescription > > SmartObjectStructure > > VirtualHumanStructure > Measurement > FacialAnimationParameter > BodyPartSize > BodyPartMovement > ClothPattern > MorphologyDescription > Geometry > AnimationSequence > > MotionCaptureSequence > > KeyFrameSequence > ArchetypalExpressionProfile > _3DVector > IndividualDescription > > Personality > > EmotionalState > BodyAnimationParameterDefinition > FacialAnimationParameterRange > BodyAnimationParameter > FacialAnimationParameterDefinition ObjectPartHumanPartStructureDescriptionSmartObjectStructureVirtualHumanStructureMeasurementFacialAnimationParameterBodyPartSizeBodyPartMovementClothPatternMorphologyDescriptionGeometryAnimationSequenceMotionCaptureSequenceKeyFrameSequenceArchetypalExpressionProfile_3DVectorIndividualDescriptionPersonalityEmotionalStateBodyAnimationParameterDefinitionFacialAnimationParameterRangeBodyAnimationParameterFacialAnimationParameterDefinition

11 ShapeAnnotator: general framework Knowledge Base Shape A surface mesh Domain An OWL ontology CG Tools Segmentation Plug-ins Shape Annotator Expert Abstracted Shape A segmented mesh Instance

12 Shape annotator  Framework for part-based annotation of 3D objects with context-dependent knowledge IT’S LATE!

13 Semantic-driven segmentations  They capture semantically relevant features automatically  what is relevant in the gaming context?  IMATI segmentation methods for triangle meshes:  Fitting primitives  Reeb Graphs  Tailor  Plumber  They extract specific kind of knowledge suitable also for virtual worlds

14 Fitting Primitives  Hierarchical face clustering algorithm able to recognise planes, cylinders and spheres

15 Reeb Graph  The topology of a shape is coded into the Reeb graph respect to f, which captures the evolution of the level sets of f on the shape

16 Skeletons and grasping regions Plumber (and Tailor) It defines a shape decomposition into connected components that are either tubular features or blob regions Landmarks

17 Conclusions  3D with semantics would have high impact  Easy indexing, searching and retrieval  Efficient reuse and re-adaptation  Realistic interactions among virtual characters and objects  Analysis, segmentation, annotation, knowledge base  Still a lot of work to do  Manual annotation  No shared conceptualisation  …


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