Posts Tagged ‘eth’

Bounded Biharmonic Weights iPad App

Thursday, May 8th, 2014

Stefan Messmer, a student at ETH, has designed an iPad app called Animato implementing our bounded biharmonic weights for real-time shape deformation. Check out this tutorial video:

And download the app from the appstore.

Advanced Topics in Computer Graphics and Vision at ETHz

Thursday, September 12th, 2013

siggraph papers

I’ll be the coordinator from graphics for the ETH Zurich two-credit seminar course Advanced Topics in Computer Graphics and Vision.

We’ll be reading state-of-the-art research paper from top-tier conferences like SIGGRAPH, ICCV, CVPR.

Install ETH Fonts for LaTeX on Mac OS X

Thursday, February 7th, 2013

This turned out to be quite difficult.

I installed TexLive using macports.

If you download the ETH letter LaTeX templates and try to compile you will get an error like:


! I can't find file `letr8t'.
<*> ...:=ljfour; mag:=1; nonstopmode; input letr8t
                                                  
Please type another input file name
! Emergency stop.
<*> ...:=ljfour; mag:=1; nonstopmode; input letr8t
                                                  
Transcript written on mfput.log.
grep: letr8t.log: No such file or directory
mktextfm: `mf-nowin -progname=mf \mode:=ljfour; mag:=1; nonstopmode; input letr8t' failed to make letr8t.tfm.
kpathsea: Appending font creation commands to missfont.log.
! Font \xiiiv=letr8t at 8.5pt not loadable: Metric (TFM) file not found.
 
                   \relax 
l.112 \newfont{\xiiiv}{letr8t at 8.5pt}

This is complaining that you don’t have the ETH fonts installed. These are a pain to install.

Unzip into your macports texmf folder:


sudo unzip ETHLfnts.zip -d /opt/local/share/texmf/

Create a hash for the new files:


sudo texhash

If you try to compile brief2.tex now you will get an error:


kpathsea: Running mktexpk --mfmode / --bdpi 600 --mag 1+0/600 --dpi 600 letb8r
mktexpk: don't know how to create bitmap font for letb8r.
mktexpk: perhaps letb8r is missing from the map file.
kpathsea: Appending font creation commands to missfont.log.
(see the transcript file for additional information)
!pdfTeX error: pdflatex (file letb8r): Font letb8r at 600 not found
 ==> Fatal error occurred, no output PDF file produced!

Open and append:


p +let.map

Now compiling should give you the error:


gsftopk: fatal: map file `let.map' not found.
mktexpk: don't know how to create bitmap font for letb8r.
mktexpk: perhaps letb8r is missing from the map file.
kpathsea: Appending font creation commands to missfont.log.
(see the transcript file for additional information)
!pdfTeX error: pdflatex (file letb8r): Font letb8r at 600 not found
 ==> Fatal error occurred, no output PDF file produced!

Create the file /opt/local/etc/texmf/ethfonts.cfg and add the line:


Map let.map

Update maps listing:


sudo updmap-sys

Now if you should get an error like:


ERROR:  The following map file(s) couldn't be found:
	let.map (in /opt/local/var/db/texmf/web2c/updmap.cfg)

If you try to compile brief2.tex you’ll get an error like:


gsftopk: fatal: map file `let.map' not found.
mktexpk: don't know how to create bitmap font for letb8r.
mktexpk: perhaps letb8r is missing from the map file.
kpathsea: Appending font creation commands to missfont.log.
(see the transcript file for additional information)
!pdfTeX error: pdflatex (file letb8r): Font letb8r at 600 not found
 ==> Fatal error occurred, no output PDF file produced!

So, copy let.map to your local texlive directory:


mkdir -p ~/.texlive2012/texmf-var/fonts/map/dvips/updmap/
cp /opt/local/share/texmf/maps/let.map ~/.texlive2012/texmf-var/fonts/map/dvips/updmap/

Update maps listing:


sudo updmap-sys

Now you should be able to successfully build:


pdflatex brief2

New ETHZ masters thesis project available: Make Me Dance!

Tuesday, January 29th, 2013

Make me dance! eth masters project

Jean-Charles Bazin, Tiberiu Popa, Markus Gross and I will be hosting a master’s thesis project. The project, entitled Make Me Dance, is now available, and we are eagerly awaiting applications.

The topic of the thesis is simple to explain: you would like to dance like Lady Gaga or Michael Jackson but your dancing skills are not great. The goal is to virtually improve your dancing skills: given a video of you (or anyone else) dancing, the project aims to process and manipulate the video, in an automatic manner, so that your “upgraded” dance looks like the one of the dancer of your choice (e.g. Lady Gaga or Michael Jackson).

Task Description: To reach this goal, several approaches from computer vision and computer graphics will be investigated and combined. For example you will use Microsoft’s Kinect to get a depth map and a human skeleton. Given your estimated skeleton and the target pose of the professional dancer, you will apply some character animation techniques. Finally you will map the texture onto the 3D human model to create a realistic video in which your dance moves now matches the ones of the professional dancer.

Please don’t hesitate to contact me for more details.

Also, check out the full list of IGL projects.

Note: You will need to be at an ETH IP address to visit these links.

New ETHZ masters thesis project available: Content-Aware 3D Navigation with a 2D Mouse

Tuesday, January 29th, 2013

Content-Aware 3D Navigation with a 2D Mouse

Olga Sorkine and I will be hosting a master’s thesis project. The project, entitled Content-Aware 3D Navigation with a 2D Mouse is now available, and we are eagerly awaiting applications.

In recent years, many 3D input devices have emerged: 3D mice, haptic pens, hand-tracking gloves. But the ubiquitous 2D mouse isn’t going away any time soon! Here we consider the problem of navigating in a virtual 3D environment with a 2D mouse. Navigation should rely on intuitive and simple gestures, realizable with a standard, single-button mouse. The unprojected 3D-coordinates should respond to the content of the virtual 3D scene without the user needing to change the camera position.

In this thesis, the student will explore user-interface design and 2D mouse gesture recognition in order to build a system that allows easy 3D navigation of complex scenes with a standard 2D mouse. Such navigation is necessary for path design, object placement, object selection, and keyframing for animation. The resulting system will be tested with novice and expert users to scientifically evaluate its effectiveness.

Please don’t hesitate to contact me for more details.

Also, check out the full list of IGL projects.

Note: You will need to be at an ETH IP address to visit these links.

New ETHZ masters thesis project available: Optimizing Bounded Biharmonic Weights Computation

Tuesday, January 29th, 2013

optimizing bounded biharmonic weights computation eth masters project

Olga Sorkine and I will be hosting a master’s thesis project. The project, entitled Optimizing Bounded Biharmonic Weights Computation is now available, and we are eagerly awaiting applications.

Bounded biharmonic weights (BBW) are compactly supported, smooth functions defined over a 2D or 3D shape. Their primary use is for blending transformations to achieve shape deformation in real time. However, computing them requires optimizing a quadratic program (QP) over a finite-element discretization of the shape’s volume. This is costly (~minutes) and limits applications to those where it is acceptable to precompute such weights once and reuse them. Dynamically adapting BBWs by recomputing them interactively would greatly enhance its list of applications: physically-based simulation, interactive modeling, even many-to-many image registration.

In this thesis, the student will explore algorithmic and pragmatic optimization of the computation of bounded biharmonic weights. Current solutions lean on black-box QP solvers, which do not take advantage of the geometry-specific and problem-specific nature of the BBW energy minimization problem. We will explore algorithmic and data-structure optimizations such as multi-resolution hierarchies (both geometric and algebraic). Then we will explore performance optimizations that make the most of modern multi-core SIMD CPUs.

Please don’t hesitate to contact me for more details.

Also, check out the full list of IGL projects.

Note: You will need to be at an ETH IP address to visit these links.

New ETHZ masters thesis project available: Server-client mesh processing

Sunday, January 1st, 2012

server client mesh processing eth masters project

Olga Sorkine and I will be hosting a master’s thesis project. The project, entitled Server-client mesh processing is now available, and we are eagerly awaiting applications.Many polygon mesh processing techniques are difficult to implement. These techniques often go unseen and unused beyond publication. Others are too computationally intensive for consumer-level laptops, so their use is limited to academic or commercial communities. Fortunately, polygon mesh processing techniques are well-suited for a server-client implementation. Since most techniques need only an input mesh and a few parameters, all computation may be done on a publicly available web server, relying on the client only to upload the input and download the output.

In this project, we will set up the necessary infrastructure on both the server and client end. The client side will be a light-weight, browser-based interface for viewing and uploading 3D surface meshes. The server side will be a clean API to many existing mesh processing implementations (e.g. smooth- ing, curvature computation, tetrahedral volume meshing). With this infrastructure, we will explore geometric data compression specific to each flavor of mesh processing in order to optimize the transfer of output data. We may also use this infrastructure to conduct large scale user-studies via Amazon’s Mechanical Turk. Such large scale user studies are rarely achieved in the mesh processing community. A server-client infrastructure should finally make human evaluation possible. Please don’t hesitate to contact me for more details.

Also, check out the full list of IGL projects.

Note: You will need to be at an ETH IP address to visit these links.

New ETHZ masters thesis project available: Inverse kinematics and procedural animation for stretchable and twistable bones

Sunday, January 1st, 2012

stretchable twistable bones inverse kinematics and procedural animation masters project at eth

Olga Sorkine and I will be hosting a master’s thesis project. The project, entitled Inverse kinematics and procedural animation for stretchable and twistable bones is now available, and we are eagerly awaiting applications. For many years, animators have used internal skeletons to drive 3D character deformation. These skeletons are usually composed of rigid bones, which do not change length. This requirement allows for efficient algorithms for creating real-time animations. Further, it facilitates inverse kinematics and procedural animation. Inverse kinematics is the problem of optimizing the positions and orientations of each bone to place the end effectors (e.g. hands and feet) in a user-specified configuration. Procedural animation automatically animates bones of a skeleton to achieve realistic animations with minimal user directing.
Often in cartoon animation our characters should stretch, perhaps in a very exaggerated way. If we use a skeleton then stretching means bones must change length, breaking compatibility with existing inverse kinematics and procedural animation techniques. Likewise, tradition skeleton-based animation limits twisting to joints, where bones meet. Twisting the character along the length of a single bone is not supported by these traditional methods.

In this project, we will explore new inverse kinematics and procedural animation methods for skeleton-based deformation where bones may stretch and twist. These new methods will generalize existing ones. However, part of our challenge will be to design them efficiently so as to highlight their power over past techniques without losing speed. The first step is to quickly learn how traditional skeleton-based skinning works, via implementation. The next step is to learn how traditional inverse kinematics and procedural animations works, via implementation, meanwhile building an intuition as to how stretchable, twistable bones could fit in or not. Finally, we will design and implement a generalized inverse kinematics or procedural animation technique which allows bones to stretch and twist. Please don’t hesitate to contact me for more details.

Also, check out the full list of IGL projects.

Note: You will need to be at an ETH IP address to visit these links.

BibTeX References

Tuesday, August 16th, 2011

I’m dumping BibTeX references for my publications in an html file on my academic site. The hope is to keep it up-to-date. And the real hope is to have to update it all the time ;-).

New ETHZ masters thesis project available: Design of a modular character animation tool

Monday, June 20th, 2011

Design of a modular character animation tool

Daniele Panozzo, Olga Sorkine, and I are beginning a new collaboration with Cédric Pradalier of the Autonomous Systems Lab here at ETH Zurich. We’re hosting a masters thesis project.

The project, entitled Design of a modular character animation tool is now available, and we are eagerly awaiting applications. In this thesis you will design and produce an innovative input device for interactive animation of virtual 3D characters. The device will consist of a skeleton that will imitate the structure of the character the user wants to animate. The device will be constructed of modular bones and joints which may be rearranged and repositioned on the fly. Movements of the device will be registered with the animation system and will result in corresponding movements of the virtual character. The project will present novel mechanical and electronic challenges, and will be developed in collaboration with the Interactive Geometry Lab. We will provide the required mesh processing software components. This innovative interface will improve the animation workflow used in the videogame and film industry, which by and large relies solely on keyboard and mouse interaction. A fully modular puppet, which could take the form of any character or shape, would not only present a novel interface but also provide a research instrument for evaluating human perception of 3D and 2D poses.
Please don’t hesitate to contact me for extra details.