Representing complex objects with basic geometric primitives has long been a topic in computer vision. Primitive-based representations have the merits of compactness and computational efficiency in higher-level tasks such as physics simulation, collision checking, and robotic manipulation. Unlike previous works which extract polygonal meshes from a signed distance function (SDF), in this paper, we present a novel method, named Marching-Primitives, to obtain a primitive-based abstraction directly from an SDF. Our method grows geometric primitives (such as superquadrics) iteratively by analyzing the connectivity of voxels while marching at different levels of signed distance. For each valid connected volume of interest, we march on the scope of voxels from which a primitive is able to be extracted in a probabilistic sense and simultaneously solve for the parameters of the primitive to capture the underlying local geometry. We evaluate the performance of our method on both synthetic and real-world datasets. The results show that the proposed method outperforms the state-of-the-art in terms of accuracy, and is directly generalizable among different categories and scales. The code is open-sourced at https://github.com/ChirikjianLab/Marching-Primitives.git.
翻译:在计算机视觉领域中,使用基本几何图元来表示复杂物体是一个长期存在的话题。基于基元的表示具有紧凑性和高级任务(例如物理仿真、碰撞检测和机器人操作)中的计算效率的优点。与以前从有符号距离函数(SDF)提取多边形网格的方法不同,本文提出了一种新颖的方法,名为 Marching-Primitives,它直接从 SDF 中获取基元的抽象。该方法通过在不同级别的有符号距离上步进并分析体素之间的连接性来迭代地生成几何基元(例如超椭球)。对于每个合法的感兴趣连接体积,我们在能够在概率上从一个基元的范围内处理的背景体素上进行步进,并同时解决该基元的参数以捕捉潜在的局部几何信息。我们在合成和真实世界数据集上评估了我们的方法的性能。结果表明,所提出的方法在精度方面优于现有技术,并且在不同类别和尺度之间是直接泛化的。该代码是开源的,链接为 https://github.com/ChirikjianLab/Marching-Primitives.git。