What is it about?

We show how to compute similarity and correspondence between deformable 3D objects, for example human bodies changing pose. Differently from all existing approaches, our method also works when the 3D models in question are not complete and have large amounts of missing data -- this is usually the case when dealing with real-world 3D data obtained with consumer scanning devices such as Microsoft Kinect or Inter RealSense.

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Why is it important?

Our method allows for the first time to deal with deformable 3D data having strong real-world artifacts in the form of missing surface. The solution we propose is theoretically well founded, has a simple formulation, and is simple to optimize.

Perspectives

The method works surprisingly well given its simple formulation, even in some nasty cases with large amounts of partiality. The key finding here is that putting together spectral, intrinsic tools with local, extrinsic features seems to bring the better of the two worlds. Modeling partiality by using classical spectral quantities derived from the mesh boils down to a remarkably simple, and quite unexpected theoretical result with big practical benefits.

Dr Emanuele Rodolà
Universita della Svizzera Italiana

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This page is a summary of: Partial Functional Correspondence, Computer Graphics Forum, February 2016, Wiley,
DOI: 10.1111/cgf.12797.
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