Semantic Shape Editing
11–14 of 14 posts
Re: Semantic Shape Editing
#12I was thinking about EXACTLY the same idea before I went to sleep last night!
Re: Semantic Shape Editing
#13I haven't read the paper, but from the video this kind of feels like blend shapes to me which are definitely not a new thing. Custom facial rigs often have blending between different expressions, controlled by 2d sliders. Another issue is probably the fact that the meshes need to be composed of the exact same amount of vertices to blend correctly, so no scanned 3d models. Would be cool if they blended on an underlyin…
These examples don't require the same topology, in fact they seem to use really quite different ones.
This should allow them to take new, unseen shapes and modify them in a similar way. I think that's what they're doing anyway but haven't read all the paper yet.
Re: Semantic Shape Editing
#14It seems like defining how the semantic sliders behave would be much more work than having an artist do the 3d modelling. And either way, you're going to need that 3d artist in the first place. Am I missing something?
Example: Download a toy plane model from thingiverse. Decide you want it to look "stealthier", this can modify it. The plane model was not one in the original training set.
The process appears to take a bunch of example models, then asks people to score them on various parameters. The algorithm then works out how to use that knowledge to modify shapes in those directions.