Cube of Space Sampling for 3D Model Retrieval
Abstract
:1. Introduction
2. Literature Review
2.1. 3D Model Retrieval
2.2. Different Types of Models
2.3. Model-Matching Methods
- Feature-based: previous feature-based research can be divided into: global features; global feature distribution; spatial maps; and local features. Feature-based model matching represents features of a model using a single descriptor consisting of a d-dimensional vector of values, where the dimension (d) is fixed for each model.
- Global features: Zhang and Chen [8] extracted global features such as volume, area, statistical moments, and Fourier transform coefficients efficiently. Paquet et al. [9] applied bounding boxes, cord-based, moment-based and wavelet-based descriptors for 3D shape matching. Kazhdan et al. [10] described a reflective symmetry descriptor as a 2D function associating a measure of reflective symmetry to every plane (specified by two parameters) through the model’s centroid. Since these methods only used global features to characterize the overall shape of the objects, they could not describe objects in detail, but their implementation was straightforward [1].
- Global feature distribution: Osada et al. [11] introduced and compared shape distributions, which measured properties based on distance, angle, area and volume measurements between random surface points. Ohbuchi et al. [12] investigated shape histograms that were discretely parameterized along the principal axes of the inertia of the model. Ip et al. [13] investigated the application of shape distributions in the context of CAD and solid modeling. However, they often performed poorly when they needed to distinguish between shapes having similar gross shape properties but significantly different detailed shape properties [1].
- Local features: Zaharia and Prêteux [14] described the 3D Shape Spectrum Descriptor, which was defined as the histogram of shape index values, and calculated over an entire mesh. The shape index, first introduced by Koenderink [15], was defined as a function of the two principal curvatures on continuous surfaces.
2.4. Normalization
- Translation: in general, 3D modeling software (such as 3ds Max, Maya, etc.) uses different settings or different coordinate systems [21]. However, different coordinate systems are equal to different “spaces”. Sometimes, a creator modeling 3D models does not place them in the center of the coordinate systems; that is, the locations of 3D models are not aligned in the coordinate systems. In addition, when these 3D models are created from different coordinate systems, the center of each model is not the same. This will cause more difficulties and biases in the process of re-sampling.
- Scale: similarly, 3D modeling software may use different settings or different scales to construct the 3D modeling space [22]. As a result, different modeling software may produce the models with different scales. In practice, it is common that in a 3D model dataset each 3D model always has different sizes or scales. This usually causes some problems in re-sampling and errors of comparison.
- Rotation: since each model may not have the same angle when placed (e.g., upright, flat, etc.), several difficulties in comparisons can arise (e.g., reversed, tilted, etc.). To this end, 3D models must be appropriately adjusted. In the literature, some methods, such as PCA and CPCA, have been applied to solve such problems [21].
2.5. Summary
3. 3D Model Feature Representation
3.1. Preprocessing
- Translation: in our approach, we focused on the calculation of each model by the X, Y and Z axes to obtain the maximum length, which was then used to find the center of a 3D model. Next, a unified coordinate system was established. Finally, the 3D model was moved to the center of the coordinate system, so that all models will be aligned.
- Scale: in our approach, we applied the maximum length of each axis to perform normalization for each 3D model. In addition, we set the maximum axial length to one, which made all of the normalized 3D models fit into a cube space with a length, width and height of one.
- Rotation: when the abovementioned preprocessing tasks were completed, the 3D models were ready for re-sampling. Through the CSS method, the 3D model was be changed into CSS data (a type of voxel), and then the CSS data were transformed into voxel-based features. Since the features contain the space and the global information (because CSS data is very information-rich and powerful) of the model, there was no need to perform any additional processing to solve the rotation problem.
3.2. Cube of Space Sampling (CSS)
- Step one: normalization. All 3D models were normalized and shifted to the center of the cube space, in which they have the same views.
- Step two: selection of cutting number. The cutting number of CSS, i.e., N (e.g., N = 10), was used to determine the density of sampling. In particular, the average cut into N blocks of the cube space in each dimension was considered. As a result, we obtained the total number N3 of sub-spaces. Next, these sub-spaces were used to perform re-sampling for each 3D model.
- Step three: re-sampling. Our method applied a collision detection method to perform re-sampling, which entailed testing each subspace Sijk as a collision with a 3D model (where i, j, and k mean the x, y, and z axes respectively). If it was a collision, then the subspace was labeled as 1; if not, 0. Consequently, we could obtain a sampling matrix, which was composed of 0s and 1s. However, this sampling matrix acted a basis for our classification features. The labeling method is by:
- 3D collision detection: 3D collision detection in virtual reality and 3D games are the common technique used in the literature [25], which is based on collision detection to realize the physical phenomena. However, in our approach, a subspace was regarded as another 3D model or object, and a collision between two objects was measured. Then, each subspace with or without a collision was labeled to obtain a sampling matrix. Figure 3 shows an explanation for why we required collision detection between a 3D model and its sampling subspaces.
- The candidate subspace for collision detection: as 3D models are usually presented by irregular shapes, high computational costs are usually required for precise collision detection between objects. In the literature, the most efficient method is AABB collision detection [26]. It uses the most closely placed cuboids to replace an irregular 3D model to perform complex and cumbersome collision detection. However, directly applying this method to our approach proved difficult. This is because if the re-sampling scope is too large, it will cause the loss of many features in detail. On the other hand, although the AABB method could not be used to fully detect a collision between objects, it could effectively reduce the number of spaces that we needed for the detection. Therefore, we used the AABB method to find out the most similar rectangular space with the smallest size for the surface of each 3D model, which was then used to map into the subspace to find candidate subspaces. In short, the rectangular space is a set of subspaces, which could show possible collision in the surface. Figure 4 shows an example of AABB collision detection.
- Fast collision detection: most collision detection algorithms try to minimize the number of primitive–primitive intersections that need to be computed. A fast and reliable method for computing the primitive–primitive intersection is desired. Since rendering hardware is often targeted for triangles, the primitives in collision detection algorithms are often triangles as well [16].
3.3. Feature Rperesentation by CSS Data Transformation
- Hollow feature
- Hollow + TF-IDF
Transform the “Hollow Feature” matrix into the TFIDF matrix. |
- Hollow + ^2
Square of each “Hollow Feature” vector. |
- MMF
n is the number of sampling. For each dimensions For i = 1, 2…n For j = 1, 2…n y = j + n(i−1) □MDy = max distance between two points in row Sij1~Sijn □NDy = min distance between two points in row Sij1~Sijn □ODy = the distance between the origin and the max distance. End End End Combine the features MD, ND and OD. Obtain a set of MMF features from a 3D model. |
- MMF + ^2
Square of each “MMF Feature” vector. |
- Full
Based on “Hollow Feature” data to fill the vacancies within the model. |
3.4. An Example of CSS
4. Experiments
4.1. The Dataset
4.2. The Baseline
4.3. The Classification Model
4.4. Experimental Results
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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2-Fold | 5-Fold | 10-Fold | 15-Fold | 20-Fold | |
---|---|---|---|---|---|
Baseline | 33.53% | 42.61% | 44.82% | 46.33% | 47.03% |
Hollow | 37.60% | 47.38% | 50.76% | 52.15% | 52.27% |
Hollow + TFIDF | 37.49% | 49.48% | 52.85% | 54.25% | 54.60% |
Hollow + ^2 | 25.73% | 34.46% | 36.32% | 37.72% | 37.72% |
Full | 33.53% | 43.77% | 46.92% | 48.54% | 48.31% |
MMF | 28.17% | 37.95% | 40.16% | 41.68% | 41.33% |
MMF + ^2 | 24.91% | 33.41% | 35.27% | 36.44% | 36.44% |
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Chen, Z.-Y.; Tsai, C.-F.; Lin, W.-C. Cube of Space Sampling for 3D Model Retrieval. Appl. Sci. 2021, 11, 11142. https://doi.org/10.3390/app112311142
Chen Z-Y, Tsai C-F, Lin W-C. Cube of Space Sampling for 3D Model Retrieval. Applied Sciences. 2021; 11(23):11142. https://doi.org/10.3390/app112311142
Chicago/Turabian StyleChen, Zong-Yao, Chih-Fong Tsai, and Wei-Chao Lin. 2021. "Cube of Space Sampling for 3D Model Retrieval" Applied Sciences 11, no. 23: 11142. https://doi.org/10.3390/app112311142
APA StyleChen, Z.-Y., Tsai, C.-F., & Lin, W.-C. (2021). Cube of Space Sampling for 3D Model Retrieval. Applied Sciences, 11(23), 11142. https://doi.org/10.3390/app112311142