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Project - 3D Model
Retrieval

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3D scene/object
browsing is becoming more and more popular as it engages people with much
richer experiences than 2D images. As it is easy to build 3D models from
real scene/object today, more and more 3D models are available over the
Internet. The
growing size of available 3D models makes 3D model retrieval very
important. This work focuses on extracting features that well represent 3D
models and combining these features in order to get a better retrieval
performance.
Work has been done
to retrieve similar 3D models from a database. As many other content-based
information retrieval systems, a 3D model retrieval system extracts
several low-level features for each model, and measures the similarity
between any two models in the low-level feature space. Cord histogram,
shape index and some rotation invariant shape
descriptors are the commonly used features. In our system,
we propose a new set of features that view the 3D model as a solid binary
region. Ten features such as volume-surface ratio, aspect ratio, moment
invariants and Fourier transform coefficients are extracted. In the
current version, we simply use Euclidean distance to measure the
similarity between two models after the features are normalized
.
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3D model data collection
The 3D models we
have in our database are mainly collected from the MPEG-7 3D shape core
experiments, the RcCad company (http://www.rccad.com),
the VRML object supermarket in UK (http://www.dcs.ed.ac.uk/home/objects/vrml.htmll)
and the Rother Daten Service in Germany (http://www.rdservice.de/german/produkte/VRCreator/library/vrlibrary.html).
The total number of models is around 2,000. All the 3D models are in
Virtual Reality Modeling Language (VRML) format, which uses mesh models to
represent the 3D content. We use VRML because it is rapidly becoming the
standard file format for the delivery of 3D contents across the
Internet.
Feature extraction
We propose a new
set of features that view the 3D model as a solid binary region. Compared
with the other features, region-based e propose to calculate region features from the mesh
representation directly. We calculate a feature for a model by first
finding it for the elementary shapes, such as triangles or tetrahedrons,
and then add them up. The computational complexity is proportional to the
number of elementary shapes, which is typically much smaller than the
number of voxels in the equivalent volumetric representation. Both 2D and
3D meshes are considered. The result is general and has many
potential applications.
To
calculate region-based features, the 3D model has to be closed. Otherwise,
surface close algorithm has to be performed first. Fortunately, it is easy to
close a 3D mesh model. After the triangulation, a typical edge is associated
with even number of triangles, while for a boundary edge, the number of
triangles associated with it is odd. We close the 3D model by connecting
boundary edges, which is shown in the following figure:
Notice that when we
record the order of the vertices of a newly added triangle, we need to pay
attention to make the normals of the triangles consistent.
We calculate the moments
and Fourier transforms of triangles and tetrahedrons. Here are the up to 3rd
order moments for triangles and tetrahedrons:
2D case - (0, 0), (x1,
y1), (x2, y2) are the three vertexes of the
triangle.
3D case - (0,
0, 0), (x1, y1, z1), (x2, y2,
z2), (x3, y3, z3) are
the four vertexes of the tetrahedron.



Here are the Fourier
transforms of triangles and tetrahedrons:
2D case - (0, 0), (x1,
y1), (x2, y2) are the three vertexes of the
triangle.
3D
case - (0, 0, 0), (x1, y1, z1), (x2,
y2, z2), (x3, y3, z3) are
the four vertexes of the tetrahedron.
Similarity measurement
In the current
system, we simply normalize the features and use Euclidean to measure the
similarity. Better algorithms will be plugged in later.
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Any suggestions or
comments are welcome. Please send them to Cha Zhang.
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