Motion Annotation Programs: A Scalable Approach to Annotating Kinematic Articulations in Large 3D Shape Collections

Xianghao Xu, David Charatan, Sonia Raychaudhuri, Hanxiao Jiang, Mae Heitmann, Vladimir G. Kim, S. Chaudhuri, M. Savva, Angel X. Chang, Daniel Ritchie
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引用次数: 5

Abstract

3D models of real-world objects are essential for many applications, including the creation of virtual environments for AI training. To mimic real-world objects in these applications, objects must be annotated with their kinematic mobilities. Annotating kinematic motions is time-consuming, and it is not well-suited to typical crowdsourcing workflows due to the significant domain expertise required. In this paper, we present a system that helps individual expert users rapidly annotate kinematic motions in large 3D shape collections. The organizing concept of our system is motion annotation programs: simple, re-usable procedural rules that generate motion for a given input shape. Our interactive system allows users to author these rules and quickly apply them to collections of functionally-related objects. Using our system, an expert annotated over 1000 joints in under 3 hours. In a user study, participants with no prior experience with our system were able to annotate motions 1.5x faster than with a baseline manual annotation tool.
运动注释程序:在大型3D形状集合中注释运动关节的可扩展方法
现实世界物体的3D模型对于许多应用来说是必不可少的,包括为人工智能训练创建虚拟环境。为了在这些应用程序中模拟现实世界中的对象,必须对对象进行运动学移动注释。注释运动学运动是耗时的,并且由于需要大量的领域专业知识,它不适合典型的众包工作流程。在本文中,我们提出了一个系统,可以帮助个人专家用户快速注释大型3D形状集合中的运动学运动。我们系统的组织概念是运动注释程序:简单,可重用的过程规则,为给定的输入形状生成运动。我们的交互式系统允许用户编写这些规则,并快速将它们应用于与功能相关的对象集合。使用我们的系统,专家在3小时内注释了1000多个关节。在一项用户研究中,没有使用我们系统经验的参与者能够比使用基线手动注释工具快1.5倍地注释动作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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