Lightweight 3-D Convolutional Occupancy Networks for Virtual Object Reconstruction.

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING IEEE Computer Graphics and Applications Pub Date : 2024-03-01 Epub Date: 2024-03-25 DOI:10.1109/MCG.2024.3359822
Claudia Melis Tonti, Lorenzo Papa, Irene Amerini
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Abstract

The increasing demand for edge devices causes the necessity for recent technologies to be adaptable to nonspecialized hardware. In particular, in the context of augmented, virtual reality, and computer graphics, the 3-D object reconstruction task from a sparse point cloud is highly computationally demanding and for this reason, it is difficult to accomplish on embedded devices. In addition, the majority of earlier works have focused on mesh quality at the expense of speeding up the creation process. In order to find the best balance between time for mesh generation and mesh quality, we aim to tackle the object reconstruction process by developing a lightweight implicit representation. To achieve this goal, we leverage the use of convolutional occupancy networks. We show the effectiveness of the proposed approach through extensive experiments on the ShapeNet dataset using systems with different resources such as GPU, CPU, and an embedded device.

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用于虚拟物体重构的轻量级三维卷积占位网络
由于对边缘设备的需求日益增长,最近的技术必须能够适应非专用硬件。特别是在增强现实、虚拟现实和计算机制图领域,从稀疏点云重建三维物体的任务对计算要求很高,因此很难在嵌入式设备上完成。此外,早期的大部分工作都侧重于网格质量,而忽略了加快创建过程。为了在网格生成时间和网格质量之间找到最佳平衡点,我们的目标是通过开发轻量级隐式表示来解决对象重构过程。为了实现这一目标,我们利用了卷积占位网络。我们通过在 ShapeNet 数据集上使用不同资源(如 GPU、CPU 和嵌入式设备)的系统进行大量实验,展示了所提议方法的有效性。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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