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GauLoc: 3D Gaussian Splatting-based Camera Relocalization GauLoc:基于高斯拼接的三维相机重定位
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-07 DOI: 10.1111/cgf.15256
Zhe Xin, Chengkai Dai, Ying Li, Chenming Wu

3D Gaussian Splatting (3DGS) has emerged as a promising representation for scene reconstruction and novel view synthesis for its explicit representation and real-time capabilities. This technique thus holds immense potential for use in mapping applications. Consequently, there is a growing need for an efficient and effective camera relocalization method to complement the advantages of 3DGS. This paper presents a camera relocalization method, namely GauLoc, in a scene represented by 3DGS. Unlike previous methods that rely on pose regression or photometric alignment, our proposed method leverages the differential rendering capability provided by 3DGS. The key insight of our work is the proposed implicit featuremetric alignment, which effectively optimizes the alignment between rendered keyframes and the query frames, and leverages the epipolar geometry to facilitate the convergence of camera poses conditioned explicit 3DGS representation. The proposed method significantly improves the relocalization accuracy even in complex scenarios with large initial camera rotation and translation deviations. Extensive experiments validate the effectiveness of our proposed method, showcasing its potential to be applied in many real-world applications. Source code will be released at https://github.com/xinzhe11/GauLoc.

3D Gaussian Splatting(3DGS)因其清晰的表示和实时性,已成为场景重建和新型视图合成的一种有前途的表示方法。因此,这项技术在制图应用中具有巨大的应用潜力。因此,人们越来越需要一种高效、有效的相机再定位方法来补充 3DGS 的优势。本文介绍了一种在 3DGS 表示的场景中进行相机重新定位的方法,即 GauLoc。与以往依赖姿态回归或光度对齐的方法不同,我们提出的方法利用了 3DGS 提供的差分渲染能力。我们工作的关键之处在于所提出的隐式特征度量配准,它有效地优化了渲染关键帧与查询帧之间的配准,并利用外极几何促进了以明确的 3DGS 表示为条件的摄像机姿势的收敛。即使在摄像机初始旋转和平移偏差较大的复杂场景中,所提出的方法也能大大提高重新定位的准确性。广泛的实验验证了我们提出的方法的有效性,展示了其在许多实际应用中的应用潜力。源代码将在 https://github.com/xinzhe11/GauLoc 上发布。
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引用次数: 0
CustomSketching: Sketch Concept Extraction for Sketch-based Image Synthesis and Editing 自定义素描:为基于素描的图像合成和编辑提取素描概念
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-07 DOI: 10.1111/cgf.15247
Chufeng Xiao, Hongbo Fu

Personalization techniques for large text-to-image (T2I) models allow users to incorporate new concepts from reference images. However, existing methods primarily rely on textual descriptions, leading to limited control over customized images and failing to support fine-grained and local editing (e.g., shape, pose, and details). In this paper, we identify sketches as an intuitive and versatile representation that can facilitate such control, e.g., contour lines capturing shape information and flow lines representing texture. This motivates us to explore a novel task of sketch concept extraction: given one or more sketch-image pairs, we aim to extract a special sketch concept that bridges the correspondence between the images and sketches, thus enabling sketch-based image synthesis and editing at a fine-grained level. To accomplish this, we introduce CustomSketching, a two-stage framework for extracting novel sketch concepts via few-shot learning. Considering that an object can often be depicted by a contour for general shapes and additional strokes for internal details, we introduce a dual-sketch representation to reduce the inherent ambiguity in sketch depiction. We employ a shape loss and a regularization loss to balance fidelity and editability during optimization. Through extensive experiments, a user study, and several applications, we show our method is effective and superior to the adapted baselines.

大型文本到图像(T2I)模型的个性化技术允许用户从参考图像中融入新概念。然而,现有方法主要依赖文本描述,导致对定制图像的控制有限,无法支持细粒度和局部编辑(如形状、姿势和细节)。在本文中,我们认为草图是一种直观、通用的表示方法,可以促进这种控制,例如,轮廓线捕捉形状信息,流线表示纹理。这促使我们探索一项新颖的草图概念提取任务:给定一个或多个草图-图像对,我们的目标是提取一个特殊的草图概念,以连接图像和草图之间的对应关系,从而实现基于草图的精细图像合成和编辑。为了实现这一目标,我们引入了定制草图(CustomSketching),这是一个通过少量学习提取新颖草图概念的两阶段框架。考虑到一个物体通常可以用轮廓来描绘一般形状,用附加笔画来描绘内部细节,我们引入了双草图表示法,以减少草图描绘中固有的模糊性。在优化过程中,我们采用形状损失和正则化损失来平衡保真度和可编辑性。通过广泛的实验、用户研究和一些应用,我们证明了我们的方法是有效的,并且优于经过调整的基线。
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引用次数: 0
LightUrban: Similarity Based Fine-grained Instancing for Lightweighting Complex Urban Point Clouds LightUrban:基于相似性的细粒度实例化,实现复杂城市点云的轻量化
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-07 DOI: 10.1111/cgf.15238
Z.A. Lu, W.D. Xiong, P. Ren, J.Y. Jia

Large-scale urban point clouds play a vital role in various applications, while rendering and transmitting such data remains challenging due to its large volume, complicated structures, and significant redundancy. In this paper, we present LightUrban, the first point cloud instancing framework for efficient rendering and transmission of fine-grained complex urban scenes. We first introduce a segmentation method to organize the point clouds into individual buildings and vegetation instances from coarse to fine. Next, we propose an unsupervised similarity detection approach to accurately group instances with similar shapes. Furthermore, a fast pose and size estimation component is applied to calculate the transformations between the representative instance and the corresponding similar instances in each group. By replacing individual instances with their group's representative instances, the data volume and redundancy can be dramatically reduced. Experimental results on large-scale urban scenes demonstrate the effectiveness of our algorithm. To sum up, our method not only structures the urban point clouds but also significantly reduces data volume and redundancy, filling the gap in lightweighting urban landscapes through instancing.

大尺度城市点云在各种应用中发挥着重要作用,但由于其体积庞大、结构复杂、冗余度大,渲染和传输此类数据仍具有挑战性。在本文中,我们提出了首个点云实例化框架--LightUrban,用于高效渲染和传输细粒度复杂城市场景。我们首先介绍了一种分割方法,将点云从粗到细组织成单个建筑物和植被实例。接着,我们提出了一种无监督相似性检测方法,以准确地将具有相似形状的实例分组。此外,我们还采用了快速姿势和尺寸估计组件,以计算代表实例与每组中相应的相似实例之间的变换。通过用组中的代表实例替换单个实例,可以显著减少数据量和冗余。大规模城市场景的实验结果证明了我们算法的有效性。总之,我们的方法不仅能构建城市点云,还能显著减少数据量和冗余,填补了通过实例化实现城市景观轻量化的空白。
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引用次数: 0
Robust Diffusion-based Motion In-betweening 基于扩散的鲁棒性运动中间处理
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-07 DOI: 10.1111/cgf.15260
Jia Qin, Peng Yan, Bo An

The emergence of learning-based motion in-betweening techniques offers animators a more efficient way to animate characters. However, existing non-generative methods either struggle to support long transition generation or produce results that lack diversity. Meanwhile, diffusion models have shown promising results in synthesizing diverse and high-quality motions driven by text and keyframes. However, in these methods, keyframes often serve as a guide rather than a strict constraint and can sometimes be ignored when keyframes are sparse. To address these issues, we propose a lightweight yet effective diffusion-based motion in-betweening framework that generates animations conforming to keyframe constraints. We incorporate keyframe constraints into the training phase to enhance robustness in handling various constraint densities. Moreover, we employ relative positional encoding to improve the model's generalization on long range in-betweening tasks. This approach enables the model to learn from short animations while generating realistic in-betweening motions spanning thousands of frames. We conduct extensive experiments to validate our framework using the newly proposed metrics K-FID, K-Diversity, and K-Error, designed to evaluate generative in-betweening methods. Results demonstrate that our method outperforms existing diffusion-based methods across various lengths and keyframe densities. We also show that our method can be applied to text-driven motion synthesis, offering fine-grained control over the generated results.

基于学习的运动过渡技术的出现为动画制作者提供了一种更高效的角色动画制作方法。然而,现有的非生成方法要么难以支持长时间的过渡生成,要么生成的结果缺乏多样性。与此同时,扩散模型在合成由文本和关键帧驱动的多样化高质量动作方面取得了可喜的成果。然而,在这些方法中,关键帧通常只是一种指导,而不是严格的约束,当关键帧稀少时,关键帧有时会被忽略。为了解决这些问题,我们提出了一种轻量级但有效的基于扩散的中间运动框架,它能生成符合关键帧约束的动画。我们将关键帧约束纳入训练阶段,以增强处理各种约束密度的鲁棒性。此外,我们还采用了相对位置编码,以提高模型在远距离穿插任务中的泛化能力。这种方法使模型能够从短小的动画中学习,同时生成跨越数千帧的逼真中间运动。我们进行了大量实验,使用新提出的 K-FID、K-Diversity 和 K-Error 指标来验证我们的框架,这些指标旨在评估生成式夹杂方法。结果表明,在不同长度和关键帧密度的情况下,我们的方法优于现有的基于扩散的方法。我们还证明,我们的方法可应用于文本驱动的运动合成,对生成结果进行精细控制。
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引用次数: 0
A Surface-based Appearance Model for Pennaceous Feathers 基于表面的笔状羽毛外观模型
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-07 DOI: 10.1111/cgf.15235
Juan Raúl Padrón-Griffe, Dario Lanza, Adrián Jarabo, Adolfo Muñoz

The appearance of a real-world feather results from the complex interaction of light with its multi-scale biological structure, including the central shaft, branching barbs, and interlocking barbules on those barbs. In this work, we propose a practical surface-based appearance model for feathers. We represent the far-field appearance of feathers using a BSDF that implicitly represents the light scattering from the main biological structures of a feather, such as the shaft, barb and barbules. Our model accounts for the particular characteristics of feather barbs such as the non-cylindrical cross-sections and the scattering media via a numerically-based BCSDF. To model the relative visibility between barbs and barbules, we derive a masking term for the differential projected areas of the different components of the feather's microgeometry, which allows us to analytically compute the masking between barbs and barbules. As opposed to previous works, our model uses a lightweight representation of the geometry based on a 2D texture, and does not require explicitly representing the barbs as curves. We show the flexibility and potential of our appearance model approach to represent the most important visual features of several pennaceous feathers.

真实世界中羽毛的外观是光线与其多尺度生物结构(包括中心轴、分枝倒钩和倒钩上的交错倒刺)之间复杂相互作用的结果。在这项工作中,我们提出了一种实用的基于表面的羽毛外观模型。我们用一个 BSDF 来表示羽毛的远场外观,该模型隐含地表示了羽毛的主要生物结构(如羽轴、倒刺和倒钩)对光的散射。我们的模型通过基于数值的 BCSDF 考虑了羽毛倒刺的特殊特征,如非圆柱形横截面和散射介质。为了模拟倒刺和倒刺小节之间的相对可见度,我们推导出了羽毛微观几何不同组成部分的不同投影面积的遮蔽项,从而可以分析计算倒刺和倒刺小节之间的遮蔽。与之前的工作不同,我们的模型使用了基于二维纹理的轻量级几何表示法,不需要明确地将倒刺表示为曲线。我们展示了我们的外观模型方法的灵活性和潜力,它可以表示几种笔状羽毛最重要的视觉特征。
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引用次数: 0
Color-Accurate Camera Capture with Multispectral Illumination and Multiple Exposures 利用多光谱照明和多重曝光进行色彩精确相机捕捉
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-07 DOI: 10.1111/cgf.15252
H. Gao, R. K. Mantiuk, G. D. Finlayson

Cameras cannot capture the same colors as those seen by the human eye because the eye and the cameras' sensors differ in their spectral sensitivity. To obtain a plausible approximation of perceived colors, the camera's Image Signal Processor (ISP) employs a color correction step. However, even advanced color correction methods cannot solve this underdetermined problem, and visible color inaccuracies are always present. Here, we explore an approach in which we can capture accurate colors with a regular camera by optimizing the spectral composition of the illuminant and capturing one or more exposures. We jointly optimize for the signal-to-noise ratio and for the color accuracy irrespective of the spectral composition of the scene. One or more images captured under controlled multispectral illuminants are then converted into a color-accurate image as seen under the standard illuminant of D65. Our optimization allows us to reduce the color error by 20–60% (in terms of CIEDE 2000), depending on the number of exposures and camera type. The method can be used in applications in which illumination can be controlled, and high colour accuracy is required, such as product photography or with a multispectral camera flash. The code is available at https://github.com/gfxdisp/multispectral_color_correction.

由于眼睛和摄像机传感器对光谱的敏感度不同,摄像机无法捕捉到与人眼所见相同的色彩。为了获得近似的感知色彩,照相机的图像信号处理器(ISP)采用了色彩校正步骤。然而,即使是先进的色彩校正方法也无法解决这个未确定的问题,可见的色彩误差始终存在。在这里,我们探索了一种方法,通过优化光源的光谱组成和捕捉一次或多次曝光,我们可以用普通相机捕捉到准确的色彩。无论场景的光谱组成如何,我们都会共同优化信噪比和色彩准确度。然后将在受控多光谱光源下拍摄的一张或多张图像转换成在 D65 标准光源下看到的色彩精确图像。根据曝光次数和相机类型的不同,我们的优化方法可将色彩误差减少 20-60%(以 CIEDE 2000 计)。该方法可用于光照可控、色彩精度要求较高的应用领域,如产品摄影或使用多光谱相机闪光灯。代码见 https://github.com/gfxdisp/multispectral_color_correction。
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引用次数: 0
P-Hologen: An End-to-End Generative Framework for Phase-Only Holograms P-Hologen:仅相位全息图的端到端生成框架
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-07 DOI: 10.1111/cgf.15244
JooHyun Park, YuJin Jeon, HuiYong Kim, SeungHwan Baek, HyeongYeop Kang

Holography stands at the forefront of visual technology, offering immersive, three-dimensional visualizations through the manipulation of light wave amplitude and phase. Although generative models have been extensively explored in the image domain, their application to holograms remains relatively underexplored due to the inherent complexity of phase learning. Exploiting generative models for holograms offers exciting opportunities for advancing innovation and creativity, such as semantic-aware hologram generation and editing. Currently, the most viable approach for utilizing generative models in the hologram domain involves integrating an image-based generative model with an image-to-hologram conversion model, which comes at the cost of increased computational complexity and inefficiency. To tackle this problem, we introduce P-Hologen, the first end-to-end generative framework designed for phase-only holograms (POHs). P-Hologen employs vector quantized variational autoencoders to capture the complex distributions of POHs. It also integrates the angular spectrum method into the training process, constructing latent spaces for complex phase data using strategies from the image processing domain. Extensive experiments demonstrate that P-Hologen achieves superior quality and computational efficiency compared to the existing methods. Furthermore, our model generates high-quality unseen, diverse holographic content from its learned latent space without requiring pre-existing images. Our work paves the way for new applications and methodologies in holographic content creation, opening a new era in the exploration of generative holographic content. The code for our paper is publicly available on https://github.com/james0223/P-Hologen.

全息技术站在视觉技术的最前沿,通过操纵光波的振幅和相位,提供身临其境的三维可视化效果。虽然生成模型在图像领域得到了广泛的探索,但由于相位学习本身的复杂性,其在全息图中的应用仍相对欠缺。利用全息图生成模型为推动创新和创造力提供了令人兴奋的机会,例如语义感知全息图生成和编辑。目前,在全息图领域利用生成模型的最可行方法是将基于图像的生成模型与图像到全息图的转换模型整合在一起,而这种方法的代价是计算复杂度和效率的增加。为了解决这个问题,我们推出了 P-Hologen,这是首个专为纯相位全息图(POH)设计的端到端生成框架。P-Hologen 采用向量量化变异自动编码器来捕捉 POHs 的复杂分布。它还将角频谱方法集成到训练过程中,利用图像处理领域的策略为复杂相位数据构建潜在空间。大量实验证明,与现有方法相比,P-Hologen 的质量和计算效率更高。此外,我们的模型无需预先存在的图像,就能从学习到的潜空间生成高质量、未见过的多样化全息内容。我们的工作为全息内容创建的新应用和新方法铺平了道路,开启了探索全息内容生成的新时代。我们论文的代码可在 https://github.com/james0223/P-Hologen 上公开获取。
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引用次数: 0
Palette-Based Recolouring of Gradient Meshes 基于调色板的渐变网格再着色
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-07 DOI: 10.1111/cgf.15258
Willard A. Verschoore de la Houssaije, Jose Echevarria, Jiří Kosinka

Gradient meshes are a vector graphics primitive formed by a regular grid of bicubic quad patches. They allow for the creation of complex geometries and colour gradients, with recent extensions supporting features such as local refinement and sharp colour transitions. While many methods exist for recolouring raster images, often achieved by modifying an automatically detected palette of the image, gradient meshes have not received the same amount of attention when it comes to global colour editing. We present a novel method that allows for real-time palette-based recolouring of gradient meshes, including gradient meshes constructed using local refinement and containing sharp colour transitions. We demonstrate the utility of our method on synthetic illustrative examples as well as on complex gradient meshes.

渐变网格是一种矢量图形基元,由规则的双三次方网格组成。梯度网格允许创建复杂的几何图形和颜色梯度,最近的扩展还支持局部细化和鲜明的颜色过渡等功能。虽然有很多方法可以对光栅图像进行重新着色,通常是通过修改自动检测到的图像调色板来实现的,但梯度网格在全局色彩编辑方面却没有得到同样多的关注。我们提出了一种新方法,可对梯度网格进行基于调色板的实时重新着色,包括使用局部细化技术构建的梯度网格,以及包含鲜明色彩过渡的梯度网格。我们在合成示例和复杂梯度网格上演示了这种方法的实用性。
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引用次数: 0
VRTree: Example-Based 3D Interactive Tree Modeling in Virtual Reality VRTree:虚拟现实中基于实例的 3D 交互式树建模
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-07 DOI: 10.1111/cgf.15254
Di Wu, Mingxin Yang, Zhihao Liu, Fangyuan Tu, Fang Liu, Zhanglin Cheng

We present VRTree, an example-based interactive virtual reality (VR) system designed to efficiently create diverse 3D tree models while faithfully preserving botanical characteristics of real-world references. Our method employs a novel representation called Hierarchical Branch Lobe (HBL), which captures the hierarchical features of trees and serves as a versatile intermediary for intuitive VR interaction. The HBL representation decomposes a 3D tree into a series of concise examples, each consisting of a small set of main branches, secondary branches, and lobe-bounded twigs. The core of our system involves two key components: (1) We design an automatic algorithm to extract an initial library of HBL examples from real tree point clouds. These HBL examples can be optionally refined according to user intentions through an interactive editing process. (2) Users can interact with the extracted HBL examples to assemble new tree structures, ensuring the local features align with the target tree species. A shape-guided procedural growth algorithm then transforms these assembled HBL structures into highly realistic, finegrained 3D tree models. Extensive experiments and user studies demonstrate that VRTree outperforms current state-of-the-art approaches, offering a highly effective and easy-to-use VR tool for tree modeling.

我们介绍的 VRTree 是一种基于实例的交互式虚拟现实(VR)系统,旨在高效地创建各种三维树木模型,同时忠实地保留现实世界参考资料的植物学特征。我们的方法采用了一种名为 "分层枝叶"(HBL)的新颖表示法,它捕捉了树木的分层特征,是直观虚拟现实交互的多功能中介。HBL 表示法将三维树分解成一系列简洁的示例,每个示例由一小组主枝、次枝和叶状枝条组成。我们系统的核心包括两个关键部分:(1) 我们设计了一种自动算法,从真实树点云中提取 HBL 示例的初始库。这些 HBL 示例可以根据用户的意图,通过交互式编辑过程进行选择性改进。(2) 用户可以与提取的 HBL 示例交互,组装新的树形结构,确保局部特征与目标树种一致。然后,由形状引导的程序化生长算法会将这些组装好的 HBL 结构转化为高度逼真的细粒度三维树模型。广泛的实验和用户研究表明,VRTree 优于目前最先进的方法,为树木建模提供了一种高效、易用的 VR 工具。
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引用次数: 0
Inverse Garment and Pattern Modeling with a Differentiable Simulator 利用可微分模拟器进行服装和图案逆向建模
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-07 DOI: 10.1111/cgf.15249
Boyang Yu, Frederic Cordier, Hyewon Seo

The capability to generate simulation-ready garment models from 3D shapes of clothed people will significantly enhance the interpretability of captured geometry of real garments, as well as their faithful reproduction in the digital world. This will have notable impact on fields like shape capture in social VR, and virtual try-on in the fashion industry. To align with the garment modeling process standardized by the fashion industry and cloth simulation software, it is required to recover 2D patterns, which are then placed around the wearer's body model and seamed prior to the draping simulation. This involves an inverse garment design problem, which is the focus of our work here: Starting with an arbitrary target garment geometry, our system estimates its animatable replica along with its corresponding 2D pattern. Built upon a differentiable cloth simulator, it runs an optimization process that is directed towards minimizing the deviation of the simulated garment shape from the target geometry, while maintaining desirable properties such as left-to-right symmetry. Experimental results on various real-world and synthetic data show that our method outperforms state-of-the-art methods in producing both high-quality garment models and accurate 2D patterns.

从穿衣者的三维形状生成模拟就绪服装模型的能力,将大大提高真实服装几何形状捕捉的可解释性,以及在数字世界中的忠实再现。这将对社交虚拟现实中的形状捕捉和时装业中的虚拟试穿等领域产生显著影响。为了与时装业和布料仿真软件标准化的服装建模流程保持一致,需要恢复二维图案,然后将其放置在穿着者的身体模型周围,并在垂悬仿真之前进行缝合。这就涉及一个反服装设计问题,也是我们工作的重点:从任意的目标服装几何形状开始,我们的系统会估算出其动画复制品及其相应的二维图案。在可微分布料模拟器的基础上,它运行了一个优化过程,目的是最大限度地减少模拟服装形状与目标几何形状的偏差,同时保持理想的特性,如左右对称。在各种真实世界和合成数据上的实验结果表明,我们的方法在生成高质量服装模型和精确的二维图案方面优于最先进的方法。
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引用次数: 0
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