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Symmetric Piecewise Developable Approximations 对称分片可展开近似法
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-24 DOI: 10.1111/cgf.15242
Ying He, Qing Fang, Zheng Zhang, Tielin Dai, Kang Wu, Ligang Liu, Xiao-Ming Fu

We propose a novel method for generating symmetric piecewise developable approximations for shapes in approximately global reflectional or rotational symmetry. Given a shape and its symmetry constraint, the algorithm contains two crucial steps: (i) a symmetric deformation to achieve a nearly developable model and (ii) a symmetric segmentation aided by the deformed shape. The key to the deformation step is the use of the symmetric implicit neural representations of the shape and the deformation field. A new mesh extraction from the implicit function is introduced to construct a strictly symmetric mesh for the subsequent segmentation. The symmetry constraint is carefully integrated into the partition to achieve the symmetric piecewise developable approximation. We demonstrate the effectiveness of our algorithm over various meshes.

我们提出了一种新方法,用于生成近似全局反射对称或旋转对称的对称片状可展开近似图形。给定一个形状及其对称约束,该算法包含两个关键步骤:(i) 对称变形以获得近似可展开模型;(ii) 在变形形状的辅助下进行对称分割。变形步骤的关键是使用形状和变形场的对称隐式神经表征。从隐式函数中引入新的网格提取,为后续的分割构建严格对称的网格。对称约束被仔细整合到分割中,以实现对称的片状可展开近似。我们在各种网格上演示了我们算法的有效性。
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引用次数: 0
GS-Octree: Octree-based 3D Gaussian Splatting for Robust Object-level 3D Reconstruction Under Strong Lighting GS-Octree:基于八叉树的三维高斯拼接技术,用于强光下稳健的物体级三维重建
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-24 DOI: 10.1111/cgf.15206
J. Li, Z. Wen, L. Zhang, J. Hu, F. Hou, Z. Zhang, Y. He

The 3D Gaussian Splatting technique has significantly advanced the construction of radiance fields from multi-view images, enabling real-time rendering. While point-based rasterization effectively reduces computational demands for rendering, it often struggles to accurately reconstruct the geometry of the target object, especially under strong lighting conditions. Strong lighting can cause significant color variations on the object's surface when viewed from different directions, complicating the reconstruction process. To address this challenge, we introduce an approach that combines octree-based implicit surface representations with Gaussian Splatting. Initially, it reconstructs a signed distance field (SDF) and a radiance field through volume rendering, encoding them in a low-resolution octree. This initial SDF represents the coarse geometry of the target object. Subsequently, it introduces 3D Gaussians as additional degrees of freedom, which are guided by the initial SDF. In the third stage, the optimized Gaussians enhance the accuracy of the SDF, enabling the recovery of finer geometric details compared to the initial SDF. Finally, the refined SDF is used to further optimize the 3D Gaussians via splatting, eliminating those that contribute little to the visual appearance. Experimental results show that our method, which leverages the distribution of 3D Gaussians with SDFs, reconstructs more accurate geometry, particularly in images with specular highlights caused by strong lighting. The source code can be downloaded from https://github.com/LaoChui999/GS-Octree.

三维高斯拼接技术大大推进了从多视角图像构建辐射场的工作,使实时渲染成为可能。虽然基于点的光栅化技术能有效降低渲染的计算需求,但它往往难以准确重建目标物体的几何形状,尤其是在强光条件下。从不同方向观看物体时,强烈的光照会导致物体表面出现明显的颜色变化,从而使重建过程变得更加复杂。为了应对这一挑战,我们引入了一种将基于八度的隐式表面表示与高斯拼接相结合的方法。首先,它通过体积渲染重建有符号的距离场(SDF)和辐射场,并将其编码为低分辨率的八叉树。这个初始 SDF 表示目标物体的粗略几何形状。随后,在初始 SDF 的引导下,引入三维高斯作为附加自由度。在第三阶段,优化后的高斯增强了 SDF 的精度,与初始 SDF 相比,能够恢复更精细的几何细节。最后,细化的 SDF 用于通过拼接进一步优化三维高斯,剔除那些对视觉外观贡献不大的高斯。实验结果表明,我们的方法利用了三维高斯与 SDF 的分布,能重建更精确的几何图形,尤其是在强光照造成的镜面高光的图像中。源代码可从 https://github.com/LaoChui999/GS-Octree 下载。
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引用次数: 0
Faster Ray Tracing through Hierarchy Cut Code 通过层次剪切代码实现更快的光线跟踪
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-24 DOI: 10.1111/cgf.15226
WeiLai Xiang, FengQi Liu, Zaonan Tan, Dan Li, PengZhan Xu, MeiZhi Liu, QiLong Kou

We propose a novel ray reordering technique designed to accelerate the ray tracing process by encoding and sorting rays prior to traversal. Our method, called “hierarchy cut code”, involves encoding rays based on the cuts of the hierarchical acceleration structure, rather than relying solely on spatial coordinates. This approach allows for a more effective adaptation to the acceleration structure, resulting in a more reliable and efficient encoding outcome. Furthermore, our research identifies “bounding drift” as a major obstacle in achieving better acceleration effects using longer sorting keys in existing reordering methods. Fortunately, our hierarchy cut code successfully overcomes this issue, providing improved performance in ray tracing. Experimental results demonstrate the effectiveness of our approach, showing up to a 1.81 times faster secondary ray tracing compared to existing methods. These promising results highlight the potential for further enhancement in the acceleration effect of reordering techniques, warranting further exploration and research in this exciting field.

我们提出了一种新颖的光线重排序技术,旨在通过在遍历之前对光线进行编码和排序来加速光线追踪过程。我们的方法被称为 "分层剪切代码",包括根据分层加速结构的剪切对光线进行编码,而不是仅仅依赖空间坐标。这种方法能更有效地适应加速结构,从而获得更可靠、更高效的编码结果。此外,我们的研究发现,"边界漂移 "是现有重排序方法中使用较长排序键实现更好加速效果的主要障碍。幸运的是,我们的分层切割代码成功克服了这一问题,提高了光线追踪的性能。实验结果证明了我们方法的有效性,与现有方法相比,二次光线追踪的速度提高了 1.81 倍。这些充满希望的结果凸显了重新排序技术进一步增强加速效果的潜力,值得在这一激动人心的领域进行进一步的探索和研究。
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引用次数: 0
Disentangled Lifespan Synthesis via Transformer-Based Nonlinear Regression 通过基于变压器的非线性回归进行分解寿命合成
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-24 DOI: 10.1111/cgf.15229
Mingyuan Li, Yingchun Guo

Lifespan face age transformation aims to generate facial images that accurately depict an individual's appearance at different age stages. This task is highly challenging due to the need for reasonable changes in facial features while preserving identity characteristics. Existing methods tend to synthesize unsatisfactory results, such as entangled facial attributes and low identity preservation, especially when dealing with large age gaps. Furthermore, over-manipulating the style vector may deviate it from the latent space and damage image quality. To address these issues, this paper introduces a novel nonlinear regression model-Disentangled Lifespan face Aging (DL-Aging) to achieve high-quality age transformation images. Specifically, we propose an age modulation encoder to extract age-related multi-scale facial features as key and value, and use the reconstructed style vector of the image as the query. The multi-head cross-attention in the W+ space is utilized to update the query for aging image reconstruction iteratively. This nonlinear transformation enables the model to learn a more disentangled mode of transformation, which is crucial for alleviating facial attribute entanglement. Additionally, we introduce a W+ space age regularization term to prevent excessive manipulation of the style vector and ensure it remains within the W+ space during transformation, thereby improving generation quality and aging accuracy. Extensive qualitative and quantitative experiments demonstrate that the proposed DL-Aging outperforms state-of-the-art methods regarding aging accuracy, image quality, attribute disentanglement, and identity preservation, especially for large age gaps.

生命周期面部年龄变换的目的是生成能准确描绘个人在不同年龄阶段外貌的面部图像。这项任务极具挑战性,因为需要在保留身份特征的同时合理改变面部特征。现有的方法往往合成出不令人满意的结果,如面部属性纠缠不清和身份保留率低,尤其是在处理较大的年龄差距时。此外,对风格向量的过度操作可能会使其偏离潜在空间,从而损害图像质量。为了解决这些问题,本文引入了一个新颖的非线性回归模型--Disentangled Lifespan face Aging(DL-Aging),以实现高质量的年龄转换图像。具体来说,我们提出了一种年龄调制编码器,以提取与年龄相关的多尺度面部特征作为键和值,并将重建后的图像样式向量作为查询。利用 W+ 空间中的多头交叉关注来迭代更新老化图像重建的查询。这种非线性变换能使模型学习到更多的分解变换模式,这对减轻面部属性纠缠至关重要。此外,我们还引入了 W+ 空间年龄正则项,以防止对风格向量的过度操作,并确保其在转换过程中保持在 W+ 空间内,从而提高生成质量和老化准确性。广泛的定性和定量实验证明,所提出的 DL-Aging 在老化准确性、图像质量、属性纠缠和身份保持方面都优于最先进的方法,尤其是在年龄差距较大的情况下。
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引用次数: 0
Density-Aware Diffusion Model for Efficient Image Dehazing 用于高效图像去重的密度感知扩散模型
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-24 DOI: 10.1111/cgf.15221
Ling Zhang, Wenxu Bai, Chunxia Xiao

Existing image dehazing methods have made remarkable progress. However, they generally perform poorly on images with dense haze, and often suffer from unsatisfactory results with detail degradation or color distortion. In this paper, we propose a density-aware diffusion model (DADM) for image dehazing. Guided by the haze density, our DADM can handle images with dense haze and complex environments. Specifically, we introduce a density-aware dehazing network (DADNet) in the reverse diffusion process, which can help DADM gradually recover a clear haze-free image from a haze image. To improve the performance of the network, we design a cross-feature density extraction module (CDEModule) to extract the haze density for the image and a density-guided feature fusion block (DFFBlock) to learn the effective contextual features. Furthermore, we introduce an indirect sampling strategy in the test sampling process, which not only suppresses the accumulation of errors but also ensures the stability of the results. Extensive experiments on popular benchmarks validate the superior performance of the proposed method. The code is released in https://github.com/benchacha/DADM.

现有的图像去毛刺方法已经取得了显著的进步。然而,这些方法在处理雾度较高的图像时通常表现不佳,而且经常出现细节退化或色彩失真等令人不满意的结果。在本文中,我们提出了一种用于图像去毛刺的密度感知扩散模型(DADM)。在雾霾密度的指导下,我们的 DADM 可以处理雾霾密集和环境复杂的图像。具体来说,我们在反向扩散过程中引入了密度感知去雾网络(DADNet),它可以帮助 DADM 从雾霾图像中逐步恢复出清晰的无雾霾图像。为了提高该网络的性能,我们设计了一个交叉特征密度提取模块(CDEModule)来提取图像的雾霾密度,并设计了一个密度引导特征融合模块(DFFBlock)来学习有效的上下文特征。此外,我们还在测试采样过程中引入了间接采样策略,这不仅抑制了误差的积累,还确保了结果的稳定性。在流行基准上进行的大量实验验证了所提方法的优越性能。代码发布于 https://github.com/benchacha/DADM。
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引用次数: 0
Curved Image Triangulation Based on Differentiable Rendering 基于可微分渲染的曲面图像三角测量
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-24 DOI: 10.1111/cgf.15232
Wanyi Wang, Zhonggui Chen, Lincong Fang, Juan Cao

Image triangulation methods, which decompose an image into a series of triangles, are fundamental in artistic creation and image processing. This paper introduces a novel framework that integrates cubic Bézier curves into image triangulation, enabling the precise reconstruction of curved image features. Our developed framework constructs a well-structured curved triangle mesh, effectively preventing overlaps between curves. A refined energy function, grounded in differentiable rendering, establishes a direct link between mesh geometry and rendering effects and is instrumental in guiding the curved mesh generation. Additionally, we derive an explicit gradient formula with respect to mesh parameters, facilitating the adaptive and efficient optimization of these parameters to fully leverage the capabilities of cubic Bézier curves. Through experimental and comparative analyses with state-of-the-art methods, our approach demonstrates a significant enhancement in both numerical accuracy and visual quality.

将图像分解成一系列三角形的图像三角测量方法是艺术创作和图像处理的基础。本文介绍了一种新颖的框架,它将立方贝塞尔曲线整合到图像三角剖分中,从而能够精确地重建曲面图像特征。我们开发的框架能构建结构良好的曲面三角形网格,有效防止曲线之间的重叠。以可微分渲染为基础的精炼能量函数在网格几何和渲染效果之间建立了直接联系,并在指导曲线网格生成方面发挥了重要作用。此外,我们还推导出了一个与网格参数相关的显式梯度公式,便于对这些参数进行自适应的高效优化,从而充分发挥立方贝塞尔曲线的功能。通过实验和与最先进方法的对比分析,我们的方法在数值精度和视觉质量方面都有显著提升。
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引用次数: 0
TaNSR:Efficient 3D Reconstruction with Tetrahedral Difference and Feature Aggregation TaNSR:利用四面体差分和特征聚合实现高效三维重建
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-24 DOI: 10.1111/cgf.15207
Zhaohan Lv, Xingcan Bao, Yong Tang, Jing Zhao

Neural surface reconstruction methods have demonstrated their ability to recover 3D surfaces from multiple images. However, current approaches struggle to rapidly achieve high-fidelity surface reconstructions. In this work, we propose TaNSR, which inherits the speed advantages of multi-resolution hash encodings and extends its representation capabilities. To reduce training time, we propose an efficient numerical gradient computation method that significantly reduces additional memory access overhead. To further improve reconstruction quality and expedite training, we propose a feature aggregation strategy in volume rendering. Building on this, we introduce an adaptively weighted aggregation function to ensure the network can accurately reconstruct the surface of objects and recover more geometric details. Experiments on multiple datasets indicate that TaNSR significantly reduces training time while achieving better reconstruction accuracy compared to state-of-the-art nerual implicit methods.

神经表面重建方法已经证明了其从多幅图像中恢复三维表面的能力。然而,目前的方法难以快速实现高保真曲面重建。在这项工作中,我们提出了 TaNSR,它继承了多分辨率哈希编码的速度优势,并扩展了其表示能力。为了缩短训练时间,我们提出了一种高效的梯度数值计算方法,大大减少了额外的内存访问开销。为了进一步提高重建质量并加快训练速度,我们提出了一种体积渲染中的特征聚合策略。在此基础上,我们引入了自适应加权聚合函数,以确保网络能够准确地重建物体表面并恢复更多几何细节。在多个数据集上的实验表明,与最先进的 nerual 隐式方法相比,TaNSR 能显著缩短训练时间,同时获得更好的重建精度。
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引用次数: 0
Controllable Anime Image Editing via Probability of Attribute Tags 通过属性标签概率进行可控动漫图像编辑
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-24 DOI: 10.1111/cgf.15245
Zhenghao Song, Haoran Mo, Chengying Gao

Editing anime images via probabilities of attribute tags allows controlling the degree of the manipulation in an intuitive and convenient manner. Existing methods fall short in the progressive modification and preservation of unintended regions in the input image. We propose a controllable anime image editing framework based on adjusting the tag probabilities, in which a probability encoding network (PEN) is developed to encode the probabilities into features that capture continuous characteristic of the probabilities. Thus, the encoded features are able to direct the generative process of a pre-trained diffusion model and facilitate the linear manipulation. We also introduce a local editing module that automatically identifies the intended regions and constrains the edits to be applied to those regions only, which preserves the others unchanged. Comprehensive comparisons with existing methods indicate the effectiveness of our framework in both one-shot and linear editing modes. Results in additional applications further demonstrate the generalization ability of our approach.

通过属性标签的概率来编辑动漫图像,可以直观方便地控制操作的程度。现有方法在逐步修改和保留输入图像中的非预期区域方面存在不足。我们提出了一个基于调整标签概率的可控动漫图像编辑框架,其中开发了一个概率编码网络(PEN),将概率编码为捕捉概率连续特征的特征。因此,编码后的特征能够指导预先训练好的扩散模型的生成过程,并促进线性操作。我们还引入了一个局部编辑模块,它能自动识别目标区域,并限制只对这些区域进行编辑,而其他区域则保持不变。与现有方法的综合比较表明,我们的框架在单次编辑和线性编辑模式下都很有效。其他应用中的结果进一步证明了我们方法的通用能力。
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引用次数: 0
Seamless and Aligned Texture Optimization for 3D Reconstruction 为三维重建进行无缝对齐纹理优化
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-24 DOI: 10.1111/cgf.15205
Lei Wang, Linlin Ge, Qitong Zhang, Jieqing Feng

Restoring the appearance of the model is a crucial step for achieving realistic 3D reconstruction. High-fidelity textures can also conceal some geometric defects. Since the estimated camera parameters and reconstructed geometry usually contain errors, subsequent texture mapping often suffers from undesirable visual artifacts such as blurring, ghosting, and visual seams. In particular, significant misalignment between the reconstructed model and the registered images will lead to texturing the mesh with inconsistent image regions. However, eliminating various artifacts to generate high-quality textures remains a challenge. In this paper, we address this issue by designing a texture optimization method to generate seamless and aligned textures for 3D reconstruction. The main idea is to detect misalignment regions between images and geometry and exclude them from texture mapping. To handle the texture holes caused by these excluded regions, a cross-patch texture hole-filling method is proposed, which can also synthesize plausible textures for invisible faces. Moreover, for better stitching of the textures from different views, an improved camera pose optimization is present by introducing color adjustment and boundary point sampling. Experimental results show that the proposed method can eliminate the artifacts caused by inaccurate input data robustly and produce high-quality texture results compared with state-of-the-art methods.

恢复模型的外观是实现逼真三维重建的关键一步。高保真纹理还能掩盖一些几何缺陷。由于估计的相机参数和重建的几何图形通常包含误差,因此后续的纹理映射通常会出现不理想的视觉伪影,如模糊、重影和视觉接缝。特别是,重建模型与注册图像之间的严重错位会导致网格纹理与图像区域不一致。然而,消除各种伪像以生成高质量纹理仍然是一个挑战。本文针对这一问题,设计了一种纹理优化方法,为三维重建生成无缝对齐的纹理。其主要思路是检测图像与几何图形之间的错位区域,并将其排除在纹理映射之外。为了处理这些排除区域造成的纹理漏洞,我们提出了一种交叉补丁纹理漏洞填充方法,这种方法还能为不可见的人脸合成可信的纹理。此外,为了更好地拼接来自不同视角的纹理,还通过引入颜色调整和边界点采样改进了相机姿态优化。实验结果表明,与最先进的方法相比,所提出的方法能稳健地消除因输入数据不准确而产生的伪影,并生成高质量的纹理结果。
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引用次数: 0
CrystalNet: Texture-Aware Neural Refraction Baking for Global Illumination CrystalNet:全局照明的纹理感知神经折射烘焙
IF 2.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-10-24 DOI: 10.1111/cgf.15227
Z. Zhang, E. Simo-Serra

Neural rendering bakes global illumination and other computationally costly effects into the weights of a neural network, allowing to efficiently synthesize photorealistic images without relying on path tracing. In neural rendering approaches, G-buffers obtained from rasterization through direct rendering provide information regarding the scene such as position, normal, and textures to the neural network, achieving accurate and stable rendering quality in real-time. However, due to the use of G-buffers, existing methods struggle to accurately render transparency and refraction effects, as G-buffers do not capture any ray information from multiple light ray bounces. This limitation results in blurriness, distortions, and loss of detail in rendered images that contain transparency and refraction, and is particularly notable in scenes with refracted objects that have high-frequency textures. In this work, we propose a neural network architecture to encode critical rendering information, including texture coordinates from refracted rays, and enable reconstruction of high-frequency textures in areas with refraction. Our approach is able to achieve accurate refraction rendering in challenging scenes with a diversity of overlapping transparent objects. Experimental results demonstrate that our method can interactively render high quality refraction effects with global illumination, unlike existing neural rendering approaches. Our code can be found at https://github.com/ziyangz5/CrystalNet

神经渲染将全局光照和其他计算成本高昂的效果融入神经网络的权重中,从而无需依赖路径追踪就能高效合成逼真的图像。在神经渲染方法中,通过直接渲染光栅化获得的 G 缓冲区为神经网络提供了有关场景的信息,如位置、法线和纹理,从而实现了准确、稳定的实时渲染质量。然而,由于使用 G 缓冲区,现有方法难以准确渲染透明和折射效果,因为 G 缓冲区无法捕捉到多条光线反弹时的任何光线信息。这种局限性导致渲染的包含透明和折射效果的图像模糊、失真和细节缺失,在具有高频纹理的折射物体场景中尤为明显。在这项工作中,我们提出了一种神经网络架构,用于编码关键的渲染信息,包括折射光线的纹理坐标,并在有折射的区域重建高频纹理。我们的方法能够在具有各种重叠透明物体的挑战性场景中实现精确的折射渲染。实验结果表明,与现有的神经渲染方法不同,我们的方法可以交互式地渲染具有全局照明的高质量折射效果。我们的代码见 https://github.com/ziyangz5/CrystalNet
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引用次数: 0
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