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Explore Contextual Information for 3D Scene Graph Generation 探索3D场景图形生成的上下文信息
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-10-12 DOI: 10.48550/arXiv.2210.06240
Yu-An Liu, Chengjiang Long, Zhaoxuan Zhang, Bo Liu, Qiang Zhang, Baocai Yin, Xin Yang
3D scene graph generation (SGG) has been of high interest in computer vision. Although the accuracy of 3D SGG on coarse classification and single relation label has been gradually improved, the performance of existing works is still far from being perfect for fine-grained and multi-label situations. In this paper, we propose a framework fully exploring contextual information for the 3D SGG task, which attempts to satisfy the requirements of fine-grained entity class, multiple relation labels, and high accuracy simultaneously. Our proposed approach is composed of a Graph Feature Extraction module and a Graph Contextual Reasoning module, achieving appropriate information-redundancy feature extraction, structured organization, and hierarchical inferring. Our approach achieves superior or competitive performance over previous methods on the 3DSSG dataset, especially on the relationship prediction sub-task.
三维场景图生成(SGG)一直是计算机视觉领域的研究热点。虽然3D SGG在粗分类和单一关系标签上的准确率已经逐步提高,但现有作品在细粒度和多标签情况下的表现还远远不够完美。在本文中,我们为3D SGG任务提出了一个充分挖掘上下文信息的框架,该框架试图同时满足细粒度实体类、多关系标签和高精度的要求。我们提出的方法由图特征提取模块和图上下文推理模块组成,实现了适当的信息冗余特征提取、结构化组织和分层推理。我们的方法在3DSSG数据集上取得了优于或具有竞争力的性能,特别是在关系预测子任务上。
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引用次数: 7
Multi-User Redirected Walking in Separate Physical Spaces for Online VR Scenarios 在线VR场景中独立物理空间的多用户重定向行走
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-10-07 DOI: 10.48550/arXiv.2210.05356
Sen-Zhe Xu, Jia-Hong Liu, Miao Wang, Fang-Lue Zhang, Songhai Zhang
With the recent rise of Metaverse, online multiplayer VR applications are becoming increasingly prevalent worldwide. However, as multiple users are located in different physical environments, different reset frequencies and timings can lead to serious fairness issues for online collaborative/competitive VR applications. For the fairness of online VR apps/games, an ideal online RDW strategy must make the locomotion opportunities of different users equal, regardless of different physical environment layouts. The existing RDW methods lack the scheme to coordinate multiple users in different PEs, and thus have the issue of triggering too many resets for all the users under the locomotion fairness constraint. We propose a novel multi-user RDW method that is able to significantly reduce the overall reset number and give users a better immersive experience by providing a fair exploration. Our key idea is to first find out the "bottleneck" user that may cause all users to be reset and estimate the time to reset given the users' next targets, and then redirect all the users to favorable poses during that maximized bottleneck time to ensure the subsequent resets can be postponed as much as possible. More particularly, we develop methods to estimate the time of possibly encountering obstacles and the reachable area for a specific pose to enable the prediction of the next reset caused by any user. Our experiments and user study found that our method outperforms existing RDW methods in online VR applications.
随着最近Metaverse的兴起,在线多人虚拟现实应用在全球变得越来越普遍。然而,由于多个用户位于不同的物理环境中,不同的重置频率和时间可能会导致在线协作/竞争VR应用的严重公平性问题。为了保证在线VR应用/游戏的公平性,理想的在线RDW策略必须使不同用户的移动机会均等,无论物理环境布局如何。现有的RDW方法缺乏协调不同pe中多个用户的方案,因此在运动公平性约束下存在触发所有用户过多重置的问题。我们提出了一种新的多用户RDW方法,该方法能够显着减少总体重置次数,并通过提供公平的探索为用户提供更好的沉浸式体验。我们的关键思想是首先找出可能导致所有用户重置的“瓶颈”用户,并根据用户的下一个目标估计重置时间,然后在最大瓶颈时间内将所有用户重定向到有利的姿势,以确保后续重置可以尽可能推迟。更具体地说,我们开发了方法来估计可能遇到障碍物的时间和特定姿势的可到达区域,从而能够预测任何用户引起的下一次重置。我们的实验和用户研究发现,我们的方法在在线VR应用中优于现有的RDW方法。
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引用次数: 5
TraInterSim: Adaptive and Planning-Aware Hybrid-Driven Traffic Intersection Simulation TraInterSim:自适应和规划感知混合驱动交通交叉口仿真
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-10-03 DOI: 10.48550/arXiv.2210.08118
Pei Lv, Xinming Pei, Xinyu Ren, Yuzhen Zhang, Chaochao Li, Mingliang Xu
Traffic intersections are important scenes that can be seen almost everywhere in the traffic system. Currently, most simulation methods perform well at highways and urban traffic networks. In intersection scenarios, the challenge lies in the lack of clearly defined lanes, where agents with various motion plannings converge in the central area from different directions. Traditional model-based methods are difficult to drive agents to move realistically at intersections without enough predefined lanes, while data-driven methods often require a large amount of high-quality input data. Simultaneously, tedious parameter tuning is inevitable involved to obtain the desired simulation results. In this paper, we present a novel adaptive and planning-aware hybrid-driven method (TraInterSim) to simulate traffic intersection scenarios. Our hybrid-driven method combines an optimization-based data-driven scheme with a velocity continuity model. It guides the agent's movements using real-world data and can generate those behaviors not present in the input data. Our optimization method fully considers velocity continuity, desired speed, direction guidance, and planning-aware collision avoidance. Agents can perceive others' motion plannings and relative distances to avoid possible collisions. To preserve the individual flexibility of different agents, the parameters in our method are automatically adjusted during the simulation. TraInterSim can generate realistic behaviors of heterogeneous agents in different traffic intersection scenarios in interactive rates. Through extensive experiments as well as user studies, we validate the effectiveness and rationality of the proposed simulation method.
交通路口是交通系统中几乎随处可见的重要场景。目前,大多数模拟方法在高速公路和城市交通网络中表现良好。在交叉口场景中,挑战在于缺乏明确定义的车道,具有各种运动规划的代理从不同方向聚集在中心区域。传统的基于模型的方法很难在没有足够的预定义车道的情况下驱动代理在十字路口真实地移动,而数据驱动的方法通常需要大量高质量的输入数据。同时,为了获得所需的仿真结果,不可避免地需要进行繁琐的参数调整。在本文中,我们提出了一种新的自适应和规划感知混合驱动方法(TraInterSim)来模拟交通交叉口场景。我们的混合驱动方法将基于优化的数据驱动方案与速度连续性模型相结合。它使用真实世界的数据指导代理的移动,并可以生成输入数据中不存在的行为。我们的优化方法充分考虑了速度连续性、期望速度、方向引导和计划意识防撞。代理可以感知他人的运动计划和相对距离,以避免可能的碰撞。为了保持不同代理的个体灵活性,我们的方法中的参数在模拟过程中会自动调整。TraInterSim可以在交互速率下生成不同交通路口场景下异构代理的真实行为。通过大量的实验和用户研究,我们验证了所提出的模拟方法的有效性和合理性。
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引用次数: 0
RankFIRST: Visual Analysis for Factor Investment By Ranking Stock Timeseries. RankFIRST:通过排列股票时间序列进行因子投资的可视化分析。
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-27 DOI: 10.1109/TVCG.2022.3209414
Huijie Guo, Meijun Liu, Bowen Yang, Ye Sun, Huamin Qu, Lei Shi

In the era of quantitative investment, factor-based investing models are widely adopted in the construction of stock portfolios. These models explain the performance of individual stocks by a set of financial factors, e.g., market beta and company size. In industry, open investment platforms allow the online building of factor-based models, yet set a high bar on the engineering expertise of end-users. State-of-the-art visualization systems integrate the whole factor investing pipeline, but do not directly address domain users' core requests on ranking factors and stocks for portfolio construction. The current model lacks explainability, which downgrades its credibility with stock investors. To fill the gap in modeling, ranking, and visualizing stock time series for factor investment, we designed and implemented a visual analytics system, namely RankFIRST. The system offers built-in support for an established factor collection and a cross-sectional regression model viable for human interpretation. A hierarchical slope graph design is introduced according to the desired characteristics of good factors for stock investment. A novel firework chart is also invented extending the well-known candlestick chart for stock time series. We evaluated the system on the full-scale Chinese stock market data in the recent 30 years. Case studies and controlled user evaluation demonstrate the superiority of our system on factor investing, in comparison to both passive investing on stock indices and existing stock market visual analytics tools.

在量化投资时代,基于因子的投资模型被广泛用于构建股票投资组合。这些模型通过一系列金融因子(如市场贝塔系数和公司规模)来解释个股的表现。在工业领域,开放式投资平台允许在线构建基于因子的模型,但对最终用户的工程专业知识提出了很高的要求。最先进的可视化系统集成了整个因子投资管道,但并不能直接满足领域用户在构建投资组合时对因子和股票进行排序的核心要求。当前的模型缺乏可解释性,降低了其在股票投资者中的可信度。为了填补因子投资在股票时间序列建模、排名和可视化方面的空白,我们设计并实现了一个可视化分析系统,即 RankFIRST。该系统内置了对已建立的因子集合和横截面回归模型的支持,适合人工解读。根据股票投资所需的良好因子特征,引入了分层斜率图设计。此外,还发明了一种新颖的烟花图,将著名的蜡烛图扩展到股票时间序列。我们利用最近 30 年中国股市的完整数据对系统进行了评估。案例研究和受控用户评估表明,与股指被动投资和现有股市可视化分析工具相比,我们的系统在因子投资方面更具优势。
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引用次数: 0
A Collaborative, Interactive and Context-Aware Drawing Agent for Co-Creative Design 一种协作、交互和上下文感知的协同设计绘图代理
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-26 DOI: 10.48550/arXiv.2209.12588
F. Ibarrola, Tomas Lawton, Kazjon Grace
Recent advances in text-conditioned generative models have provided us with neural networks capable of creating images of astonishing quality, be they realistic, abstract, or even creative. These models have in common that (more or less explicitly) they all aim to produce a high-quality one-off output given certain conditions, and in that they are not well suited for a creative collaboration framework. Drawing on theories from cognitive science that model how professional designers and artists think, we argue how this setting differs from the former and introduce CICADA: a Collaborative, Interactive Context-Aware Drawing Agent. CICADA uses a vector-based synthesis-by-optimisation method to take a partial sketch (such as might be provided by a user) and develop it towards a goal by adding and/or sensibly modifying traces. Given that this topic has been scarcely explored, we also introduce a way to evaluate desired characteristics of a model in this context by means of proposing a diversity measure. CICADA is shown to produce sketches of quality comparable to a human user's, enhanced diversity and most importantly to be able to cope with change by continuing the sketch minding the user's contributions in a flexible manner.
文本条件生成模型的最新进展为我们提供了能够创建质量惊人的图像的神经网络,无论是逼真的、抽象的,还是创造性的。这些模型的共同点是(或多或少明确地),它们都旨在在特定条件下产生高质量的一次性产出,而且它们不太适合创造性的合作框架。根据认知科学中模拟专业设计师和艺术家思考方式的理论,我们讨论了这种设置与前者的区别,并介绍了CICADA:一种协作、交互式上下文感知的绘图代理。CICADA使用基于矢量的优化合成方法来绘制局部草图(例如用户可能提供的草图),并通过添加和/或合理修改轨迹来实现目标。鉴于这一主题很少被探索,我们还介绍了一种方法,通过提出多样性度量来评估模型在这一背景下的期望特征。CICADA被证明能够制作出与人类用户质量相当的草图,增强了多样性,最重要的是能够通过以灵活的方式继续关注用户的贡献来应对变化。
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引用次数: 4
Adaptive 3D Mesh Steganography Based on Feature-Preserving Distortion 基于特征保持失真的自适应三维网格隐写
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-19 DOI: 10.48550/arXiv.2209.08884
Yushu Zhang, Jiahao Zhu, Mingfu Xue, Xinpeng Zhang, Xiaochun Cao
Current 3D mesh steganography algorithms relying on geometric modification are prone to detection by steganalyzers. In traditional steganography, adaptive steganography has proven to be an efficient means of enhancing steganography security. Taking inspiration from this, we propose a highly adaptive embedding algorithm, guided by the principle of minimizing a carefully crafted distortion through efficient steganography codes. Specifically, we tailor a payload-limited embedding optimization problem for 3D settings and devise a feature-preserving distortion (FPD) to measure the impact of message embedding. The distortion takes on an additive form and is defined as a weighted difference of the effective steganalytic subfeatures utilized by the current 3D steganalyzers. With practicality in mind, we refine the distortion to enhance robustness and computational efficiency. By minimizing the FPD, our algorithm can preserve mesh features to a considerable extent, including steganalytic and geometric features, while achieving a high embedding capacity. During the practical embedding phase, we employ the Q-layered syndrome trellis code (STC). However, calculating the bit modification probability (BMP) for each layer of the Q-layered STC, given the variation of Q, can be cumbersome. To address this issue, we design a universal and automatic approach for the BMP calculation. The experimental results demonstrate that our algorithm achieves state-of-the-art performance in countering 3D steganalysis.
目前基于几何修改的三维网格隐写算法容易被隐写分析器检测到。在传统的隐写术中,自适应隐写术已被证明是提高隐写安全性的有效手段。受此启发,我们提出了一种高度自适应的嵌入算法,其原则是通过有效的隐写代码最小化精心制作的失真。具体来说,我们为3D设置定制了一个有效载荷限制的嵌入优化问题,并设计了一个特征保持失真(FPD)来测量消息嵌入的影响。失真采用加性形式,定义为当前三维隐写分析仪所利用的有效隐写子特征的加权差。考虑到实用性,我们对畸变进行了细化,以提高鲁棒性和计算效率。通过最小化FPD,我们的算法可以在很大程度上保留网格特征,包括隐写分析和几何特征,同时实现高嵌入容量。在实际嵌入阶段,我们采用了q层综合征网格码(STC)。然而,考虑到Q的变化,计算Q层STC的每层的比特修改概率(BMP)可能会很麻烦。为了解决这一问题,我们设计了一种通用的BMP自动计算方法。实验结果表明,我们的算法在对抗3D隐写分析方面达到了最先进的性能。
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引用次数: 1
PCDNF: Revisiting Learning-based Point Cloud Denoising via Joint Normal Filtering PCDNF:基于联合法向滤波的重访学习点云去噪
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-02 DOI: 10.48550/arXiv.2209.00798
Zheng Liu, Sijing Zhan, Ya-Ou Zhao, Yuanyuan Liu, Renjie Chen, Ying He
Point cloud denoising is a fundamental and challenging problem in geometry processing. Existing methods typically involve direct denoising of noisy input or filtering raw normals followed by point position updates. Recognizing the crucial relationship between point cloud denoising and normal filtering, we re-examine this problem from a multitask perspective and propose an end-to-end network called PCDNF for joint normal filtering-based point cloud denoising. We introduce an auxiliary normal filtering task to enhance the network's ability to remove noise while preserving geometric features more accurately. Our network incorporates two novel modules. First, we design a shape-aware selector to improve noise removal performance by constructing latent tangent space representations for specific points, taking into account learned point and normal features as well as geometric priors. Second, we develop a feature refinement module to fuse point and normal features, capitalizing on the strengths of point features in describing geometric details and normal features in representing geometric structures, such as sharp edges and corners. This combination overcomes the limitations of each feature type and better recovers geometric information. Extensive evaluations, comparisons, and ablation studies demonstrate that the proposed method outperforms state-of-the-art approaches in both point cloud denoising and normal filtering.
点云去噪是几何处理中的一个基本问题。现有的方法通常包括直接去噪噪声输入或过滤原始法线,然后更新点的位置。认识到点云去噪和正态滤波之间的重要关系,我们从多任务的角度重新审视了这个问题,并提出了一个称为PCDNF的端到端网络,用于基于联合正态滤波的点云去噪。我们引入了一个辅助的法向滤波任务,以增强网络的去噪能力,同时更准确地保留几何特征。我们的网络包含两个新颖的模块。首先,我们设计了一个形状感知选择器,通过为特定点构建潜在切空间表示来提高噪声去除性能,同时考虑到学习点和法向特征以及几何先验。其次,我们开发了一个融合点特征和法向特征的特征细化模块,利用点特征在描述几何细节方面的优势和法向特征在表示几何结构(如尖锐的边缘和角落)方面的优势。这种组合克服了每种特征类型的局限性,更好地恢复了几何信息。广泛的评估、比较和消融研究表明,所提出的方法在点云去噪和正常滤波方面都优于最先进的方法。
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引用次数: 2
Graph Exploration with Embedding-Guided Layouts 图形探索与嵌入引导布局
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-08-29 DOI: 10.48550/arXiv.2208.13699
Zhiwei Tai, Leixian Shen, Enya Shen, Jianmin Wang
Node-link diagrams are widely used to visualize graphs. Most graph layout algorithms only use graph topology for aesthetic goals (e.g., minimize node occlusions and edge crossings) or use node attributes for exploration goals (e.g., preserve visible communities). Existing hybrid methods that bind the two perspectives still suffer from various generation restrictions (e.g., limited input types and required manual adjustments and prior knowledge of graphs) and the imbalance between aesthetic and exploration goals. In this paper, we propose a flexible embedding-based graph exploration pipeline to enjoy the best of both graph topology and node attributes. First, we leverage embedding algorithms for attributed graphs to encode the two perspectives into latent space. Then, we present an embedding-driven graph layout algorithm, GEGraph, which can achieve aesthetic layouts with better community preservation to support an easy interpretation of the graph structure. Next, graph explorations are extended based on the generated graph layout and insights extracted from the embedding vectors. Illustrated with examples, we build a layout-preserving aggregation method with Focus+Context interaction and a related nodes searching approach with multiple proximity strategies. Finally, we conduct quantitative and qualitative evaluations, a user study, and two case studies to validate our approach.
节点链接图被广泛用于可视化图形。大多数图布局算法仅使用图拓扑来实现美学目标(例如,最小化节点遮挡和边缘交叉)或使用节点属性来实现探索目标(例如,保留可见社区)。现有的结合两种视角的混合方法仍然受到各种生成限制(例如,有限的输入类型,需要手动调整和对图的先验知识)以及美学和探索目标之间的不平衡。在本文中,我们提出了一种灵活的基于嵌入的图探索管道,以充分利用图拓扑和节点属性的优点。首先,我们利用属性图的嵌入算法将两个透视图编码到潜在空间中。然后,我们提出了一种嵌入驱动的图形布局算法GEGraph,该算法可以实现美观的布局,并且具有更好的社区保存性,以支持易于解释的图结构。接下来,基于生成的图形布局和从嵌入向量中提取的见解扩展图形探索。通过实例说明,我们构建了一种具有焦点+上下文交互的布局保持聚合方法和一种具有多个邻近策略的相关节点搜索方法。最后,我们进行定量和定性评估,用户研究和两个案例研究来验证我们的方法。
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引用次数: 1
Neural Novel Actor: Learning a Generalized Animatable Neural Representation for Human Actors 神经新演员:学习人类演员的广义动画神经表示
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-08-25 DOI: 10.48550/arXiv.2208.11905
Yiming Wang, Qingzhe Gao, Libin Liu, Lingjie Liu, C. Theobalt, B. Chen
We propose a new method for learning a generalized animatable neural human representation from a sparse set of multi-view imagery of multiple persons. The learned representation can be used to synthesize novel view images of an arbitrary person and further animate them with the user's pose control. While most existing methods can either generalize to new persons or synthesize animations with user control, none of them can achieve both at the same time. We attribute this accomplishment to the employment of a 3D proxy for a shared multi-person human model, and further the warping of the spaces of different poses to a shared canonical pose space, in which we learn a neural field and predict the person- and pose-dependent deformations, as well as appearance with the features extracted from input images. To cope with the complexity of the large variations in body shapes, poses, and clothing deformations, we design our neural human model with disentangled geometry and appearance. Furthermore, we utilize the image features both at the spatial point and on the surface points of the 3D proxy for predicting person- and pose-dependent properties. Experiments show that our method significantly outperforms the state-of-the-arts on both tasks.
我们提出了一种新的方法来学习一个广义的可动画的神经人类表示从一个稀疏集的多视图图像的多人。学习到的表示可以用于合成任意人物的新视图图像,并通过用户的姿态控制进一步使其动画化。虽然大多数现有的方法要么可以泛化到新人身上,要么可以通过用户控制合成动画,但没有一种方法可以同时实现这两个目标。我们将这一成就归功于为共享的多人人体模型使用3D代理,并进一步将不同姿势的空间扭曲为共享的规范姿势空间,在该空间中,我们学习神经场并预测人和姿势相关的变形,以及从输入图像中提取的特征的外观。为了应对身体形状、姿势和服装变形的巨大变化的复杂性,我们设计了具有解纠缠几何和外观的神经人体模型。此外,我们利用三维代理的空间点和表面点上的图像特征来预测人与姿态相关的属性。实验表明,我们的方法在这两个任务上都明显优于最先进的方法。
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引用次数: 9
Vox-Surf: Voxel-based Implicit Surface Representation Vox Surf:基于体素的隐式曲面表示
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-08-21 DOI: 10.48550/arXiv.2208.10925
Hai Li, Xingrui Yang, Hongjia Zhai, Yuqian Liu, H. Bao, Guofeng Zhang
Virtual content creation and interaction play an important role in modern 3D applications. Recovering detailed 3D models from real scenes can significantly expand the scope of its applications and has been studied for decades in the computer vision and computer graphics community. In this work, we propose Vox-Surf, a voxel-based implicit surface representation. Our Vox-Surf divides the space into finite sparse voxels, where each voxel is a basic geometry unit that stores geometry and appearance information on its corner vertices. Due to the sparsity inherited from the voxel representation, Vox-Surf is suitable for almost any scene and can be easily trained end-to-end from multiple view images. We utilize a progressive training process to gradually cull out empty voxels and keep only valid voxels for further optimization, which greatly reduces the number of sample points and improves inference speed. Experiments show that our Vox-Surf representation can learn fine surface details and accurate colors with less memory and faster rendering than previous methods. The resulting fine voxels can also be considered as the bounding volumes for collision detection, which is useful in 3D interactions. We also show the potential application of Vox-Surf in scene editing and augmented reality. The source code is publicly available at https://github.com/zju3dv/Vox-Surf.
虚拟内容的创建和交互在现代3D应用中发挥着重要作用。从真实场景中恢复详细的3D模型可以显著扩展其应用范围,计算机视觉和计算机图形学界已经研究了几十年。在这项工作中,我们提出了Vox Surf,一种基于体素的隐式曲面表示。我们的Vox Surf将空间划分为有限的稀疏体素,其中每个体素是一个基本的几何单元,用于存储其角顶点上的几何体和外观信息。由于从体素表示继承的稀疏性,Vox Surf几乎适用于任何场景,并且可以从多个视图图像中轻松地进行端到端训练。我们利用渐进训练过程逐步剔除空体素,只保留有效体素进行进一步优化,这大大减少了样本点的数量,提高了推理速度。实验表明,与以前的方法相比,我们的Vox Surf表示可以用更少的内存和更快的渲染来学习精细的表面细节和准确的颜色。生成的精细体素也可以被视为碰撞检测的边界体积,这在3D交互中很有用。我们还展示了Vox Surf在场景编辑和增强现实中的潜在应用。源代码可在https://github.com/zju3dv/Vox-Surf.
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引用次数: 23
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IEEE Transactions on Visualization and Computer Graphics
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