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Cartoon Animation Outpainting With Region-Guided Motion Inference 利用区域引导运动推理进行卡通动画外绘
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-19 DOI: 10.1109/tvcg.2024.3379125
Huisi Wu, Hao Meng, Chengze Li, Xueting Liu, Zhenkun Wen, Tong-Yee Lee
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引用次数: 0
A Bio-inspired Model for Bee Simulations 蜜蜂模拟的生物启发模型
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-19 DOI: 10.1109/tvcg.2024.3379080
Qiang Chen, Wenxiu Guo, Yuming Fang, Yang Tong, Tingsong Lu, Xiaogang Jin, Zhigang Deng
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引用次数: 0
A Primal-Dual Box-Constrained QP Pressure Poisson Solver With Topology-Aware Geometry-Inspired Aggregation AMG 具有拓扑感知几何启发聚合 AMG 的原始双箱约束 QP 压力泊松求解器
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-19 DOI: 10.1109/tvcg.2024.3378725
Tetsuya Takahashi, Christopher Batty
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引用次数: 0
SuperUDF: Self-supervised UDF Estimation for Surface Reconstruction SuperUDF:用于表面重建的自监督UDF估计
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-28 DOI: 10.48550/arXiv.2308.14371
Hui Tian, Chenyang Zhu, Yifei Shi, Kaiyang Xu
Learning-based surface reconstruction based on unsigned distance functions (UDF) has many advantages such as handling open surfaces. We propose SuperUDF, a self-supervised UDF learning which exploits a learned geometry prior for efficient training and a novel regularization for robustness to sparse sampling. The core idea of SuperUDF draws inspiration from the classical surface approximation operator of locally optimal projection (LOP). The key insight is that if the UDF is estimated correctly, the 3D points should be locally projected onto the underlying surface following the gradient of the UDF. Based on that, a number of inductive biases on UDF geometry and a pre-learned geometry prior are devised to learn UDF estimation efficiently. A novel regularization loss is proposed to make SuperUDF robust to sparse sampling. Furthermore, we also contribute a learning-based mesh extraction from the estimated UDFs. Extensive evaluations demonstrate that SuperUDF outperforms the state of the arts on several public datasets in terms of both quality and efficiency. Code will be released after accteptance.
基于无符号距离函数(UDF)的基于学习的曲面重构具有处理开放曲面等诸多优点。我们提出了SuperUDF,这是一种自监督UDF学习,它利用学习到的几何先验来进行有效的训练,并利用一种新的正则化来增强对稀疏采样的鲁棒性。SuperUDF的核心思想来源于经典的局部最优投影曲面逼近算子(LOP)。关键在于,如果UDF估计正确,那么3D点应该按照UDF的梯度局部投影到底层表面上。在此基础上,设计了一些UDF几何上的归纳偏置和预学习的几何先验来有效地学习UDF估计。提出了一种新的正则化损失,使SuperUDF对稀疏采样具有鲁棒性。此外,我们还从估计的udf中提供了基于学习的网格提取。广泛的评估表明,SuperUDF在质量和效率方面都优于几个公共数据集的最新技术。代码将在验收后发布。
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引用次数: 1
SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling SketchMetaFace:一种用于高保真三维人物面部建模的基于学习的绘制界面
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-07-03 DOI: 10.48550/arXiv.2307.00804
Zhongjin Luo, Dong Du, Heming Zhu, Yizhou Yu, Hongbo Fu, Xiaoguang Han
Modeling 3D avatars benefits various application scenarios such as AR/VR, gaming, and filming. Character faces contribute significant diversity and vividity as a vital component of avatars. However, building 3D character face models usually requires a heavy workload with commercial tools, even for experienced artists. Various existing sketch-based tools fail to support amateurs in modeling diverse facial shapes and rich geometric details. In this paper, we present SketchMetaFace - a sketching system targeting amateur users to model high-fidelity 3D faces in minutes. We carefully design both the user interface and the underlying algorithm. First, curvature-aware strokes are adopted to better support the controllability of carving facial details. Second, considering the key problem of mapping a 2D sketch map to a 3D model, we develop a novel learning-based method termed "Implicit and Depth Guided Mesh Modeling" (IDGMM). It fuses the advantages of mesh, implicit, and depth representations to achieve high-quality results with high efficiency. In addition, to further support usability, we present a coarse-to-fine 2D sketching interface design and a data-driven stroke suggestion tool. User studies demonstrate the superiority of our system over existing modeling tools in terms of the ease to use and visual quality of results. Experimental analyses also show that IDGMM reaches a better trade-off between accuracy and efficiency.
建模3D化身有利于各种应用场景,如AR/VR、游戏和拍摄。角色脸作为化身的重要组成部分,具有显著的多样性和生动性。然而,构建3D人物面部模型通常需要使用商业工具来完成繁重的工作量,即使对于经验丰富的艺术家来说也是如此。现有的各种基于草图的工具无法支持业余爱好者对不同的面部形状和丰富的几何细节进行建模。在本文中,我们介绍了SketchMetaFace,这是一个面向业余用户的绘制系统,可以在几分钟内为高保真3D人脸建模。我们仔细设计了用户界面和底层算法。首先,采用曲率感知笔画,以更好地支持雕刻面部细节的可控性。其次,考虑到将二维草图映射到三维模型的关键问题,我们开发了一种新的基于学习的方法,称为“隐式和深度引导网格建模”(IDGMM)。它融合了网格表示、隐式表示和深度表示的优点,从而高效地获得高质量的结果。此外,为了进一步支持可用性,我们提供了一个粗略到精细的二维草图绘制界面设计和一个数据驱动的笔划建议工具。用户研究表明,我们的系统在易用性和结果的视觉质量方面优于现有的建模工具。实验分析还表明,IDGMM在精度和效率之间达到了更好的平衡。
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引用次数: 0
Neural Projection Mapping Using Reflectance Fields 利用反射场的神经投影映射
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-06-11 DOI: 10.48550/arXiv.2306.06595
Yotam Erel, D. Iwai, Amit H. Bermano
We introduce a high resolution spatially adaptive light source, or a projector, into a neural reflectance field that allows to both calibrate the projector and photo realistic light editing. The projected texture is fully differentiable with respect to all scene parameters, and can be optimized to yield a desired appearance suitable for applications in augmented reality and projection mapping. Our neural field consists of three neural networks, estimating geometry, material, and transmittance. Using an analytical BRDF model and carefully selected projection patterns, our acquisition process is simple and intuitive, featuring a fixed uncalibrated projected and a handheld camera with a co-located light source. As we demonstrate, the virtual projector incorporated into the pipeline improves scene understanding and enables various projection mapping applications, alleviating the need for time consuming calibration steps performed in a traditional setting per view or projector location. In addition to enabling novel viewpoint synthesis, we demonstrate state-of-the-art performance projector compensation for novel viewpoints, improvement over the baselines in material and scene reconstruction, and three simply implemented scenarios where projection image optimization is performed, including the use of a 2D generative model to consistently dictate scene appearance from multiple viewpoints. We believe that neural projection mapping opens up the door to novel and exciting downstream tasks, through the joint optimization of the scene and projection images.
我们将高分辨率空间自适应光源或投影仪引入神经反射场,既可以校准投影仪,也可以进行逼真的光编辑。投影纹理相对于所有场景参数是完全可微分的,并且可以被优化以产生适合于增强现实和投影映射中的应用的期望外观。我们的神经领域由三个神经网络组成,估计几何形状、材料和透射率。使用分析的BRDF模型和精心选择的投影模式,我们的采集过程简单直观,具有固定的未校准投影和带同一光源的手持相机。正如我们所展示的,集成到管道中的虚拟投影仪提高了场景理解,并支持各种投影映射应用程序,从而减少了在传统设置中按视图或投影仪位置执行耗时校准步骤的需要。除了实现新的视点合成外,我们还展示了最先进的性能投影仪对新视点的补偿、对材料和场景重建中基线的改进,以及执行投影图像优化的三个简单实现的场景,包括使用2D生成模型来一致地指示来自多个视点的场景外观。我们相信,通过对场景和投影图像的联合优化,神经投影映射为新颖而令人兴奋的下游任务打开了大门。
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引用次数: 0
DeepTree: Modeling Trees with Situated Latents DeepTree:建模树与定位潜势
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-05-09 DOI: 10.48550/arXiv.2305.05153
Xiaochen Zhou, Bosheng Li, Bedrich Benes, S. Fei, S. Pirk
In this paper, we propose DeepTree, a novel method for modeling trees based on learning developmental rules for branching structures instead of manually defining them. We call our deep neural model "situated latent" because its behavior is determined by the intrinsic state -encoded as a latent space of a deep neural model- and by the extrinsic (environmental) data that is "situated" as the location in the 3D space and on the tree structure. We use a neural network pipeline to train a situated latent space that allows us to locally predict branch growth only based on a single node in the branch graph of a tree model. We use this representation to progressively develop new branch nodes, thereby mimicking the growth process of trees. Starting from a root node, a tree is generated by iteratively querying the neural network on the newly added nodes resulting in the branching structure of the whole tree. Our method enables generating a wide variety of tree shapes without the need to define intricate parameters that control their growth and behavior. Furthermore, we show that the situated latents can also be used to encode the environmental response of tree models, e.g., when trees grow next to obstacles. We validate the effectiveness of our method by measuring the similarity of our tree models and by procedurally generated ones based on a number of established metrics for tree form.
在本文中,我们提出了DeepTree,这是一种基于学习分支结构的发展规则而不是手动定义它们来建模树的新方法。我们称我们的深度神经模型为“定位潜”,因为它的行为是由内在状态(编码为深度神经模型的潜在空间)和外在(环境)数据(“定位”为3D空间和树结构中的位置)决定的。我们使用神经网络管道来训练一个定位的潜在空间,使我们能够仅基于树模型分支图中的单个节点局部预测分支生长。我们使用这种表示逐步发展新的分支节点,从而模仿树木的生长过程。从一个根节点开始,通过在新增加的节点上迭代查询神经网络生成一棵树,从而形成整个树的分支结构。我们的方法可以生成各种各样的树木形状,而不需要定义复杂的参数来控制它们的生长和行为。此外,我们表明,定位电位也可以用于编码树木模型的环境响应,例如,当树木生长在障碍物旁边时。我们通过测量我们的树模型的相似性和基于树形式的一些既定指标的程序生成的模型来验证我们方法的有效性。
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引用次数: 2
Local-to-Global Panorama Inpainting for Locale-Aware Indoor Lighting Prediction 局部到全局全景图像绘制用于区域感知室内照明预测
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-18 DOI: 10.48550/arXiv.2303.10344
Jia-Xuan Bai, Zhen He, Shangxue Yang, Jie Guo, Zhenyu Chen, Y. Zhang, Yanwen Guo
Predicting panoramic indoor lighting from a single perspective image is a fundamental but highly ill-posed problem in computer vision and graphics. To achieve locale-aware and robust prediction, this problem can be decomposed into three sub-tasks: depth-based image warping, panorama inpainting and high-dynamic-range (HDR) reconstruction, among which the success of panorama inpainting plays a key role. Recent methods mostly rely on convolutional neural networks (CNNs) to fill the missing contents in the warped panorama. However, they usually achieve suboptimal performance since the missing contents occupy a very large portion in the panoramic space while CNNs are plagued by limited receptive fields. The spatially-varying distortion in the spherical signals further increases the difficulty for conventional CNNs. To address these issues, we propose a local-to-global strategy for large-scale panorama inpainting. In our method, a depth-guided local inpainting is first applied on the warped panorama to fill small but dense holes. Then, a transformer-based network, dubbed PanoTransformer, is designed to hallucinate reasonable global structures in the large holes. To avoid distortion, we further employ cubemap projection in our design of PanoTransformer. The high-quality panorama recovered at any locale helps us to capture spatially-varying indoor illumination with physically-plausible global structures and fine details.
从单视角图像预测室内全景照明是计算机视觉和图形学中一个基本但高度不适定的问题。为了实现区域感知和鲁棒预测,该问题可以分解为三个子任务:基于深度的图像扭曲、全景修复和高动态范围(HDR)重建,其中全景修复的成功起着关键作用。最近的方法主要依靠卷积神经网络(CNNs)来填补扭曲全景中缺失的内容。然而,它们通常实现次优性能,因为缺失的内容在全景空间中占据了很大一部分,而细胞神经网络受到有限感受野的困扰。球形信号中的空间变化失真进一步增加了传统细胞神经网络的难度。为了解决这些问题,我们提出了一种从局部到全局的大规模全景修复策略。在我们的方法中,首先在扭曲的全景图上应用深度引导的局部修复来填充小但密集的洞。然后,设计了一个基于变压器的网络,称为PanoTransformer,以在大洞中产生合理的全局结构。为了避免失真,我们在PanoTransformer的设计中进一步采用了立方体映射投影。在任何地点恢复的高质量全景都有助于我们捕捉空间变化的室内照明,具有物理上合理的全局结构和精细的细节。
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引用次数: 0
A Topological Distance between Multi-fields based on Multi-Dimensional Persistence Diagrams 基于多维持久化图的多域间拓扑距离
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-06 DOI: 10.48550/arXiv.2303.03038
Yashwanth Ramamurthi, A. Chattopadhyay
The problem of computing topological distance between two scalar fields based on Reeb graphs or contour trees has been studied and applied successfully to various problems in topological shape matching, data analysis, and visualization. However, generalizing such results for computing distance measures between two multi-fields based on their Reeb spaces is still in its infancy. Towards this, in the current paper we propose a technique to compute an effective distance measure between two multi-fields by computing a novel multi-dimensional persistence diagram (MDPD) corresponding to each of the (quantized) Reeb spaces. First, we construct a multi-dimensional Reeb graph (MDRG), which is a hierarchical decomposition of the Reeb space into a collection of Reeb graphs. The MDPD corresponding to each MDRG is then computed based on the persistence diagrams of the component Reeb graphs of the MDRG. Our distance measure extends the Wasserstein distance between two persistence diagrams of Reeb graphs to MDPDs of MDRGs. We prove that the proposed measure is a pseudo-metric and satisfies a stability property. Effectiveness of the proposed distance measure has been demonstrated in (i) shape retrieval contest data - SHREC 2010 and (ii) Pt-CO bond detection data from computational chemistry. Experimental results show that the proposed distance measure based on the Reeb spaces has more discriminating power in clustering the shapes and detecting the formation of a stable Pt-CO bond as compared to the similar measures between Reeb graphs.
基于Reeb图或等高线树计算两个标量场之间拓扑距离的问题已经被研究并成功地应用于拓扑形状匹配、数据分析和可视化中的各种问题。然而,将这些结果推广到基于Reeb空间计算两个多域之间的距离度量仍然处于起步阶段。为此,本文提出了一种通过计算对应于每个(量化)Reeb空间的新型多维持续图(MDPD)来计算两个多场之间有效距离度量的技术。首先,我们构造了一个多维Reeb图(MDRG),它是将Reeb空间分层分解为Reeb图的集合。然后根据MDRG的组件Reeb图的持久性图计算每个MDRG对应的MDPD。我们的距离度量将Reeb图的两个持久性图之间的Wasserstein距离扩展到mdrg的mdpd。我们证明了所提出的测度是一个伪测度,并且满足稳定性。所提出的距离度量的有效性已在(i)形状检索竞赛数据(SHREC 2010)和(ii)计算化学的Pt-CO键检测数据中得到证明。实验结果表明,基于Reeb空间的距离测度比基于Reeb图的距离测度在聚类形状和检测稳定Pt-CO键形成方面具有更强的判别能力。
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引用次数: 0
IEEE VR 2023 Message from the Program Chairs and Guest Editors IEEE VR 2023项目主席和客座编辑的信息
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-01 DOI: 10.1109/tvcg.2021.3067835
Bobby Bodenheimer, V. Popescu, J. Quarles, Lili Wang
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引用次数: 0
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IEEE Transactions on Visualization and Computer Graphics
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