Pub Date : 2023-08-28DOI: 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.
{"title":"SuperUDF: Self-supervised UDF Estimation for Surface Reconstruction","authors":"Hui Tian, Chenyang Zhu, Yifei Shi, Kaiyang Xu","doi":"10.48550/arXiv.2308.14371","DOIUrl":"https://doi.org/10.48550/arXiv.2308.14371","url":null,"abstract":"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.","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":" ","pages":""},"PeriodicalIF":5.2,"publicationDate":"2023-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45000066","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-07-03DOI: 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.
{"title":"SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling","authors":"Zhongjin Luo, Dong Du, Heming Zhu, Yizhou Yu, Hongbo Fu, Xiaoguang Han","doi":"10.48550/arXiv.2307.00804","DOIUrl":"https://doi.org/10.48550/arXiv.2307.00804","url":null,"abstract":"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.","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":" ","pages":""},"PeriodicalIF":5.2,"publicationDate":"2023-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48476906","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-06-11DOI: 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.
{"title":"Neural Projection Mapping Using Reflectance Fields","authors":"Yotam Erel, D. Iwai, Amit H. Bermano","doi":"10.48550/arXiv.2306.06595","DOIUrl":"https://doi.org/10.48550/arXiv.2306.06595","url":null,"abstract":"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.","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":" ","pages":""},"PeriodicalIF":5.2,"publicationDate":"2023-06-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43109371","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-05-09DOI: 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.
{"title":"DeepTree: Modeling Trees with Situated Latents","authors":"Xiaochen Zhou, Bosheng Li, Bedrich Benes, S. Fei, S. Pirk","doi":"10.48550/arXiv.2305.05153","DOIUrl":"https://doi.org/10.48550/arXiv.2305.05153","url":null,"abstract":"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.","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":" ","pages":""},"PeriodicalIF":5.2,"publicationDate":"2023-05-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47275380","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-18DOI: 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.
{"title":"Local-to-Global Panorama Inpainting for Locale-Aware Indoor Lighting Prediction","authors":"Jia-Xuan Bai, Zhen He, Shangxue Yang, Jie Guo, Zhenyu Chen, Y. Zhang, Yanwen Guo","doi":"10.48550/arXiv.2303.10344","DOIUrl":"https://doi.org/10.48550/arXiv.2303.10344","url":null,"abstract":"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.","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":" ","pages":""},"PeriodicalIF":5.2,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44739180","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-06DOI: 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.
{"title":"A Topological Distance between Multi-fields based on Multi-Dimensional Persistence Diagrams","authors":"Yashwanth Ramamurthi, A. Chattopadhyay","doi":"10.48550/arXiv.2303.03038","DOIUrl":"https://doi.org/10.48550/arXiv.2303.03038","url":null,"abstract":"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.","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":" ","pages":""},"PeriodicalIF":5.2,"publicationDate":"2023-03-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45061673","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-01DOI: 10.1109/tvcg.2021.3067835
Bobby Bodenheimer, V. Popescu, J. Quarles, Lili Wang
{"title":"IEEE VR 2023 Message from the Program Chairs and Guest Editors","authors":"Bobby Bodenheimer, V. Popescu, J. Quarles, Lili Wang","doi":"10.1109/tvcg.2021.3067835","DOIUrl":"https://doi.org/10.1109/tvcg.2021.3067835","url":null,"abstract":"","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":"1 1","pages":"xiv-xv"},"PeriodicalIF":5.2,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/tvcg.2021.3067835","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41729172","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}