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Encoded Marker Clusters for Auto-Labeling in Optical Motion Capture
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-02-10 DOI: 10.1145/3716847
Hao Wang, Taogang Hou, Tianhui Liu, Jiaxin Li, Tianmiao Wang
Marker-based optical motion capture (MoCap) is a vital tool in applications such as virtual production, and movement sciences. However, reconstructing scattered MoCap data into real motion sequences is challenging, and data processing is time-consuming and labor-intensive. Here we propose a novel framework for MoCap auto-labeling and matching. In this framework, we designed novel clusters of reflective markers called auto-labeling encoded marker clusters (AEMCs), including clusters with an explicit header (AEMCs-E) and an implicit header (AEMCs-I). Combining cluster design and coding theory gives each cluster a unique codeword for MoCap auto-labeling and matching. Moreover, we provide a method of mapping and decoding for cluster labeling. The labeling results are only determined by the intrinsic characteristics of the clusters instead of the skeleton structure or posture of the subjects. Compared with commercial software and data-driven methods, our method has better labeling accuracy in heterogeneous targets and unknown marker layouts, which demonstrates the promising application of motion capture in humans, rigid or flexible robots.
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引用次数: 0
Direct Rendering of Intrinsic Triangulations
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-02-03 DOI: 10.1145/3716314
Waldemar Celes
Existing intrinsic triangulation frameworks represent powerful tools for geometry processing; however, they all require the extraction of the common subdivision between extrinsic and intrinsic triangulations for visualization and optimized data transfer. We describe an efficient and effective algorithm for directly rendering intrinsic triangulations that avoids extracting common subdivisions. Our strategy is to use GPU shaders to render the intrinsic triangulation while rasterizing extrinsic triangles. We rely on a point-location algorithm supported by a compact data structure, which requires only two values per extrinsic triangle to represent the correspondence between extrinsic and intrinsic triangulations. This data structure is easier to maintain than previous proposals while supporting all the standard topological operations for improving the intrinsic mesh quality, such as edge flips, triangle refinements, and vertex displacements. Computational experiments show that the proposed data structure is numerically robust and can process nearly degenerate triangulations. We also propose a meshless strategy to accurately transfer data from intrinsic to extrinsic triangulations without relying on the extraction of common subdivisions.
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引用次数: 0
Texture Size Reduction Through Symmetric Overlap and Texture Carving
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-01-25 DOI: 10.1145/3714408
Julian Knodt, Xifeng Gao
Maintaining memory efficient 3D assets is critical for game development due to size constraints for applications, and runtime costs such as GPU data transfers. While most prior work on 3D modeling focuses on reducing triangle count, few works focus on reducing texture sizes. We propose an automatic approach to reduce the texture size for 3D models while maintaining the rendered appearance of the original input. The two core components of our approach are: (1) Overlapping identical UV charts and folding mirrored regions within charts through an optimal transport optimization, and (2) Carving redundant and void texels in a UV-aware and texture-aware way without inverting the UV mesh. The first component creates additional void space, while the second removes void space, and their combination can greatly increase texels utilized by the UV mesh at lower texture resolutions. Our method is robust and general, and can process a 3D model with arbitrary UV layout and multiple textures without modifying the 3D mesh. We evaluate our approach on 110 models from the Google Scanned Object dataset and 64 models from Sketchfab. Compared to other approaches, ours has on average 1-3 dB PSNR higher rendering similarity and reduces pixelation in visual comparisons.
由于应用程序的大小限制以及 GPU 数据传输等运行时成本,保持高效内存的 3D 资产对游戏开发至关重要。之前有关三维建模的大部分工作都集中在减少三角形数量上,但很少有工作集中在减少纹理大小上。我们提出了一种自动方法来减少三维模型的纹理大小,同时保持原始输入的渲染外观。我们方法的两个核心部分是(1) 重叠相同的 UV 图表,并通过最佳传输优化折叠图表中的镜像区域;以及 (2) 在不反转 UV 网格的情况下,以 UV 感知和纹理感知的方式雕刻冗余和空洞纹理。第一种方法可以创建额外的空白空间,第二种方法可以去除空白空间,两者结合可以大大提高 UV 网格在较低纹理分辨率下的像素利用率。我们的方法既稳健又通用,可以处理具有任意 UV 布局和多种纹理的三维模型,而无需修改三维网格。我们在谷歌扫描对象数据集的 110 个模型和 Sketchfab 的 64 个模型上评估了我们的方法。与其他方法相比,我们的方法在渲染相似度方面平均高出 1-3 dB PSNR,并在视觉对比中减少了像素化现象。
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引用次数: 0
Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media 不要浪费你的高斯:用于建模和渲染散射和发射介质的体积射线追踪原语
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-01-21 DOI: 10.1145/3711853
Jorge Condor, Sebastien Speierer, Lukas Bode, Aljaz Bozic, Simon Green, Piotr Didyk, Adrian Jarabo
Efficient scene representations are essential for many computer graphics applications. A general unified representation that can handle both surfaces and volumes simultaneously, remains a research challenge. In this work we propose a compact and efficient alternative to existing volumetric representations for rendering such as voxel grids. Inspired by recent methods for scene reconstruction that leverage mixtures of 3D Gaussians to model radiance fields, we formalize and generalize the modeling of scattering and emissive media using mixtures of simple kernel-based volumetric primitives. We introduce closed-form solutions for transmittance and free-flight distance sampling for different kernels, and propose several optimizations to use our method efficiently within any off-the-shelf volumetric path tracer. We demonstrate our method in both forward and inverse rendering of complex scattering media. Furthermore, we adapt and showcase our method in radiance field optimization and rendering, providing additional flexibility compared to current state of the art given its ray-tracing formulation. We also introduce the Epanechnikov kernel and demonstrate its potential as an efficient alternative to the traditionally-used Gaussian kernel in scene reconstruction tasks. The versatility and physically-based nature of our approach allows us to go beyond radiance fields and bring to kernel-based modeling and rendering any path-tracing enabled functionality such as scattering, relighting and complex camera models.
高效的场景表示对于许多计算机图形应用程序是必不可少的。一个可以同时处理表面和体积的通用统一表示仍然是一个研究挑战。在这项工作中,我们提出了一种紧凑而有效的替代现有的体素网格等渲染的体积表示。受最近的场景重建方法的启发,利用3D高斯混合来模拟辐射场,我们使用简单的基于核的体积原语的混合来形式化和推广散射和发射介质的建模。我们介绍了不同核的透射率和自由飞行距离采样的封闭形式解决方案,并提出了几种优化方法,以便在任何现成的体积路径示踪剂中有效地使用我们的方法。我们在复杂散射介质的正演和逆演中都展示了我们的方法。此外,我们适应并展示了我们的方法在亮度场优化和渲染,提供了额外的灵活性相比,目前的艺术状态给予它的光线追踪配方。我们还介绍了Epanechnikov核,并展示了它在场景重建任务中作为传统高斯核的有效替代方案的潜力。我们的方法的多功能性和基于物理的性质使我们能够超越辐射场,并带来基于内核的建模和渲染任何路径跟踪功能,如散射,重照明和复杂的相机模型。
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引用次数: 0
Implicit Bonded Discrete Element Method with Manifold Optimization 具有流形优化的隐式键合离散元法
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-01-09 DOI: 10.1145/3711852
Jia-Ming Lu, Geng-Chen Cao, Chenfeng Li, Shi-min Hu
This paper proposes a novel simulation approach that combines implicit integration with the Bonded Discrete Element Method (BDEM) to achieve faster, more stable and more accurate fracture simulation. The new method leverages the efficiency of implicit schemes in dynamic simulation and the versatility of BDEM in fracture modelling. Specifically, an optimization-based integrator for BDEM is introduced and combined with a manifold optimization approach to accelerate the solution process of the quaternion-constrained system. Our comparative experiments indicate that our method offers better scale consistency and more realistic collision effects than FEM and MPM fragmentation approaches. Additionally, our method achieves a computational speedup of 2.1 ∼ 9.8 times over explicit BDEM methods.
本文提出了一种将隐式积分与键合离散元法(BDEM)相结合的新型模拟方法,以实现更快、更稳定、更准确的断裂模拟。该方法充分利用了动态模拟中隐式格式的有效性和裂缝建模中BDEM的通用性。具体来说,引入了一种基于优化的BDEM积分器,并将其与流形优化方法相结合,加快了四元数约束系统的求解过程。对比实验表明,该方法比FEM和MPM碎裂方法具有更好的尺度一致性和更真实的碰撞效果。此外,我们的方法比显式BDEM方法实现了2.1 ~ 9.8倍的计算加速。
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引用次数: 0
Appearance-Preserving Scene Aggregation for Level-of-Detail Rendering 外观保留场景聚合的细节级渲染
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-12-19 DOI: 10.1145/3708343
Yang Zhou, Tao Huang, Ravi Ramamoorthi, Pradeep Sen, Ling-Qi Yan
Creating an appearance-preserving level-of-detail (LoD) representation for arbitrary 3D scenes is a challenging problem. The appearance of a scene is an intricate combination of both geometry and material models, and is further complicated by correlation due to the spatial configuration of scene elements. We present a novel volumetric representation for the aggregated appearance of complex scenes and a pipeline for LoD generation and rendering. The core of our representation is the Aggregated Bidirectional Scattering Distribution Function (ABSDF) that summarizes the far-field appearance of all surfaces inside a voxel. We propose a closed-form factorization of the ABSDF that accounts for spatially varying and orientation-varying material parameters. We tackle the challenge of capturing the correlation existing locally within a voxel and globally across different parts of the scene. Our method faithfully reproduces appearance and achieves higher quality than existing scene filtering methods. The memory footprint and rendering cost of our representation are decoupled from the original scene complexity.
为任意3D场景创建保持外观的细节级别(LoD)表示是一个具有挑战性的问题。场景的外观是几何模型和材料模型的复杂组合,并且由于场景元素的空间配置而进一步复杂化。我们为复杂场景的聚合外观提出了一种新的体积表示,并为LoD生成和渲染提供了一个管道。我们表示的核心是聚合双向散射分布函数(ABSDF),它总结了一个体素内所有表面的远场外观。我们提出了一个考虑材料参数空间变化和方向变化的ABSDF的封闭形式分解。我们解决了在一个体素内捕获局部存在的相关性和在场景的不同部分全局存在相关性的挑战。与现有的场景滤波方法相比,我们的方法能忠实地再现场景的外观,达到更高的质量。我们表示的内存占用和渲染成本与原始场景复杂性解耦。
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引用次数: 0
Unified Pressure, Surface Tension and Friction for SPH Fluids SPH流体的统一压力、表面张力和摩擦力
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-12-10 DOI: 10.1145/3708034
Timo Probst, Matthias Teschner
Fluid droplets behave significantly different from larger fluid bodies. At smaller scales, surface tension and friction between fluids and the boundary play an essential role and are even able to counteract gravitational forces. There are quite a few existing approaches that model surface tension forces within an SPH environment. However, as often as not, physical correctness and simulation stability are still major concerns with many surface tension formulations. We propose a new approach to compute surface tension that is both robust and produces the right amount of surface tension. Conversely, less attention was given to friction forces at the fluid-boundary interface. Recent experimental research indicates that Coulomb friction can be used to describe the behavior of droplets resting on a slope. Motivated by this, we develop a novel friction force formulation at the fluid-boundary interface following the Coulomb model, which allows us to replicate a new range of well known fluid behavior such as the motion of rain droplets on a window pane. Both forces are combined with an IISPH variant into one unified solver that is able to simultaneously compute strongly coupled surface tension, friction and pressure forces.
液滴的行为与较大的流体体明显不同。在较小的尺度上,表面张力和流体与边界之间的摩擦起着至关重要的作用,甚至可以抵消重力。有相当多的现有方法来模拟SPH环境中的表面张力。然而,通常情况下,物理正确性和模拟稳定性仍然是许多表面张力配方的主要关注点。我们提出了一种计算表面张力的新方法,这种方法既鲁棒又能产生适量的表面张力。相反,较少关注流体边界界面处的摩擦力。最近的实验研究表明,库仑摩擦可以用来描述液滴停留在斜坡上的行为。受此启发,我们根据库仑模型在流体边界界面处开发了一种新的摩擦力公式,这使我们能够复制一系列众所周知的流体行为,例如雨滴在窗玻璃上的运动。这两种力与IISPH变体结合成一个统一的求解器,能够同时计算强耦合的表面张力、摩擦力和压力力。
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引用次数: 0
Representing Long Volumetric Video with Temporal Gaussian Hierarchy 用时态高斯层次结构表示长体积视频
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687919
Zhen Xu, Yinghao Xu, Zhiyuan Yu, Sida Peng, Jiaming Sun, Hujun Bao, Xiaowei Zhou
This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Moreover, we design a Compact Appearance Model that mixes diffuse and view-dependent Gaussians to further minimize the model size while maintaining the rendering quality. We also develop a rasterization pipeline of Gaussian primitives based on the hardware-accelerated technique to improve rendering speed. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling hours of volumetric video data while maintaining state-of-the-art rendering quality.
本文旨在解决从多视角 RGB 视频重建长体积视频的难题。最近的动态视图合成方法利用强大的 4D 表示(如特征网格或点云序列)来实现高质量的渲染效果。然而,这些方法通常仅限于短视频片段(1~2 秒),在处理较长视频时往往会占用大量内存。为了解决这个问题,我们提出了一种新颖的 4D 表示法,名为时态高斯层次结构(Temporal Gaussian Hierarchy),用于对长体积视频进行紧凑建模。我们的主要观点是,动态场景中通常存在不同程度的时间冗余,这些冗余由以不同速度变化的区域组成。受此启发,我们的方法建立了一个多层级的四维高斯基元层次结构,其中每一层级分别描述内容变化程度不同的场景区域,并自适应地共享高斯基元,以表示不同时间片段上不变的场景内容,从而有效减少了高斯基元的数量。此外,高斯层次结构的树状结构允许我们用高斯基元子集有效地表示特定时刻的场景,从而在训练或渲染过程中,无论视频长度如何,GPU 内存的使用量几乎保持不变。此外,我们还设计了一种紧凑型外观模型,将漫反射高斯和视图相关高斯混合在一起,从而在保持渲染质量的同时进一步减小模型大小。我们还开发了基于硬件加速技术的高斯基元光栅化管道,以提高渲染速度。大量实验结果表明,我们的方法在训练成本、渲染速度和存储使用方面都优于其他方法。据我们所知,这是第一种能够高效处理数小时体积视频数据,同时保持最先进渲染质量的方法。
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引用次数: 0
DARTS: Diffusion Approximated Residual Time Sampling for Time-of-flight Rendering in Homogeneous Scattering Media DARTS:用于均质散射介质中飞行时间渲染的扩散近似残差时间采样技术
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687930
Qianyue He, Dongyu Du, Haitian Jiang, Xin Jin
Time-of-flight (ToF) devices have greatly propelled the advancement of various multi-modal perception applications. However, achieving accurate rendering of time-resolved information remains a challenge, particularly in scenes involving complex geometries, diverse materials and participating media. Existing ToF rendering works have demonstrated notable results, yet they struggle with scenes involving scattering media and camera-warped settings. Other steady-state volumetric rendering methods exhibit significant bias or variance when directly applied to ToF rendering tasks. To address these challenges, we integrate transient diffusion theory into path construction and propose novel sampling methods for free-path distance and scattering direction, via resampled importance sampling and offline tabulation. An elliptical sampling method is further adapted to provide controllable vertex connection satisfying any required photon traversal time. In contrast to the existing temporal uniform sampling strategy, our method is the first to consider the contribution of transient radiance to importance-sample the full path, and thus enables improved temporal path construction under multiple scattering settings. The proposed method can be integrated into both path tracing and photon-based frameworks, delivering significant improvements in quality and efficiency with at least a 5x MSE reduction versus SOTA methods in equal rendering time.
飞行时间(ToF)设备极大地推动了各种多模态感知应用的发展。然而,实现时间分辨信息的精确渲染仍然是一项挑战,尤其是在涉及复杂几何形状、不同材料和参与介质的场景中。现有的 ToF 渲染工作已经取得了显著的成果,但在涉及散射介质和相机扭曲设置的场景中仍有困难。其他稳态体积渲染方法在直接应用于 ToF 渲染任务时,会表现出明显的偏差或差异。为了应对这些挑战,我们将瞬态扩散理论融入路径构建中,并通过重采样重要度采样和离线制表,为自由路径距离和散射方向提出了新颖的采样方法。我们进一步调整了椭圆采样方法,以提供可控的顶点连接,满足光子穿越时间的任何要求。与现有的时间均匀采样策略相比,我们的方法首次考虑了瞬态辐射对整个路径重要度采样的贡献,从而改进了多种散射设置下的时间路径构建。所提出的方法可以集成到路径追踪和基于光子的框架中,在同等渲染时间内,与 SOTA 方法相比,质量和效率都有显著提高,MSE 降低了至少 5 倍。
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引用次数: 0
Medial Skeletal Diagram: A Generalized Medial Axis Approach for Compact 3D Shape Representation 中轴骨骼图:用于紧凑型三维形状表示的通用中轴方法
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687964
Minghao Guo, Bohan Wang, Wojciech Matusik
We propose the Medial Skeletal Diagram, a novel skeletal representation that tackles the prevailing issues around skeleton sparsity and reconstruction accuracy in existing skeletal representations. Our approach augments the continuous elements in the medial axis representation to effectively shift the complexity away from the discrete elements. To that end, we introduce generalized enveloping primitives, an enhancement over the standard primitives in the medial axis, which ensure efficient coverage of intricate local features of the input shape and substantially reduce the number of discrete elements required. Moreover, we present a computational framework for constructing a medial skeletal diagram from an arbitrary closed manifold mesh. Our optimization pipeline ensures that the resulting medial skeletal diagram comprehensively covers the input shape with the fewest primitives. Additionally, each optimized primitive undergoes a post-refinement process to guarantee an accurate match with the source mesh in both geometry and tessellation. We validate our approach on a comprehensive benchmark of 100 shapes, demonstrating the sparsity of the discrete elements and superior reconstruction accuracy across a variety of cases. Finally, we exemplify the versatility of our representation in downstream applications such as shape generation, mesh decomposition, shape optimization, mesh alignment, mesh compression, and user-interactive design.
我们提出了 "中轴骨骼图"(Medial Skeletal Diagram),这是一种新型骨骼表示法,可解决现有骨骼表示法中普遍存在的骨骼稀疏性和重建准确性问题。我们的方法增强了中轴表征中的连续元素,从而有效地将复杂性从离散元素中转移出来。为此,我们引入了广义包络基元,这是对中轴标准基元的增强,可确保有效覆盖输入形状的复杂局部特征,并大幅减少所需的离散元素数量。此外,我们还提出了一个计算框架,用于从任意封闭流形网格构建中轴骨骼图。我们的优化管道可确保生成的中轴骨架图以最少的基元全面覆盖输入形状。此外,每个优化后的基元都要经过后细化过程,以确保在几何和细分方面与源网格精确匹配。我们在 100 个形状的综合基准上验证了我们的方法,证明了离散元素的稀疏性和在各种情况下出色的重建精度。最后,我们举例说明了我们的表示法在形状生成、网格分解、形状优化、网格对齐、网格压缩和用户交互式设计等下游应用中的多功能性。
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引用次数: 0
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ACM Transactions on Graphics
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