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Self-Supervised High Dynamic Range Imaging: What Can Be Learned from a Single 8-bit Video? 自监督高动态范围成像:从单个 8 位视频中能学到什么?
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-02-20 DOI: 10.1145/3648570
Francesco Banterle, Demetris Marnerides, Thomas Bashford-Rogers, Kurt Debattista

Recently, Deep Learning-based methods for inverse tone mapping standard dynamic range (SDR) images to obtain high dynamic range (HDR) images have become very popular. These methods manage to fill over-exposed areas convincingly both in terms of details and dynamic range. To be effective, deep learning-based methods need to learn from large datasets and transfer this knowledge to the network weights. In this work, we tackle this problem from a completely different perspective. What can we learn from a single SDR 8-bit video? With the presented self-supervised approach, we show that, in many cases, a single SDR video is sufficient to generate an HDR video of the same quality or better than other state-of-the-art methods.

最近,基于深度学习的反色调映射标准动态范围(SDR)图像以获得高动态范围(HDR)图像的方法变得非常流行。这些方法能够在细节和动态范围方面令人信服地填补曝光过度的区域。要想取得成效,基于深度学习的方法需要从大型数据集中学习,并将这些知识转移到网络权重中。在这项工作中,我们从一个完全不同的角度来解决这个问题。我们能从单个 SDR 8 位视频中学到什么?我们提出的自监督方法表明,在许多情况下,单个 SDR 视频足以生成与其他先进方法质量相同或更好的 HDR 视频。
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引用次数: 0
GIPC: Fast and stable Gauss-Newton optimization of IPC barrier energy GIPC:快速稳定的工频阻挡能高斯-牛顿优化算法
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-27 DOI: 10.1145/3643028
Kemeng Huang, Floyd M. Chitalu, Huancheng Lin, Taku Komura

Barrier functions are crucial for maintaining an intersection and inversion free simulation trajectory but existing methods which directly use distance can restrict implementation design and performance. We present an approach to rewriting the barrier function for arriving at an efficient and robust approximation of its Hessian. The key idea is to formulate a simplicial geometric measure of contact using mesh boundary elements, from which analytic eigensystems are derived and enhanced with filtering and stiffening terms that ensure robustness with respect to the convergence of a Project-Newton solver. A further advantage of our rewriting of the barrier function is that it naturally caters to the notorious case of nearly-parallel edge-edge contacts for which we also present a novel analytic eigensystem. Our approach is thus well suited for standard second order unconstrained optimization strategies for resolving contacts, minimizing nonlinear nonconvex functions where the Hessian may be indefinite. The efficiency of our eigensystems alone yields a 3 × speedup over the standard IPC barrier formulation. We further apply our analytic proxy eigensystems to produce an entirely GPU-based implementation of IPC with significant further acceleration.

障碍函数对于保持无交叉和无反转的模拟轨迹至关重要,但直接使用距离的现有方法会限制实现设计和性能。我们提出了一种重写障碍函数的方法,以获得其 Hessian 的高效、稳健近似值。其关键思路是利用网格边界元素制定一个简单的接触几何度量,并由此推导出解析特征系统,再通过过滤和加强项进行增强,从而确保 Project-Newton 求解器收敛的稳健性。我们对障碍函数进行重写的另一个优势是,它自然而然地适用于近乎平行的边-边接触这种众所周知的情况,我们还针对这种情况提出了一个新颖的解析特征系统。因此,我们的方法非常适合用于解决接触的标准二阶无约束优化策略,最小化非线性非凸函数,其中的 Hessian 可能是不确定的。与标准的 IPC 障碍公式相比,仅我们的特征系统的效率就提高了 3 倍。我们进一步应用我们的分析代理特征系统,生成了完全基于 GPU 的 IPC 实现,进一步显著加快了速度。
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引用次数: 0
Spectral Total-Variation Processing of Shapes - Theory and Applications 形状的光谱总变化处理 - 理论与应用
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-26 DOI: 10.1145/3641845
Jonathan Brokman, Martin Burger, Guy Gilboa

We present a comprehensive analysis of total variation (TV) on non-Euclidean domains and its eigenfunctions. We specifically address parameterized surfaces, a natural representation of the shapes used in 3D graphics. Our work sheds new light on the celebrated Beltrami and Anisotropic TV flows, and explains experimental findings from recent years on shape spectral TV [Fumero et al. 2020] and adaptive anisotropic spectral TV [Biton and Gilboa 2022]. A new notion of convexity on surfaces is derived by characterizing structures that are stable throughout the TV flow, performed on surfaces. We establish and numerically demonstrate quantitative relationships between TV, area, eigenvalue, and eigenfunctions of the TV operator on surfaces. Moreover, we expand the shape spectral TV toolkit to include zero-homogeneous flows, leading to efficient and versatile shape processing methods. These methods are exemplified through applications in smoothing, enhancement, and exaggeration filters. We introduce a novel method which, for the first time, addresses the shape deformation task using TV. This deformation technique is characterized by the concentration of deformation along geometrical bottlenecks, shown to coincide with the discontinuities of eigenfunctions. Overall, our findings elucidate recent experimental observations in spectral TV, provide a diverse framework for shape filtering, and present the first TV-based approach to shape deformation.

我们对非欧几里得域上的总变化(TV)及其特征函数进行了全面分析。我们特别讨论了参数化曲面,这是三维图形中使用的形状的自然表示。我们的研究为著名的贝尔特拉米和各向异性电视流提供了新的视角,并解释了近年来关于形状光谱电视 [Fumero 等人,2020 年] 和自适应各向异性光谱电视 [Biton 和 Gilboa,2022 年] 的实验结果。通过表征在曲面上进行的整个电视流过程中都保持稳定的结构,我们得出了曲面凸性的新概念。我们建立并用数值证明了曲面上 TV 算子的 TV、面积、特征值和特征函数之间的定量关系。此外,我们还扩展了形状光谱 TV 工具包,将零均质流纳入其中,从而产生了高效、多用途的形状处理方法。这些方法在平滑、增强和夸张滤波器中的应用就是例证。我们介绍了一种新方法,它首次利用电视技术解决了形状变形任务。这种变形技术的特点是沿几何瓶颈集中变形,与特征函数的不连续性相吻合。总之,我们的研究结果阐明了光谱电视的最新实验观察结果,为形状过滤提供了一个多样化的框架,并首次提出了基于电视的形状变形方法。
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引用次数: 0
NeuralVDB: High-resolution Sparse Volume Representation using Hierarchical Neural Networks NeuralVDB:利用层次神经网络进行高分辨率稀疏体表示
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-23 DOI: 10.1145/3641817
Doyub Kim, Minjae Lee, Ken Museth

We introduce NeuralVDB, which improves on an existing industry standard for efficient storage of sparse volumetric data, denoted VDB [Museth 2013], by leveraging recent advancements in machine learning. Our novel hybrid data structure can reduce the memory footprints of VDB volumes by orders of magnitude, while maintaining its flexibility and only incurring small (user-controlled) compression errors. Specifically, NeuralVDB replaces the lower nodes of a shallow and wide VDB tree structure with multiple hierarchical neural networks that separately encode topology and value information by means of neural classifiers and regressors respectively. This approach is proven to maximize the compression ratio while maintaining the spatial adaptivity offered by the higher-level VDB data structure. For sparse signed distance fields and density volumes, we have observed compression ratios on the order of 10 × to more than 100 × from already compressed VDB inputs, with little to no visual artifacts. Furthermore, NeuralVDB is shown to offer more effective compression performance compared to other neural representations such as Neural Geometric Level of Detail [Takikawa et al. 2021], Variable Bitrate Neural Fields [Takikawa et al. 2022a], and Instant Neural Graphics Primitives [Müller et al. 2022]. Finally, we demonstrate how warm-starting from previous frames can accelerate training, i.e., compression, of animated volumes as well as improve temporal coherency of model inference, i.e., decompression.

我们介绍了 NeuralVDB,它利用机器学习的最新进展,改进了有效存储稀疏体积数据的现有行业标准,即 VDB [Museth 2013]。我们新颖的混合数据结构可将 VDB 卷的内存占用减少几个数量级,同时保持其灵活性,并只产生少量(用户控制的)压缩误差。具体来说,NeuralVDB 用多个分层神经网络取代了浅而宽的 VDB 树结构的下层节点,这些神经网络分别通过神经分类器和回归器对拓扑和值信息进行编码。事实证明,这种方法既能最大限度地提高压缩比,又能保持高层 VDB 数据结构提供的空间适应性。对于稀疏的签名距离场和密度卷,我们观察到的压缩率与已经压缩的 VDB 输入值相差 10 倍到 100 倍以上,而且几乎没有视觉伪影。此外,NeuralVDB 与其他神经表示法(如神经几何详细程度 [Takikawa 等人,2021 年]、可变比特率神经场 [Takikawa 等人,2022a] 和即时神经图形原语 [Müller 等人,2022 年])相比,具有更有效的压缩性能。最后,我们演示了从上一帧开始预热如何加速动画体积的训练(即压缩),以及如何改善模型推理的时间一致性(即解压缩)。
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引用次数: 0
DeadWood: Including disturbance and decay in the depiction of digital nature: ACM Transactions on Graphics: Vol 0, No ja DeadWood:将干扰和衰变纳入数字自然描绘:ACM Transactions on Graphics:Vol 0, No ja
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-23 DOI: 10.1145/3641816
Adrien Peytavie, James Gain, Eric Guérin, Oscar Argudo, Eric Galin

The creation of truly believable simulated natural environments remains an unsolved problem in Computer Graphics. This is, in part, due to a lack of visual variety. In nature, apart from variation due to abiotic and biotic growth factors, a significant role is played by disturbance events, such as fires, windstorms, disease, and death and decay processes, which give rise to both standing dead trees (snags) and downed woody debris (logs). For instance, snags constitute on average (10% ) of unmanaged forests by basal area, and logs account for (2 frac{1}{2} ) times this quantity.

While previous systems have incorporated individual elements of disturbance (e.g., forest fires) and decay (e.g., the formation of humus), there has been no unifying treatment, perhaps because of the challenge of matching simulation results with generated geometric models.

In this paper, we present a framework that combines an ecosystem simulation, which explicitly incorporates disturbance events and decay processes, with a model realization process, which balances the uniqueness arising from life history with the need for instancing due to memory constraints. We tested our hypothesis concerning the visual impact of disturbance and decay with a two-alternative forced-choice experiment (n = 116). Our findings are that the presence of dead wood in various forms, as snags or logs, significantly improves the believability of natural scenes, while, surprisingly, general variation in the number of model instances, with up to 8 models per species, and a focus on disturbance events, does not.

在计算机图形学领域,创造真正可信的模拟自然环境仍是一个尚未解决的问题。部分原因在于缺乏视觉变化。在自然界中,除了非生物和生物生长因素造成的变化外,火灾、风灾、疾病、死亡和腐烂过程等干扰事件也起着重要作用,这些干扰事件会产生枯树(树坯)和倒伏的木质碎屑(原木)。例如,按基部面积计算,杉木平均占无人管理森林的 (10%) ,而原木则是这一数量的 (2 frac{1}{2}) 倍。虽然以前的系统已经纳入了干扰(如森林火灾)和腐烂(如腐殖质的形成)的个别元素,但一直没有统一的处理方法,这可能是因为将模拟结果与生成的几何模型相匹配是一项挑战。在本文中,我们提出了一个将生态系统模拟与模型实现过程相结合的框架,前者明确包含了干扰事件和衰变过程,后者则平衡了生命史产生的唯一性和由于内存限制而产生的实例化需求。我们通过一个双选项强迫选择实验(n = 116)检验了我们关于干扰和衰变对视觉影响的假设。我们的研究结果表明,各种形式的枯木(如树枝或原木)的存在大大提高了自然场景的可信度,而令人惊讶的是,模型实例数量的一般变化(每个物种多达 8 个模型)以及对干扰事件的关注却没有提高可信度。
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引用次数: 0
Creation of Dihedral Escher-like Tilings Based on As-Rigid-As-Possible Deformation 基于 "尽可能刚性 "变形的二面埃舍尔式结构的创建
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-21 DOI: 10.1145/3638048
Yuichi Nagata, Shinji Imahori

An Escher-like tiling is a tiling consisting of one or a few artistic shapes of tile. This paper proposes a method for generating Escher-like tilings consisting of two distinct shapes (dihedral Escher-like tilings) that are as similar as possible to the two goal shapes specified by the user. This study is an extension of a previous study that successfully generated Escher-like tilings consisting of a single tile shape for a single goal shape. Building upon the previous study, our method attempts to exhaustively search for which parts of the discretized tile contours are adjacent to each other to form a tiling. For each configuration, two tile shapes are optimized to be similar to the given two goal shapes. By evaluating the similarity based on as-rigid-as possible deformation energy, the optimized tile shapes preserve the local structures of the goal shapes, even if substantial deformations are necessary to form a tiling. However, in the dihedral case, this approach is seemingly unrealistic because it suffers from the complexity of the energy function and the combinatorial explosion of the possible configurations. We developed a method to address these issues and show that the proposed algorithms can generate satisfactory dihedral Escher-like tilings in a realistic computation time, even for somewhat complex goal shapes.

类埃舍平铺是由一种或几种艺术形状的平铺组成的平铺。本文提出了一种方法,用于生成由两个不同形状组成的类埃舍尔平铺(二面埃舍尔平铺),这些平铺尽可能与用户指定的两个目标形状相似。这项研究是之前一项研究的延伸,之前的研究成功地生成了由单一目标形状的单一瓦片形状组成的类埃舍尔瓦片。在前一项研究的基础上,我们的方法试图详尽地搜索离散瓦片轮廓的哪些部分彼此相邻,从而形成一个瓦片。对于每种配置,都会优化两个瓦片形状,使其与给定的两个目标形状相似。通过基于尽可能刚性的变形能量来评估相似度,优化后的瓦片形状保留了目标形状的局部结构,即使为了形成平铺而必须进行大量变形。然而,在二面体情况下,这种方法似乎并不现实,因为它受到能量函数的复杂性和可能配置的组合爆炸的影响。我们开发了一种方法来解决这些问题,并证明所提出的算法能在实际计算时间内生成令人满意的二面埃舍尔式平铺,即使目标形状有些复杂也不例外。
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引用次数: 0
A Unified MPM Framework supporting Phase-field Models and Elastic-viscoplastic Phase Transition 支持相场模型和弹塑性-粘塑性相变的统一 MPM 框架
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-20 DOI: 10.1145/3638047
Zaili Tu, Chen Li, Zipeng Zhao, Long Liu, Chenhui Wang, Changbo Wang, Hong Qin

Recent years have witnessed the rapid deployment of numerous physics-based modeling and simulation algorithms and techniques for fluids, solids, and their delicate coupling in computer animation. However, it still remains a challenging problem to model the complex elastic-viscoplastic (EVP) behaviors during fluid-solid phase transitions and facilitate their seamless interactions inside the same framework. In this paper, we propose a practical method capable of simulating granular flows, viscoplastic liquids, elastic-plastic solids, rigid bodies, and interacting with each other, to support novel phenomena all heavily involving realistic phase transitions, including dissolution, melting, cooling, expansion, shrinking, etc. At the physics level, we propose to combine and morph von Mises with Drucker-Prager and Cam-Clay yield models to establish a unified phase-field-driven EVP model, capable of describing the behaviors of granular, elastic, plastic, viscous materials, liquid, non-Newtonian fluids, and their smooth evolution. At the numerical level, we derive the discretization form of Cahn-Hilliard and Allen-Cahn equations with the material point method (MPM) to effectively track the phase-field evolution, so as to avoid explicit handling of the boundary conditions at the interface. At the application level, we design a novel heuristic strategy to control specialized behaviors via user-defined schemes, including chemical potential, density curve, etc. We exhibit a set of numerous experimental results consisting of challenging scenarios in order to validate the effectiveness and versatility of the new unified approach. This flexible and highly stable framework, founded upon the unified treatment and seamless coupling among various phases, and effective numerical discretization, has its unique advantage in animation creation towards novel phenomena heavily involving phase transitions with artistic creativity and guidance.

近年来,针对流体、固体以及它们在计算机动画中的微妙耦合,许多基于物理的建模和仿真算法与技术得到了快速应用。然而,如何模拟流体-固体相变过程中复杂的弹性-粘弹性(EVP)行为,并促进它们在同一框架内的无缝互动,仍然是一个具有挑战性的问题。在本文中,我们提出了一种实用的方法,能够模拟颗粒流动、粘塑液体、弹塑固体、刚体以及它们之间的相互作用,支持大量涉及现实相变的新现象,包括溶解、熔化、冷却、膨胀、收缩等。在物理学层面,我们建议将 von Mises 与 Drucker-Prager 和 Cam-Clay 屈服模型相结合并进行变形,以建立统一的相场驱动 EVP 模型,该模型能够描述颗粒、弹性、塑性、粘性材料、液体、非牛顿流体的行为及其平滑演化。在数值层面,我们用材料点法(MPM)推导出了 Cahn-Hilliard 和 Allen-Cahn 方程的离散化形式,以有效跟踪相场演化,从而避免明确处理界面上的边界条件。在应用层面,我们设计了一种新颖的启发式策略,通过用户自定义方案(包括化学势、密度曲线等)来控制特殊行为。我们展示了大量具有挑战性的实验结果,以验证新的统一方法的有效性和通用性。这种灵活、高度稳定的框架建立在统一处理、各相之间的无缝耦合以及有效的数值离散化基础之上,在动画创作方面具有独特的优势,可以在艺术创造力和指导下创作出大量涉及相变的新现象。
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引用次数: 0
Promptable Game Models: Text-Guided Game Simulation via Masked Diffusion Models 提示游戏模型:通过蒙面扩散模型的文本引导游戏模拟
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-05 DOI: 10.1145/3635705
Willi Menapace, Aliaksandr Siarohin, Stéphane Lathuilière, Panos Achlioptas, Vladislav Golyanik, Sergey Tulyakov, Elisa Ricci

Neural video game simulators emerged as powerful tools to generate and edit videos. Their idea is to represent games as the evolution of an environment’s state driven by the actions of its agents. While such a paradigm enables users to play a game action-by-action, its rigidity precludes more semantic forms of control. To overcome this limitation, we augment game models with prompts specified as a set of natural language actions and desired states. The result—a Promptable Game Model (PGM)—makes it possible for a user to play the game by prompting it with high- and low-level action sequences. Most captivatingly, our PGM unlocks the director’s mode, where the game is played by specifying goals for the agents in the form of a prompt. This requires learning “game AI”, encapsulated by our animation model, to navigate the scene using high-level constraints, play against an adversary, and devise a strategy to win a point. To render the resulting state, we use a compositional NeRF representation encapsulated in our synthesis model. To foster future research, we present newly collected, annotated and calibrated Tennis and Minecraft datasets. Our method significantly outperforms existing neural video game simulators in terms of rendering quality and unlocks applications beyond the capabilities of the current state of the art. Our framework, data, and models are available at snap-research.github.io/promptable-game-models.

神经电子游戏模拟器成为生成和编辑视频的强大工具。他们的想法是将游戏呈现为环境状态的进化,这种进化是由代理的行为所驱动的。虽然这种模式能够让用户通过行动体验游戏,但它的刚性却阻碍了更多语义形式的控制。为了克服这个限制,我们用一组指定为自然语言动作和期望状态的提示来增强游戏模型。其结果是一个提示游戏模型(PGM),它使得用户可以通过提示高级别和低级别的动作序列来玩游戏。最吸引人的是,我们的PGM打开了导演模式,在这个模式中,玩家可以通过提示的形式为代理指定目标。这就需要学习“游戏AI”(游戏邦注:由我们的动画模型封装),使用高级约束在场景中导航,与对手对抗,并设计出赢得分数的策略。为了呈现结果状态,我们使用封装在合成模型中的合成NeRF表示。为了促进未来的研究,我们展示了新收集,注释和校准的网球和Minecraft数据集。我们的方法在渲染质量方面明显优于现有的神经电子游戏模拟器,并解锁了超出当前技术水平的应用程序。我们的框架、数据和模型可以在snap-research.github.io/promptable-game-models找到。
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引用次数: 6
Neural Wavelet-domain Diffusion for 3D Shape Generation, Inversion, and Manipulation 神经小波域扩散三维形状生成,反演和操作
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-01 DOI: 10.1145/3635304
Jingyu Hu, Ka-Hei Hui, Zhengzhe Liu, Ruihui Li, Chi-Wing Fu

This paper presents a new approach for 3D shape generation, inversion, and manipulation, through a direct generative modeling on a continuous implicit representation in wavelet domain. Specifically, we propose a compact wavelet representation with a pair of coarse and detail coefficient volumes to implicitly represent 3D shapes via truncated signed distance functions and multi-scale biorthogonal wavelets. Then, we design a pair of neural networks: a diffusion-based generator to produce diverse shapes in the form of the coarse coefficient volumes and a detail predictor to produce compatible detail coefficient volumes for introducing fine structures and details. Further, we may jointly train an encoder network to learn a latent space for inverting shapes, allowing us to enable a rich variety of whole-shape and region-aware shape manipulations. Both quantitative and qualitative experimental results manifest the compelling shape generation, inversion, and manipulation capabilities of our approach over the state-of-the-art methods.

本文提出了一种基于小波域连续隐式表示的直接生成建模方法,用于三维形状的生成、反演和处理。具体来说,我们提出了一种紧凑的小波表示,其中包含一对粗糙和细节系数体积,通过截断符号距离函数和多尺度双正交小波隐式地表示三维形状。然后,我们设计了一对神经网络:一个基于扩散的生成器以粗系数体积的形式产生各种形状,一个细节预测器以产生兼容的细节系数体积来引入精细结构和细节。此外,我们可以联合训练编码器网络来学习反转形状的潜在空间,使我们能够实现丰富多样的整体形状和区域感知形状操作。定量和定性实验结果都表明,我们的方法比最先进的方法具有令人信服的形状生成、反演和操作能力。
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引用次数: 2
Haisor: Human-Aware Indoor Scene Optimization via Deep Reinforcement Learning Haisor:基于深度强化学习的人类感知室内场景优化
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-18 DOI: 10.1145/3632947
Jia-Mu Sun, Jie Yang, Kaichun Mo, Yu-Kun Lai, Leonidas Guibas, Lin Gao

3D scene synthesis facilitates and benefits many real-world applications. Most scene generators focus on making indoor scenes plausible via learning from training data and leveraging extra constraints such as adjacency and symmetry. Although the generated 3D scenes are mostly plausible with visually realistic layouts, they can be functionally unsuitable for human users to navigate and interact with furniture. Our key observation is that human activity plays a critical role and sufficient free space is essential for human-scene interactions. This is exactly where many existing synthesized scenes fail – the seemingly correct layouts are often not fit for living. To tackle this, we present a human-aware optimization framework Haisor for 3D indoor scene arrangement via reinforcement learning, which aims to find an action sequence to optimize the indoor scene layout automatically. Based on the hierarchical scene graph representation, an optimal action sequence is predicted and performed via Deep Q-Learning with Monte Carlo Tree Search (MCTS), where MCTS is our key feature to search for the optimal solution in long-term sequences and large action space. Multiple human-aware rewards are designed as our core criteria of human-scene interaction, aiming to identify the next smart action by leveraging powerful reinforcement learning. Our framework is optimized end-to-end by giving the indoor scenes with part-level furniture layout including part mobility information. Furthermore, our methodology is extensible and allows utilizing different reward designs to achieve personalized indoor scene synthesis. Extensive experiments demonstrate that our approach optimizes the layout of 3D indoor scenes in a human-aware manner, which is more realistic and plausible than original state-of-the-art generator results, and our approach produces superior smart actions, outperforming alternative baselines.

3D场景合成有利于许多现实世界的应用。大多数场景生成器专注于通过从训练数据中学习和利用额外的约束(如邻接性和对称性)来使室内场景可信。虽然生成的3D场景大多具有视觉逼真的布局,但它们在功能上可能不适合人类用户导航和与家具交互。我们的主要观察是,人类活动起着至关重要的作用,足够的自由空间对于人与场景的互动至关重要。这正是许多现有的合成场景失败的地方——看似正确的布局往往不适合生活。为了解决这个问题,我们提出了一个基于强化学习的人类感知优化框架Haisor,该框架旨在寻找一个自动优化室内场景布局的动作序列。基于分层场景图表示,通过深度q学习与蒙特卡罗树搜索(MCTS)预测并执行最优动作序列,其中MCTS是我们在长期序列和大动作空间中搜索最优解的关键特征。多种人类感知奖励被设计为人类场景交互的核心标准,旨在通过利用强大的强化学习来识别下一个智能动作。我们的框架通过提供包含部分移动信息的部分级家具布局的室内场景来进行端到端的优化。此外,我们的方法是可扩展的,并允许使用不同的奖励设计来实现个性化的室内场景合成。大量的实验表明,我们的方法以一种人类感知的方式优化了3D室内场景的布局,这比原始的最先进的生成器结果更真实、更可信,并且我们的方法产生了卓越的智能动作,优于其他基线。
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引用次数: 0
期刊
ACM Transactions on Graphics
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