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Alignment conditions for NURBS-based design of mixed tension-compression grid shells 基于 NURBS 的拉压混合网格壳体设计的对齐条件
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658142
Masaaki Miki, Toby Mitchell
In architecture, shapes of surfaces that can withstand gravity with no bending action are considered ideal for shell structures. Those shells have special geometries through which they can stream gravitational force toward the ground via stresses strictly tangent to the surface, making them highly efficient. The process of finding these special forms is called form-finding. Recently, [Miki and Mitchell 2022] presented a method to reliably produce mixed tension-compression continuum shells, a type of shells known to be especially difficult to form-find. The key to this method was to use the concept of the Airy stress function to derive a valid bending-free shell shape by iterating on both the shell shape and the Airy stress function; this turns a problem that is over-constrained in general into a problem with many solutions. In [Miki and Mitchell 2022], it was proposed that the method could also be used to design grid shells by tracing curves on a continuum shell such that the resulting grid has bars that are both bending-free and form flat panels, a property useful for construction of real grid shells made of glass and steel. However, this special type of grid is not guaranteed to exist in general on a mixed-tension compression shell, even when the shell is in bending-free equilibrium [Miki and Mitchell 2023]. Additional conditions must be imposed on the shell shape to guarantee the existence of simultaneously bending-free and conjugate grid directions. The current study resolves the existence issue by adding alignment conditions. We consider several practical curve alignment conditions: alignment with the lines of curvature of the shell, approximate alignment with a bidirectional set of user-prescribed guide curves, and exact alignment with a single direction of user-prescribed guide curves. We report that the variable projection method originally used to solve the form-finding problem in the work of [Miki and Mitchell 2022] can be successfully extended to solve the newly introduced alignment conditions, and conclude with results for several practical design examples. To our knowledge, this is the first method that can take a user-input grid and find a "nearby" grid that is both flat-panelled and in bending-free equilibrium for the general case of mixed tension-compression grid shells.
在建筑学中,能够承受重力而不产生弯曲作用的表面形状被认为是理想的壳体结构。这些壳体具有特殊的几何形状,可以通过与表面严格相切的应力将重力流向地面,从而使其具有很高的效率。寻找这些特殊形式的过程被称为寻形。最近,[Miki 和 Mitchell 2022]提出了一种可靠生成拉伸-压缩混合连续壳的方法,众所周知,这种类型的壳特别难以找形。该方法的关键在于利用 Airy 应力函数的概念,通过对壳形和 Airy 应力函数进行迭代,推导出有效的无弯曲壳形;这就将一般情况下的过度约束问题变成了多解问题。 在[Miki 和 Mitchell 2022]中,有人提出该方法也可用于设计网格壳,方法是在连续壳上描画曲线,这样得到的网格具有既无弯曲又能形成平板的杆件,这种特性对于建造由玻璃和钢材制成的实际网格壳非常有用。然而,这种特殊类型的网格并不能保证在混合拉伸压缩壳上普遍存在,即使壳体处于无弯曲平衡状态[Miki 和 Mitchell 2023]。必须对壳的形状施加附加条件,才能保证同时存在无弯曲和共轭网格方向。目前的研究通过添加对齐条件来解决存在性问题。 我们考虑了几种实用的曲线对齐条件:与外壳曲率线对齐、与用户指定的双向引导曲线近似对齐,以及与用户指定的单向引导曲线精确对齐。我们报告说,在[Miki 和 Mitchell 2022]的研究中,最初用于解决找形问题的变量投影法可以成功地扩展到解决新引入的对齐条件,并以几个实际设计实例的结果作为结论。据我们所知,这是第一种能根据用户输入的网格找到 "附近的 "网格的方法,这种网格既是平面网格,又处于无弯曲平衡状态,适用于拉伸-压缩混合网格壳体的一般情况。
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引用次数: 0
A Heat Method for Generalized Signed Distance 广义符号距离热法
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658220
Nicole Feng, Keenan Crane
We introduce a method for approximating the signed distance function (SDF) of geometry corrupted by holes, noise, or self-intersections. The method implicitly defines a completed version of the shape, rather than explicitly repairing the given input. Our starting point is a modified version of the heat method for geodesic distance, which diffuses normal vectors rather than a scalar distribution. This formulation provides robustness akin to generalized winding numbers (GWN) , but provides distance function rather than just an inside/outside classification. Our formulation also offers several features not common to classic distance algorithms, such as the ability to simultaneously fit multiple level sets, a notion of distance for geometry that does not topologically bound any region, and the ability to mix and match signed and unsigned distance. The method can be applied in any dimension and to any spatial discretization, including triangle meshes, tet meshes, point clouds, polygonal meshes, voxelized surfaces, and regular grids. We evaluate the method on several challenging examples, implementing normal offsets and other morphological operations directly on imperfect curve and surface data. In many cases we also obtain an inside/outside classification dramatically more robust than the one obtained provided by GWN.
我们介绍一种方法,用于逼近被洞、噪声或自交破坏的几何体的带符号距离函数(SDF)。该方法隐式地定义了形状的完整版本,而不是显式地修复给定的输入。我们的出发点是改进版的大地测量距离热法,它扩散的是法向量而不是标量分布。这种方法的鲁棒性类似于广义缠绕数(GWN),但提供的是距离函数,而不仅仅是内部/外部分类。我们的表述还提供了经典距离算法所不具备的几个特点,例如同时拟合多个水平集的能力、不拓扑约束任何区域的几何距离概念,以及混合和匹配有符号和无符号距离的能力。该方法可应用于任何维度和任何空间离散化,包括三角形网格、四边形网格、点云、多边形网格、体素化曲面和规则网格。我们在几个具有挑战性的例子中对该方法进行了评估,在不完美的曲线和曲面数据上直接实施了法线偏移和其他形态学操作。在许多情况下,我们还获得了比 GWN 所提供的内/外分类更强大的分类结果。
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引用次数: 0
Kinetic Simulation of Turbulent Multifluid Flows 湍流多流体流动的动力学模拟
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658178
Wei Li, Kui Wu, Mathieu Desbrun
Despite its visual appeal, the simulation of separated multiphase flows (i.e., streams of fluids separated by interfaces) faces numerous challenges in accurately reproducing complex behaviors such as guggling, wetting, or bubbling. These difficulties are especially pronounced for high Reynolds numbers and large density variations between fluids, most likely explaining why they have received comparatively little attention in Computer Graphics compared to single- or two-phase flows. In this paper, we present a full LBM solver for multifluid simulation. We derive a conservative phase field model with which the spatial presence of each fluid or phase is encoded to allow for the simulation of miscible, immiscible and even partially-miscible fluids, while the temporal evolution of the phases is performed using a D3Q7 lattice-Boltzmann discretization. The velocity field, handled through the recent high-order moment-encoded LBM (HOME-LBM) framework to minimize its memory footprint, is simulated via a velocity-based distribution stored on a D3Q27 or D3Q19 discretization to offer accuracy and stability to large density ratios even in turbulent scenarios, while coupling with the phases through pressure, viscosity, and interfacial forces is achieved by leveraging the diffuse encoding of interfaces. The resulting solver addresses a number of limitations of kinetic methods in both computational fluid dynamics and computer graphics: it offers a fast, accurate, and low-memory fluid solver enabling efficient turbulent multiphase simulations free of the typical oscillatory pressure behavior near boundaries. We present several numerical benchmarks, examples and comparisons of multiphase flows to demonstrate our solver's visual complexity, accuracy, and realism.
尽管多相分离流(即被界面分离的流体流)具有视觉上的吸引力,但其模拟在准确再现诸如纠缠、润湿或气泡等复杂行为方面仍面临诸多挑战。这些困难在高雷诺数和流体间密度变化大的情况下尤为明显,这也是为什么与单相或两相流相比,它们在计算机图形学中受到的关注相对较少的原因。在本文中,我们介绍了用于多流体模拟的全 LBM 求解器。我们推导出一种保守相场模型,利用该模型对每种流体或相的空间存在进行编码,从而可以模拟混溶、不混溶甚至部分混溶的流体,同时利用 D3Q7 晶格-玻尔兹曼离散法对相的时间演化进行处理。速度场通过最新的高阶矩编码 LBM(HOME-LBM)框架处理,以最大限度地减少内存占用,速度场通过存储在 D3Q27 或 D3Q19 离散上的基于速度的分布进行模拟,即使在湍流情况下也能提供大密度比的精度和稳定性。由此产生的求解器解决了动力学方法在计算流体动力学和计算机图形学中的一系列局限性:它提供了一种快速、精确和低内存的流体求解器,能够进行高效的湍流多相模拟,而不会在边界附近出现典型的振荡压力行为。我们介绍了几个多相流的数值基准、示例和比较,以展示我们求解器的可视化复杂性、准确性和真实性。
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引用次数: 0
Interactive Invigoration: Volumetric Modeling of Trees with Strands 互动激励:带股树木的体积模型
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658206
Bosheng Li, Nikolas Alexander Schwarz, Wojciech Palubicki, S. Pirk, Bedrich Benes
Generating realistic models of trees and plants is a complex problem because of the vast variety of shapes trees can form. Procedural modeling algorithms are popular for defining branching structures and steadily increasing their expressive power by considering more biological findings. Most existing methods focus on defining the branching structure of trees based on skeletal graphs, while the surface mesh of branches is most commonly defined as simple cylinders. One critical open problem is defining and controlling the complex details observed in real trees. This paper aims to advance tree modeling by proposing a strand-based volumetric representation for tree models. Strands are fixed-size volumetric pipes that define the branching structure. By leveraging strands, our approach captures the lateral development of trees. We combine the strands with a novel branch development formulation that allows us to locally inject vigor and reshape the tree model. Moreover, we define a set of editing operators for tree primary and lateral development that enables users to interactively generate complex tree models with unprecedented detail with minimal effort.
生成逼真的树木和植物模型是一个复杂的问题,因为树木可以形成各种各样的形状。程序建模算法在定义树枝结构方面非常流行,并通过考虑更多的生物发现不断提高其表现力。现有的大多数方法都侧重于根据骨架图定义树木的分支结构,而分支的表面网格最常见的定义是简单的圆柱体。一个关键的未决问题是如何定义和控制在真实树木中观察到的复杂细节。本文旨在通过为树木模型提出一种基于股的体积表示法来推进树木建模。支柱是固定大小的体积管道,用于定义分支结构。通过利用枝干,我们的方法捕捉到了树木的横向发展。我们将支柱与一种新颖的树枝发展公式相结合,这种公式允许我们局部注入活力并重塑树木模型。此外,我们还定义了一套用于树木初级和横向发展的编辑操作符,使用户能够以最小的工作量交互式地生成具有前所未有的细节的复杂树木模型。
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引用次数: 0
S3: Speech, Script and Scene driven Head and Eye Animation S3:语音、脚本和场景驱动的头部和眼部动画
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658172
Yifang Pan, Rishabh Agrawal, Karan Singh
We present S 3 , a novel approach to generating expressive, animator-centric 3D head and eye animation of characters in conversation. Given speech audio, a Directorial script and a cinematographic 3D scene as input, we automatically output the animated 3D rotation of each character's head and eyes. S 3 distills animation and psycho-linguistic insights into a novel modular framework for conversational gaze capturing: audio-driven rhythmic head motion; narrative script-driven emblematic head and eye gestures; and gaze trajectories computed from audio-driven gaze focus/aversion and 3D visual scene salience. Our evaluation is four-fold: we quantitatively validate our algorithm against ground truth data and baseline alternatives; we conduct a perceptual study showing our results to compare favourably to prior art; we present examples of animator control and critique of S 3 output; and present a large number of compelling and varied animations of conversational gaze.
我们介绍的 S 3 是一种新颖的方法,用于生成以动画师为中心、富有表现力的对话人物头部和眼睛三维动画。输入语音音频、导演脚本和电影三维场景后,我们会自动输出每个角色头部和眼睛的三维旋转动画。S 3 将动画和心理语言学的见解提炼成一个新颖的对话注视捕捉模块框架:音频驱动的有节奏的头部运动;叙事脚本驱动的标志性头部和眼部手势;以及根据音频驱动的注视焦点/偏移和三维视觉场景突出度计算出的注视轨迹。我们的评估包括四个方面:我们根据地面实况数据和基线替代方案对我们的算法进行了定量验证;我们进行了一项感知研究,显示我们的结果优于现有技术;我们展示了动画师控制和评论 S 3 输出的示例;我们还展示了大量令人信服的各种对话凝视动画。
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引用次数: 0
Cricket: A Self-Powered Chirping Pixel 蟋蟀自供电的鸣叫像素
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658196
Shree K. Nayar, Jeremy Klotz, Nikhil Nanda, Mikhail Fridberg
We present a sensor that can measure light and wirelessly communicate the measurement, without the need for an external power source or a battery. Our sensor, called cricket, harvests energy from incident light. It is asleep for most of the time and transmits a short and strong radio frequency chirp when its harvested energy reaches a specific level. The carrier frequency of each cricket is fixed and reveals its identity, and the duration between consecutive chirps is a measure of the incident light level. We have characterized the radiometric response function, signal-to-noise ratio and dynamic range of cricket. We have experimentally verified that cricket can be miniaturized at the expense of increasing the duration between chirps. We show that a cube with a cricket on each of its sides can be used to estimate the centroid of any complex illumination, which has value in applications such as solar tracking. We also demonstrate the use of crickets for creating untethered sensor arrays that can produce video and control lighting for energy conservation. Finally, we modified cricket's circuit to develop battery-free electronic sunglasses that can instantly adapt to environmental illumination.
我们介绍了一种传感器,它可以测量光线并无线通信测量结果,无需外部电源或电池。我们的传感器名为 "蟋蟀",它从入射光中获取能量。它大部分时间处于睡眠状态,当采集的能量达到特定水平时,就会发出短促而有力的无线电频率鸣叫。每只蟋蟀的载波频率是固定的,可以显示其身份,而连续鸣叫之间的持续时间则是入射光水平的测量值。我们已经确定了蟋蟀的辐射响应函数、信噪比和动态范围。我们通过实验验证了蟋蟀可以小型化,但代价是增加鸣叫之间的持续时间。我们展示了一个立方体,在立方体的每个面上都有一只蟋蟀,可以用来估计任何复杂光照的中心点,这在太阳能跟踪等应用中很有价值。我们还演示了如何利用蟋蟀来创建不受约束的传感器阵列,从而制作视频并控制照明以节约能源。最后,我们修改了蟋蟀的电路,开发出了无需电池的电子太阳镜,可以即时适应环境光照。
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引用次数: 0
A Neural Network Model for Efficient Musculoskeletal-Driven Skin Deformation 高效肌肉骨骼驱动皮肤变形的神经网络模型
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658135
Yushan Han, Yizhou Chen, Carmichael F. Ong, Jingyu Chen, Jennifer Hicks, Joseph Teran
We present a comprehensive neural network to model the deformation of human soft tissues including muscle, tendon, fat and skin. Our approach provides kinematic and active correctives to linear blend skinning [Magnenat-Thalmann et al. 1989] that enhance the realism of soft tissue deformation at modest computational cost. Our network accounts for deformations induced by changes in the underlying skeletal joint state as well as the active contractile state of relevant muscles. Training is done to approximate quasistatic equilibria produced from physics-based simulation of hyperelastic soft tissues in close contact. We use a layered approach to equilibrium data generation where deformation of muscle is computed first, followed by an inner skin/fascia layer, and lastly a fat layer between the fascia and outer skin. We show that a simple network model which decouples the dependence on skeletal kinematics and muscle activation state can produce compelling behaviors with modest training data burden. Active contraction of muscles is estimated using inverse dynamics where muscle moment arms are accurately predicted using the neural network to model kinematic musculotendon geometry. Results demonstrate the ability to accurately replicate compelling musculoskeletal and skin deformation behaviors over a representative range of motions, including the effects of added weights in body building motions.
我们提出了一种综合神经网络来模拟人体软组织的变形,包括肌肉、肌腱、脂肪和皮肤。我们的方法为线性混合皮肤[Magnenat-Thalmann 等人,1989 年]提供了运动学和主动修正,以适度的计算成本增强了软组织变形的真实性。我们的网络考虑了基本骨骼关节状态变化以及相关肌肉的主动收缩状态引起的变形。训练是为了近似基于物理模拟的密切接触高弹性软组织所产生的准静态平衡。我们采用分层方法生成平衡数据,首先计算肌肉变形,然后是内层皮肤/筋膜层,最后是筋膜和外层皮肤之间的脂肪层。我们展示了一个简单的网络模型,该模型将骨骼运动学和肌肉激活状态的依赖性分离开来,只需少量的训练数据就能产生令人信服的行为。肌肉的主动收缩是通过反动力学来估算的,其中肌肉力矩臂是通过神经网络对肌肉肌腱的运动学几何建模来准确预测的。结果表明,在一系列具有代表性的运动中,包括在健美运动中增加重量的影响,能够准确地复制令人信服的肌肉骨骼和皮肤变形行为。
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引用次数: 0
Position-Based Nonlinear Gauss-Seidel for Quasistatic Hyperelasticity 基于位置的准静态超弹性非线性高斯-赛德尔算法
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658154
Yizhou Chen, Yushan Han, Jingyu Chen, Zhan Zhang, Alex Mcadams, Joseph Teran
Position based dynamics [Müller et al. 2007] is a powerful technique for simulating a variety of materials. Its primary strength is its robustness when run with limited computational budget. Even though PBD is based on the projection of static constraints, it does not work well for quasistatic problems. This is particularly relevant since the efficient creation of large data sets of plausible, but not necessarily accurate elastic equilibria is of increasing importance with the emergence of quasistatic neural networks [Bailey et al. 2018; Chentanez et al. 2020; Jin et al. 2022; Luo et al. 2020]. Recent work [Macklin et al. 2016] has shown that PBD can be related to the Gauss-Seidel approximation of a Lagrange multiplier formulation of backward Euler time stepping, where each constraint is solved/projected independently of the others in an iterative fashion. We show that a position-based, rather than constraint-based nonlinear Gauss-Seidel approach resolves a number of issues with PBD, particularly in the quasistatic setting. Our approach retains the essential PBD feature of stable behavior with constrained computational budgets, but also allows for convergent behavior with expanded budgets. We demonstrate the efficacy of our method on a variety of representative hyperelastic problems and show that both successive over relaxation (SOR), Chebyshev and multiresolution-based acceleration can be easily applied.
基于位置的动力学[Müller 等人,2007 年]是模拟各种材料的强大技术。它的主要优势是在计算预算有限的情况下运行时的鲁棒性。尽管 PBD 基于静态约束条件的投影,但它并不能很好地解决准静态问题。这一点尤为重要,因为随着准静态神经网络的出现,高效创建可信但不一定准确的弹性平衡大数据集变得越来越重要[Bailey 等人,2018 年;Chentanez 等人,2020 年;Jin 等人,2022 年;Luo 等人,2020 年]。最近的研究 [Macklin 等人,2016] 表明,PBD 可以与后向欧拉时间步进的拉格朗日乘法公式的高斯-赛德尔近似相关,其中每个约束条件都是以迭代方式独立于其他约束条件求解/投影的。我们表明,基于位置而非基于约束的非线性高斯-赛德尔方法解决了 PBD 的一系列问题,尤其是在准静态设置中。我们的方法保留了 PBD 的基本特征,即在计算预算受限的情况下行为稳定,同时也允许在预算扩大的情况下行为收敛。我们在各种具有代表性的超弹性问题上演示了我们方法的有效性,并表明可以轻松应用连续松弛(SOR)、切比雪夫和基于多分辨率的加速。
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引用次数: 0
Ray Tracing Harmonic Functions 射线追踪谐函数
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658201
M. Gillespie, Denise Yang, Mario Botsch, Keenan Crane
Sphere tracing is a fast and high-quality method for visualizing surfaces encoded by signed distance functions (SDFs). We introduce a similar method for a completely different class of surfaces encoded by harmonic functions , opening up rich new possibilities for visual computing. Our starting point is similar in spirit to sphere tracing: using conservative Harnack bounds on the growth of harmonic functions, we develop a Harnack tracing algorithm for visualizing level sets of harmonic functions, including those that are angle-valued and exhibit singularities. The method takes much larger steps than naïve ray marching, avoids numerical issues common to generic root finding methods and, like sphere tracing, needs only perform pointwise evaluation of the function at each step. For many use cases, the method is fast enough to run real time in a shader program. We use it to visualize smooth surfaces directly from point clouds (via Poisson surface reconstruction) or polygon soup (via generalized winding numbers) without linear solves or mesh extraction. We also use it to visualize nonplanar polygons (possibly with holes), surfaces from architectural geometry, mesh "exoskeletons", and key mathematical objects including knots, links, spherical harmonics, and Riemann surfaces. Finally we show that, at least in theory, Harnack tracing provides an alternative mechanism for visualizing arbitrary implicit surfaces.
球面追踪是一种快速、高质量的方法,用于将有符号距离函数(SDF)编码的曲面可视化。我们为一类完全不同的由谐函数编码的曲面引入了类似的方法,为可视化计算开辟了丰富的新可能性。我们的出发点在精神上与球面追踪相似:利用对调和函数增长的保守哈纳克约束,我们开发了一种哈纳克追踪算法,用于调和函数水平集的可视化,包括那些角度值和奇点的调和函数。该方法的步长远大于传统的射线行进法,避免了一般寻根方法常见的数值问题,而且与球面追踪法一样,只需在每一步对函数进行点式评估即可。对于许多使用案例,该方法的速度足以在着色器程序中实时运行。我们用它直接从点云(通过泊松曲面重构)或多边形汤(通过广义缠绕数)可视化光滑曲面,而无需线性求解或网格提取。我们还用它来可视化非平面多边形(可能有洞)、建筑几何中的曲面、网格 "外骨骼",以及包括结、链接、球谐波和黎曼曲面在内的关键数学对象。最后,我们证明,至少在理论上,哈纳克跟踪技术为任意隐含曲面的可视化提供了另一种机制。
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引用次数: 0
Real-Time Path Guiding Using Bounding Voxel Sampling 使用边界体素采样进行实时路径引导
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658203
Haolin Lu, Wesley Chang, Trevor Hedstrom, Tzu-Mao Li
We propose a real-time path guiding method, Voxel Path Guiding (VXPG), that significantly improves fitting efficiency under limited sampling budget. Our key idea is to use a spatial irradiance voxel data structure across all shading points to guide the location of path vertices. For each frame, we first populate the voxel data structure with irradiance and geometry information. To sample from the data structure for a shading point, we need to select a voxel with high contribution to that point. To importance sample the voxels while taking visibility into consideration, we adapt techniques from offline many-lights rendering by clustering pairs of shading points and voxels. Finally, we unbiasedly sample within the selected voxel while taking the geometry inside into consideration. Our experiments show that VXPG achieves significantly lower perceptual error compared to other real-time path guiding and virtual point light methods under equal-time comparison. Furthermore, our method does not rely on temporal information, but can be used together with other temporal reuse sampling techniques such as ReSTIR to further improve sampling efficiency.
我们提出了一种实时路径引导方法--体素路径引导(VXPG),它能在有限的采样预算下显著提高拟合效率。我们的主要想法是利用所有阴影点的空间辐照度体素数据结构来引导路径顶点的位置。对于每个帧,我们首先用辐照度和几何信息填充体素数据结构。要从数据结构中对某个阴影点进行采样,我们需要选择一个对该点有较大贡献的体素。为了在考虑可见度的同时对体素进行重要采样,我们采用了离线多光源渲染技术,对阴影点和体素进行聚类。最后,我们在所选体素内进行无偏采样,同时考虑到内部的几何形状。我们的实验表明,与其他实时路径引导和虚拟点光源方法相比,VXPG 在等时比较下能显著降低感知误差。此外,我们的方法并不依赖于时间信息,但可以与其他时间重用采样技术(如 ReSTIR)一起使用,进一步提高采样效率。
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引用次数: 1
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ACM Transactions on Graphics
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