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Spin-Weighted Spherical Harmonics for Polarized Light Transport 用于偏振光传输的自旋加权球面谐波
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658139
Shinyoung Yi, Donggun Kim, Jiwoong Na, Xin Tong, Min H. Kim
The objective of polarization rendering is to simulate the interaction of light with materials exhibiting polarization-dependent behavior. However, integrating polarization into rendering is challenging and increases computational costs significantly. The primary difficulty lies in efficiently modeling and computing the complex reflection phenomena associated with polarized light. Specifically, frequency-domain analysis, essential for efficient environment lighting and storage of complex light interactions, is lacking. To efficiently simulate and reproduce polarized light interactions using frequency-domain techniques, we address the challenge of maintaining continuity in polarized light transport represented by Stokes vectors within angular domains. The conventional spherical harmonics method cannot effectively handle continuity and rotation invariance for Stokes vectors. To overcome this, we develop a new method called polarized spherical harmonics (PSH) based on the spin-weighted spherical harmonics theory. Our method provides a rotation-invariant representation of Stokes vector fields. Furthermore, we introduce frequency domain formulations of polarized rendering equations and spherical convolution based on PSH. We first define spherical convolution on Stokes vector fields in the angular domain, and it also provides efficient computation of polarized light transport, nearly on an entry-wise product in the frequency domain. Our frequency domain formulation, including spherical convolution, led to the development of the first real-time polarization rendering technique under polarized environmental illumination, named precomputed polarized radiance transfer, using our polarized spherical harmonics. Results demonstrate that our method can effectively and accurately simulate and reproduce polarized light interactions in complex reflection phenomena, including polarized environmental illumination and soft shadows.
偏振渲染的目的是模拟光与表现出偏振相关行为的材料之间的相互作用。然而,将偏振整合到渲染中极具挑战性,会大大增加计算成本。主要困难在于如何有效地模拟和计算与偏振光相关的复杂反射现象。特别是缺乏频域分析,而频域分析对于高效环境照明和存储复杂的光相互作用至关重要。为了利用频域技术有效模拟和再现偏振光的相互作用,我们解决了在角域内保持以斯托克斯矢量为代表的偏振光传输连续性的难题。传统的球谐波方法无法有效处理斯托克斯矢量的连续性和旋转不变性。为了克服这一问题,我们基于自旋加权球面谐波理论,开发了一种名为偏振球面谐波(PSH)的新方法。我们的方法提供了斯托克斯矢量场的旋转不变表示。此外,我们还介绍了基于 PSH 的极化渲染方程和球面卷积的频域公式。我们首先定义了角域斯托克斯矢量场的球面卷积,它还提供了偏振光传输的高效计算,几乎与频域中的进位乘积相同。包括球面卷积在内的我们的频域表述方法开发出了第一种在偏振环境光照下的实时偏振渲染技术,并利用我们的偏振球面谐波将其命名为 "预计算偏振辐射传输"。结果表明,我们的方法可以有效、准确地模拟和再现偏振光在复杂反射现象中的相互作用,包括偏振环境照明和软阴影。
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引用次数: 0
Target-Aware Image Denoising for Inverse Monte Carlo Rendering 用于反蒙特卡罗渲染的目标感知图像去噪
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658182
Jeongmin Gu, Jonghee Back, Sung-Eui Yoon, Bochang Moon
Physically based differentiable rendering allows an accurate light transport simulation to be differentiated with respect to the rendering input, i.e., scene parameters, and it enables inferring scene parameters from target images, e.g., photos or synthetic images, via an iterative optimization. However, this inverse Monte Carlo rendering inherits the fundamental problem of the Monte Carlo integration, i.e., noise, resulting in a slow optimization convergence. An appealing approach to addressing such noise is exploiting an image denoiser to improve optimization convergence. Unfortunately, the direct adoption of existing image denoisers designed for ordinary rendering scenarios can drive the optimization into undesirable local minima due to denoising bias. It motivates us to reformulate a new image denoiser specialized for inverse rendering. Unlike existing image denoisers, we conduct our denoising by considering the target images, i.e., specific information in inverse rendering. For our target-aware denoising, we determine our denoising weights via a linear regression technique using the target. We demonstrate that our denoiser enables inverse rendering optimization to infer scene parameters robustly through a diverse set of tests.
基于物理的可微分渲染技术可以根据渲染输入(即场景参数)对精确的光传输模拟进行微分,并通过迭代优化从目标图像(如照片或合成图像)中推断场景参数。然而,这种反蒙特卡罗渲染继承了蒙特卡罗积分的基本问题,即噪声,导致优化收敛速度缓慢。解决噪声问题的一个有效方法是利用图像去噪器来提高优化收敛速度。遗憾的是,直接采用为普通渲染场景设计的现有图像去噪器,会因去噪偏差而使优化进入不理想的局部最小值。这促使我们重新制定一种新的图像去噪器,专门用于反渲染。与现有的图像去噪器不同,我们通过考虑目标图像(即反渲染中的特定信息)来进行去噪。对于我们的目标感知去噪,我们通过使用目标的线性回归技术来确定我们的去噪权重。我们通过一系列不同的测试证明,我们的去噪器能使反渲染优化稳健地推断出场景参数。
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引用次数: 0
Repulsive Shells 斥力贝壳
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658174
Josua Sassen, Henrik Schumacher, M. Rumpf, Keenan Crane
This paper develops a shape space framework for collision-aware geometric modeling, where basic geometric operations automatically avoid inter-penetration. Shape spaces are a powerful tool for surface modeling, shape analysis, nonrigid motion planning, and animation, but past formulations permit nonphysical intersections. Our framework augments an existing shape space using a repulsive energy such that collision avoidance becomes a first-class property, encoded in the Riemannian metric itself. In turn, tasks like intersection-free shape interpolation or motion extrapolation amount to simply computing geodesic paths via standard numerical algorithms. To make optimization practical, we develop an adaptive collision penalty that prevents mesh self-intersection, and converges to a meaningful limit energy under refinement. The final algorithms apply to any category of shape, and do not require a dataset of examples, training, rigging, nor any other prior information. For instance, to interpolate between two shapes we need only a single pair of meshes with the same connectivity. We evaluate our method on a variety of challenging examples from modeling and animation.
本文为防撞几何建模开发了一个形状空间框架,其中的基本几何操作可自动避免相互穿插。形状空间是曲面建模、形状分析、非刚性运动规划和动画制作的强大工具,但过去的表述允许非物理交叉。我们的框架利用斥能增强了现有的形状空间,从而使避免碰撞成为黎曼度量本身编码的一流属性。反过来,无交点形状插值或运动外推等任务只需通过标准数值算法计算大地路径即可。为了使优化切实可行,我们开发了一种自适应碰撞惩罚,可以防止网格自交,并在细化过程中收敛到有意义的极限能量。最终算法适用于任何类别的形状,不需要实例数据集、训练、装配或任何其他先验信息。例如,要在两个形状之间进行插值,我们只需要一对具有相同连接性的网格。我们在建模和动画中的各种具有挑战性的示例上对我们的方法进行了评估。
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引用次数: 0
PEA-PODs: Perceptual Evaluation of Algorithms for Power Optimization in XR Displays PEA-PODs:XR 显示器功率优化算法的感知评估
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658126
Kenneth Chen, Thomas Wan, Nathan Matsuda, Ajit Ninan, Alexandre Chapiro, Qi Sun
Display power consumption is an emerging concern for untethered devices. This goes double for augmented and virtual extended reality (XR) displays, which target high refresh rates and high resolutions while conforming to an ergonomically light form factor. A number of image mapping techniques have been proposed to extend battery usage. However, there is currently no comprehensive quantitative understanding of how the power savings provided by these methods compare to their impact on visual quality. We set out to answer this question. To this end, we present a perceptual evaluation of algorithms (PEA) for power optimization in XR displays (PODs). Consolidating a portfolio of six power-saving display mapping approaches, we begin by performing a large-scale perceptual study to understand the impact of each method on perceived quality in the wild. This results in a unified quality score for each technique, scaled in just-objectionable-difference (JOD) units. In parallel, each technique is analyzed using hardware-accurate power models. The resulting JOD-to-Milliwatt transfer function provides a first-of-its-kind look into tradeoffs offered by display mapping techniques, and can be directly employed to make architectural decisions for power budgets on XR displays. Finally, we leverage our study data and power models to address important display power applications like the choice of display primary, power implications of eye tracking, and more 1 .
显示器功耗是无绳设备新出现的一个问题。对于增强和虚拟扩展现实(XR)显示器来说更是如此,因为它们既要有高刷新率和高分辨率,又要符合人体工程学的轻巧外形。为了延长电池使用时间,人们提出了许多图像映射技术。然而,目前还没有全面的定量了解这些方法所提供的省电效果与其对视觉质量的影响相比如何。我们着手回答这个问题。为此,我们针对 XR 显示器(POD)中的功率优化算法(PEA)进行了感知评估。我们整合了六种省电显示映射方法,首先进行了大规模的感知研究,以了解每种方法在野外对感知质量的影响。这就为每种技术得出了一个统一的质量分数,并以 "可异议差值"(JOD)为单位进行缩放。同时,使用硬件精确功率模型对每种技术进行分析。 由此产生的 JOD 到毫瓦的传递函数首次提供了显示映射技术的折衷方案,并可直接用于 XR 显示器功耗预算的架构决策。最后,我们利用研究数据和功率模型来解决重要的显示屏功率应用问题,如主显示屏的选择、眼动追踪的功率影响等1。
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引用次数: 1
Efficient Debris-flow Simulation for Steep Terrain Erosion 陡峭地形侵蚀的高效泥石流模拟
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658213
Aryamaan Jain, Bedrich Benes, Guillaume Cordonnier
Erosion simulation is a common approach used for generating and authoring mountainous terrains. While water is considered the primary erosion factor, its simulation fails to capture steep slopes near the ridges. In these low-drainage areas, erosion is often approximated with slope-reducing erosion, which yields unrealistically uniform slopes. However, geomorphology observed that another process dominates the low-drainage areas: erosion by debris flow, which is a mixture of mud and rocks triggered by strong climatic events. We propose a new method to capture the interactions between debris flow and fluvial erosion thanks to a new mathematical formulation for debris flow erosion derived from geomorphology and a unified GPU algorithm for erosion and deposition. In particular, we observe that sediment and debris deposition tend to intersect river paths, which motivates the design of a new, approximate flow routing algorithm on the GPU to estimate the water path out of these newly formed depressions. We demonstrate that debris flow carves distinct patterns in the form of erosive scars on steep slopes and cones of deposited debris competing with fluvial erosion downstream.
侵蚀模拟是生成和制作山地地形的常用方法。虽然水被认为是主要的侵蚀因素,但其模拟无法捕捉到山脊附近的陡坡。在这些低排水量地区,侵蚀通常近似于坡降侵蚀,从而产生不切实际的均匀斜坡。然而,根据地貌学的观察,另一种侵蚀过程在低排水量地区占主导地位:泥石流侵蚀,这是一种由强烈气候事件引发的泥石混合侵蚀。我们提出了一种新方法来捕捉泥石流和河水侵蚀之间的相互作用,这得益于从地貌学中衍生出的泥石流侵蚀新数学公式和统一的侵蚀与沉积 GPU 算法。特别是,我们观察到沉积物和碎屑沉积往往会与河流路径相交,这促使我们在 GPU 上设计了一种新的近似水流路径算法,以估算出这些新形成的洼地的水流路径。我们证明,泥石流在陡坡上形成侵蚀疤痕,沉积的泥石形成锥形,与下游的河水侵蚀形成竞争。
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引用次数: 0
Progressive Dynamics for Cloth and Shell Animation 布料和外壳动画的渐进动力学
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658214
J. Zhang, Doug L. James, Danny M. Kaufman
We propose Progressive Dynamics, a coarse-to-fine, level-of-detail simulation method for the physics-based animation of complex frictionally contacting thin shell and cloth dynamics. Progressive Dynamics provides tight-matching consistency and progressive improvement across levels, with comparable quality and realism to high-fidelity, IPC-based shell simulations [Li et al. 2021] at finest resolutions. Together these features enable an efficient animation-design pipeline with predictive coarse-resolution previews providing rapid design iterations for a final, to-be-generated, high-resolution animation. In contrast, previously, to design such scenes with comparable dynamics would require prohibitively slow design iterations via repeated direct simulations on high-resolution meshes. We evaluate and demonstrate Progressive Dynamics's features over a wide range of challenging stress-tests, benchmarks, and animation design tasks. Here Progressive Dynamics efficiently computes consistent previews at costs comparable to coarsest-level direct simulations. Its matching progressive refinements across levels then generate rich, high-resolution animations with high-speed dynamics, impacts, and the complex detailing of the dynamic wrinkling, folding, and sliding of frictionally contacting thin shells and fabrics.
我们提出了渐进动力学,这是一种从粗到细、逐级细化的模拟方法,用于基于物理的复杂摩擦接触薄壳和布料动力学动画。渐进式动力学提供了紧密匹配的一致性和各层次的渐进式改进,其质量和逼真度可与基于 IPC 的高保真外壳模拟媲美[Li 等人,2021 年]。这些功能共同实现了高效的动画设计流水线,其预测性粗分辨率预览可为最终生成的高分辨率动画提供快速的设计迭代。相比之下,以前要设计出具有可比动态效果的场景,需要在高分辨率网格上反复直接模拟,设计迭代速度慢得令人望而却步。我们通过一系列具有挑战性的压力测试、基准测试和动画设计任务来评估和展示 Progressive Dynamics 的功能。在这里,Progressive Dynamics 可以高效地计算出一致的预览效果,其成本与最粗级别的直接模拟相当。然后,通过匹配的跨级别渐进细化,生成丰富的高分辨率动画,包括高速动态、冲击以及摩擦接触薄壳和织物的动态起皱、折叠和滑动等复杂细节。
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引用次数: 0
FlexScale: Modeling and Characterization of Flexible Scaled Sheets FlexScale:柔性缩放片材的建模与表征
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658175
Juan Sebastian Montes Maestre, Yinwei Du, R. Hinchet, Stelian Coros, Bernhard Thomaszewski
We present a computational approach for modeling the mechanical behavior of flexible scaled sheet materials---3D-printed hard scales embedded in a soft substrate. Balancing strength and flexibility, these structured materials find applications in protective gear, soft robotics, and 3D-printed fashion. To unlock their full potential, however, we must unravel the complex relation between scale pattern and mechanical properties. To address this problem, we propose a contact-aware homogenization approach that distills native-level simulation data into a novel macromechanical model. This macro-model combines piecewise-quadratic uniaxial fits with polar interpolation using circular harmonics, allowing for efficient simulation of large-scale patterns. We apply our approach to explore the space of isohedral scale patterns, revealing a diverse range of anisotropic and nonlinear material behaviors. Through an extensive set of experiments, we show that our models reproduce various scale-level effects while offering good qualitative agreement with physical prototypes on the macro-level.
我们介绍了一种模拟柔性鳞片材料力学行为的计算方法--嵌入软基底的三维打印硬鳞片。这些结构材料兼顾了强度和柔性,可应用于防护装备、软机器人和三维打印时装。然而,要充分挖掘它们的潜力,我们必须解开鳞片模式与机械性能之间的复杂关系。为了解决这个问题,我们提出了一种接触感知均质化方法,将原生级模拟数据提炼为一种新型宏观力学模型。这种宏观模型将片断二次单轴拟合与使用圆谐波的极性插值相结合,从而实现了大规模模式的高效模拟。我们采用这种方法探索了等轴尺度图案的空间,揭示了各向异性和非线性材料行为的多样性。通过一系列广泛的实验,我们证明了我们的模型能够再现各种尺度级效应,同时在宏观层面上与物理原型具有良好的定性一致性。
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引用次数: 0
Computational Illusion Knitting 计算幻象编织
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658231
Amy Zhu, Yuxuan Mei, Benjamin T. Jones, Zach Tatlock, Adriana Schulz
Illusion-knit fabrics reveal distinct patterns or images depending on the viewing angle. Artists have manually achieved this effect by exploiting "microgeometry," i.e., small differences in stitch heights. However, past work in computational 3D knitting does not model or exploit designs based on stitch height variation. This paper establishes a foundation for exploring illusion knitting in the context of computational design and fabrication. We observe that the design space is highly constrained, elucidate these constraints, and derive strategies for developing effective, machine-knittable illusion patterns. We partially automate these strategies in a new interactive design tool that reduces difficult patterning tasks to familiar image editing tasks. Illusion patterns also uncover new fabrication challenges regarding mixed colorwork and texture; we describe new algorithms for mitigating fabrication failures and ensuring high-quality knit results.
错觉针织面料可根据不同的观察角度显示出不同的图案或图像。艺术家们通过利用 "微几何",即针迹高度的微小差异,手工实现了这种效果。然而,过去在计算三维针织方面的研究并没有基于针迹高度变化对设计进行建模或利用。本文为在计算设计和制造背景下探索幻觉针织奠定了基础。我们发现设计空间受到很大限制,阐明了这些限制,并推导出开发有效的、可由机器编织的幻觉图案的策略。我们在新的交互式设计工具中实现了这些策略的部分自动化,将困难的图案设计任务简化为熟悉的图像编辑任务。幻觉图案还揭示了混合色编织和纹理编织的新挑战;我们介绍了减少编织失败和确保高质量编织结果的新算法。
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引用次数: 0
Going with the Flow 顺其自然
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658164
Yousuf Soliman, Marcel Padilla, Oliver Gross, Felix Knöppel, U. Pinkall, Peter Schröder
Given a sequence of poses of a body we study the motion resulting when the body is immersed in a (possibly) moving, incompressible medium. With the poses given, say, by an animator, the governing second-order ordinary differential equations are those of a rigid body with time-dependent inertia acted upon by various forces. Some of these forces, like lift and drag, depend on the motion of the body in the surrounding medium. Additionally, the inertia must encode the effect of the medium through its added mass. We derive the corresponding dynamics equations which generalize the standard rigid body dynamics equations. All forces are based on local computations using only physical parameters such as mass density. Notably, we approximate the effect of the medium on the body through local computations avoiding any global simulation of the medium. Consequently, the system of equations we must integrate in time is only 6 dimensional (rotation and translation). Our proposed algorithm displays linear complexity and captures intricate natural phenomena that depend on body-fluid interactions.
给定一个物体的一连串姿势,我们研究当物体浸入(可能)移动的不可压缩介质时产生的运动。根据动画制作者给出的姿势,二阶常微分方程是一个具有随时间变化的惯性的刚体在各种力作用下的运动方程。其中一些力,如升力和阻力,取决于物体在周围介质中的运动。此外,惯性还必须包含介质通过其附加质量产生的影响。我们推导出相应的动力学方程,这些方程概括了标准刚体动力学方程。所有力的计算都基于局部计算,仅使用质量密度等物理参数。值得注意的是,我们通过局部计算来近似计算介质对物体的影响,避免对介质进行任何全局模拟。因此,我们必须进行时间积分的方程系统只有 6 维(旋转和平移)。我们提出的算法显示了线性复杂性,并捕捉到了依赖于身体-流体相互作用的复杂自然现象。
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引用次数: 0
Towards Motion Metamers for Foveated Rendering 为有纹理渲染设计运动元器
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658141
Taimoor Tariq, P. Didyk
Foveated rendering takes advantage of the reduced spatial sensitivity in peripheral vision to greatly reduce rendering cost without noticeable spatial quality degradation. Due to its benefits, it has emerged as a key enabler for real-time high-quality virtual and augmented realities. Interestingly though, a large body of work advocates that a key role of peripheral vision may be motion detection, yet foveated rendering lowers the image quality in these regions, which may impact our ability to detect and quantify motion. The problem is critical for immersive simulations where the ability to detect and quantify movement drives actions and decisions. In this work, we diverge from the contemporary approach towards the goal of foveated graphics, and demonstrate that a loss of high-frequency spatial details in the periphery inhibits motion perception, leading to underestimating motion cues such as velocity. Furthermore, inspired by an interesting visual illusion, we design a perceptually motivated real-time technique that synthesizes controlled spatio-temporal motion energy to offset the loss in motion perception. Finally, we perform user experiments demonstrating our method's effectiveness in recovering motion cues without introducing objectionable quality degradation.
有凹槽渲染利用了外围视觉空间灵敏度降低的特点,大大降低了渲染成本,同时又不会明显降低空间质量。由于其优势,它已成为实时高质量虚拟现实和增强现实的关键推动因素。但有趣的是,大量研究表明,外围视觉的一个关键作用可能是运动检测,但有焦点的渲染会降低这些区域的图像质量,这可能会影响我们检测和量化运动的能力。这个问题对于身临其境的模拟来说至关重要,因为检测和量化运动的能力会驱动行动和决策。在这项工作中,我们偏离了当代实现有焦点图形目标的方法,并证明了外围高频空间细节的损失会抑制运动感知,从而导致低估速度等运动线索。此外,受一种有趣的视觉错觉的启发,我们设计了一种以感知为动机的实时技术,它能合成受控的时空运动能量,以抵消运动感知的损失。最后,我们进行了用户实验,证明了我们的方法在恢复运动线索方面的有效性,同时不会带来令人反感的质量下降。
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引用次数: 0
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ACM Transactions on Graphics
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