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Polarimetric BSSRDF Acquisition of Dynamic Faces 动态人脸的偏振 BSSRDF 采集
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687767
Hyunho Ha, Inseung Hwang, Nestor Monzon, Jaemin Cho, Donggun Kim, Seung-Hwan Baek, Adolfo Muñoz, Diego Gutierrez, Min H. Kim
Acquisition and modeling of polarized light reflection and scattering help reveal the shape, structure, and physical characteristics of an object, which is increasingly important in computer graphics. However, current polarimetric acquisition systems are limited to static and opaque objects. Human faces, on the other hand, present a particularly difficult challenge, given their complex structure and reflectance properties, the strong presence of spatially-varying subsurface scattering, and their dynamic nature. We present a new polarimetric acquisition method for dynamic human faces, which focuses on capturing spatially varying appearance and precise geometry, across a wide spectrum of skin tones and facial expressions. It includes both single and heterogeneous subsurface scattering, index of refraction, and specular roughness and intensity, among other parameters, while revealing biophysically-based components such as inner- and outer-layer hemoglobin, eumelanin and pheomelanin. Our method leverages such components' unique multispectral absorption profiles to quantify their concentrations, which in turn inform our model about the complex interactions occurring within the skin layers. To our knowledge, our work is the first to simultaneously acquire polarimetric and spectral reflectance information alongside biophysically-based skin parameters and geometry of dynamic human faces. Moreover, our polarimetric skin model integrates seamlessly into various rendering pipelines.
偏振光反射和散射的采集和建模有助于揭示物体的形状、结构和物理特征,这在计算机制图中越来越重要。然而,目前的偏振光采集系统仅限于静态和不透明物体。而人脸则是一个特别困难的挑战,因为人脸具有复杂的结构和反射特性、强烈的空间变化次表面散射以及动态特性。我们针对动态人脸提出了一种新的偏振采集方法,该方法侧重于在广泛的肤色和面部表情范围内捕捉空间变化的外观和精确的几何形状。它包括单一和异质次表面散射、折射率、镜面粗糙度和强度等参数,同时揭示了基于生物物理的成分,如内层和外层血红蛋白、黑色素和嗜黑素。我们的方法利用这些成分独特的多光谱吸收曲线来量化它们的浓度,进而为我们的模型提供有关皮肤层内发生的复杂相互作用的信息。据我们所知,我们的工作是首次同时获取偏振和光谱反射信息,以及基于生物物理的皮肤参数和动态人脸的几何形状。此外,我们的偏振皮肤模型可无缝集成到各种渲染管道中。
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引用次数: 0
GPU Coroutines for Flexible Splitting and Scheduling of Rendering Tasks 用于灵活拆分和调度渲染任务的 GPU 例行程序
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687766
Shaokun Zheng, Xin Chen, Zhong Shi, Ling-Qi Yan, Kun Xu
We introduce coroutines into GPU kernel programming, providing an automated solution for flexible splitting and scheduling of rendering tasks. This approach addresses a prevalent challenge in harnessing the power of modern GPUs for complex, imbalanced graphics workloads like path tracing. Usually, to accommodate the SIMT execution model and latency-hiding architecture, developers have to decompose a monolithic mega-kernel into smaller sub-tasks for improved thread coherence and reduced register pressure. However, involving the handling of intricate nested control flows and numerous interdependent program states, this process can be exceedingly tedious and error-prone when performed manually. Coroutines, a building block for asynchronous programming in many high-level CPU languages, exhibit untapped potential for restructuring GPU kernels due to their versatility in control representation. By extending Luisa [Zheng et al. 2022], we implement an asymmetric, stackless coroutine model with programming language support and multiple built-in schedulers for modern GPUs. To showcase the effectiveness of our model and implementation, we examine them in different application scenarios, including path tracing, SDF rendering, and incorporation with custom passes.
我们在 GPU 内核编程中引入了 coroutines,为灵活拆分和调度渲染任务提供了自动化解决方案。这种方法解决了在利用现代 GPU 的强大功能处理复杂、不平衡的图形工作负载(如路径跟踪)时面临的普遍挑战。通常,为了适应 SIMT 执行模型和延迟隐藏架构,开发人员必须将单片巨型内核分解成较小的子任务,以提高线程一致性并减少寄存器压力。然而,由于需要处理错综复杂的嵌套控制流和大量相互依赖的程序状态,这一过程非常繁琐,而且手动执行时容易出错。Coroutines是许多高级CPU语言中异步编程的构件,由于其在控制表示方面的多样性,它在重构GPU内核方面展现出了尚未开发的潜力。通过扩展 Luisa [Zheng 等人,2022 年],我们为现代 GPU 实现了一个非对称、无堆栈的 CORUTINE 模型,该模型支持编程语言和多个内置调度程序。为了展示我们的模型和实现的有效性,我们在不同的应用场景中对其进行了检验,包括路径追踪、SDF渲染以及与自定义通行证的结合。
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引用次数: 0
Real-time Large-scale Deformation of Gaussian Splatting 高斯拼接的实时大尺度变形
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687756
Lin Gao, Jie Yang, Bo-Tao Zhang, Jia-Mu Sun, Yu-Jie Yuan, Hongbo Fu, Yu-Kun Lai
Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in a real-time fashion. Gaussian Splatting (GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However, it cannot be easily deformed due to the use of discrete Gaussians and the lack of explicit topology. To address this, we develop a novel GS-based method (GaussianMesh) that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians ( e.g. , misaligned Gaussians, long-narrow shaped Gaussians), thus enhancing visual quality and reducing artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate (65 FPS on average on a single commodity GPU).
神经隐式表示(包括神经距离场和神经辐射场)在重建具有复杂几何形状和拓扑结构的表面以及生成场景的新视图方面已显示出强大的能力。然而,对于用户来说,直接对这些隐式表示进行大变形的实时变形或操作是一项挑战。最近,高斯拼接法(GS)已成为一种很有前途的方法,它具有显式几何结构,可用于表示静态场景,并促进高质量和实时合成新视图。然而,由于使用离散高斯和缺乏明确的拓扑结构,这种方法不能轻易变形。为了解决这个问题,我们开发了一种基于高斯的新方法(GaussianMesh),可以实现交互式变形。我们的主要想法是设计一种创新的基于网格的高斯表示法,并将其集成到高斯学习和操作中。三维高斯是在显式网格上定义的,它们之间相互绑定:三维高斯的渲染引导网格面的分割以进行自适应细化,网格面的分割引导三维高斯的分割。此外,明确的网格约束有助于规范高斯分布,抑制劣质高斯(如错位高斯、长窄形高斯),从而提高视觉质量,减少变形时的伪影。在此表示法的基础上,我们进一步引入了大规模高斯变形技术来实现可变形高斯,该技术可根据对相关网格的操作来改变三维高斯的参数。我们的方法得益于现有的网格变形数据集,可实现更逼真的数据驱动高斯变形。广泛的实验表明,我们的方法实现了高质量的重建和有效的变形,同时以较高的帧频(在单个商用 GPU 上平均为 65 FPS)保持了良好的渲染效果。
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引用次数: 0
Trading Spaces: Adaptive Subspace Time Integration for Contacting Elastodynamics 交易空间:用于接触弹性力学的自适应子空间时间积分法
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687946
Ty Trusty, Yun (Raymond) Fei, David Levin, Danny Kaufman
We construct a subspace simulator that adaptively balances solution improvement against system size. The core components of our simulator are an adaptive subspace oracle, model, and parallel time-step solver algorithm. Our in-time-step adaptivity oracle continually assesses subspace solution quality and candidate update proposals while accounting for temporal variations in deformation and spatial variations in material. In turn our adaptivity model is subspace agnostic. It allows application across subspace representations and expresses unrestricted deformations independent of subspace choice. We couple our oracle and model with a custom-constructed parallel time-step solver for our enriched systems that exposes a pair of user tolerances which provide controllable simulation quality. As tolerances are tightened our model converges to full-space solutions (with expected cost increases). On the other hand, as tolerances are relaxed we obtain output-bound simulation costs. We demonstrate the efficacy of our approach across a wide range of challenging nonlinear materials models, material stiffnesses, heterogeneities, dynamic behaviors, and frictionally contacting conditions, obtaining scalable and efficient simulations of complex elastodynamic scenarios.
我们构建了一个子空间模拟器,它能自适应地平衡解法改进与系统规模之间的关系。我们模拟器的核心组件是自适应子空间神谕、模型和并行时间步求解器算法。我们的时步自适应神谕不断评估子空间解决方案的质量和候选更新建议,同时考虑变形的时间变化和材料的空间变化。反过来,我们的自适应模型与子空间无关。它允许跨子空间表示法应用,并表达与子空间选择无关的无限制变形。我们将甲骨文和模型与为丰富系统定制的并行时间步求解器结合起来,该求解器提供一对用户公差,可控制仿真质量。随着容差的收紧,我们的模型会向全空间解决方案靠拢(预计成本会增加)。另一方面,随着容差的放宽,我们将获得有输出约束的仿真成本。我们展示了我们的方法在各种具有挑战性的非线性材料模型、材料刚度、异质性、动态行为和摩擦接触条件下的功效,从而获得了复杂弹性动力学场景的可扩展高效模拟。
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引用次数: 0
SGEdit: Bridging LLM with Text2Image Generative Model for Scene Graph-based Image Editing SGEdit:连接 LLM 与 Text2Image 生成模型,实现基于场景图的图像编辑
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687957
Zhiyuan Zhang, DongDong Chen, Jing Liao
Scene graphs offer a structured, hierarchical representation of images, with nodes and edges symbolizing objects and the relationships among them. It can serve as a natural interface for image editing, dramatically improving precision and flexibility. Leveraging this benefit, we introduce a new framework that integrates large language model (LLM) with Text2Image generative model for scene graph-based image editing. This integration enables precise modifications at the object level and creative recomposition of scenes without compromising overall image integrity. Our approach involves two primary stages: 1) Utilizing a LLM-driven scene parser, we construct an image's scene graph, capturing key objects and their interrelationships, as well as parsing fine-grained attributes such as object masks and descriptions. These annotations facilitate concept learning with a fine-tuned diffusion model, representing each object with an optimized token and detailed description prompt. 2) During the image editing phase, a LLM editing controller guides the edits towards specific areas. These edits are then implemented by an attention-modulated diffusion editor, utilizing the fine-tuned model to perform object additions, deletions, replacements, and adjustments. Through extensive experiments, we demonstrate that our framework significantly outperforms existing image editing methods in terms of editing precision and scene aesthetics. Our code is available at https://bestzzhang.github.io/SGEdit.
场景图提供了一种结构化、分层式的图像表示法,节点和边代表对象以及对象之间的关系。它可以作为图像编辑的自然界面,极大地提高精确度和灵活性。利用这一优势,我们引入了一个新的框架,将大型语言模型(LLM)与 Text2Image 生成模型整合在一起,用于基于场景图的图像编辑。通过这种整合,可以在不影响整体图像完整性的前提下,对对象进行精确修改,并对场景进行创造性的重新组合。我们的方法包括两个主要阶段:1) 利用 LLM 驱动的场景解析器,我们构建图像的场景图,捕捉关键对象及其相互关系,并解析对象遮罩和描述等细粒度属性。这些注释有助于使用微调扩散模型进行概念学习,用优化的标记和详细的描述提示来表示每个物体。2) 在图像编辑阶段,LLM 编辑控制器会引导对特定区域进行编辑。然后,这些编辑由注意力调节扩散编辑器执行,利用微调模型执行对象的添加、删除、替换和调整。通过大量实验,我们证明我们的框架在编辑精度和场景美学方面明显优于现有的图像编辑方法。我们的代码见 https://bestzzhang.github.io/SGEdit。
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引用次数: 0
Designing triangle meshes with controlled roughness 设计具有可控粗糙度的三角形网格
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687940
Victor Ceballos Inza, Panagiotis Fykouras, Florian Rist, Daniel Häseker, Majid Hojjat, Christian Müller, Helmut Pottmann
Motivated by the emergence of rough surfaces in various areas of design, we address the computational design of triangle meshes with controlled roughness. Our focus lies on small levels of roughness. There, roughness or smoothness mainly arises through the local positioning of the mesh edges and faces with respect to the curvature behavior of the reference surface. The analysis of this interaction between curvature and roughness is simplified by a 2D dual diagram and its generation within so-called isotropic geometry, which may be seen as a structure-preserving simplification of Euclidean geometry. Isotropic dihedral angles of the mesh are close to the Euclidean angles and appear as Euclidean edge lengths in the dual diagram, which also serves as a tool for visualization and interactive local design. We present a computational framework that includes appearance-aware remeshing, optimization-based automatic roughening, and control of dihedral angles.
受粗糙表面出现在各个设计领域的启发,我们研究了具有可控粗糙度的三角形网格的计算设计。我们的重点是小粗糙度。在这种情况下,粗糙度或光滑度主要是通过网格边缘和网格面相对于参考曲面曲率行为的局部定位产生的。二维对偶图简化了曲率和粗糙度之间的相互作用分析,并在所谓的各向同性几何中生成,这可以看作是欧几里得几何的结构保留简化。网格的各向同性二面角接近欧几里得角,在对偶图中显示为欧几里得边长,这也是可视化和交互式局部设计的工具。我们提出的计算框架包括外观感知重网格化、基于优化的自动粗化和二面角控制。
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引用次数: 0
GFFE: G-buffer Free Frame Extrapolation for Low-latency Real-time Rendering GFFE:用于低延迟实时渲染的无 G 缓冲区帧外推法
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687923
Songyin Wu, Deepak Vembar, Anton Sochenov, Selvakumar Panneer, Sungye Kim, Anton Kaplanyan, Ling-Qi Yan
Real-time rendering has been embracing ever-demanding effects, such as ray tracing. However, rendering such effects in high resolution and high frame rate remains challenging. Frame extrapolation methods, which do not introduce additional latency as opposed to frame interpolation methods such as DLSS 3 and FSR 3, boost the frame rate by generating future frames based on previous frames. However, it is a more challenging task because of the lack of information in the disocclusion regions and complex future motions, and recent methods also have a high engine integration cost due to requiring G-buffers as input. We propose a G-buffer free frame extrapolation method, GFFE, with a novel heuristic framework and an efficient neural network, to plausibly generate new frames in real time without introducing additional latency. We analyze the motion of dynamic fragments and different types of disocclusions, and design the corresponding modules of the extrapolation block to handle them. After that, a light-weight shading correction network is used to correct shading and improve overall quality. GFFE achieves comparable or better results than previous interpolation and G-buffer dependent extrapolation methods, with more efficient performance and easier integration.
实时渲染一直在采用光线追踪等要求越来越高的特效。然而,以高分辨率和高帧频渲染此类效果仍然具有挑战性。与 DLSS 3 和 FSR 3 等帧插值方法相比,帧外推法不会带来额外的延迟,它可以根据之前的帧生成未来的帧,从而提高帧频。然而,由于缺乏不闭塞区域的信息和复杂的未来运动,这是一项更具挑战性的任务,而且由于需要 G 缓冲区作为输入,最近的方法还具有较高的引擎集成成本。我们提出了一种无 G 缓冲区的帧外推方法 GFFE,该方法采用新颖的启发式框架和高效的神经网络,可在不引入额外延迟的情况下实时生成新帧。我们分析了动态片段的运动和不同类型的干扰,并设计了外推块的相应模块来处理它们。之后,我们使用轻量级阴影校正网络来校正阴影并提高整体质量。与之前的插值和依赖 G 缓冲区的外推方法相比,GFFE 取得了相当或更好的效果,而且性能更高效、更易于集成。
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引用次数: 0
Dense Server Design for Immersion Cooling 浸入式冷却的密集服务器设计
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687965
Milin Kodnongbua, Zachary Englhardt, Ricardo Bianchini, Rodrigo Fonseca, Alvin Lebeck, Daniel S. Berger, Vikram Iyer, Fiodar Kazhamiaka, Adriana Schulz
The growing demands for computational power in cloud computing have led to a significant increase in the deployment of high-performance servers. The growing power consumption of servers and the heat they produce is on track to outpace the capacity of conventional air cooling systems, necessitating more efficient cooling solutions such as liquid immersion cooling. The superior heat exchange capabilities of immersion cooling both eliminates the need for bulky heat sinks, fans, and air flow channels while also unlocking the potential go beyond conventional 2D blade servers to three-dimensional designs. In this work, we present a computational framework to explore designs of servers in three-dimensional space, specifically targeting the maximization of server density within immersion cooling tanks. Our tool is designed to handle a variety of physical and electrical server design constraints. We demonstrate our optimized designs can reduce server volume by 25--52% compared to traditional flat server designs. This increased density reduces land usage as well as the amount of liquid used for immersion, with significant reduction in the carbon emissions embodied in datacenter buildings. We further create physical prototypes to simulate dense server designs and perform real-world experiments in an immersion cooling tank demonstrating they operate at safe temperatures. This approach marks a critical step forward in sustainable and efficient datacenter management.
云计算对计算能力的需求不断增长,导致高性能服务器的部署大幅增加。服务器日益增长的功耗及其产生的热量将超过传统空气冷却系统的能力,因此需要更高效的冷却解决方案,如液态浸入式冷却。浸入式冷却具有卓越的热交换能力,既不需要笨重的散热器、风扇和气流通道,又能释放出超越传统二维刀片服务器的潜力,实现三维设计。在这项工作中,我们提出了一个计算框架,用于探索三维空间中的服务器设计,特别是针对浸入式冷却槽中服务器密度的最大化。我们的工具旨在处理各种物理和电气服务器设计约束。与传统的平面服务器设计相比,我们的优化设计可将服务器体积减少 25-52%。密度的增加减少了土地使用量以及用于浸入的液体量,从而显著降低了数据中心建筑的碳排放量。我们进一步创建了物理原型来模拟高密度服务器设计,并在浸入式冷却槽中进行了实际实验,证明它们能在安全温度下运行。这种方法标志着在可持续和高效数据中心管理方面迈出了关键一步。
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引用次数: 0
An Impulse Ghost Fluid Method for Simulating Two-Phase Flows 模拟两相流体的脉冲幽灵流体法
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687963
Yuchen Sun, Linglai Chen, Weiyuan Zeng, Tao Du, Shiying Xiong, Bo Zhu
This paper introduces a two-phase interfacial fluid model based on the impulse variable to capture complex vorticity-interface interactions. Our key idea is to leverage bidirectional flow map theory to enhance the transport accuracy of both vorticity and interfaces simultaneously and address their coupling within a unified Eulerian framework. At the heart of our framework is an impulse ghost fluid method to solve the two-phase incompressible fluid characterized by its interfacial dynamics. To deal with the history-dependent jump of gauge variables across a dynamic interface, we develop a novel path integral formula empowered by spatiotemporal buffers to convert the history-dependent jump condition into a geometry-dependent jump condition when projecting impulse to velocity. We demonstrate the efficacy of our approach in simulating and visualizing several interface-vorticity interaction problems with cross-phase vortical evolution, including interfacial whirlpool, vortex ring reflection, and leapfrogging bubble rings.
本文介绍了一种基于脉冲变量的两相界面流体模型,以捕捉复杂的涡度-界面相互作用。我们的主要想法是利用双向流图理论同时提高涡度和界面的传输精度,并在统一的欧拉框架内解决它们之间的耦合问题。我们框架的核心是一种脉冲鬼流体方法,用于求解以界面动力学为特征的两相不可压缩流体。为了处理跨动态界面的量规变量的历史相关跃迁,我们开发了一种新颖的路径积分公式,该公式由时空缓冲器赋权,在将冲量投影到速度时,将历史相关跃迁条件转换为几何相关跃迁条件。我们在模拟和可视化几个具有跨相涡旋演变的界面-涡度相互作用问题(包括界面漩涡、涡环反射和跃迁气泡环)时证明了我们的方法的有效性。
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引用次数: 0
Computational Biomimetics of Winged Seeds 有翼种子的计算仿生学
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-11-19 DOI: 10.1145/3687899
Qiqin Le, Jiamu Bu, Yanke Qu, Bo Zhu, Tao Du
We develop a computational pipeline to facilitate the biomimetic design of winged seeds. Our approach leverages 3D scans of natural winged seeds to construct a bio-inspired design space by interpolating them with geodesic coordinates in the 3D diffeomorphism group. We formulate aerodynamic design tasks with probabilistic performance objectives and adapt a gradient-free optimizer to explore the design space and minimize the expectation of performance objectives efficiently and effectively. Our pipeline discovers novel winged seed designs that outperform natural counterparts in aerodynamic tasks, including long-distance dispersal and guided flight. We validate the physical fidelity of our pipeline by showcasing paper models of selected winged seeds in the design space and reporting their similar aerodynamic behaviors in simulation and reality.
我们开发了一种计算管道,以促进有翼种子的生物仿生设计。我们的方法利用天然有翼种子的三维扫描,通过在三维差分群中对它们进行大地坐标插值来构建生物启发设计空间。我们用概率性能目标制定空气动力学设计任务,并调整无梯度优化器来探索设计空间,高效率、高效益地最小化性能目标期望值。我们的管道发现了新型有翼种子设计,它们在空气动力学任务(包括远距离扩散和制导飞行)中的表现优于自然对应物。我们通过展示设计空间中选定有翼种子的纸质模型,验证了我们管道的物理保真度,并报告了它们在模拟和现实中类似的空气动力学行为。
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引用次数: 0
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ACM Transactions on Graphics
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