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A Free-Space Diffraction BSDF 自由空间衍射 BSDF
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658166
Shlomi Steinberg, R. Ramamoorthi, Benedikt Bitterli, Arshiya Mollazainali, Eugene d'Eon, Matt Pharr
Free-space diffractions are an optical phenomenon where light appears to "bend" around the geometric edges and corners of scene objects. In this paper we present an efficient method to simulate such effects. We derive an edge-based formulation of Fraunhofer diffraction, which is well suited to the common (triangular) geometric meshes used in computer graphics. Our method dynamically constructs a free-space diffraction BSDF by considering the geometry around the intersection point of a ray of light with an object, and we present an importance sampling strategy for these BSDFs. Our method is unique in requiring only ray tracing to produce free-space diffractions, works with general meshes, requires no geometry preprocessing, and is designed to work with path tracers with a linear rendering equation. We show that we are able to reproduce accurate diffraction lobes, and, in contrast to any existing method, are able to handle complex, real-world geometry. This work serves to connect free-space diffractions to the efficient path tracing tools from computer graphics.
自由空间衍射是一种光学现象,即光线在场景物体的几何边缘和角落出现 "弯曲"。在本文中,我们提出了一种模拟这种效应的有效方法。我们推导出一种基于边缘的弗劳恩霍夫衍射公式,非常适合计算机图形学中常用的(三角形)几何网格。我们的方法通过考虑光线与物体交点周围的几何形状,动态构建自由空间衍射 BSDF,并提出了针对这些 BSDF 的重要度采样策略。我们的方法独一无二,只需进行光线追踪即可生成自由空间衍射,可用于一般网格,无需几何预处理,并且设计用于具有线性渲染方程的路径追踪器。我们的研究表明,我们能够再现精确的衍射裂片,而且与任何现有方法相比,我们能够处理复杂的真实世界几何图形。这项工作有助于将自由空间衍射与计算机图形学中的高效路径追踪工具联系起来。
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引用次数: 0
Biharmonic Coordinates and their Derivatives for Triangular 3D Cages 三角形三维笼的双谐波坐标及其衍生物
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658208
J. Thiery, Élie Michel, Jiong Chen
As a natural extension to the harmonic coordinates, the biharmonic coordinates have been found superior for planar shape and image manipulation with an enriched deformation space. However, the 3D biharmonic coordinates and their derivatives have remained unexplored. In this work, we derive closed-form expressions for biharmonic coordinates and their derivatives for 3D triangular cages. The core of our derivation lies in computing the closed-form expressions for the integral of the Euclidean distance over a triangle and its derivatives. The derived 3D biharmonic coordinates not only fill a missing component in methods of generalized barycentric coordinates but also pave the way for various interesting applications in practice, including producing a family of biharmonic deformations, solving variational shape deformations, and even unlocking the closed-form expressions for recently-introduced Somigliana coordinates for both fast and accurate evaluations.
作为谐波坐标的自然延伸,双谐波坐标被认为是平面形状和图像处理的理想坐标,具有丰富的变形空间。然而,三维双谐波坐标及其导数仍未被探索。在这项工作中,我们推导出了三维三角笼的双谐波坐标及其导数的闭式表达式。推导的核心在于计算三角形上欧氏距离积分及其导数的闭式表达式。推导出的三维双谐波坐标不仅填补了广义巴利阿里中心坐标方法中的一个缺失部分,而且还为各种有趣的实际应用铺平了道路,包括产生一系列双谐波变形、解决变分形状变形,甚至为最近引入的索米格利亚纳坐标解锁闭式表达式,以实现快速准确的评估。
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引用次数: 0
Lightning-fast Method of Fundamental Solutions 快速基本解法
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658199
Jiong Chen, Florian Schaefer, Mathieu Desbrun
The method of fundamental solutions (MFS) and its associated boundary element method (BEM) have gained popularity in computer graphics due to the reduced dimensionality they offer: for three-dimensional linear problems, they only require variables on the domain boundary to solve and evaluate the solution throughout space, making them a valuable tool in a wide variety of applications. However, MFS and BEM have poor computational scalability and huge memory requirements for large-scale problems, limiting their applicability and efficiency in practice. By leveraging connections with Gaussian Processes and exploiting the sparse structure of the inverses of boundary integral matrices, we introduce a variational preconditioner that can be computed via a sparse inverse-Cholesky factorization in a massively parallel manner. We show that applying our preconditioner to the Preconditioned Conjugate Gradient algorithm greatly improves the efficiency of MFS or BEM solves, up to four orders of magnitude in our series of tests.
基本解法(MFS)及其相关的边界元法(BEM)在计算机图形学领域广受欢迎,这是因为它们可以降低维度:对于三维线性问题,它们只需要域边界上的变量就可以求解并评估整个空间的解,这使它们成为各种应用中的重要工具。然而,MFS 和 BEM 的计算可扩展性较差,而且在处理大规模问题时需要占用大量内存,这限制了它们在实际应用中的适用性和效率。通过利用与高斯过程(Gaussian Processes)的联系和边界积分矩阵逆的稀疏结构,我们引入了一种变分预处理器,它可以通过稀疏的逆-Cholesky 因式分解以大规模并行的方式进行计算。我们的研究表明,将我们的预处理器应用于预处理共轭梯度算法,可大大提高 MFS 或 BEM 的求解效率,在我们的一系列测试中,效率最高可达四个数量级。
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引用次数: 0
Adaptive grid generation for discretizing implicit complexes 隐式复数离散化的自适应网格生成
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658215
Yiwen Ju, Xingyi Du, Qingnan Zhou, Nathan Carr, Tao Ju
We present a method for generating a simplicial (e.g., triangular or tetrahedral) grid to enable adaptive discretization of implicit shapes defined by a vector function. Such shapes, which we call implicit complexes, are generalizations of implicit surfaces and useful for representing non-smooth and non-manifold structures. While adaptive grid generation has been extensively studied for polygonizing implicit surfaces, few methods are designed for implicit complexes. Our method can generate adaptive grids for several implicit complexes, including arrangements of implicit surfaces, CSG shapes, material interfaces, and curve networks. Importantly, our method adapts the grid to the geometry of not only the implicit surfaces but also their lower-dimensional intersections. We demonstrate how our method enables efficient and detail-preserving discretization of non-trivial implicit shapes.
我们提出了一种生成简面(如三角形或四面体)网格的方法,以便对矢量函数定义的隐含图形进行自适应离散化。我们称这种形状为隐式复合体,是隐式曲面的一般化,可用于表示非光滑和非曲面结构。虽然自适应网格生成已被广泛研究用于隐式曲面的多边形化,但很少有方法是为隐式复曲面设计的。我们的方法可以为多种隐式复合体生成自适应网格,包括隐式曲面排列、CSG 形状、材料界面和曲线网络。重要的是,我们的方法不仅能使网格适应隐式曲面的几何形状,还能适应它们的低维交点。我们演示了我们的方法如何高效地离散化非三维隐含图形并保留细节。
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引用次数: 0
A Vortex Particle-on-Mesh Method for Soap Film Simulation 用于皂膜模拟的网格涡流粒子法
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658165
Ningxiao Tao, Liangwang Ruan, Yitong Deng, Bo Zhu, Bin Wang, Bao Chen
This paper introduces a novel physically-based vortex fluid model for films, aimed at accurately simulating cascading vortical structures on deforming thin films. Central to our approach is a novel mechanism decomposing the film's tangential velocity into circulation and dilatation components. These components are then evolved using a hybrid particle-mesh method, enabling the effective reconstruction of three-dimensional tangential velocities and seamlessly integrating surfactant and thickness dynamics into a unified framework. By coupling with its normal component and surface-tension model, our method is particularly adept at depicting complex interactions between in-plane vortices and out-of-plane physical phenomena, such as gravity, surfactant dynamics, and solid boundary, leading to highly realistic simulations of complex thin-film dynamics, achieving an unprecedented level of vortical details and physical realism.
本文介绍了一种基于物理的新型薄膜涡流流体模型,旨在精确模拟变形薄膜上的级联涡流结构。我们的方法的核心是一种将薄膜切向速度分解为循环和扩张分量的新机制。然后使用混合粒子-网格方法演化这些分量,从而有效地重建三维切向速度,并将表面活性剂和厚度动力学无缝整合到一个统一的框架中。通过与其法向分量和表面张力模型的耦合,我们的方法特别擅长于描绘平面内涡旋与平面外物理现象(如重力、表面活性物质动力学和固体边界)之间的复杂相互作用,从而高度逼真地模拟复杂薄膜动力学,实现了前所未有的涡旋细节和物理逼真度。
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引用次数: 0
Spin-It Faster: Quadrics Solve All Topology Optimization Problems That Depend Only On Mass Moments 更快地旋转:四面体解决了所有仅依赖质矩的拓扑优化问题
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658194
Christian Hafner, Mickaël Ly, Christopher Wojtan
The behavior of a rigid body primarily depends on its mass moments, which consist of the mass, center of mass, and moments of inertia. It is possible to manipulate these quantities without altering the geometric appearance of an object by introducing cavities in its interior. Algorithms that find cavities of suitable shapes and sizes have enabled the computational design of spinning tops, yo-yos, wheels, buoys, and statically balanced objects. Previous work is based, for example, on topology optimization on voxel grids, which introduces a large number of optimization variables and box constraints, or offset surface computation, which cannot guarantee that solutions to a feasible problem will always be found. In this work, we provide a mathematical analysis of constrained topology optimization problems that depend only on mass moments. This class of problems covers, among others, all applications mentioned above. Our main result is to show that no matter the outer shape of the rigid body to be optimized or the optimization objective and constraints considered, the optimal solution always features a quadric-shaped interface between material and cavities. This proves that optimal interfaces are always ellipsoids, hyperboloids, paraboloids, or one of a few degenerate cases, such as planes. This insight lets us replace a difficult topology optimization problem with a provably equivalent non-linear equation system in a small number (<10) of variables, which represent the coefficients of the quadric. This system can be solved in a few seconds for most examples, provides insights into the geometric structure of many specific applications, and lets us describe their solution properties. Finally, our method integrates seamlessly into modern fabrication workflows because our solutions are analytical surfaces that are native to the CAD domain.
刚体的行为主要取决于其质量力矩,质量力矩由质量、质心和惯性力矩组成。通过在物体内部引入空腔,可以在不改变物体几何外观的情况下操纵这些量。找到合适形状和大小的空腔的算法使得旋转陀螺、悠悠球、轮子、浮标和静态平衡物体的计算设计成为可能。以往的研究基于体素网格上的拓扑优化等方法,这些方法会引入大量优化变量和盒式约束,或者偏移曲面计算,但无法保证总能找到可行问题的解决方案。在这项工作中,我们对仅取决于质量矩的约束拓扑优化问题进行了数学分析。这一类问题包括上述所有应用。我们的主要结果表明,无论待优化刚体的外部形状如何,也无论考虑的优化目标和约束条件如何,最优解总是以材料和空腔之间的四边形界面为特征。这证明了最佳界面总是椭圆体、双曲线体、抛物面体或平面等几种退化情况之一。这一洞察力使我们能够用一个可证明等价的非线性方程系统来代替困难的拓扑优化问题,该系统只需少量(小于 10 个)变量,这些变量代表正四面体的系数。这个系统可以在几秒钟内解决大多数例子,让我们深入了解许多特定应用的几何结构,并描述它们的求解特性。最后,我们的方法可以无缝集成到现代制造工作流程中,因为我们的解决方案是 CAD 领域原生的分析曲面。
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引用次数: 0
Terrain Amplification using Multi Scale Erosion 利用多尺度侵蚀作用放大地形
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658200
Hugo Schott, Eric Galin, É. Guérin, A. Paris, A. Peytavie
Modeling high-resolution terrains is a perennial challenge in the creation of virtual worlds. In this paper, we focus on the amplification of a low-resolution input terrain into a high-resolution, hydrologically consistent terrain featuring complex patterns by a multi-scale approach. Our framework combines the best of both worlds, relying on physics-inspired erosion models producing consistent erosion landmarks and introducing control at different scales, thus bridging the gap between physics-based erosion simulations and multi-scale procedural modeling. The method uses a fast and accurate approximation of different simulations, including thermal, stream power erosion and deposition performed at different scales to obtain a range of effects. Our approach provides landscape designers with tools for amplifying mountain ranges and valleys with consistent details.
高分辨率地形建模是虚拟世界创建过程中的一项长期挑战。在本文中,我们将重点放在通过多尺度方法将低分辨率输入地形放大为高分辨率、水文一致且具有复杂模式的地形。我们的框架结合了两者的优点,依靠物理启发的侵蚀模型产生一致的侵蚀地标,并引入不同尺度的控制,从而弥合了基于物理的侵蚀模拟和多尺度程序建模之间的差距。该方法使用不同模拟的快速、精确近似,包括在不同尺度上进行的热侵蚀、流动力侵蚀和沉积,以获得一系列效果。我们的方法为景观设计师提供了以一致的细节放大山脉和山谷的工具。
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引用次数: 0
An Induce-on-Boundary Magnetostatic Solver for Grid-Based Ferrofluids 基于网格的铁流体的边界诱导磁静力求解器
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658124
Xingyu Ni, Ruicheng Wang, Bin Wang, Bao Chen
This paper introduces a novel Induce-on-Boundary (IoB) solver designed to address the magnetostatic governing equations of ferrofluids. The IoB solver is based on a single-layer potential and utilizes only the surface point cloud of the object, offering a lightweight, fast, and accurate solution for calculating magnetic fields. Compared to existing methods, it eliminates the need for complex linear system solvers and maintains minimal computational complexities. Moreover, it can be seamlessly integrated into conventional fluid simulators without compromising boundary conditions. Through extensive theoretical analysis and experiments, we validate both the convergence and scalability of the IoB solver, achieving state-of-the-art performance. Additionally, a straightforward coupling approach is proposed and executed to showcase the solver's effectiveness when integrated into a grid-based fluid simulation pipeline, allowing for realistic simulations of representative ferrofluid instabilities.
本文介绍了一种新颖的边界诱导(IoB)求解器,旨在解决铁流体的磁静力控制方程。IoB 求解器基于单层势能,只利用物体表面点云,为计算磁场提供了轻便、快速和精确的解决方案。与现有方法相比,它无需使用复杂的线性系统求解器,计算复杂度极低。此外,它还可以无缝集成到传统的流体模拟器中,而不会影响边界条件。通过大量的理论分析和实验,我们验证了 IoB 求解器的收敛性和可扩展性,达到了最先进的性能。此外,我们还提出并执行了一种简单的耦合方法,以展示该求解器在集成到基于网格的流体模拟管道时的有效性,从而实现对代表性铁流体不稳定性的真实模拟。
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引用次数: 0
Surface-Filling Curve Flows via Implicit Medial Axes 通过隐含中轴实现表面填充曲线流动
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658158
Yuta Noma, Silvia Sellán, Nicholas Sharp, Karan Singh, Alec Jacobson
We introduce a fast, robust, and user-controllable algorithm to generate surface-filling curves. We compute these curves through the gradient flow of a simple sparse energy, making our method several orders of magnitude faster than previous works. Our algorithm makes minimal assumptions on the topology and resolution of the input surface, achieving improved robustness. Our framework provides tuneable parameters that guide the shape of the output curve, making it ideal for interactive design applications.
我们引入了一种快速、稳健、用户可控的算法来生成曲面填充曲线。我们通过一个简单稀疏能量的梯度流来计算这些曲线,这使得我们的方法比以前的工作快了几个数量级。我们的算法对输入曲面的拓扑结构和分辨率的假设极低,从而提高了鲁棒性。我们的框架提供可调整的参数,引导输出曲线的形状,使其成为交互式设计应用的理想选择。
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引用次数: 0
Contact detection between curved fibres: high order makes a difference 弯曲纤维间的接触检测:高阶带来不同
IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-19 DOI: 10.1145/3658191
Octave Crespel, Émile Hohnadel, T. Metivet, Florence Bertails-Descoubes
Computer Graphics has a long history in the design of effective algorithms for handling contact and friction between solid objects. For the sake of simplicity and versatility, most methods rely on low-order primitives such as line segments or triangles, both for the detection and the response stages. In this paper we carefully analyse, in the case of fibre systems, the impact of such choices on the retrieved contact forces. We highlight the presence of artifacts in the force response that are tightly related to the low-order geometry used for contact detection. Our analysis draws upon thorough comparisons between the high-order super-helix model and the low-order discrete elastic rod model. These reveal that when coupled to a low-order, segment-based detection scheme, both models yield spurious jumps in the contact force profile. Moreover, these artifacts are shown to be all the more visible as the geometry of fibres at contact is curved. In order to remove such artifacts we develop an accurate high-order detection scheme between two smooth curves, which relies on an efficient adaptive pruning strategy. We use this algorithm to detect contact between super-helices at high precision, allowing us to recover, in the range of wavy to highly curly fibres, much smoother force profiles during sliding motion than with a classical segment-based strategy. Furthermore, we show that our approach offers better scaling properties in terms of efficiency vs. precision compared to segment-based approaches, making it attractive for applications where accurate and reliable forces are desired. Finally, we demonstrate the robustness and accuracy of our fully high-order approach on a challenging hair combing scenario.
计算机图形学在设计有效算法来处理实体物体之间的接触和摩擦方面有着悠久的历史。为了简单和通用,大多数方法在检测和响应阶段都依赖线段或三角形等低阶基元。在本文中,我们以纤维系统为例,仔细分析了这些选择对检索到的接触力的影响。我们强调了力响应中存在的假象,这些假象与用于接触检测的低阶几何形状密切相关。我们的分析借鉴了高阶超螺旋模型和低阶离散弹性杆模型之间的全面比较。结果表明,当与基于片段的低阶检测方案相结合时,两种模型都会在接触力曲线上产生虚假的跳跃。此外,由于纤维在接触时的几何形状是弯曲的,因此这些假象更加明显。为了消除这些假象,我们在两条平滑曲线之间开发了一种精确的高阶检测方案,该方案依赖于一种高效的自适应剪枝策略。我们使用这种算法来高精度地检测超螺旋之间的接触,从而在波浪形到高度卷曲的纤维范围内,恢复出比传统的基于线段的策略更平滑的滑动运动力曲线。此外,我们还证明,与基于分段的方法相比,我们的方法在效率与精度方面具有更好的扩展特性,这使其在需要精确可靠的力的应用中具有吸引力。最后,我们在一个具有挑战性的梳头场景中展示了我们的全高阶方法的鲁棒性和准确性。
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引用次数: 0
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ACM Transactions on Graphics
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