Kartik Teotia, Mallikarjun B R, Xingang Pan, Hyeongwoo Kim, Pablo Garrido, Mohamed Elgharib, Christian Theobalt
Multi-view volumetric rendering techniques have recently shown great potential in modeling and synthesizing high-quality head avatars. A common approach to capture full head dynamic performances is to track the underlying geometry using a mesh-based template or 3D cube-based graphics primitives. While these model-based approaches achieve promising results, they often fail to learn complex geometric details such as the mouth interior, hair, and topological changes over time. This paper presents a novel approach to building highly photorealistic digital head avatars. Our method learns a canonical space via an implicit function parameterized by a neural network. It leverages multiresolution hash encoding in the learned feature space, allowing for high-quality, faster training and high-resolution rendering. At test time, our method is driven by a monocular RGB video. Here, an image encoder extracts face-specific features that also condition the learnable canonical space. This encourages deformation-dependent texture variations during training. We also propose a novel optical flow based loss that ensures correspondences in the learned canonical space, thus encouraging artifact-free and temporally consistent renderings. We show results on challenging facial expressions and show free-viewpoint renderings at interactive real-time rates for a resolution of 480x270. Our method outperforms related approaches both visually and numerically. We will release our multiple-identity dataset to encourage further research.
{"title":"HQ3DAvatar: High Quality Implicit 3D Head Avatar","authors":"Kartik Teotia, Mallikarjun B R, Xingang Pan, Hyeongwoo Kim, Pablo Garrido, Mohamed Elgharib, Christian Theobalt","doi":"10.1145/3649889","DOIUrl":"https://doi.org/10.1145/3649889","url":null,"abstract":"<p>Multi-view volumetric rendering techniques have recently shown great potential in modeling and synthesizing high-quality head avatars. A common approach to capture full head dynamic performances is to track the underlying geometry using a mesh-based template or 3D cube-based graphics primitives. While these model-based approaches achieve promising results, they often fail to learn complex geometric details such as the mouth interior, hair, and topological changes over time. This paper presents a novel approach to building highly photorealistic digital head avatars. Our method learns a canonical space via an implicit function parameterized by a neural network. It leverages multiresolution hash encoding in the learned feature space, allowing for high-quality, faster training and high-resolution rendering. At test time, our method is driven by a monocular RGB video. Here, an image encoder extracts face-specific features that also condition the learnable canonical space. This encourages deformation-dependent texture variations during training. We also propose a novel optical flow based loss that ensures correspondences in the learned canonical space, thus encouraging artifact-free and temporally consistent renderings. We show results on challenging facial expressions and show free-viewpoint renderings at interactive real-time rates for a resolution of 480<i>x</i>270. Our method outperforms related approaches both visually and numerically. We will release our multiple-identity dataset to encourage further research.</p>","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"15 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-02-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140001070","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Importance sampling techniques significantly reduce variance in physically-based rendering. In this paper we propose a novel online framework to learn the spatial-varying distribution of the full product of the rendering equation, with a single small neural network using stochastic ray samples. The learned distributions can be used to efficiently sample the full product of incident light. To accomplish this, we introduce a novel closed-form density model, called the Normalized Anisotropic Spherical Gaussian mixture, that can model a complex light field with a small number of parameters and that can be directly sampled. Our framework progressively renders and learns the distribution, without requiring any warm-up phases. With the compact and expressive representation of our density model, our framework can be implemented entirely on the GPU, allowing it to produce high-quality images with limited computational resources. The results show that our framework outperforms existing neural path guiding approaches and achieves comparable or even better performance than state-of-the-art online statistical path guiding techniques.
{"title":"Online Neural Path Guiding with Normalized Anisotropic Spherical Gaussians","authors":"Jiawei Huang, Akito Iizuka, Hajime Tanaka, Taku Komura, Yoshifumi Kitamura","doi":"10.1145/3649310","DOIUrl":"https://doi.org/10.1145/3649310","url":null,"abstract":"<p>Importance sampling techniques significantly reduce variance in physically-based rendering. In this paper we propose a novel online framework to learn the spatial-varying distribution of the full product of the rendering equation, with a single small neural network using stochastic ray samples. The learned distributions can be used to efficiently sample the full product of incident light. To accomplish this, we introduce a novel closed-form density model, called the Normalized Anisotropic Spherical Gaussian mixture, that can model a complex light field with a small number of parameters and that can be directly sampled. Our framework progressively renders and learns the distribution, without requiring any warm-up phases. With the compact and expressive representation of our density model, our framework can be implemented entirely on the GPU, allowing it to produce high-quality images with limited computational resources. The results show that our framework outperforms existing neural path guiding approaches and achieves comparable or even better performance than state-of-the-art online statistical path guiding techniques.</p>","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"27 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139994036","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yash Belhe, Bing Xu, Sai Praveen Bangaru, Ravi Ramamoorthi, Tzu-Mao Li
We propose a set of techniques to efficiently importance sample the derivatives of a wide range of BRDF models. In differentiable rendering, BRDFs are replaced by their differential BRDF counterparts which are real-valued and can have negative values. This leads to a new source of variance arising from their change in sign. Real-valued functions cannot be perfectly importance sampled by a positive-valued PDF, and the direct application of BRDF sampling leads to high variance. Previous attempts at antithetic sampling only addressed the derivative with the roughness parameter of isotropic microfacet BRDFs. Our work generalizes BRDF derivative sampling to anisotropic microfacet models, mixture BRDFs, Oren-Nayar, Hanrahan-Krueger, among other analytic BRDFs.
Our method first decomposes the real-valued differential BRDF into a sum of single-signed functions, eliminating variance from a change in sign. Next, we importance sample each of the resulting single-signed functions separately. The first decomposition, positivization, partitions the real-valued function based on its sign, and is effective at variance reduction when applicable. However, it requires analytic knowledge of the roots of the differential BRDF, and for it to be analytically integrable too. Our key insight is that the single-signed functions can have overlapping support, which significantly broadens the ways we can decompose a real-valued function. Our product and mixture decompositions exploit this property, and they allow us to support several BRDF derivatives that positivization could not handle. For a wide variety of BRDF derivatives, our method significantly reduces the variance (up to 58x in some cases) at equal computation cost and enables better recovery of spatially varying textures through gradient-descent-based inverse rendering.
{"title":"Importance Sampling BRDF Derivatives","authors":"Yash Belhe, Bing Xu, Sai Praveen Bangaru, Ravi Ramamoorthi, Tzu-Mao Li","doi":"10.1145/3648611","DOIUrl":"https://doi.org/10.1145/3648611","url":null,"abstract":"<p>We propose a set of techniques to efficiently importance sample the derivatives of a wide range of BRDF models. In differentiable rendering, BRDFs are replaced by their differential BRDF counterparts which are real-valued and can have negative values. This leads to a new source of variance arising from their change in sign. Real-valued functions cannot be perfectly importance sampled by a positive-valued PDF, and the direct application of BRDF sampling leads to high variance. Previous attempts at antithetic sampling only addressed the derivative with the roughness parameter of isotropic microfacet BRDFs. Our work generalizes BRDF derivative sampling to anisotropic microfacet models, mixture BRDFs, Oren-Nayar, Hanrahan-Krueger, among other analytic BRDFs. </p><p>Our method first decomposes the real-valued differential BRDF into a sum of single-signed functions, eliminating variance from a change in sign. Next, we importance sample each of the resulting single-signed functions separately. The first decomposition, positivization, partitions the real-valued function based on its sign, and is effective at variance reduction when applicable. However, it requires analytic knowledge of the roots of the differential BRDF, and for it to be analytically integrable too. Our key insight is that the single-signed functions can have overlapping support, which significantly broadens the ways we can decompose a real-valued function. Our product and mixture decompositions exploit this property, and they allow us to support several BRDF derivatives that positivization could not handle. For a wide variety of BRDF derivatives, our method significantly reduces the variance (up to 58x in some cases) at equal computation cost and enables better recovery of spatially varying textures through gradient-descent-based inverse rendering.</p>","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"80 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-02-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139915949","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Self-Supervised High Dynamic Range Imaging: What Can Be Learned from a Single 8-bit Video?","authors":"Francesco Banterle, Demetris Marnerides, Thomas Bashford-Rogers, Kurt Debattista","doi":"10.1145/3648570","DOIUrl":"https://doi.org/10.1145/3648570","url":null,"abstract":"<p>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.</p>","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"269 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139909318","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"GIPC: Fast and stable Gauss-Newton optimization of IPC barrier energy","authors":"Kemeng Huang, Floyd M. Chitalu, Huancheng Lin, Taku Komura","doi":"10.1145/3643028","DOIUrl":"https://doi.org/10.1145/3643028","url":null,"abstract":"<p>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.</p>","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"56 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139568249","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Spectral Total-Variation Processing of Shapes - Theory and Applications","authors":"Jonathan Brokman, Martin Burger, Guy Gilboa","doi":"10.1145/3641845","DOIUrl":"https://doi.org/10.1145/3641845","url":null,"abstract":"<p>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.</p>","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"38 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-01-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139565693","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"NeuralVDB: High-resolution Sparse Volume Representation using Hierarchical Neural Networks","authors":"Doyub Kim, Minjae Lee, Ken Museth","doi":"10.1145/3641817","DOIUrl":"https://doi.org/10.1145/3641817","url":null,"abstract":"<p>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.</p>","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"65 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139522653","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"DeadWood: Including disturbance and decay in the depiction of digital nature: ACM Transactions on Graphics: Vol 0, No ja","authors":"Adrien Peytavie, James Gain, Eric Guérin, Oscar Argudo, Eric Galin","doi":"10.1145/3641816","DOIUrl":"https://doi.org/10.1145/3641816","url":null,"abstract":"<p>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. </p><p>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. </p><p>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 (<i>n</i> = 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.</p>","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"39 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139522554","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Creation of Dihedral Escher-like Tilings Based on As-Rigid-As-Possible Deformation","authors":"Yuichi Nagata, Shinji Imahori","doi":"10.1145/3638048","DOIUrl":"https://doi.org/10.1145/3638048","url":null,"abstract":"<p>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.</p>","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"5 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2023-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138822787","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"A Unified MPM Framework supporting Phase-field Models and Elastic-viscoplastic Phase Transition","authors":"Zaili Tu, Chen Li, Zipeng Zhao, Long Liu, Chenhui Wang, Changbo Wang, Hong Qin","doi":"10.1145/3638047","DOIUrl":"https://doi.org/10.1145/3638047","url":null,"abstract":"<p>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.</p>","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"35 6 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2023-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138770840","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}