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Many-Worlds Inverse Rendering 多世界逆向渲染
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-09-12 DOI: 10.1145/3767318
Ziyi Zhang, Nicolas Roussel, Wenzel Jakob
Discontinuous visibility changes remain a major bottleneck when optimizing surfaces within a physically based inverse renderer. Many previous works have proposed sophisticated algorithms and data structures to sample visibility silhouettes more efficiently. Our work presents another solution: instead of evolving a surface locally, we extend differentiation to hypothetical surface patches anywhere in 3D space. We refer to this as a “many-worlds” representation because it models a superposition of independent surface hypotheses that compete to explain the reference images. These hypotheses do not interact through shadowing or scattering, leading to a new transport law that distinguishes our method from prior work based on exponential random media. The complete elimination of visibility-related discontinuity handling bypasses the most complex and costly component of prior inverse rendering methods, while the extended derivative domain promotes rapid convergence. We demonstrate that the resulting Monte Carlo algorithm solves physically based inverse problems with both reduced per-iteration cost and fewer total iterations.
在基于物理的反向渲染器中优化表面时,不连续的可见性变化仍然是一个主要瓶颈。许多先前的工作已经提出了复杂的算法和数据结构来更有效地采样可见性轮廓。我们的工作提出了另一种解决方案:我们不是局部进化表面,而是将分化扩展到3D空间中的任何假设表面斑块。我们将其称为“多世界”表示,因为它模拟了相互竞争以解释参考图像的独立表面假设的叠加。这些假设不会通过阴影或散射相互作用,从而导致新的传输定律,将我们的方法与先前基于指数随机介质的工作区分开来。完全消除了与可见性相关的不连续处理,绕过了先前逆绘制方法中最复杂和最昂贵的部分,而扩展的导数域促进了快速收敛。我们证明了所得到的蒙特卡罗算法解决了基于物理的逆问题,减少了每次迭代的成本和更少的总迭代。
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引用次数: 0
A fast, efficient, and robust feature protected denoising method 一种快速、高效、鲁棒的特征保护去噪方法
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-09-03 DOI: 10.1145/3765902
Mengyu Luo, Jian Wang
This paper proposes a fast, efficient, and robust feature protected 3D mesh denoising method based on a modified Lengyel-Epstein (LE) model, primarily aiming to ensure volume stability and deliver superior denoising results. Compared with the original model, we mainly introduce a function expression ζ ( X ) to replace the fixed parameters. The modified model is then discretized using a seven-point difference scheme and solved by an explicit Euler method. Notably, our approach requires no training samples or upfront training time, significantly enhancing overall computational efficiency.
本文提出了一种基于改进的lengye - epstein (LE)模型的快速、高效、鲁棒的特征保护的三维网格去噪方法,主要目的是保证体积稳定性并提供良好的去噪效果。与原模型相比,我们主要引入一个函数表达式ζ (X)来代替固定的参数。然后用七点差分格式对修正后的模型进行离散化,并用显式欧拉法求解。值得注意的是,我们的方法不需要训练样本或前期训练时间,显著提高了整体计算效率。
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引用次数: 0
SymX: Energy-based Simulation from Symbolic Expressions SymX:基于符号表达式的能量模拟
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-09-02 DOI: 10.1145/3764928
José Fernández-Fernández, Fabian Löschner, Lukas Westhofen, Andreas Longva, Jan Bender
Optimization time integrators are effective at solving complex multi-physics problems including deformable solids with non-linear material models, contact with friction, strain limiting, etc. For challenging problems, Newton-type optimizers are often used, which necessitates first- and second-order derivatives of the global non-linear objective function. Manually differentiating, implementing, testing, optimizing, and maintaining the resulting code is extremely time-consuming, error-prone, and precludes quick changes to the model, even when using tools that assist with parts of such pipeline. We present SymX, an open source framework that computes the required derivatives of the different energy contributions by symbolic differentiation, generates optimized code, compiles it on-the-fly, and performs the global assembly. The user only has to provide the symbolic expression of each energy for a single representative element in its corresponding discretization and our system will determine the assembled derivatives for the whole simulation. We demonstrate the versatility of SymX in complex simulations featuring different non-linear materials, high-order finite elements, rigid body systems, adaptive discretizations, frictional contact, and coupling of multiple interacting physical systems. SymX’s derivatives offer performance on par with SymPy, an established off-the-shelf symbolic engine, and produces simulations at least one order of magnitude faster than TinyAD, an alternative state-of-the-art integral solution.
优化时间积分器可以有效地解决复杂的多物理场问题,包括具有非线性材料模型的变形固体、摩擦接触、应变极限等。对于具有挑战性的问题,通常使用牛顿型优化器,这需要全局非线性目标函数的一阶和二阶导数。手动区分、实现、测试、优化和维护结果代码非常耗时,容易出错,并且妨碍了对模型的快速更改,即使在使用辅助处理此类管道部分的工具时也是如此。我们介绍了SymX,一个开源框架,通过符号微分计算不同能量贡献的所需导数,生成优化代码,实时编译,并执行全局汇编。用户只需要在其相应的离散化中为单个代表性元素提供每个能量的符号表达式,我们的系统将确定整个模拟的组合导数。我们展示了SymX在复杂模拟中的多功能性,包括不同的非线性材料、高阶有限元、刚体系统、自适应离散化、摩擦接触和多个相互作用物理系统的耦合。SymX的衍生产品提供了与SymPy相当的性能,SymPy是一个现成的符号引擎,并且产生的模拟速度至少比TinyAD快一个数量级,TinyAD是一种替代的最先进的集成解决方案。
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引用次数: 0
A Neural Reflectance Field Model for Accurate Relighting in RTI Applications RTI应用中精确重照明的神经反射场模型
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1145/3759452
Shambel Fente Mengistu, Filippo Bergamasco, Mara Pistellato
Reflectance Transformation Imaging (RTI) is a computational photography technique in which an object is acquired from a fixed point-of-view with different light directions. The aim is to estimate the light transport function at each point so that the object can be interactively relighted in a physically-accurate way, revealing its surface characteristics. In this paper, we propose a novel RTI approach describing surface reflectance as an implicit neural representation acting as a ”relightable image” for a specific object. We propose to represent the light transport function with a Neural Reflectance Field (NRF) model, feeding it with pixel coordinates, light direction, and a latent vector encoding the per-pixel reflectance in a neighbourhood. These vectors, computed during training, allow a more accurate relighting than a pure implicit representation (i.e., relying only on positional encoding) enabling the NRF to handle complex surface shadings. Moreover, they can be efficiently stored with the learned NRF for compression and transmission. As an additional contribution, we propose a novel synthetic dataset containing objects of various shapes and materials created with a physically based rendering software. An extensive experimental section shows that the proposed NRF accurately models the light transport function for challenging datasets in synthetic and real-world scenarios.
反射变换成像(RTI)是一种计算摄影技术,该技术从固定的角度以不同的光方向获取物体。目的是估计每个点的光传输函数,以便物体可以以物理精确的方式交互重亮,揭示其表面特征。在本文中,我们提出了一种新的RTI方法,将表面反射率描述为一种隐式神经表征,作为特定物体的“可照明图像”。我们建议用神经反射场(NRF)模型来表示光传输函数,为其提供像素坐标、光方向和编码邻域中逐像素反射率的潜在向量。这些向量,在训练期间计算,允许比纯隐式表示(即,仅依赖于位置编码)更准确的重光照,使NRF能够处理复杂的表面阴影。此外,它们可以有效地存储在学习到的NRF中,用于压缩和传输。作为额外的贡献,我们提出了一个新的合成数据集,其中包含使用基于物理的渲染软件创建的各种形状和材料的对象。一个广泛的实验部分表明,所提出的NRF准确地模拟了合成和现实世界场景中具有挑战性的数据集的光传输函数。
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引用次数: 0
PatchEX: High-Quality Real-Time Temporal Supersampling through Patch-based Parallel Extrapolation PatchEX:基于patch的并行外推的高质量实时时间超采样
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-12 DOI: 10.1145/3759247
Akanksha Dixit, Smruti R. Sarangi
High-refresh rate displays have become very popular in recent years due to the need for superior visual quality in gaming, professional displays and specialized applications such as medical imaging. However, high-refresh rate displays alone do not guarantee a superior visual experience; the GPU needs to render frames at a matching rate. Otherwise, we observe disconcerting visual artifacts such as screen tearing and stuttering. Real-time frame generation is an effective technique to increase frame rates by predicting new frames from other rendered frames. There are two methods in this space: interpolation and extrapolation. Interpolation-based methods provide good image quality at the cost of a higher runtime because they also require the next rendered frame. On the other hand, extrapolation methods are much faster at the cost of quality. This paper introduces PatchEX , a novel frame extrapolation method that aims to provide the quality of interpolation at the speed of extrapolation. It smartly segments each frame into foreground and background regions and employs a novel neural network to generate the final extrapolated frame. Additionally, a wavelet transform (WT)-based filter pruning technique is applied to compress the network, significantly reducing the runtime of the extrapolation process. Our results demonstrate that PatchEX achieves a 61.32% and 49.21% improvement in PSNR over the latest extrapolation methods ExtraNet and ExtraSS, respectively, while being 3 × and 2.6 × faster, respectively.
近年来,由于在游戏、专业显示和医疗成像等专业应用中需要卓越的视觉质量,高刷新率显示器变得非常流行。然而,高刷新率显示器本身并不能保证卓越的视觉体验;GPU需要以匹配的速率渲染帧。否则,我们会观察到令人不安的视觉假象,如屏幕撕裂和口吃。实时帧生成是一种通过预测其他渲染帧的新帧来提高帧率的有效技术。在这个领域有两种方法:插值和外推。基于插值的方法以更高的运行时间为代价提供了良好的图像质量,因为它们也需要下一个渲染帧。另一方面,外推方法更快,但代价是质量。本文介绍了一种新的帧外推方法PatchEX,该方法旨在以外推的速度提供插值的质量。它巧妙地将每帧分割为前景和背景区域,并使用一种新的神经网络来生成最终的外推帧。此外,采用基于小波变换(WT)的滤波剪枝技术对网络进行压缩,显著缩短了外推过程的运行时间。结果表明,与最新的外推方法ExtraNet和ExtraSS相比,PatchEX的PSNR分别提高了61.32%和49.21%,速度分别提高了3倍和2.6倍。
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引用次数: 0
Iris3D: 3D Generation via Synchronized Diffusion Distillation Iris3D:通过同步扩散蒸馏生成3D
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-07 DOI: 10.1145/3759249
Yixun Liang, Weiyu Li, Rui Chen, Fei-Peng Tian, Jiarui Liu, Ying-Cong Chen, Ping Tan, Xiao-Xiao Long
We introduce Iris3D, a novel 3D content generation system that generates vivid textures and detailed 3D shapes while preserving the input information. Our system integrates a Multi-View Large Reconstruction Model (MVLRM [25]) to generate a coarse 3D mesh and introduces a novel optimization scheme called Synchronized Diffusion Distillation (SDD) for refinement. Unlike previous refined methods based on Score Distillation Sampling (SDS), which suffer from unstable optimization and geometric over-smoothing due to ambiguities across different views and modalities, our method effectively distills consistent multi-view and multi-modal priors from 2D diffusion models in a training-free manner. This enables robust optimization of 3D representations. Additionally, because SDD is training-free, it preserves the diffusion’s prior knowledge and mitigates potential degradation. This characteristic makes it highly compatible with advanced 2D diffusion techniques like IP-Adapters and ControlNet, allowing for more controllable 3D generation with additional conditioning signals. Experiments demonstrate that our method produces high-quality 3D results with plausible textures and intricate geometric details.
我们介绍了Iris3D,一个新颖的3D内容生成系统,生成生动的纹理和详细的3D形状,同时保留输入信息。我们的系统集成了多视图大重构模型(MVLRM[25])来生成粗三维网格,并引入了一种新的优化方案,称为同步扩散蒸馏(SDD)进行细化。与以往基于分数蒸馏采样(SDS)的改进方法不同,该方法由于不同视图和模态的模糊性而遭受不稳定的优化和几何过度平滑,我们的方法以无训练的方式有效地从二维扩散模型中提取出一致的多视图和多模态先验。这使得3D表示的鲁棒优化成为可能。此外,由于SDD不需要训练,它保留了扩散的先验知识并减轻了潜在的退化。这种特性使其与先进的2D扩散技术(如ip适配器和ControlNet)高度兼容,允许使用额外的调节信号进行更可控的3D生成。实验证明,我们的方法可以产生高质量的3D结果,具有合理的纹理和复杂的几何细节。
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引用次数: 0
GS-ROR 2 : Bidirectional-guided 3DGS and SDF for Reflective Object Relighting and Reconstruction GS-ROR 2:用于反射物体重光照和重建的双向引导3DGS和SDF
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-07 DOI: 10.1145/3759248
Zuoliang Zhu, Beibei Wang, Jian Yang
3D Gaussian Splatting (3DGS) has shown a powerful capability for novel view synthesis due to its detailed expressive ability and highly efficient rendering speed. Unfortunately, creating relightable 3D assets and reconstructing faithful geometry with 3DGS is still problematic, particularly for reflective objects, as its discontinuous representation raises difficulties in constraining geometries. In contrary, volumetric signed distance field (SDF) methods provide robust geometry reconstruction, while the expensive ray marching hinders its real-time application and slows the training. Besides, these methods struggle to capture sharp geometric details. To this end, we propose to guide 3DGS and SDF bidirectionally in a complementary manner, including an SDF-aided Gaussian splatting for efficient optimization of the relighting model and a GS-guided SDF enhancement for high-quality geometry reconstruction. At the core of our SDF-aided Gaussian splatting is the mutual supervision of the depth and normal between blended Gaussians and SDF, which avoids the expensive volume rendering of SDF. Thanks to this mutual supervision, the learned blended Gaussians are well-constrained with a minimal time cost. As the Gaussians are rendered in a deferred shading mode, the alpha-blended Gaussians are smooth, while individual Gaussians may still be outliers, yielding floater artifacts. Therefore, we introduce an SDF-aware pruning strategy to remove Gaussian outliers located distant from the surface defined by SDF, avoiding the floater issue. This way, our GS framework provides reasonable normal and achieves realistic relighting, while the mesh of truncated SDF (TSDF) fusion from depth is still problematic. Therefore, we design a GS-guided SDF refinement, which utilizes the blended normal from Gaussians to finetune SDF. Equipped with the efficient enhancement, our method can further provide high-quality meshes for reflective objects at the cost of 17% extra training time. Consequently, our method outperforms the existing Gaussian-based inverse rendering methods in terms of relighting and mesh quality. Our method also exhibits competitive relighting/mesh quality compared to NeRF-based methods with at most 25%/33% of training time and allows rendering at 200+ frames per second on an RTX4090. Our code is available at https://github.com/NK-CS-ZZL/GS-ROR.
三维高斯飞溅(3DGS)以其精细的表达能力和高效的渲染速度显示出强大的新视图合成能力。不幸的是,使用3DGS创建可照明的3D资产和重建忠实的几何形状仍然存在问题,特别是对于反射对象,因为它的不连续表示增加了约束几何形状的困难。相反,体积符号距离场(SDF)方法提供了鲁棒的几何重建,但昂贵的射线推进阻碍了其实时应用并减慢了训练速度。此外,这些方法很难捕捉到尖锐的几何细节。为此,我们建议以互补的方式双向引导3DGS和SDF,包括SDF辅助的高斯溅射,用于有效优化重光照模型,gs引导的SDF增强,用于高质量的几何重建。我们的SDF辅助高斯喷溅的核心是混合高斯和SDF之间的深度和法线的相互监督,这避免了昂贵的SDF的体积渲染。由于这种相互监督,学习到的混合高斯函数以最小的时间成本得到了很好的约束。由于高斯分布是在延迟着色模式下渲染的,混合的高斯分布是平滑的,而单个高斯分布可能仍然是异常值,产生浮动伪影。因此,我们引入了一种SDF感知的剪枝策略来去除远离SDF定义的表面的高斯异常值,从而避免了浮子问题。这样,我们的GS框架提供了合理的法线并实现了逼真的重光照,而从深度融合的截断SDF (TSDF)网格仍然存在问题。因此,我们设计了一种gs引导的SDF细化方法,该方法利用高斯的混合正态来微调SDF。通过有效的增强,我们的方法可以以额外17%的训练时间为代价,进一步为反射物体提供高质量的网格。因此,我们的方法在重光照和网格质量方面优于现有的基于高斯的反向渲染方法。与基于nerf的方法相比,我们的方法也具有竞争力的重光照/网格质量,最多只需要25%/33%的训练时间,并允许在RTX4090上以每秒200帧的速度渲染。我们的代码可在https://github.com/NK-CS-ZZL/GS-ROR上获得。
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引用次数: 0
Single-shot HDR using conventional image sensor shutter functions and optical randomization 单镜头HDR使用传统的图像传感器快门功能和光学随机化
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-30 DOI: 10.1145/3748718
Xiang Dai, Kyrollos Yanny, Kristina Monakhova, Nicholas Antipa
High-dynamic-range (HDR) imaging is an essential technique for overcoming the dynamic range limits of image sensors. The classic method relies on multiple exposures, which slows capture time, resulting in motion artifacts when imaging dynamic scenes. Single-shot HDR imaging alleviates this issue by encoding HDR data in a single exposure, then computationally recovering it. Many established methods use strong image priors to recover improperly exposed detail; these approaches struggle with extended highlight regions. In this work, we demonstrate a novel single-shot HDR capture method that utilizes the global reset release (GRR) shutter mode commonly found in off-the-shelf sensors. GRR shutter mode applies a longer exposure time to rows closer to the bottom of the sensor. We use optics that relay a randomly permuted (shuffled) image onto the sensor, effectively creating spatially randomized exposures across the scene. The resulting exposure diversity allows us to recover HDR data by solving an optimization problem with a simple total variation image prior. In simulation, we demonstrate that our method outperforms other single-shot methods when many sensor pixels are saturated (10 (% ) or more), and is competitive at modest saturation (1 (% ) ). Finally, we demonstrate a physical lab prototype that uses an off-the-shelf random fiber bundle for the optical shuffling. The fiber bundle is coupled to a low-cost commercial sensor operating in GRR shutter mode. Our prototype achieves a dynamic range of up to 73dB using an 8-bit sensor with 48dB dynamic range.
高动态范围(HDR)成像是克服图像传感器动态范围限制的关键技术。经典的方法依赖于多次曝光,这会减慢捕捉时间,导致在成像动态场景时产生运动伪影。单镜头HDR成像通过在单次曝光中编码HDR数据,然后计算恢复它来缓解这个问题。许多已建立的方法使用强图像先验来恢复曝光不当的细节;这些方法与扩展的高光区域作斗争。在这项工作中,我们展示了一种新的单镜头HDR捕捉方法,该方法利用了现成传感器中常见的全局复位释放(GRR)快门模式。GRR快门模式对靠近传感器底部的行应用较长的曝光时间。我们使用光学元件将随机排列的图像传递到传感器上,有效地在整个场景中创建空间随机曝光。由此产生的曝光多样性使我们能够通过解决一个简单的总变化图像先验的优化问题来恢复HDR数据。在模拟中,我们证明了当许多传感器像素饱和时(10 (% )或更多),我们的方法优于其他单镜头方法,并且在适度饱和时具有竞争力(1 (% ))。最后,我们演示了一个物理实验室原型,该原型使用现成的随机光纤束进行光洗牌。光纤束耦合到一个低成本的商用传感器在GRR快门模式下工作。我们的原型使用具有48dB动态范围的8位传感器实现了高达73dB的动态范围。
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引用次数: 0
Painless Differentiable Rotation Dynamics 无痛可微旋转动力学
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3730944
Magí Romanyà-Serrasolsas, Juan J. Casafranca, Miguel A. Otaduy
We propose the formulation of forward and differentiable rigid-body dynamics using Lie-algebra rotation derivatives. In particular, we show how this approach can easily be applied to incremental-potential formulations of forward dymamics, and we introduce a novel definition of adjoints for differentiable dynamics. In contrast to other parameterizations of rotations (notably the popular rotation-vector parameterization), our approach leads to painlessly simple and compact derivatives, better conditioning, and higher runtime efficiency. We demonstrate our approach on fundamental rigid-body problems, but also on Cosserat rods as an example of multi-rigid-body dynamics.
我们提出了利用李代数旋转导数的正微分刚体动力学公式。特别地,我们展示了这种方法如何容易地应用于正向动力学的增量势公式,并且我们为可微动力学引入了伴随的新定义。与旋转的其他参数化(特别是流行的旋转矢量参数化)相比,我们的方法带来了简单而紧凑的导数,更好的调节和更高的运行时效率。我们在基本刚体问题上展示了我们的方法,也在多刚体动力学的一个例子上展示了我们的方法。
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引用次数: 0
Diffuse-CLoC: Guided Diffusion for Physics-based Character Look-ahead Control 扩散- cloc:引导扩散的物理为基础的字符前瞻控制
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3731206
Xiaoyu Huang, Takara Truong, Yunbo Zhang, Fangzhou Yu, Jean Pierre Sleiman, Jessica Hodgins, Koushil Sreenath, Farbod Farshidian
We present Diffuse-CLoC, a guided diffusion framework for physics-based look-ahead control that enables intuitive, steerable, and physically realistic motion generation. While existing kinematics motion generation with diffusion models offer intuitive steering capabilities with inference-time conditioning, they often fail to produce physically viable motions. In contrast, recent diffusion-based control policies have shown promise in generating physically realizable motion sequences, but the lack of kinematics prediction limits their steerability. Diffuse-CLoC addresses these challenges through a key insight: modeling the joint distribution of states and actions within a single diffusion model makes action generation steerable by conditioning it on the predicted states. This approach allows us to leverage established conditioning techniques from kinematic motion generation while producing physically realistic motions. As a result, we achieve planning capabilities without the need for a high-level planner. Our method handles a diverse set of unseen long-horizon downstream tasks through a single pre-trained model, including static and dynamic obstacle avoidance, motion in-betweening, and task-space control. Experimental results show that our method significantly outperforms the traditional hierarchical framework of high-level motion diffusion and low-level tracking.
我们提出了diffusion - cloc,这是一种用于基于物理的前瞻性控制的引导扩散框架,可实现直观,可操纵和物理逼真的运动生成。虽然现有的运动学运动生成与扩散模型提供直观的转向能力与推理时间条件,他们往往不能产生物理上可行的运动。相比之下,最近基于扩散的控制策略在生成物理上可实现的运动序列方面表现出了希望,但缺乏运动学预测限制了它们的可操作性。diffusion - cloc通过一个关键的见解解决了这些挑战:在单个扩散模型中对状态和动作的联合分布进行建模,使动作生成可以根据预测的状态进行调节。这种方法使我们能够在产生物理逼真运动的同时,利用运动学运动生成的既定调节技术。因此,我们在不需要高级计划人员的情况下实现了计划能力。我们的方法通过一个单一的预训练模型来处理各种看不见的长视界下游任务,包括静态和动态避障、中间运动和任务空间控制。实验结果表明,该方法明显优于传统的高层运动扩散和低层跟踪的分层框架。
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引用次数: 0
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ACM Transactions on Graphics
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