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HQ3DAvatar: High Quality Implicit 3D Head Avatar HQ3DAvatar:高质量隐式 3D 头像
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-02-29 DOI: 10.1145/3649889
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.

最近,多视角体积渲染技术在建模和合成高质量头部虚拟形象方面显示出巨大潜力。捕捉完整头部动态表现的常见方法是使用基于网格的模板或基于三维立方体的图形基元来跟踪底层几何体。虽然这些基于模型的方法取得了可喜的成果,但它们往往无法学习复杂的几何细节,如嘴巴内部、头发和随时间发生的拓扑变化。本文介绍了一种构建高度逼真的数字头像的新方法。我们的方法通过神经网络参数化的隐式函数来学习典型空间。它利用所学特征空间中的多分辨率哈希编码,实现了高质量、更快的训练和高分辨率渲染。测试时,我们的方法由单目 RGB 视频驱动。在这里,图像编码器会提取特定的面部特征,这些特征也是可学习的典型空间的条件。这样就能在训练过程中鼓励随形变而变化的纹理。我们还提出了一种新颖的基于光流的损耗,它能确保所学典型空间中的对应关系,从而促进无伪影和时间一致的渲染。我们展示了具有挑战性的面部表情结果,并以交互式实时速率展示了分辨率为 480x270 的自由视点渲染。我们的方法在视觉和数值上都优于相关方法。我们将发布我们的多重身份数据集,以鼓励进一步的研究。
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引用次数: 0
Online Neural Path Guiding with Normalized Anisotropic Spherical Gaussians 用归一化各向异性球形高斯进行在线神经路径引导
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-02-28 DOI: 10.1145/3649310
Jiawei Huang, Akito Iizuka, Hajime Tanaka, Taku Komura, Yoshifumi Kitamura

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.

重要性采样技术能显著减少基于物理的渲染中的差异。在本文中,我们提出了一个新颖的在线框架,利用随机光线采样,通过单个小型神经网络学习渲染方程全乘积的空间变化分布。学习到的分布可用于高效采样入射光的全积。为了实现这一目标,我们引入了一种新颖的闭式密度模型,称为归一化各向异性球形高斯混合物,它可以用少量参数对复杂光场进行建模,并可直接采样。我们的框架可以逐步渲染和学习该分布,无需任何预热阶段。由于我们的密度模型结构紧凑、表现力强,因此我们的框架可以完全在 GPU 上实现,从而可以利用有限的计算资源生成高质量的图像。结果表明,我们的框架优于现有的神经路径引导方法,其性能与最先进的在线统计路径引导技术相当,甚至更好。
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引用次数: 0
Importance Sampling BRDF Derivatives 重要度采样 BRDF 衍生物
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-02-21 DOI: 10.1145/3648611
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.

我们提出了一套技术,可以有效地对各种 BRDF 模型的导数进行重要采样。在可微分渲染中,BRDF 被其对应的微分 BRDF 所取代,微分 BRDF 是实值,可以有负值。这就导致了因符号变化而产生的新的方差源。实值函数无法通过正值 PDF 得到完美的重要性采样,直接应用 BRDF 采样会导致高方差。之前的反义采样尝试只解决了各向同性微面 BRDF 的粗糙度参数导数问题。我们的工作将 BRDF 导数采样推广到各向异性 microfacet 模型、混合 BRDF、Oren-Nayar、Hanrahan-Krueger 以及其他解析 BRDF。我们的方法首先将实值微分 BRDF 分解成单符号函数之和,消除符号变化带来的方差。接下来,我们对得到的每个单符号函数分别进行重要采样。第一种分解方法(正化)是根据实值函数的符号对其进行分割,在适用情况下可有效减少方差。然而,这需要对微分 BRDF 的根进行分析,而且还需要对其进行分析积分。我们的主要见解是,单符号函数可以有重叠支持,这大大拓宽了我们分解实值函数的方法。我们的乘积分解和混合分解利用了这一特性,使我们能够支持正化法无法处理的多种 BRDF 导数。对于各种 BRDF 衍生物,我们的方法在计算成本相同的情况下显著降低了方差(在某些情况下高达 58 倍),并能通过基于梯度诱导的反渲染更好地恢复空间变化的纹理。
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引用次数: 0
Self-Supervised High Dynamic Range Imaging: What Can Be Learned from a Single 8-bit Video? 自监督高动态范围成像:从单个 8 位视频中能学到什么?
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-02-20 DOI: 10.1145/3648570
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.

最近,基于深度学习的反色调映射标准动态范围(SDR)图像以获得高动态范围(HDR)图像的方法变得非常流行。这些方法能够在细节和动态范围方面令人信服地填补曝光过度的区域。要想取得成效,基于深度学习的方法需要从大型数据集中学习,并将这些知识转移到网络权重中。在这项工作中,我们从一个完全不同的角度来解决这个问题。我们能从单个 SDR 8 位视频中学到什么?我们提出的自监督方法表明,在许多情况下,单个 SDR 视频足以生成与其他先进方法质量相同或更好的 HDR 视频。
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引用次数: 0
GIPC: Fast and stable Gauss-Newton optimization of IPC barrier energy GIPC:快速稳定的工频阻挡能高斯-牛顿优化算法
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-27 DOI: 10.1145/3643028
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.

障碍函数对于保持无交叉和无反转的模拟轨迹至关重要,但直接使用距离的现有方法会限制实现设计和性能。我们提出了一种重写障碍函数的方法,以获得其 Hessian 的高效、稳健近似值。其关键思路是利用网格边界元素制定一个简单的接触几何度量,并由此推导出解析特征系统,再通过过滤和加强项进行增强,从而确保 Project-Newton 求解器收敛的稳健性。我们对障碍函数进行重写的另一个优势是,它自然而然地适用于近乎平行的边-边接触这种众所周知的情况,我们还针对这种情况提出了一个新颖的解析特征系统。因此,我们的方法非常适合用于解决接触的标准二阶无约束优化策略,最小化非线性非凸函数,其中的 Hessian 可能是不确定的。与标准的 IPC 障碍公式相比,仅我们的特征系统的效率就提高了 3 倍。我们进一步应用我们的分析代理特征系统,生成了完全基于 GPU 的 IPC 实现,进一步显著加快了速度。
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引用次数: 0
Spectral Total-Variation Processing of Shapes - Theory and Applications 形状的光谱总变化处理 - 理论与应用
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-26 DOI: 10.1145/3641845
Jonathan Brokman, Martin Burger, Guy Gilboa

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。
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引用次数: 0
NeuralVDB: High-resolution Sparse Volume Representation using Hierarchical Neural Networks NeuralVDB:利用层次神经网络进行高分辨率稀疏体表示
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-23 DOI: 10.1145/3641817
Doyub Kim, Minjae Lee, Ken Museth

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.

我们介绍了 NeuralVDB,它利用机器学习的最新进展,改进了有效存储稀疏体积数据的现有行业标准,即 VDB [Museth 2013]。我们新颖的混合数据结构可将 VDB 卷的内存占用减少几个数量级,同时保持其灵活性,并只产生少量(用户控制的)压缩误差。具体来说,NeuralVDB 用多个分层神经网络取代了浅而宽的 VDB 树结构的下层节点,这些神经网络分别通过神经分类器和回归器对拓扑和值信息进行编码。事实证明,这种方法既能最大限度地提高压缩比,又能保持高层 VDB 数据结构提供的空间适应性。对于稀疏的签名距离场和密度卷,我们观察到的压缩率与已经压缩的 VDB 输入值相差 10 倍到 100 倍以上,而且几乎没有视觉伪影。此外,NeuralVDB 与其他神经表示法(如神经几何详细程度 [Takikawa 等人,2021 年]、可变比特率神经场 [Takikawa 等人,2022a] 和即时神经图形原语 [Müller 等人,2022 年])相比,具有更有效的压缩性能。最后,我们演示了从上一帧开始预热如何加速动画体积的训练(即压缩),以及如何改善模型推理的时间一致性(即解压缩)。
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引用次数: 0
DeadWood: Including disturbance and decay in the depiction of digital nature: ACM Transactions on Graphics: Vol 0, No ja DeadWood:将干扰和衰变纳入数字自然描绘:ACM Transactions on Graphics:Vol 0, No ja
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-23 DOI: 10.1145/3641816
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.

在计算机图形学领域,创造真正可信的模拟自然环境仍是一个尚未解决的问题。部分原因在于缺乏视觉变化。在自然界中,除了非生物和生物生长因素造成的变化外,火灾、风灾、疾病、死亡和腐烂过程等干扰事件也起着重要作用,这些干扰事件会产生枯树(树坯)和倒伏的木质碎屑(原木)。例如,按基部面积计算,杉木平均占无人管理森林的 (10%) ,而原木则是这一数量的 (2 frac{1}{2}) 倍。虽然以前的系统已经纳入了干扰(如森林火灾)和腐烂(如腐殖质的形成)的个别元素,但一直没有统一的处理方法,这可能是因为将模拟结果与生成的几何模型相匹配是一项挑战。在本文中,我们提出了一个将生态系统模拟与模型实现过程相结合的框架,前者明确包含了干扰事件和衰变过程,后者则平衡了生命史产生的唯一性和由于内存限制而产生的实例化需求。我们通过一个双选项强迫选择实验(n = 116)检验了我们关于干扰和衰变对视觉影响的假设。我们的研究结果表明,各种形式的枯木(如树枝或原木)的存在大大提高了自然场景的可信度,而令人惊讶的是,模型实例数量的一般变化(每个物种多达 8 个模型)以及对干扰事件的关注却没有提高可信度。
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引用次数: 0
Creation of Dihedral Escher-like Tilings Based on As-Rigid-As-Possible Deformation 基于 "尽可能刚性 "变形的二面埃舍尔式结构的创建
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-21 DOI: 10.1145/3638048
Yuichi Nagata, Shinji Imahori

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.

类埃舍平铺是由一种或几种艺术形状的平铺组成的平铺。本文提出了一种方法,用于生成由两个不同形状组成的类埃舍尔平铺(二面埃舍尔平铺),这些平铺尽可能与用户指定的两个目标形状相似。这项研究是之前一项研究的延伸,之前的研究成功地生成了由单一目标形状的单一瓦片形状组成的类埃舍尔瓦片。在前一项研究的基础上,我们的方法试图详尽地搜索离散瓦片轮廓的哪些部分彼此相邻,从而形成一个瓦片。对于每种配置,都会优化两个瓦片形状,使其与给定的两个目标形状相似。通过基于尽可能刚性的变形能量来评估相似度,优化后的瓦片形状保留了目标形状的局部结构,即使为了形成平铺而必须进行大量变形。然而,在二面体情况下,这种方法似乎并不现实,因为它受到能量函数的复杂性和可能配置的组合爆炸的影响。我们开发了一种方法来解决这些问题,并证明所提出的算法能在实际计算时间内生成令人满意的二面埃舍尔式平铺,即使目标形状有些复杂也不例外。
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引用次数: 0
A Unified MPM Framework supporting Phase-field Models and Elastic-viscoplastic Phase Transition 支持相场模型和弹塑性-粘塑性相变的统一 MPM 框架
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-20 DOI: 10.1145/3638047
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.

近年来,针对流体、固体以及它们在计算机动画中的微妙耦合,许多基于物理的建模和仿真算法与技术得到了快速应用。然而,如何模拟流体-固体相变过程中复杂的弹性-粘弹性(EVP)行为,并促进它们在同一框架内的无缝互动,仍然是一个具有挑战性的问题。在本文中,我们提出了一种实用的方法,能够模拟颗粒流动、粘塑液体、弹塑固体、刚体以及它们之间的相互作用,支持大量涉及现实相变的新现象,包括溶解、熔化、冷却、膨胀、收缩等。在物理学层面,我们建议将 von Mises 与 Drucker-Prager 和 Cam-Clay 屈服模型相结合并进行变形,以建立统一的相场驱动 EVP 模型,该模型能够描述颗粒、弹性、塑性、粘性材料、液体、非牛顿流体的行为及其平滑演化。在数值层面,我们用材料点法(MPM)推导出了 Cahn-Hilliard 和 Allen-Cahn 方程的离散化形式,以有效跟踪相场演化,从而避免明确处理界面上的边界条件。在应用层面,我们设计了一种新颖的启发式策略,通过用户自定义方案(包括化学势、密度曲线等)来控制特殊行为。我们展示了大量具有挑战性的实验结果,以验证新的统一方法的有效性和通用性。这种灵活、高度稳定的框架建立在统一处理、各相之间的无缝耦合以及有效的数值离散化基础之上,在动画创作方面具有独特的优势,可以在艺术创造力和指导下创作出大量涉及相变的新现象。
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引用次数: 0
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ACM Transactions on Graphics
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