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Point cloud denoising using a generalized error metric 使用广义误差指标进行点云去噪
IF 1.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-18 DOI: 10.1016/j.gmod.2024.101216
Qun-Ce Xu , Yong-Liang Yang , Bailin Deng

Effective removal of noises from raw point clouds while preserving geometric features is the key challenge for point cloud denoising. To address this problem, we propose a novel method that jointly optimizes the point positions and normals. To preserve geometric features, our formulation uses a generalized robust error metric to enforce piecewise smoothness of the normal vector field as well as consistency between point positions and normals. By varying the parameter of the error metric, we gradually increase its non-convexity to guide the optimization towards a desirable solution. By combining alternating minimization with a majorization-minimization strategy, we develop a numerical solver for the optimization which guarantees convergence. The effectiveness of our method is demonstrated by extensive comparisons with previous works.

在保留几何特征的同时有效去除原始点云中的噪声是点云去噪的关键挑战。为了解决这个问题,我们提出了一种联合优化点位置和法线的新方法。为了保留几何特征,我们的方法使用了广义的鲁棒误差度量来强制法向量场的片状平滑性以及点位置和法线之间的一致性。通过改变误差度量的参数,我们逐渐增加其非凸性,从而引导优化向理想的解决方案迈进。通过将交替最小化与大化-最小化策略相结合,我们开发出了一种可确保收敛性的优化数值求解器。通过与以往研究成果的广泛比较,我们证明了这一方法的有效性。
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引用次数: 0
Auxetic dihedral Escher tessellations 辅助二面埃舍尔方格网
IF 1.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-03-13 DOI: 10.1016/j.gmod.2024.101215
Xiaokang Liu , Lin Lu , Lingxin Cao , Oliver Deussen , Changhe Tu

The auxetic structure demonstrates an unconventional deployable mechanism, expanding in transverse directions while being stretched longitudinally (exhibiting a negative Poisson’s ratio). This characteristic offers advantages in diverse fields such as structural engineering, flexible electronics, and medicine. The rotating (semi-)rigid structure, as a typical auxetic structure, has been introduced into the field of computer-aided design because of its well-defined motion patterns. These structures find application as deployable structures in various endeavors aiming to approximate and rapidly fabricate doubly-curved surfaces, thereby mitigating the challenges associated with their production and transportation. Nevertheless, prior designs relying on basic geometric elements primarily concentrate on exploring the inherent nature of the structure and often lack aesthetic appeal. To address this limitation, we propose a novel design and generation method inspired by dihedral Escher tessellations. By introducing a new metric function, we achieve efficient evaluation of shape deployability as well as filtering of tessellations, followed by a two-step deformation and edge-deployability optimization process to ensure compliance with deployability constraints while preserving semantic meanings. Furthermore, we optimize the shape through physical simulation to guarantee deployability in actual manufacturing and control Poisson’s ratio to a certain extent. Our method yields structures that are both semantically meaningful and aesthetically pleasing, showcasing promising potential for auxetic applications.

这种辅助结构展示了一种非常规的可展开机制,在纵向拉伸的同时横向膨胀(呈现负泊松比)。这一特性在结构工程、柔性电子和医学等多个领域都具有优势。旋转(半)刚性结构是一种典型的辅助结构,由于其运动模式明确,已被引入计算机辅助设计领域。这些结构作为可部署结构应用于各种工作中,旨在近似并快速制造双曲面,从而减轻与生产和运输相关的挑战。尽管如此,以往依靠基本几何元素的设计主要集中在探索结构的固有特性上,往往缺乏美感。针对这一局限性,我们提出了一种新颖的设计和生成方法,其灵感来源于二面埃舍尔方格网。通过引入一个新的度量函数,我们实现了对形状可部署性的高效评估以及对网格的过滤,然后通过两步变形和边缘可部署性优化过程,确保在保留语义的同时符合可部署性约束。此外,我们还通过物理模拟来优化形状,以保证在实际制造中的可部署性,并在一定程度上控制泊松比。我们的方法能产生既有语义意义又美观的结构,为辅助设计应用展示了巨大的潜力。
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引用次数: 0
IGF-Fit: Implicit gradient field fitting for point cloud normal estimation IGF-Fit:用于点云法线估算的隐式梯度场拟合
IF 1.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-02-28 DOI: 10.1016/j.gmod.2024.101214
Bowen Lyu , Li-Yong Shen , Chun-Ming Yuan

We introduce IGF-Fit, a novel method for estimating surface normals from point clouds with varying noise and density. Unlike previous approaches that rely on point-wise weights and explicit representations, IGF-Fit employs a network that learns an implicit representation and uses derivatives to predict normals. The input patch serves as both a shape latent vector and query points for fitting the implicit representation. To handle noisy input, we introduce a novel noise transformation module with a training strategy for noise classification and latent vector bias prediction. Our experiments on synthetic and real-world scan datasets demonstrate the effectiveness of IGF-Fit, achieving state-of-the-art performance on both noise-free and density-varying data.

我们介绍了 IGF-Fit,这是一种从具有不同噪声和密度的点云中估计表面法线的新方法。与以往依赖于点权重和显式表示的方法不同,IGF-Fit 采用的是一种学习隐式表示并使用导数预测法线的网络。输入斑块既是形状潜在向量,也是拟合隐式表示的查询点。为了处理噪声输入,我们引入了一个新颖的噪声转换模块,该模块具有噪声分类和潜向量偏差预测的训练策略。我们在合成和实际扫描数据集上进行的实验证明了 IGF-Fit 的有效性,它在无噪声和密度变化数据上都取得了一流的性能。
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引用次数: 0
Pixel art character generation as an image-to-image translation problem using GANs 将像素艺术角色生成作为使用广义泛函模型的图像到图像转换问题
IF 1.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-02-02 DOI: 10.1016/j.gmod.2024.101213
Flávio Coutinho , Luiz Chaimowicz

Asset creation in game development usually requires multiple iterations until a final version is achieved. This iterative process becomes more significant when the content is pixel art, in which the artist carefully places each pixel. We hypothesize that the problem of generating character sprites in a target pose (e.g., facing right) given a source (e.g., facing front) can be framed as an image-to-image translation task. Then, we present an architecture of deep generative models that takes as input an image of a character in one domain (pose) and transfers it to another. We approach the problem using generative adversarial networks (GANs) and build on Pix2Pix’s architecture while leveraging some specific characteristics of the pixel art style. We evaluated the trained models using four small datasets (less than 1k) and a more extensive and diverse one (12k). The models yielded promising results, and their generalization capacity varies according to the dataset size and variability. After training models to generate images among four domains (i.e., front, right, back, left), we present an early version of a mixed-initiative sprite editor that allows users to interact with them and iterate in creating character sprites.

游戏开发中的资产创建通常需要多次迭代,直到完成最终版本。当内容是像素艺术时,这种迭代过程就变得更加重要,因为在像素艺术中,艺术家要仔细地放置每个像素。我们假设,在给定源(如朝向前方)的情况下,以目标姿势(如朝向右方)生成角色精灵的问题可以归结为图像到图像的转换任务。然后,我们提出了一种深度生成模型架构,它将一个领域(姿势)中的角色图像作为输入,并将其转换到另一个领域。我们使用生成对抗网络(GANs)来处理这个问题,并以 Pix2Pix 的架构为基础,同时利用像素艺术风格的一些特定特征。我们使用四个小型数据集(少于 1k)和一个更广泛、更多样的数据集(12k)对训练好的模型进行了评估。模型取得了可喜的成果,其泛化能力随数据集的大小和变化而变化。在训练模型生成四个域(即前、右、后、左)的图像后,我们展示了混合主动式精灵编辑器的早期版本,用户可以与模型互动,反复创建角色精灵。
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引用次数: 0
Evaluating and comparing crowd simulations: Perspectives from a crowd authoring tool 评估和比较人群模拟:人群创作工具的视角
IF 1.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-03 DOI: 10.1016/j.gmod.2023.101212
Gabriel Fonseca Silva, Paulo Ricardo Knob, Rubens Halbig Montanha, Soraia Raupp Musse

Crowd simulation is a research area widely used in diverse fields, including gaming and security, assessing virtual agent movements through metrics like time to reach their goals, speed, trajectories, and densities. This is relevant for security applications, for instance, as different crowd configurations can determine the time people spend in environments trying to evacuate them. In this work, we extend WebCrowds, an authoring tool for crowd simulation, to allow users to build scenarios and evaluate them through a set of metrics. The aim is to provide a quantitative metric that can, based on simulation data, select the best crowd configuration in a certain environment. We conduct experiments to validate our proposed metric in multiple crowd simulation scenarios and perform a comparison with another metric found in the literature. The results show that experts in the domain of crowd scenarios agree with our proposed quantitative metric.

人群模拟是一个广泛应用于游戏和安全等不同领域的研究领域,通过达到目标的时间、速度、轨迹和密度等指标来评估虚拟代理的移动。例如,这与安全应用相关,因为不同的人群配置可以决定人们在试图撤离的环境中所花费的时间。在这项工作中,我们扩展了人群模拟创作工具 WebCrowds,使用户能够构建场景并通过一系列指标对其进行评估。其目的是提供一种量化指标,根据模拟数据选择特定环境中的最佳人群配置。我们进行了实验,在多个人群模拟场景中验证了我们提出的指标,并与文献中的另一个指标进行了比较。结果表明,人群场景领域的专家同意我们提出的量化指标。
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引用次数: 0
Editorial special issue on the 9th smart tools and applications in graphics conference (STAG 2022) 第九届图形学智能工具与应用大会(STAG 2022)编辑特刊
IF 1.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-01 DOI: 10.1016/j.gmod.2023.101203
Daniela Cabiddu , Gianmarco Cherchi , Teseo Schneider
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引用次数: 0
High-performance Ellipsoidal Clipmaps 高性能椭球体剪贴图
IF 1.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-01 DOI: 10.1016/j.gmod.2023.101209
Aleksandar Dimitrijević, Dejan Rančić

This paper presents performance improvements for Ellipsoid Clipmaps, an out-of-core planet-sized geodetically accurate terrain rendering algorithm. The performance improvements were achieved by eliminating unnecessarily dense levels, more accurate block culling in the geographic coordinate system, and more efficient rendering methods. The elimination of unnecessarily dense levels is the result of analyzing and determining the optimal relative height of the viewer with respect to the most detailed level, resulting in the most consistent size of triangles across all visible levels. The proposed method for estimating the visibility of blocks based on view orientation allows rapid block-level view frustum culling performed in data space before visualization and spatial transformation of blocks. The use of a modern geometry pipeline through task and mesh shaders forced the handling of extremely fine granularity of blocks, but also shifted a significant part of the block culling process from CPU to the GPU. The approach described achieves high throughput and enables geodetically accurate rendering of the terrain based on the WGS 84 reference ellipsoid at very high resolution and in real time, with tens of millions of triangles with an average area of about 0.5 pix2 on a 1080p screen on mid-range graphics cards.

本文介绍了椭球Clipmaps的性能改进,椭球Clipmaps是一种核外行星大小的大地测量精确地形绘制算法。性能改进是通过消除不必要的密集级别、在地理坐标系中更精确的块剔除和更有效的渲染方法来实现的。消除不必要的密集关卡是分析和确定观看者相对于最详细关卡的最佳相对高度的结果,从而在所有可见关卡中产生最一致的三角形大小。提出的基于视图方向的块可见性估计方法允许在块可视化和空间转换之前在数据空间中快速进行块级视图截锥体剔除。通过任务和网格着色器使用现代几何管道强制处理极细粒度的块,但也将块剔除过程的重要部分从CPU转移到GPU。所描述的方法实现了高吞吐量,并能够基于WGS 84参考椭球体以非常高的分辨率和实时的大地测量精度渲染地形,在中程显卡的1080p屏幕上具有数千万个平均面积约为0.5 pix2的三角形。
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引用次数: 0
Modeling multi-style portrait relief from a single photograph 从一张照片建模多风格人像浮雕
IF 1.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-28 DOI: 10.1016/j.gmod.2023.101210
Yu-Wei Zhang , Hongguang Yang , Ping Luo , Zhi Li , Hui Liu , Zhongping Ji , Caiming Zhang

This paper aims at extending the method of Zhang et al. (2023) to produce not only portrait bas-reliefs from single photographs, but also high-depth reliefs with reasonable depth ordering. We cast this task as a problem of style-aware photo-to-depth translation, where the input is a photograph conditioned by a style vector and the output is a portrait relief with desired depth style. To construct ground-truth data for network training, we first propose an optimization-based method to synthesize high-depth reliefs from 3D portraits. Then, we train a normal-to-depth network to learn the mapping from normal maps to relief depths. After that, we use the trained network to generate high-depth relief samples using the provided normal maps from Zhang et al. (2023). As each normal map has pixel-wise photograph, we are able to establish correspondences between photographs and high-depth reliefs. By taking the bas-reliefs of Zhang et al. (2023), the new high-depth reliefs and their mixtures as target ground-truths, we finally train a encoder-to-decoder network to achieve style-aware relief modeling. Specially, the network is based on a U-shaped architecture, consisting of Swin Transformer blocks to process hierarchical deep features. Extensive experiments have demonstrated the effectiveness of the proposed method. Comparisons with previous works have verified its flexibility and state-of-the-art performance.

本文旨在扩展Zhang et al.(2023)的方法,不仅可以从单张照片中生成人像浅浮雕,还可以生成深度排序合理的高深度浮雕。我们将此任务作为样式感知照片到深度转换的问题,其中输入是由样式向量限定的照片,输出是具有所需深度样式的人像浮雕。为了构建用于网络训练的真地数据,我们首先提出了一种基于优化的方法,从三维人像中合成高深度浮雕。然后,我们训练一个法线到深度的网络来学习从法线到地形深度的映射。之后,我们使用训练好的网络,使用Zhang等人(2023)提供的法线图生成高深度地形样本。由于每个法线贴图都有像素级的照片,我们能够在照片和高深度浮雕之间建立对应关系。通过将Zhang等人(2023)的浅浮雕、新的高深度浮雕及其混合物作为目标ground-truth,我们最终训练了一个编码器到解码器网络,以实现风格感知浮雕建模。特别地,该网络基于由Swin Transformer块组成的u型结构来处理分层深度特征。大量的实验证明了该方法的有效性。与以前的作品比较,验证了它的灵活性和最先进的性能。
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引用次数: 0
A decomposition scheme for continuous Level of Detail, streaming and lossy compression of unordered point clouds 无序点云的连续细节、流和有损压缩分解方案
IF 1.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-08 DOI: 10.1016/j.gmod.2023.101208
Jan Martens, Jörg Blankenbach

Modern laser scanners, depth sensor devices and Dense Image Matching techniques allow for capturing of extensive point cloud datasets. While capturing has become more user-friendly, the size of registered point clouds results in large datasets which pose challenges for processing, storage and visualization. This paper presents a decomposition scheme using oriented KD trees and the wavelet transform for unordered point clouds. Taking inspiration from image pyramids, the decomposition scheme comes with a Level of Detail representation where higher-levels are progressively reconstructed from lower ones, thus making it suitable for streaming and continuous Level of Detail. Furthermore, the decomposed representation allows common compression techniques to achieve higher compression ratios by modifying the underlying frequency data at the cost of geometric accuracy and therefore allows for flexible lossy compression. After introducing this novel decomposition scheme, results are discussed to show how it deals with data captured from different sources.

现代激光扫描仪,深度传感器设备和密集图像匹配技术允许捕获广泛的点云数据集。虽然捕获变得更加用户友好,但配准点云的大小导致了大型数据集,这给处理、存储和可视化带来了挑战。提出了一种基于定向KD树和小波变换的无序点云分解方案。从图像金字塔中获得灵感,分解方案带有一个细节级别表示,其中较高的级别从较低的级别逐步重建,从而使其适合流和连续的细节级别。此外,分解后的表示允许普通压缩技术通过以几何精度为代价修改底层频率数据来实现更高的压缩比,因此允许灵活的有损压缩。在介绍了这种新的分解方案后,讨论了结果,以显示它如何处理从不同来源捕获的数据。
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引用次数: 0
Vertex position estimation with spatial–temporal transformer for 3D human reconstruction 基于时空变换的三维人体重构顶点位置估计
IF 1.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-10-26 DOI: 10.1016/j.gmod.2023.101207
Xiangjun Zhang, Yinglin Zheng, Wenjin Deng, Qifeng Dai, Yuxin Lin, Wangzheng Shi, Ming Zeng

Reconstructing 3D human pose and body shape from monocular images or videos is a fundamental task for comprehending human dynamics. Frame-based methods can be broadly categorized into two fashions: those regressing parametric model parameters (e.g., SMPL) and those exploring alternative representations (e.g., volumetric shapes, 3D coordinates). Non-parametric representations have demonstrated superior performance due to their enhanced flexibility. However, when applied to video data, these non-parametric frame-based methods tend to generate inconsistent and unsmooth results. To this end, we present a novel approach that directly regresses the 3D coordinates of the mesh vertices and body joints with a spatial–temporal Transformer. In our method, we introduce a SpatioTemporal Learning Block (STLB) with Spatial Learning Module (SLM) and Temporal Learning Module (TLM), which leverages spatial and temporal information to model interactions at a finer granularity, specifically at the body token level. Our method outperforms previous state-of-the-art approaches on Human3.6M and 3DPW benchmark datasets.

从单目图像或视频中重建三维人体姿势和身体形状是理解人体动力学的基本任务。基于框架的方法可以大致分为两种模式:回归参数模型参数(例如,SMPL)和探索替代表示(例如,体积形状,3D坐标)。非参数表示由于其增强的灵活性而表现出优越的性能。然而,当应用于视频数据时,这些基于非参数帧的方法容易产生不一致和不平滑的结果。为此,我们提出了一种新的方法,即使用时空转换器直接回归网格顶点和身体关节的三维坐标。在我们的方法中,我们引入了一个具有空间学习模块(SLM)和时间学习模块(TLM)的时空学习块(STLB),它利用空间和时间信息在更细的粒度上建模交互,特别是在身体令牌级别。我们的方法在Human3.6M和3DPW基准数据集上优于以前最先进的方法。
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引用次数: 0
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