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An exact algorithm for two-dimensional cutting problems based on multi-level pattern 基于多级模式的二维切割问题精确算法
IF 1.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-06-01 Epub Date: 2024-05-25 DOI: 10.1016/j.gmod.2024.101220
Weiping Pan

A multi-level pattern is proposed for the unconstrained two-dimensional cutting problems of rectangular items, and an exact generation algorithm is constructed. The arrangement of rectangular items with the same type in multiple rows and columns is referred to as a 0-level pattern. An n-level pattern is the horizontal or vertical combination of an n-1 level pattern with a pattern whose level will not exceed n-1. The generation algorithm of multi-level pattern is constructed on the base of dynamic programming, and the multi-level patterns with various sizes are generated with increased level order. The normal size is chosen to reduce unnecessary computation in the algorithm. Three sets of benchmark instances and one set of random production instance from the literatures are used for comparison. Comparing to the exact algorithm in the literature, the results in this paper are equivalent, but the computation time is shorter. Comparing to heuristic algorithms in literatures, the results in this paper are better and the computation time is still good enough for practical applications.

针对矩形物品的无约束二维切割问题,提出了一种多层次模式,并构建了精确的生成算法。同一类型的矩形物品在多行和多列中的排列称为 0 级模式。n 级模式是 n-1 级模式与级别不超过 n-1 的模式的水平或垂直组合。多级图案的生成算法是在动态编程的基础上构建的,不同大小的多级图案随着级序的增加而生成。选择正常大小是为了减少算法中不必要的计算。比较使用了三组基准实例和一组来自文献的随机生产实例。与文献中的精确算法相比,本文的结果相当,但计算时间更短。与文献中的启发式算法相比,本文的结果更好,计算时间也足够实际应用。
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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 : 2024-06-01 Epub 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
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 : 2024-06-01 Epub 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
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 : 2024-04-01 Epub 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 : 2024-02-01 Epub 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
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 : 2023-12-01 Epub 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
Packing problems on generalised regular grid: Levels of abstraction using integer linear programming 广义正则网格上的填充问题:用整数线性规划的抽象层次
IF 1.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-01 Epub Date: 2023-10-07 DOI: 10.1016/j.gmod.2023.101205
Hao Hua , Benjamin Dillenburger

Packing a designated set of shapes on a regular grid is an important class of operations research problems that has been intensively studied for more than six decades. Representing a d-dimensional discrete grid as Zd, we formalise the generalised regular grid (GRG) as a surjective function from Zd to a geometric tessellation in a physical space, for example, the cube coordinates of a hexagonal grid or a quasilattice. This study employs 0-1 integer linear programming (ILP) to formulate the polyomino tiling problem with adjacency constraints. Rotation & reflection invariance in adjacency are considered. We separate the formal ILP from the topology & geometry of various grids, such as Ammann-Beenker tiling, Penrose tiling and periodic hypercube. Based on cutting-edge solvers, we reveal an intuitive correspondence between the integer program (a pattern of algebraic rules) and the computer codes. Models of packing problems in the GRG have wide applications in production system, facility layout planning, and architectural design. Two applications in planning high-rise residential apartments are illustrated.

在规则网格上填充一组指定的形状是一类重要的运筹学问题,已经被深入研究了60多年。将d维离散网格表示为Zd,我们将广义规则网格(GRG)形式化为从Zd到物理空间中的几何镶嵌的满射函数,例如,六边形网格或准格的立方体坐标。本研究采用0-1整数线性规划(ILP)来表述具有邻接约束的多集平铺问题。旋转,考虑了邻接中的反射不变性。我们将形式ILP从拓扑中分离出来;各种网格的几何结构,如Ammann-Beenker平铺、Penrose平铺和周期超立方体。基于先进的求解器,我们揭示了整数程序(代数规则模式)与计算机代码之间的直观对应关系。GRG中的包装问题模型在生产系统、设施布局规划和建筑设计中有着广泛的应用。举例说明了在高层住宅公寓规划中的两种应用。
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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 Epub Date: 2023-09-29 DOI: 10.1016/j.gmod.2023.101203
Daniela Cabiddu , Gianmarco Cherchi , Teseo Schneider
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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 : 2023-12-01 Epub 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
Jrender: An efficient differentiable rendering library based on Jittor Jrender:一个基于Jittor的高效可微分渲染库
IF 1.7 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-01 Epub Date: 2023-10-18 DOI: 10.1016/j.gmod.2023.101202
Hanggao Xin, Chenzhong Xiang, Wenyang Zhou, Dun Liang

Differentiable rendering has been proven as a powerful tool to bridge 2D images and 3D models. With the aid of differentiable rendering, tasks in computer vision and computer graphics could be solved more elegantly and accurately. To address challenges in the implementations of differentiable rendering methods, we present an efficient and modular differentiable rendering library named Jrender based on Jittor. Jrender supports surface rendering for 3D meshes and volume rendering for 3D volumes. Compared with previous differentiable renderers, Jrender exhibits a significant improvement in both performance and rendering quality. Due to the modular design, various rendering effects such as PBR materials shading, ambient occlusions, soft shadows, global illumination, and subsurface scattering could be easily supported in Jrender, which are not available in other differentiable rendering libraries. To validate our library, we integrate Jrender into applications such as 3D object reconstruction and NeRF, which show that our implementations could achieve the same quality with higher performance.

可微分渲染已经被证明是一个强大的工具,以桥梁2D图像和3D模型。借助可微渲染,计算机视觉和计算机图形学中的任务可以更优雅、更精确地求解。为了解决可微渲染方法实现中的挑战,我们提出了一个基于Jittor的高效模块化可微渲染库Jrender。Jrender支持3D网格的表面渲染和3D体的体渲染。与以前的可微分渲染器相比,Jrender在性能和渲染质量方面都有了显著的改进。由于模块化设计,Jrender可以很容易地支持各种渲染效果,如PBR材质着色、环境遮挡、软阴影、全局照明和亚表面散射,这些在其他可微分渲染库中是不可用的。为了验证我们的库,我们将Jrender集成到3D对象重建和NeRF等应用程序中,这表明我们的实现可以在更高的性能下达到相同的质量。
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引用次数: 0
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Graphical Models
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