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Trim Regions for Online Computation of From-Region Potentially Visible Sets 域外潜在可见集在线计算的修剪区域
Pub Date : 2023-07-26 DOI: 10.1145/3592434
P. Voglreiter, B. Kerbl, A. Weinrauch, J. H. Mueller, Thomas Neff, M. Steinberger, D. Schmalstieg
Visibility computation is a key element in computer graphics applications. More specifically, a from-region potentially visible set (PVS) is an established tool in rendering acceleration, but its high computational cost means a from-region PVS is almost always precomputed. Precomputation restricts the use of PVS to static scenes and leads to high storage cost, in particular, if we need fine-grained regions. For dynamic applications, such as streaming content over a variable-bandwidth network, online PVS computation with configurable region size is required. We address this need with trim regions, a new method for generating from-region PVS for arbitrary scenes in real time. Trim regions perform controlled erosion of object silhouettes in image space, implicitly applying the shrinking theorem known from previous work. Our algorithm is the first that applies automatic shrinking to unconstrained 3D scenes, including non-manifold meshes, and does so in real time using an efficient GPU execution model. We demonstrate that our algorithm generates a tight PVS for complex scenes and outperforms previous online methods for from-viewpoint and from-region PVS. It runs at 60 Hz for realistic game scenes consisting of millions of triangles and computes PVS with a tightness matching or surpassing existing approaches.
可见性计算是计算机图形学应用中的一个关键因素。更具体地说,区域潜在可见集(from-region潜在可见集,PVS)是一种成熟的渲染加速工具,但其高昂的计算成本意味着区域潜在可见集几乎总是需要预先计算。预计算将pv的使用限制在静态场景中,并导致高存储成本,特别是当我们需要细粒度区域时。对于动态应用,例如在可变带宽网络上的流内容,需要具有可配置区域大小的在线pv计算。我们用修剪区域解决了这一需求,这是一种实时生成任意场景的区域pv的新方法。修剪区域在图像空间中执行对象轮廓的受控侵蚀,隐含地应用先前工作中已知的收缩定理。我们的算法是第一个将自动收缩应用于无约束的3D场景,包括非流形网格,并使用高效的GPU执行模型实时执行。我们证明了我们的算法生成了复杂场景的紧密PVS,并且优于以前的在线方法的视点和区域PVS。对于包含数百万个三角形的逼真游戏场景,它以60 Hz的频率运行,并以紧密匹配或超越现有方法的方式计算pv。
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引用次数: 1
Second-order Stencil Descent for Interior-point Hyperelasticity 内点超弹性的二阶模板下降
Pub Date : 2023-07-26 DOI: 10.1145/3592104
L. Lan, Minchen Li, Chenfanfu Jiang, Huamin Wang, Yin Yang
In this paper, we present a GPU algorithm for finite element hyperelastic simulation. We show that the interior-point method, known to be effective for robust collision resolution, can be coupled with non-Newton procedures and be massively sped up on the GPU. Newton's method has been widely chosen for the interior-point family, which fully solves a linear system at each step. After that, the active set associated with collision/contact constraints is updated. Mimicking this routine using a non-Newton optimization (like gradient descent or ADMM) unfortunately does not deliver expected accelerations. This is because the barrier functions employed in an interior-point method need to be updated at every iteration to strictly confine the search to the feasible region. The associated cost (e.g., per-iteration CCD) quickly overweights the benefit brought by the GPU, and a new parallelism modality is needed. Our algorithm is inspired by the domain decomposition method and designed to move interior-point-related computations to local domains as much as possible. We minimize the size of each domain (i.e., a stencil) by restricting it to a single element, so as to fully exploit the capacity of modern GPUs. The stencil-level results are integrated into a global update using a novel hybrid sweep scheme. Our algorithm is locally second-order offering better convergence. It enables simulation acceleration of up to two orders over its CPU counterpart. We demonstrate the scalability, robustness, efficiency, and quality of our algorithm in a variety of simulation scenarios with complex and detailed collision geometries.
本文提出了一种用于有限元超弹性仿真的GPU算法。我们证明了内点法,已知是有效的鲁棒碰撞分辨率,可以与非牛顿过程相结合,并在GPU上大幅加速。内点族广泛采用牛顿法求解,每一步都能完全求解一个线性系统。之后,更新与碰撞/接触约束关联的活动集。不幸的是,使用非牛顿优化(如梯度下降或ADMM)来模拟这个例程并不能提供预期的加速度。这是因为内点法中使用的障碍函数需要在每次迭代中更新,以严格地将搜索限制在可行区域内。相关的成本(例如,每次迭代CCD)很快超过了GPU带来的好处,并且需要一种新的并行模式。我们的算法受到区域分解方法的启发,旨在将与内部点相关的计算尽可能地移到局部区域。我们通过将每个域(即模板)限制为单个元素来最小化其大小,从而充分利用现代gpu的容量。使用一种新的混合扫描方案,将模板级结果集成到全局更新中。我们的算法是局部二阶的,具有更好的收敛性。它使模拟加速比其CPU对应物高达两个数量级。我们在各种复杂和详细的碰撞几何模拟场景中展示了我们的算法的可扩展性,鲁棒性,效率和质量。
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引用次数: 1
Galaxy Maps: Localized Foliations for Bijective Volumetric Mapping 星系地图:双物镜体积映射的局部叶状图
Pub Date : 2023-07-26 DOI: 10.1145/3592410
Steffen Hinderink, M. Campen
A method is presented to compute volumetric maps and parametrizations of objects over 3D domains. As a key feature, continuity and bijectivity are ensured by construction. Arbitrary objects of ball topology, represented as tetrahedral meshes, are supported. Arbitrary convex as well as star-shaped domains are supported. Full control over the boundary mapping is provided. The method is based on the technique of simplicial foliations, generalized to a broader class of domain shapes and applied adaptively in a novel localized manner. This increases flexibility as well as efficiency over the state of the art, while maintaining reliability in guaranteeing map bijectivity.
提出了一种计算三维域上物体的体映射和参数化的方法。作为一个关键特征,连续性和客观性是通过施工来保证的。支持球体拓扑的任意对象,表示为四面体网格。支持任意凸域和星形域。提供对边界映射的完全控制。该方法基于单纯叶化技术,推广到更广泛的区域形状类别,并以一种新的局部方式自适应应用。这增加了灵活性和效率,同时保持了保证地图客观性的可靠性。
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引用次数: 3
VideoDoodles: Hand-Drawn Animations on Videos with Scene-Aware Canvases videooodles:在视频上手绘动画与场景感知画布
Pub Date : 2023-07-26 DOI: 10.1145/3592413
Emilie Yu, Kevin Blackburn-Matzen, Cuong Nguyen, Oliver Wang, Rubaiat Habib Kazi, A. Bousseau
We present an interactive system to ease the creation of so-called video doodles - videos on which artists insert hand-drawn animations for entertainment or educational purposes. Video doodles are challenging to create because to be convincing, the inserted drawings must appear as if they were part of the captured scene. In particular, the drawings should undergo tracking, perspective deformations and occlusions as they move with respect to the camera and to other objects in the scene - visual effects that are difficult to reproduce with existing 2D video editing software. Our system supports these effects by relying on planar canvases that users position in a 3D scene reconstructed from the video. Furthermore, we present a custom tracking algorithm that allows users to anchor canvases to static or dynamic objects in the scene, such that the canvases move and rotate to follow the position and direction of these objects. When testing our system, novices could create a variety of short animated clips in a dozen of minutes, while professionals praised its speed and ease of use compared to existing tools.
我们提出了一个互动系统,以方便创建所谓的视频涂鸦-视频上的艺术家插入手绘动画的娱乐或教育目的。视频涂鸦具有挑战性,因为要让人信服,插入的图画必须看起来好像它们是捕获场景的一部分。特别是,当这些图形相对于摄像机和场景中的其他物体移动时,它们应该经历跟踪、透视变形和遮挡——用现有的2D视频编辑软件很难再现这些视觉效果。我们的系统通过依赖平面画布来支持这些效果,用户将画布放置在从视频重建的3D场景中。此外,我们提出了一种自定义跟踪算法,允许用户将画布锚定到场景中的静态或动态对象上,这样画布就会随着这些对象的位置和方向移动和旋转。在测试我们的系统时,新手可以在十几分钟内创建各种简短的动画剪辑,而专业人士则称赞其与现有工具相比的速度和易用性。
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引用次数: 5
Variational quasi-harmonic maps for computing diffeomorphisms 计算微分同态的变分拟调和映射
Pub Date : 2023-07-26 DOI: 10.1145/3592105
Yu Wang, Minghao Guo, J. Solomon
Computation of injective (or inversion-free) maps is a key task in geometry processing, physical simulation, and shape optimization. Despite being a longstanding problem, it remains challenging due to its highly nonconvex and combinatoric nature. We propose computation of variational quasi-harmonic maps to obtain smooth inversion-free maps. Our work is built on a key observation about inversion-free maps: A planar map is a diffeomorphism if and only if it is quasi-harmonic and satisfies a special Cauchy boundary condition. We hence equate the inversion-free mapping problem to an optimal control problem derived from our theoretical result, in which we search in the space of parameters that define an elliptic PDE. We show that this problem can be solved by minimizing within a family of functionals. Similarly, our discretized functionals admit exactly injective maps as the minimizers, empirically producing inversion-free discrete maps of triangle meshes. We design efficient numerical procedures for our problem that prioritize robust convergence paths. Experiments show that on challenging examples our methods can achieve up to orders of magnitude improvement over state-of-the-art, in terms of speed or quality. Moreover, we demonstrate how to optimize a generic energy in our framework while restricting to quasi-harmonic maps.
内射(或无反转)映射的计算是几何处理、物理模拟和形状优化的关键任务。尽管这是一个长期存在的问题,但由于其高度非凸性和组合性,它仍然具有挑战性。我们提出了计算变分拟调和映射来获得光滑的无反转映射。我们的工作建立在一个关于无反转映射的关键观察上:一个平面映射是一个微分同态当且仅当它是拟调和的并且满足一个特殊的柯西边界条件。因此,我们将无反转映射问题等同于由我们的理论结果导出的最优控制问题,其中我们在定义椭圆PDE的参数空间中搜索。我们证明这个问题可以通过在泛函族内最小化来解决。同样地,我们的离散函数承认精确的内射映射作为最小值,经验地产生三角形网格的无反演离散映射。我们为我们的问题设计了有效的数值程序,优先考虑鲁棒收敛路径。实验表明,在具有挑战性的例子中,我们的方法可以在速度或质量方面实现比最先进的数量级的改进。此外,我们还演示了如何在我们的框架中优化一般能量,同时限制于拟调和映射。
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引用次数: 0
Topology driven approximation to rational surface-surface intersection via interval algebraic topology analysis 基于区间代数拓扑分析的有理面与面相交的拓扑驱动逼近
Pub Date : 2023-07-26 DOI: 10.1145/3592452
Jin-San Cheng, Bingwei Zhang, Yikun Xiao, Ming Li
Computing the intersection between two parametric surfaces (SSI) is one of the most fundamental problems in geometric and solid modeling. Maintaining the SSI topology is critical to its computation robustness. We propose a topology-driven hybrid symbolic-numeric framework to approximate rational parametric surface-surface intersection (SSI) based on a concept of interval algebraic topology analysis (IATA), which configures within a 4D interval box the SSI topology. We map the SSI topology to an algebraic system's solutions within the framework, classify and enumerate all topological cases as a mixture of four fundamental cases (or their specific sub-cases). Various complicated topological situations are covered, such as cusp points or curves, tangent points (isolated or not) or curves, tiny loops, self-intersections, or their mixtures. The theoretical formulation is also implemented numerically using advanced real solution isolation techniques, and computed within a topology-driven framework which maximally utilizes the advantages of the topology maintenance of algebraic analysis, the robustness of iterative subdivision, and the efficiency of forward marching. The approach demonstrates improved robustness under benchmark topological cases when compared with available open-source and commercial solutions, including IRIT, SISL, and Parasolid.
计算两个参数曲面之间的相交是几何和实体建模中最基本的问题之一。维护SSI拓扑对于其计算鲁棒性至关重要。基于区间代数拓扑分析(IATA)的概念,提出了一种拓扑驱动的混合符号-数值框架来逼近有理参数曲面相交(SSI),该框架在四维区间框内配置了SSI拓扑。我们将SSI拓扑映射到框架内的代数系统的解,将所有拓扑情况分类并列举为四种基本情况(或其特定子情况)的混合物。涵盖了各种复杂的拓扑情况,如尖点或曲线,切点(孤立或不孤立)或曲线,微小回路,自交,或它们的混合物。该理论公式还使用先进的实解隔离技术在数值上实现,并在拓扑驱动框架内进行计算,该框架最大限度地利用了代数分析的拓扑维护优势,迭代细分的鲁棒性和向前推进的效率。与可用的开源和商业解决方案(包括IRIT、SISL和Parasolid)相比,该方法在基准拓扑情况下证明了更好的鲁棒性。
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引用次数: 0
Juxtaform: interactive visual summarization for exploratory shape design 并形:探索性形状设计的交互式视觉总结
Pub Date : 2023-07-26 DOI: 10.1145/3592436
Karran Pandey, Fanny Chevalier, Karan Singh
We present juxtaform, a novel approach to the interactive summarization of large shape collections for conceptual shape design. We conduct a formative study to ascertain design goals for creative shape exploration tools. Motivated by a mathematical formulation of these design goals, juxtaform integrates the exploration, analysis, selection, and refinement of large shape collections to support an interactive divergence-convergence shape design workflow. We exploit sparse, segmented sketch-stroke visual abstractions of shape and a novel visual summarization algorithm to balance the needs of shape understanding, in-situ shape juxtaposition, and visual clutter. Our evaluation is three-fold: we show that existing shape and stroke clustering algorithms do not address our design goals compared to our proposed shape corpus summarization algorithm; we compare juxtaform against a structured image gallery interface for various shape design and analysis tasks; and we present multiple compelling 2D/3D applications using juxtaform.
我们提出了一种新的方法,用于概念形状设计的大型形状集合的交互式总结。我们进行了一项形成性研究,以确定创造性形状探索工具的设计目标。在这些设计目标的数学公式的激励下,并形集成了对大型形状集合的探索、分析、选择和改进,以支持交互式的发散-收敛形状设计工作流程。我们利用稀疏的、分割的草图-笔画形状视觉抽象和一种新的视觉摘要算法来平衡形状理解、原位形状并置和视觉杂乱的需求。我们的评估有三个方面:我们表明,与我们提出的形状语料库汇总算法相比,现有的形状和笔画聚类算法不能满足我们的设计目标;我们比较了并置与各种形状设计和分析任务的结构化图库界面;我们展示了多个引人注目的2D/3D应用。
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引用次数: 1
Semi-supervised reference-based sketch extraction using a contrastive learning framework 使用对比学习框架的半监督参考素描提取
Pub Date : 2023-07-26 DOI: 10.1145/3592392
Chang Wook Seo, Amirsaman Ashtari, Jun-yong Noh
Sketches reflect the drawing style of individual artists; therefore, it is important to consider their unique styles when extracting sketches from color images for various applications. Unfortunately, most existing sketch extraction methods are designed to extract sketches of a single style. Although there have been some attempts to generate various style sketches, the methods generally suffer from two limitations: low quality results and difficulty in training the model due to the requirement of a paired dataset. In this paper, we propose a novel multi-modal sketch extraction method that can imitate the style of a given reference sketch with unpaired data training in a semi-supervised manner. Our method outperforms state-of-the-art sketch extraction methods and unpaired image translation methods in both quantitative and qualitative evaluations.
速写反映了艺术家个人的绘画风格;因此,在为各种应用从彩色图像中提取草图时,考虑它们的独特风格是很重要的。不幸的是,大多数现有的草图提取方法都被设计为提取单一样式的草图。虽然已经有一些尝试生成各种风格的草图,但这些方法通常存在两个局限性:结果质量低,并且由于需要配对数据集而难以训练模型。在本文中,我们提出了一种新的多模态草图提取方法,该方法可以以半监督的方式通过非配对数据训练来模仿给定参考草图的风格。我们的方法在定量和定性评估中都优于最先进的素描提取方法和不成对图像翻译方法。
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引用次数: 0
Improved Water Sound Synthesis using Coupled Bubbles 利用耦合气泡改进水声合成
Pub Date : 2023-07-26 DOI: 10.1145/3592424
Kangrui Xue, Ryan M. Aronson, Jui-Hsien Wang, Timothy R. Langlois, Doug L. James
We introduce a practical framework for synthesizing bubble-based water sounds that captures the rich inter-bubble coupling effects responsible for low-frequency acoustic emissions from bubble clouds. We propose coupled-bubble oscillator models with regularized singularities, and techniques to reduce the computational cost of time stepping with dense, time-varying mass matrices. Airborne acoustic emissions are estimated using finite-difference time-domain (FDTD) methods. We propose a simple, analytical surface-acceleration model, and a sample-and-hold GPU wavesolver that is simple and faster than prior CPU wavesolvers. Sound synthesis results are demonstrated using bubbly flows from incompressible, two-phase simulations, as well as procedurally generated examples using single-phase FLIP fluid animations. Our results demonstrate sound simulations with hundreds of thousands of bubbles, and perceptually significant frequency transformations with fuller low-frequency content.
我们介绍了一个实用的框架,用于合成基于气泡的水声,该框架捕获了气泡云低频声发射的丰富的气泡间耦合效应。我们提出了具有正则奇异点的耦合气泡振子模型,以及减少密集时变质量矩阵的时间步进计算成本的技术。利用时域有限差分(FDTD)方法对机载声发射进行估计。我们提出了一个简单的分析表面加速模型,以及一个采样和保持GPU解波器,它比以前的CPU解波器简单且更快。声音合成结果演示使用不可压缩的气泡流,两相模拟,以及程序生成的例子使用单相FLIP流体动画。我们的结果展示了具有数十万个气泡的声音模拟,以及具有更充分的低频内容的感知显著频率变换。
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引用次数: 0
Masonry Shell Structures with Discrete Equivalence Classes 具有离散等价类的砌体壳结构
Pub Date : 2023-07-26 DOI: 10.1145/3592095
Rulin Chen, Pengyun Qiu, Peng Song, Bailin Deng, Ziqi Wang, Ying He
This paper proposes a method to model masonry shell structures where the shell elements fall into a set of discrete equivalence classes. Such shell structure can reduce the fabrication cost and simplify the physical construction due to reuse of a few template shell elements. Given a freeform surface, our goal is to generate a small set of template shell elements that can be reused to produce a seamless and buildable structure that closely resembles the surface. The major technical challenge in this process is balancing the desire for high reusability of template elements with the need for a seamless and buildable final structure. To address the challenge, we define three error metrics to measure the seamlessness and buildability of shell structures made from discrete equivalence classes and develop a hierarchical cluster-and-optimize approach to generate a small set of template elements that produce a structure closely approximating the surface with low error metrics. We demonstrate the feasibility of our approach on various freeform surfaces and geometric patterns, and validate buildability of our results with four physical prototypes. Code and data of this paper are at https://github.com/Linsanity81/TileableShell.
本文提出了一种砌体壳结构的建模方法,其中壳单元属于一组离散等价类。这种壳体结构由于可以重复使用少量模板壳体元件,降低了制造成本,简化了物理结构。给定一个自由曲面,我们的目标是生成一小组模板外壳元素,这些元素可以被重用,以产生与表面非常相似的无缝和可构建的结构。在此过程中,主要的技术挑战是在模板元素的高可重用性与无缝和可构建的最终结构之间取得平衡。为了应对这一挑战,我们定义了三个误差指标来衡量由离散等效类制成的壳结构的无缝性和可建造性,并开发了一种分层聚类优化方法来生成一组模板元素,这些模板元素产生的结构与表面非常接近,误差指标低。我们在各种自由曲面和几何图案上证明了我们方法的可行性,并通过四个物理原型验证了我们结果的可构建性。本文的代码和数据见https://github.com/Linsanity81/TileableShell。
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引用次数: 0
期刊
ACM Transactions on Graphics (TOG)
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