首页 > 最新文献

ACM Transactions on Graphics (TOG)最新文献

英文 中文
DR-Occluder: Generating Occluders Using Differentiable Rendering DR-Occluder:使用可微分渲染生成遮挡器
Pub Date : 2023-12-04 DOI: 10.1145/3618346
Jiaxian Wu, Yue Lin, Dehui Lu
The target of the occluder is to use very few faces to maintain similar occlusion properties of the original 3D model. In this paper, we present DR-Occluder, a novel coarse-to-fine framework for occluder generation that leverages differentiable rendering to optimize a triangle set to an occluder. Unlike prior work, which has not utilized differentiable rendering for this task, our approach provides the ability to optimize a 3D shape to defined targets. Given a 3D model as input, our method first projects it to silhouette images, which are then processed by a convolution network to output a group of vertex offsets. These offsets are used to transform a group of distributed triangles into a preliminary occluder, which is further optimized by differentiable rendering. Finally, triangles whose area is smaller than a threshold are removed to obtain the final occluder. Our extensive experiments demonstrate that DR-Occluder significantly outperforms state-of-the-art methods in terms of occlusion quality. Furthermore, we compare the performance of our method with other approaches in a commercial engine, providing compelling evidence of its effectiveness.
遮挡器的目标是使用很少的面来保持原始3D模型的相似遮挡属性。在本文中,我们提出了DR-Occluder,这是一种新的用于遮挡物生成的从粗到精的框架,它利用可微分渲染来优化一个三角形集到遮挡物。与之前的工作不同,之前的工作没有利用可微分渲染来完成这项任务,我们的方法提供了优化3D形状以定义目标的能力。给定一个3D模型作为输入,我们的方法首先将其投影到轮廓图像上,然后由卷积网络处理以输出一组顶点偏移。利用这些偏移量将一组分布三角形转换成一个初步的遮挡物,并通过可微渲染进一步优化遮挡物。最后,去除面积小于阈值的三角形,得到最终的遮挡物。我们的大量实验表明,DR-Occluder在遮挡质量方面明显优于最先进的方法。此外,我们将我们的方法与商业引擎中的其他方法的性能进行了比较,为其有效性提供了令人信服的证据。
{"title":"DR-Occluder: Generating Occluders Using Differentiable Rendering","authors":"Jiaxian Wu, Yue Lin, Dehui Lu","doi":"10.1145/3618346","DOIUrl":"https://doi.org/10.1145/3618346","url":null,"abstract":"The target of the occluder is to use very few faces to maintain similar occlusion properties of the original 3D model. In this paper, we present DR-Occluder, a novel coarse-to-fine framework for occluder generation that leverages differentiable rendering to optimize a triangle set to an occluder. Unlike prior work, which has not utilized differentiable rendering for this task, our approach provides the ability to optimize a 3D shape to defined targets. Given a 3D model as input, our method first projects it to silhouette images, which are then processed by a convolution network to output a group of vertex offsets. These offsets are used to transform a group of distributed triangles into a preliminary occluder, which is further optimized by differentiable rendering. Finally, triangles whose area is smaller than a threshold are removed to obtain the final occluder. Our extensive experiments demonstrate that DR-Occluder significantly outperforms state-of-the-art methods in terms of occlusion quality. Furthermore, we compare the performance of our method with other approaches in a commercial engine, providing compelling evidence of its effectiveness.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"58 23","pages":"1 - 14"},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138604952","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
GeoLatent: A Geometric Approach to Latent Space Design for Deformable Shape Generators GeoLatent:为可变形形状生成器设计潜空间的几何方法
Pub Date : 2023-12-04 DOI: 10.1145/3618371
Haitao Yang, Bo Sun, Liyan Chen, Amy Pavel, Qixing Huang
We study how to optimize the latent space of neural shape generators that map latent codes to 3D deformable shapes. The key focus is to look at a deformable shape generator from a differential geometry perspective. We define a Riemannian metric based on as-rigid-as-possible and as-conformal-as-possible deformation energies. Under this metric, we study two desired properties of the latent space: 1) straight-line interpolations in latent codes follow geodesic curves; 2) latent codes disentangle pose and shape variations at different scales. Strictly enforcing the geometric interpolation property, however, only applies if the metric matrix is a constant. We show how to achieve this property approximately by enforcing that geodesic interpolations are axis-aligned, i.e., interpolations along coordinate axis follow geodesic curves. In addition, we introduce a novel approach that decouples pose and shape variations via generalized eigendecomposition. We also study efficient regularization terms for learning deformable shape generators, e.g., that promote smooth interpolations. Experimental results on benchmark datasets show that our approach leads to interpretable latent codes, improves the generalizability of synthetic shapes, and enhances performance in geodesic interpolation and geodesic shooting.
我们研究了如何优化神经形状生成器的潜在空间,将潜在代码映射到三维可变形形状。重点是从微分几何的角度来看一个可变形的形状生成器。我们定义了一个基于尽可能刚性和尽可能共形变形能的黎曼度量。在这个度量下,我们研究了潜在空间的两个期望性质:1)隐码的直线插值遵循测地线曲线;2)潜码在不同尺度上对姿态和形状变化进行了分解。然而,严格执行几何插值性质只适用于度量矩阵是常数的情况。我们展示了如何通过强制测地线插值是轴向的,即沿坐标轴的插值遵循测地线曲线来近似地实现这一特性。此外,我们还引入了一种通过广义特征分解来解耦姿态和形状变化的新方法。我们还研究了用于学习可变形形状生成器的有效正则化项,例如,促进平滑插值。在基准数据集上的实验结果表明,该方法产生了可解释的潜在代码,提高了合成形状的泛化性,提高了测地线插值和测地线拍摄的性能。
{"title":"GeoLatent: A Geometric Approach to Latent Space Design for Deformable Shape Generators","authors":"Haitao Yang, Bo Sun, Liyan Chen, Amy Pavel, Qixing Huang","doi":"10.1145/3618371","DOIUrl":"https://doi.org/10.1145/3618371","url":null,"abstract":"We study how to optimize the latent space of neural shape generators that map latent codes to 3D deformable shapes. The key focus is to look at a deformable shape generator from a differential geometry perspective. We define a Riemannian metric based on as-rigid-as-possible and as-conformal-as-possible deformation energies. Under this metric, we study two desired properties of the latent space: 1) straight-line interpolations in latent codes follow geodesic curves; 2) latent codes disentangle pose and shape variations at different scales. Strictly enforcing the geometric interpolation property, however, only applies if the metric matrix is a constant. We show how to achieve this property approximately by enforcing that geodesic interpolations are axis-aligned, i.e., interpolations along coordinate axis follow geodesic curves. In addition, we introduce a novel approach that decouples pose and shape variations via generalized eigendecomposition. We also study efficient regularization terms for learning deformable shape generators, e.g., that promote smooth interpolations. Experimental results on benchmark datasets show that our approach leads to interpretable latent codes, improves the generalizability of synthetic shapes, and enhances performance in geodesic interpolation and geodesic shooting.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"32 25","pages":"1 - 20"},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138601407","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
GARM-LS: A Gradient-Augmented Reference-Map Method for Level-Set Fluid Simulation GARM-LS:用于液位集流体模拟的梯度增强参考图方法
Pub Date : 2023-12-04 DOI: 10.1145/3618377
Xingqiao Li, Xingyu Ni, Bo Zhu, Bin Wang, Bao Chen
This paper presents a novel level-set method that combines gradient augmentation and reference mapping to enable high-fidelity interface tracking and surface tension flow simulation, preserving small-scale volumes and interface features comparable to the grid size. At the center of our approach is a novel reference-map algorithm to concurrently convect level-set values and gradients, both of which are crucial for reconstructing a dynamic surface exhibiting small-scale volumes. In addition, we develop a full pipeline for the new level-set scheme by incorporating a novel extrapolation algorithm and an enhanced reinitialization procedure into our reference-map method. We test our algorithm by simulating complex surface tension flow phenomena such as raindrop collision, merging, and splashing. We also showcase the efficacy of our approach by performing validation tests and comparing it to a broad range of existing level-set algorithms.
本文提出了一种新的水平集方法,该方法结合了梯度增强和参考映射,以实现高保真界面跟踪和表面张力流动模拟,同时保留了与网格大小相当的小尺度体积和界面特征。我们的方法的核心是一种新的参考地图算法,可以同时转换水平集值和梯度,这两者对于重建具有小体积的动态表面至关重要。此外,我们通过将一种新的外推算法和增强的重新初始化过程纳入我们的参考映射方法,为新的水平集方案开发了一个完整的管道。我们通过模拟复杂的表面张力流现象(如雨滴碰撞、合并和飞溅)来测试我们的算法。我们还通过执行验证测试并将其与广泛的现有水平集算法进行比较来展示我们方法的有效性。
{"title":"GARM-LS: A Gradient-Augmented Reference-Map Method for Level-Set Fluid Simulation","authors":"Xingqiao Li, Xingyu Ni, Bo Zhu, Bin Wang, Bao Chen","doi":"10.1145/3618377","DOIUrl":"https://doi.org/10.1145/3618377","url":null,"abstract":"This paper presents a novel level-set method that combines gradient augmentation and reference mapping to enable high-fidelity interface tracking and surface tension flow simulation, preserving small-scale volumes and interface features comparable to the grid size. At the center of our approach is a novel reference-map algorithm to concurrently convect level-set values and gradients, both of which are crucial for reconstructing a dynamic surface exhibiting small-scale volumes. In addition, we develop a full pipeline for the new level-set scheme by incorporating a novel extrapolation algorithm and an enhanced reinitialization procedure into our reference-map method. We test our algorithm by simulating complex surface tension flow phenomena such as raindrop collision, merging, and splashing. We also showcase the efficacy of our approach by performing validation tests and comparing it to a broad range of existing level-set algorithms.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"20 8","pages":"1 - 20"},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138601966","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
High-Order Moment-Encoded Kinetic Simulation of Turbulent Flows 湍流的高阶动量编码动力学模拟
Pub Date : 2023-12-04 DOI: 10.1145/3618341
Wei Li, Tongtong Wang, Zherong Pan, Xifeng Gao, Kui Wu, Mathieu Desbrun
Kinetic solvers for incompressible fluid simulation were designed to run efficiently on massively parallel architectures such as GPUs. While these lattice Boltzmann solvers have recently proven much faster and more accurate than the macroscopic Navier-Stokes-based solvers traditionally used in graphics, it systematically comes at the price of a very large memory requirement: a mesoscopic discretization of statistical mechanics requires over an order of magnitude more variables per grid node than most fluid solvers in graphics. In order to open up kinetic simulation to gaming and simulation software packages on commodity hardware, we propose a HighOrder Moment-Encoded Lattice-Boltzmann-Method solver which we coined HOME-LBM, requiring only the storage of a few moments per grid node, with little to no loss of accuracy in the typical simulation scenarios encountered in graphics. We show that our lightweight and lightspeed fluid solver requires three times less memory and runs ten times faster than state-of-the-art kinetic solvers, for a nearly-identical visual output.
不可压缩流体模拟的动力学求解器是为了在gpu等大规模并行架构上高效运行而设计的。虽然这些晶格玻尔兹曼解算器最近被证明比传统图形中使用的基于navier - stokes的宏观解算器更快更准确,但它系统地以非常大的内存需求为代价:统计力学的介观离散化比图形中的大多数流体解算器在每个网格节点上需要超过一个数量级的变量。为了将动力学仿真开放给商品硬件上的游戏和仿真软件包,我们提出了一种高阶矩编码晶格-玻尔兹曼方法求解器,我们创造了HOME-LBM,只需要存储每个网格节点的几个矩,在图形中遇到的典型仿真场景中几乎没有精度损失。我们表明,我们的轻量级和光速流体求解器需要比最先进的动力学求解器少三倍的内存,运行速度快十倍,几乎相同的视觉输出。
{"title":"High-Order Moment-Encoded Kinetic Simulation of Turbulent Flows","authors":"Wei Li, Tongtong Wang, Zherong Pan, Xifeng Gao, Kui Wu, Mathieu Desbrun","doi":"10.1145/3618341","DOIUrl":"https://doi.org/10.1145/3618341","url":null,"abstract":"Kinetic solvers for incompressible fluid simulation were designed to run efficiently on massively parallel architectures such as GPUs. While these lattice Boltzmann solvers have recently proven much faster and more accurate than the macroscopic Navier-Stokes-based solvers traditionally used in graphics, it systematically comes at the price of a very large memory requirement: a mesoscopic discretization of statistical mechanics requires over an order of magnitude more variables per grid node than most fluid solvers in graphics. In order to open up kinetic simulation to gaming and simulation software packages on commodity hardware, we propose a HighOrder Moment-Encoded Lattice-Boltzmann-Method solver which we coined HOME-LBM, requiring only the storage of a few moments per grid node, with little to no loss of accuracy in the typical simulation scenarios encountered in graphics. We show that our lightweight and lightspeed fluid solver requires three times less memory and runs ten times faster than state-of-the-art kinetic solvers, for a nearly-identical visual output.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"10 8","pages":"1 - 13"},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138602110","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
3D Bézier Guarding: Boundary-Conforming Curved Tetrahedral Meshing 3D 贝塞尔防护:符合边界的曲面四面体网格划分
Pub Date : 2023-12-04 DOI: 10.1145/3618332
Payam Khanteimouri, M. Campen
We present a method for the generation of higher-order tetrahedral meshes. In contrast to previous methods, the curved tetrahedral elements are guaranteed to be free of degeneracies and inversions while conforming exactly to prescribed piecewise polynomial surfaces, such as domain boundaries or material interfaces. Arbitrary polynomial order is supported. Algorithmically, the polynomial input surfaces are first covered by a single layer of carefully constructed curved elements using a recursive refinement procedure that provably avoids degeneracies and inversions. These tetrahedral elements are designed such that the remaining space is bounded piecewise linearly. In this way, our method effectively reduces the curved meshing problem to the classical problem of linear mesh generation (for the remaining space).
提出了一种生成高阶四面体网格的方法。与以前的方法相比,弯曲四面体单元保证了无退化和反转,同时完全符合规定的分段多项式曲面,如区域边界或材料界面。支持任意多项式阶。在算法上,多项式输入曲面首先被一层精心构造的曲线元素覆盖,使用递归细化程序,可证明避免退化和反转。这些四面体元素的设计使得剩余的空间是分段线性有界的。这样,我们的方法有效地将曲面网格划分问题简化为经典的线性网格划分问题(对于剩余空间)。
{"title":"3D Bézier Guarding: Boundary-Conforming Curved Tetrahedral Meshing","authors":"Payam Khanteimouri, M. Campen","doi":"10.1145/3618332","DOIUrl":"https://doi.org/10.1145/3618332","url":null,"abstract":"We present a method for the generation of higher-order tetrahedral meshes. In contrast to previous methods, the curved tetrahedral elements are guaranteed to be free of degeneracies and inversions while conforming exactly to prescribed piecewise polynomial surfaces, such as domain boundaries or material interfaces. Arbitrary polynomial order is supported. Algorithmically, the polynomial input surfaces are first covered by a single layer of carefully constructed curved elements using a recursive refinement procedure that provably avoids degeneracies and inversions. These tetrahedral elements are designed such that the remaining space is bounded piecewise linearly. In this way, our method effectively reduces the curved meshing problem to the classical problem of linear mesh generation (for the remaining space).","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"3 1","pages":"1 - 19"},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138603892","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Authoring and Simulating Meandering Rivers 编写和模拟蜿蜒的河流
Pub Date : 2023-12-04 DOI: 10.1145/3618350
A. Paris, É. Guérin, Pauline Collon, E. Galin
We present a method for interactively authoring and simulating meandering river networks. Starting from a terrain with an initial low-resolution network encoded as a directed graph, we simulate the evolution of the path of the different river channels using a physically-based migration equation augmented with control terms. The curvature-based terms in the equation allow us to reproduce phenomena identified in geomorphology, such as downstream migration of bends. Control terms account for the influence of the landscape topography and user-defined river trajectory constraints. Our model implements abrupt events that shape meandering networks, such as cutoffs forming oxbow lakes and avulsions. We visually show the effectiveness of our method and compare the generated networks quantitatively to river data by analyzing sinuosity and wavelength metrics. Our vector-based model runs at interactive rates, allowing for efficient authoring of large-scale meandering networks.
提出了一种曲流河网的交互创作与模拟方法。从具有初始低分辨率网络编码为有向图的地形开始,我们使用带有控制项的基于物理的迁移方程来模拟不同河道路径的演变。方程中基于曲率的术语使我们能够重现地貌学中确定的现象,例如弯曲的下游迁移。控制项考虑了景观地形和用户定义的河流轨迹约束的影响。我们的模型实现了形成蜿蜒网络的突发事件,例如形成牛轭湖和撕裂的断裂带。我们直观地展示了我们方法的有效性,并通过分析弯曲度和波长度量来定量地将生成的网络与河流数据进行比较。我们基于矢量的模型以交互速率运行,允许高效地创作大规模蜿蜒的网络。
{"title":"Authoring and Simulating Meandering Rivers","authors":"A. Paris, É. Guérin, Pauline Collon, E. Galin","doi":"10.1145/3618350","DOIUrl":"https://doi.org/10.1145/3618350","url":null,"abstract":"We present a method for interactively authoring and simulating meandering river networks. Starting from a terrain with an initial low-resolution network encoded as a directed graph, we simulate the evolution of the path of the different river channels using a physically-based migration equation augmented with control terms. The curvature-based terms in the equation allow us to reproduce phenomena identified in geomorphology, such as downstream migration of bends. Control terms account for the influence of the landscape topography and user-defined river trajectory constraints. Our model implements abrupt events that shape meandering networks, such as cutoffs forming oxbow lakes and avulsions. We visually show the effectiveness of our method and compare the generated networks quantitatively to river data by analyzing sinuosity and wavelength metrics. Our vector-based model runs at interactive rates, allowing for efficient authoring of large-scale meandering networks.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"20 16","pages":"1 - 14"},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138604225","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Online Scene CAD Recomposition via Autonomous Scanning 通过自主扫描进行在线场景 CAD 重构
Pub Date : 2023-12-04 DOI: 10.1145/3618339
Changhao Li, Junfu Guo, Ruizhen Hu, Ligang Liu
Autonomous surface reconstruction of 3D scenes has been intensely studied in recent years, however, it is still difficult to accurately reconstruct all the surface details of complex scenes with complicated object relations and severe occlusions, which makes the reconstruction results not suitable for direct use in applications such as gaming and virtual reality. Therefore, instead of reconstructing the detailed surfaces, we aim to recompose the scene with CAD models retrieved from a given dataset to faithfully reflect the object geometry and arrangement in the given scene. Moreover, unlike most of the previous works on scene CAD recomposition requiring an offline reconstructed scene or captured video as input, which leads to significant data redundancy, we propose a novel online scene CAD recomposition method with autonomous scanning, which efficiently recomposes the scene with the guidance of automatically optimized Next-Best-View (NBV) in a single online scanning pass. Based on the key observation that spatial relation in the scene can not only constrain the object pose and layout optimization but also guide the NBV generation, our system consists of two key modules: relation-guided CAD recomposition module that uses relation-constrained global optimization to get accurate object pose and layout estimation, and relation-aware NBV generation module that makes the exploration during the autonomous scanning tailored for our composition task. Extensive experiments have been conducted to show the superiority of our method over previous methods in scanning efficiency and retrieval accuracy as well as the importance of each key component of our method.
近年来,人们对3D场景的自主表面重建进行了大量的研究,但在物体关系复杂、遮挡严重的复杂场景中,仍然难以准确地重建所有的表面细节,这使得重建结果不适合直接用于游戏和虚拟现实等应用。因此,我们的目标不是重建细节表面,而是使用从给定数据集检索的CAD模型重构场景,以忠实地反映给定场景中物体的几何形状和排列。此外,与以往大多数场景CAD重构工作需要离线重构场景或捕获视频作为输入,导致数据冗余不同,我们提出了一种新的基于自主扫描的在线场景CAD重构方法,该方法在单次在线扫描过程中自动优化次优视图(NBV)的指导下有效地重构场景。基于场景中的空间关系不仅可以约束物体姿态和布局优化,还可以指导NBV生成的关键观察,我们的系统包括两个关键模块:关系导向的CAD重组模块,使用关系约束的全局优化来获得准确的物体姿态和布局估计;关系感知的NBV生成模块,使自主扫描过程中的探索适合我们的合成任务。大量的实验表明,我们的方法在扫描效率和检索精度上优于以往的方法,以及我们的方法中每个关键组成部分的重要性。
{"title":"Online Scene CAD Recomposition via Autonomous Scanning","authors":"Changhao Li, Junfu Guo, Ruizhen Hu, Ligang Liu","doi":"10.1145/3618339","DOIUrl":"https://doi.org/10.1145/3618339","url":null,"abstract":"Autonomous surface reconstruction of 3D scenes has been intensely studied in recent years, however, it is still difficult to accurately reconstruct all the surface details of complex scenes with complicated object relations and severe occlusions, which makes the reconstruction results not suitable for direct use in applications such as gaming and virtual reality. Therefore, instead of reconstructing the detailed surfaces, we aim to recompose the scene with CAD models retrieved from a given dataset to faithfully reflect the object geometry and arrangement in the given scene. Moreover, unlike most of the previous works on scene CAD recomposition requiring an offline reconstructed scene or captured video as input, which leads to significant data redundancy, we propose a novel online scene CAD recomposition method with autonomous scanning, which efficiently recomposes the scene with the guidance of automatically optimized Next-Best-View (NBV) in a single online scanning pass. Based on the key observation that spatial relation in the scene can not only constrain the object pose and layout optimization but also guide the NBV generation, our system consists of two key modules: relation-guided CAD recomposition module that uses relation-constrained global optimization to get accurate object pose and layout estimation, and relation-aware NBV generation module that makes the exploration during the autonomous scanning tailored for our composition task. Extensive experiments have been conducted to show the superiority of our method over previous methods in scanning efficiency and retrieval accuracy as well as the importance of each key component of our method.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"53 16","pages":"1 - 16"},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138602325","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Locally-Adaptive Level-of-Detail for Hardware-Accelerated Ray Tracing 硬件加速光线追踪的局部自适应细节级别
Pub Date : 2023-12-04 DOI: 10.1145/3618359
Jacob Haydel, Cem Yuksel, Larry Seiler
We introduce an adaptive level-of-detail technique for ray tracing triangle meshes that aims to reduce the memory bandwidth used during ray traversal, which can be the bottleneck for rendering time with large scenes and the primary consumer of energy. We propose a specific data structure for hierarchically representing triangle meshes, allowing localized decisions for the desired mesh resolution per ray. Starting with the lowest-resolution triangle mesh level, higher-resolution levels are generated by tessellating each triangle into four via splitting its edges with arbitrarily-placed vertices. We fit the resulting mesh hierarchy into a specialized acceleration structure to perform on-the-fly tessellation level selection during ray traversal. Our structure reduces both storage cost and data movement during rendering, which are the main consumers of energy. It also allows continuous transitions between detail levels, while locally adjusting the mesh resolution per ray and preserving watertightness. We present how this structure can be used with both primary and secondary rays for reflections and shadows, which can intersect with different tessellation levels, providing consistent results. We also propose specific hardware units to cover the cost of additional compute needed for level-of-detail operations. We evaluate our method using a cycle-accurate simulation of a custom ray tracing hardware architecture. Our results show that, as compared to traditional bounding volume hierarchies, our method can provide more than an order of magnitude reduction in energy use and render time, given sufficient computational resources.
我们引入了一种自适应的细节级技术,用于光线跟踪三角形网格,旨在减少光线遍历期间使用的内存带宽,这可能是大场景渲染时间的瓶颈和主要的能量消耗。我们提出了一种特定的数据结构,用于分层表示三角形网格,允许对每个光线所需的网格分辨率进行本地化决策。从最低分辨率的三角形网格级别开始,通过将每个三角形的边缘与任意放置的顶点分开,将每个三角形细分为四个,从而生成更高分辨率的级别。我们将生成的网格层次结构拟合到一个专门的加速结构中,以便在光线遍历期间执行实时镶嵌水平选择。我们的结构降低了渲染过程中的存储成本和数据移动,这是主要的能源消耗者。它还允许在细节级别之间连续转换,同时局部调整每个光线的网格分辨率并保持水密性。我们展示了这种结构如何与反射和阴影的主要和次要光线一起使用,它们可以与不同的镶嵌水平相交,从而提供一致的结果。我们还建议使用特定的硬件单元来支付细节级操作所需的额外计算成本。我们使用自定义光线跟踪硬件架构的周期精确模拟来评估我们的方法。我们的研究结果表明,与传统的边界体层次结构相比,在给定足够的计算资源的情况下,我们的方法可以在能源使用和渲染时间上减少一个数量级以上。
{"title":"Locally-Adaptive Level-of-Detail for Hardware-Accelerated Ray Tracing","authors":"Jacob Haydel, Cem Yuksel, Larry Seiler","doi":"10.1145/3618359","DOIUrl":"https://doi.org/10.1145/3618359","url":null,"abstract":"We introduce an adaptive level-of-detail technique for ray tracing triangle meshes that aims to reduce the memory bandwidth used during ray traversal, which can be the bottleneck for rendering time with large scenes and the primary consumer of energy. We propose a specific data structure for hierarchically representing triangle meshes, allowing localized decisions for the desired mesh resolution per ray. Starting with the lowest-resolution triangle mesh level, higher-resolution levels are generated by tessellating each triangle into four via splitting its edges with arbitrarily-placed vertices. We fit the resulting mesh hierarchy into a specialized acceleration structure to perform on-the-fly tessellation level selection during ray traversal. Our structure reduces both storage cost and data movement during rendering, which are the main consumers of energy. It also allows continuous transitions between detail levels, while locally adjusting the mesh resolution per ray and preserving watertightness. We present how this structure can be used with both primary and secondary rays for reflections and shadows, which can intersect with different tessellation levels, providing consistent results. We also propose specific hardware units to cover the cost of additional compute needed for level-of-detail operations. We evaluate our method using a cycle-accurate simulation of a custom ray tracing hardware architecture. Our results show that, as compared to traditional bounding volume hierarchies, our method can provide more than an order of magnitude reduction in energy use and render time, given sufficient computational resources.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"27 7","pages":"1 - 15"},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138602621","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Non-Newtonian ViRheometry via Similarity Analysis 通过相似性分析进行非牛顿流体流变测量
Pub Date : 2023-12-04 DOI: 10.1145/3618310
Mitsuki Hamamichi, Kentaro Nagasawa, Masato Okada, Ryohei Seto, Yonghao Yue
We estimate the three Herschel-Bulkley parameters (yield stress σY, power-law index n, and consistency parameter η) for shear-dependent fluid-like materials possibly with large-scale inclusions, for which rheometers may fail to provide a useful measurement. We perform experiments using the unknown material for dam-break (or column collapse) setups and capture video footage. We then use simulations to optimize for the material parameters. For better match up with the simple shear flow encountered in a rheometer, we modify the flow rule for the elasto-viscoplastic Herschel-Bulkley model. Analyzing the loss landscape for optimization, we realize a similarity relation; material parameters far away within this relation would result in matched simulations, making it hard to distinguish the parameters. We found that by exploiting the setup dependency of the similarity relation, we can improve on the estimation using multiple setups, which we propose by analyzing the Hessian of the similarity relation. We validate the efficacy of our method by comparing the estimations to the measurements from a rheometer (for materials without large-scale inclusions) and show applications to materials with large-scale inclusions, including various salad or pasta sauces, and congee.
我们估计了三个Herschel-Bulkley参数(屈服应力σY,幂律指数n和一致性参数η)对于剪切依赖的类流体材料可能具有大规模夹杂物,流变仪可能无法提供有用的测量。我们使用未知材料进行实验,用于大坝溃坝(或柱倒塌)设置并捕捉视频片段。然后,我们使用模拟来优化材料参数。为了更好地匹配流变仪中遇到的简单剪切流动,我们修改了弹粘塑性Herschel-Bulkley模型的流动规则。通过分析损失格局进行优化,实现了相似关系;如果材料参数远离这一关系,将导致模拟结果的匹配,使参数难以区分。通过分析相似关系的Hessian,我们发现利用相似关系的设置依赖可以改进使用多个设置的估计。我们通过将估计值与流变仪的测量值(对于没有大规模夹杂物的材料)进行比较来验证我们方法的有效性,并展示了对具有大规模夹杂物的材料的应用,包括各种沙拉或意大利面酱和粥。
{"title":"Non-Newtonian ViRheometry via Similarity Analysis","authors":"Mitsuki Hamamichi, Kentaro Nagasawa, Masato Okada, Ryohei Seto, Yonghao Yue","doi":"10.1145/3618310","DOIUrl":"https://doi.org/10.1145/3618310","url":null,"abstract":"We estimate the three Herschel-Bulkley parameters (yield stress σY, power-law index n, and consistency parameter η) for shear-dependent fluid-like materials possibly with large-scale inclusions, for which rheometers may fail to provide a useful measurement. We perform experiments using the unknown material for dam-break (or column collapse) setups and capture video footage. We then use simulations to optimize for the material parameters. For better match up with the simple shear flow encountered in a rheometer, we modify the flow rule for the elasto-viscoplastic Herschel-Bulkley model. Analyzing the loss landscape for optimization, we realize a similarity relation; material parameters far away within this relation would result in matched simulations, making it hard to distinguish the parameters. We found that by exploiting the setup dependency of the similarity relation, we can improve on the estimation using multiple setups, which we propose by analyzing the Hessian of the similarity relation. We validate the efficacy of our method by comparing the estimations to the measurements from a rheometer (for materials without large-scale inclusions) and show applications to materials with large-scale inclusions, including various salad or pasta sauces, and congee.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"4 5","pages":"1 - 16"},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138603489","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Kirchhoff-Love Shells with Arbitrary Hyperelastic Materials 具有任意超弹性材料的基尔霍夫-洛夫壳
Pub Date : 2023-12-04 DOI: 10.1145/3618405
Jiahao Wen, J. Barbič
Kirchhoff-Love shells are commonly used in many branches of engineering, including in computer graphics, but have so far been simulated only under limited nonlinear material options. We derive the Kirchhoff-Love thin-shell mechanical energy for an arbitrary 3D volumetric hyperelastic material, including isotropic materials, anisotropic materials, and materials whereby the energy includes both even and odd powers of the principal stretches. We do this by starting with any 3D hyperelastic material, and then analytically computing the corresponding thin-shell energy limit. This explicitly identifies and separates in-plane stretching and bending terms, and avoids numerical quadrature. Thus, in-plane stretching and bending are shown to originate from one and the same process (volumetric elasticity of thin objects), as opposed to from two separate processes as done traditionally in cloth simulation. Because we can simulate materials that include both even and odd powers of stretches, we can accommodate standard mesh distortion energies previously employed for 3D solid simulations, such as Symmetric ARAP and Co-rotational materials. We relate the terms of our energy to those of prior work on Kirchhoff-Love thin-shells in computer graphics that assumed small in-plane stretches, and demonstrate the visual difference due to the presence of our exact stretching and bending terms. Furthermore, our formulation allows us to categorize all distinct hyperelastic Kirchhoff-Love thin-shell energies. Specifically, we prove that for Kirchhoff-Love thin-shells, the space of all hyperelastic materials collapses to two-dimensional hyperelastic materials. This observation enables us to create an interface for the design of thin-shell Kirchhoff-Love mechanical energies, which in turn enables us to create thin-shell materials that exhibit arbitrary stiffness profiles under large deformations.
Kirchhoff-Love壳通常用于许多工程分支,包括计算机图形学,但迄今为止仅在有限的非线性材料选择下进行了模拟。我们推导了任意三维体积超弹性材料的Kirchhoff-Love薄壳机械能,包括各向同性材料,各向异性材料,以及能量包括主拉伸的偶次和奇次的材料。我们从任何三维超弹性材料开始,然后解析计算相应的薄壳能量极限。这明确地识别和分离平面内拉伸和弯曲项,并避免了数值正交。因此,平面内拉伸和弯曲显示来自同一个过程(薄物体的体积弹性),而不是像传统的布模拟中那样来自两个独立的过程。因为我们可以模拟包括偶数和奇数拉伸功率的材料,我们可以适应以前用于3D实体模拟的标准网格畸变能量,如对称ARAP和共旋转材料。我们将我们的能量项与先前在计算机图形学中对Kirchhoff-Love薄壳的研究联系起来,这些研究假设了很小的平面内拉伸,并展示了由于我们精确的拉伸和弯曲项的存在而产生的视觉差异。此外,我们的公式允许我们对所有不同的超弹性Kirchhoff-Love薄壳能进行分类。具体来说,我们证明了对于Kirchhoff-Love薄壳,所有超弹性材料的空间坍缩为二维超弹性材料。这一观察结果使我们能够为薄壳Kirchhoff-Love机械能的设计创造一个界面,从而使我们能够创造出在大变形下表现出任意刚度曲线的薄壳材料。
{"title":"Kirchhoff-Love Shells with Arbitrary Hyperelastic Materials","authors":"Jiahao Wen, J. Barbič","doi":"10.1145/3618405","DOIUrl":"https://doi.org/10.1145/3618405","url":null,"abstract":"Kirchhoff-Love shells are commonly used in many branches of engineering, including in computer graphics, but have so far been simulated only under limited nonlinear material options. We derive the Kirchhoff-Love thin-shell mechanical energy for an arbitrary 3D volumetric hyperelastic material, including isotropic materials, anisotropic materials, and materials whereby the energy includes both even and odd powers of the principal stretches. We do this by starting with any 3D hyperelastic material, and then analytically computing the corresponding thin-shell energy limit. This explicitly identifies and separates in-plane stretching and bending terms, and avoids numerical quadrature. Thus, in-plane stretching and bending are shown to originate from one and the same process (volumetric elasticity of thin objects), as opposed to from two separate processes as done traditionally in cloth simulation. Because we can simulate materials that include both even and odd powers of stretches, we can accommodate standard mesh distortion energies previously employed for 3D solid simulations, such as Symmetric ARAP and Co-rotational materials. We relate the terms of our energy to those of prior work on Kirchhoff-Love thin-shells in computer graphics that assumed small in-plane stretches, and demonstrate the visual difference due to the presence of our exact stretching and bending terms. Furthermore, our formulation allows us to categorize all distinct hyperelastic Kirchhoff-Love thin-shell energies. Specifically, we prove that for Kirchhoff-Love thin-shells, the space of all hyperelastic materials collapses to two-dimensional hyperelastic materials. This observation enables us to create an interface for the design of thin-shell Kirchhoff-Love mechanical energies, which in turn enables us to create thin-shell materials that exhibit arbitrary stiffness profiles under large deformations.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"3 5","pages":"1 - 15"},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138603888","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
ACM Transactions on Graphics (TOG)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1