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Meshes with Spherical Faces 球面网格
Pub Date : 2023-12-04 DOI: 10.1145/3618345
Martin Kilian, Anthony S Ramos Cisneros, Christian Müller, Helmut Pottmann
Discrete surfaces with spherical faces are interesting from a simplified manufacturing viewpoint when compared to other double curved face shapes. Furthermore, by the nature of their definition they are also appealing from the theoretical side leading to a Möbius invariant discrete surface theory. We therefore systematically describe so called sphere meshes with spherical faces and circular arcs as edges where the Möbius transformation group acts on all of its elements. Driven by aspects important for manufacturing, we provide the means to cluster spherical panels by their radii. We investigate the generation of sphere meshes which allow for a geometric support structure and characterize all such meshes with triangular combinatorics in terms of non-Euclidean geometries. We generate sphere meshes with hexagonal combinatorics by intersecting tangential spheres of a reference surface and let them evolve - guided by the surface curvature - to visually convex hexagons, even in negatively curved areas. Furthermore, we extend meshes with circular faces of all combinatorics to sphere meshes by filling its circles with suitable spherical caps and provide a remeshing scheme to obtain quadrilateral sphere meshes with support structure from given sphere congruences. By broadening polyhedral meshes to sphere meshes we exploit the additional degrees of freedom to minimize intersection angles of neighboring spheres enabling the use of spherical panels that provide a softer perception of the overall surface.
与其他双曲面形状相比,球面离散曲面从简化制造的角度来看是有趣的。此外,根据其定义的性质,它们也从理论方面吸引人,导致Möbius不变离散曲面理论。因此,我们系统地描述了具有球面和圆弧作为边缘的球体网格,其中Möbius变换群作用于其所有元素。在制造业重要方面的驱动下,我们提供了按半径聚集球形面板的方法。我们研究了允许几何支撑结构的球体网格的生成,并在非欧几里德几何的条件下用三角形组合来表征所有这些网格。我们用六边形组合法生成球体网格,通过与参考曲面的切线球体相交,并让它们在曲面曲率的引导下进化成视觉上凸的六边形,即使在负弯曲的区域也是如此。此外,我们将所有组合的圆面网格扩展为球面网格,在其圆中填充合适的球帽,并提供了一种从给定球面同余得到具有支撑结构的四边形球面网格的重划分方案。通过将多面体网格扩展为球体网格,我们利用额外的自由度来最小化相邻球体的交角,从而使用球形面板,从而提供整体表面更柔和的感觉。
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引用次数: 1
Progressive Shell Qasistatics for Unstructured Meshes 非结构网格的渐进式壳体问世
Pub Date : 2023-12-04 DOI: 10.1145/3618388
J. Zhang, Jérémie Dumas, Yun (Raymond) Fei, Alec Jacobson, Doug L. James, Danny M. Kaufman
Thin shell structures exhibit complex behaviors critical for modeling and design across wide-ranging applications. Capturing their mechanical response requires finely detailed, high-resolution meshes. Corresponding simulations for predicting equilibria with these meshes are expensive, whereas coarse-mesh simulations can be fast but generate unacceptable artifacts and inaccuracies. The recently proposed progressive simulation framework [Zhang et al. 2022] offers a promising avenue to address these limitations with consistent and progressively improving simulation over a hierarchy of increasingly higher-resolution models. Unfortunately, it is currently severely limited in application to meshes and shapes generated via Loop subdivision. We propose Progressive Shells Quasistatics to extend progressive simulation to the high-fidelity modeling and design of all input shell (and plate) geometries with unstructured (as well as structured) triangle meshes. To do so, we construct a fine-to-coarse hierarchy with a novel nonlinear prolongation operator custom-suited for curved-surface simulation that is rest-shape preserving, supports complex curved boundaries, and enables the reconstruction of detailed geometries from coarse-level meshes. Then, to enable convergent, high-quality solutions with robust contact handling, we propose a new, safe, and efficient shape-preserving upsampling method that ensures non-intersection and strain limits during refinement. With these core contributions, Progressive Shell Quasistatics enables, for the first time, wide generality for progressive simulation, including support for arbitrary curved-shell geometries, progressive collision objects, curved boundaries, and unstructured triangle meshes - all while ensuring that preview and final solutions remain free of intersections. We demonstrate these features across a wide range of stress-tests where progressive simulation captures the wrinkling, folding, twisting, and buckling behaviors of frictionally contacting thin shells with orders-of-magnitude speed-up in examples over direct fine-resolution simulation.
薄壳结构表现出复杂的行为,对广泛应用的建模和设计至关重要。捕捉它们的机械反应需要非常详细的高分辨率网格。用这些网格预测平衡的相应模拟是昂贵的,而粗网格模拟可以很快,但会产生不可接受的工件和不准确性。最近提出的渐进式模拟框架[Zhang et al. 2022]提供了一个有希望的途径,通过在越来越高分辨率模型的层次结构上一致和逐步改进的模拟来解决这些限制。不幸的是,它目前在通过循环细分生成的网格和形状的应用中受到严重限制。我们提出渐进式壳准静力学将渐进式模拟扩展到具有非结构化(以及结构化)三角形网格的所有输入壳(和板)几何形状的高保真建模和设计。为此,我们构建了一个精细到粗糙的层次结构,其中包含一种适合于曲面模拟的新型非线性扩展算子,该算子具有静止形状保持功能,支持复杂的弯曲边界,并能够从粗级网格重建详细的几何形状。然后,为了实现具有鲁棒接触处理的收敛,高质量的解决方案,我们提出了一种新的,安全,高效的形状保持上采样方法,以确保精化过程中的无相交和应变限制。有了这些核心贡献,渐进式壳准静力学首次实现了渐进式模拟的广泛通用性,包括支持任意弯曲壳几何形状、渐进式碰撞对象、弯曲边界和非结构化三角形网格,同时确保预览和最终解决方案没有交集。我们通过广泛的压力测试展示了这些特征,其中渐进模拟捕获了摩擦接触薄壳的起皱、折叠、扭曲和屈曲行为,在直接精细模拟的例子中,速度提高了几个数量级。
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引用次数: 0
Projective Sampling for Differentiable Rendering of Geometry 几何图形可微分渲染的投影采样
Pub Date : 2023-12-04 DOI: 10.1145/3618385
Ziyi Zhang, Nicolas Roussel, Wenzel Jakob
Discontinuous visibility changes at object boundaries remain a persistent source of difficulty in the area of differentiable rendering. Left untreated, they bias computed gradients so severely that even basic optimization tasks fail. Prior path-space methods addressed this bias by decoupling boundaries from the interior, allowing each part to be handled using specialized Monte Carlo sampling strategies. While conceptually powerful, the full potential of this idea remains unrealized since existing methods often fail to adequately sample the boundary proportional to its contribution. This paper presents theoretical and algorithmic contributions. On the theoretical side, we transform the boundary derivative into a remarkably simple local integral that invites present and future developments. Building on this result, we propose a new strategy that projects ordinary samples produced during forward rendering onto nearby boundaries. The resulting projections establish a variance-reducing guiding distribution that accelerates convergence of the subsequent differential phase. We demonstrate the superior efficiency and versatility of our method across a variety of shape representations, including triangle meshes, implicitly defined surfaces, and cylindrical fibers based on Bézier curves.
物体边界的不连续可见性变化一直是可微渲染领域的一个难题。如果不加以处理,它们会严重影响计算梯度,甚至连基本的优化任务都无法完成。先前的路径空间方法通过将边界与内部解耦来解决这种偏差,允许使用专门的蒙特卡罗采样策略来处理每个部分。虽然在概念上很强大,但这一想法的全部潜力仍然没有实现,因为现有的方法往往不能充分采样与其贡献成比例的边界。本文介绍了理论和算法的贡献。在理论方面,我们将边界导数转化为一个非常简单的局部积分,以吸引当前和未来的发展。在此结果的基础上,我们提出了一种新的策略,将前向渲染过程中产生的普通样本投影到附近的边界上。由此产生的投影建立了一个减少方差的引导分布,加速了后续差分阶段的收敛。我们证明了我们的方法在各种形状表示上的优越效率和通用性,包括三角形网格、隐式定义表面和基于bsamizier曲线的圆柱形纤维。
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引用次数: 0
A Parametric Kinetic Solver for Simulating Boundary-Dominated Turbulent Flow Phenomena 用于模拟边界主导湍流现象的参数动力学求解器
Pub Date : 2023-12-04 DOI: 10.1145/3618313
Mengyun Liu, Xiaopei Liu
Boundary layer flow plays a very important role in shaping the entire flow feature near and behind obstacles inside fluids. Thus, boundary treatment methods are crucial for a physically consistent fluid simulation, especially when turbulence occurs at a high Reynolds number, in which accurately handling thin boundary layer becomes quite challenging. Traditional Navier-Stokes solvers usually construct multi-resolution body-fitted meshes to achieve high accuracy, often together with near-wall and sub-grid turbulence modeling. However, this could be time-consuming and computationally intensive even with GPU accelerations. An alternative and much faster approach is to switch to a kinetic solver, such as the lattice Boltzmann model, but boundary treatment has to be done in a cut-cell manner, sacrificing accuracy unless grid resolution is much increased. In this paper, we focus on simulating the boundary-dominated turbulent flow phenomena with an efficient kinetic solver. In order to significantly improve the cut-cell-based boundary treatment for higher accuracy without excessively increasing the simulation resolution, we propose a novel parametric boundary treatment model, including a semi-Lagrangian scheme at the wall for non-equilibrium distribution functions, together with a purely link-based near-wall analytical mesoscopic model by analogy with the macroscopic wall modeling approach, which is yet simple to compute. Such a new method is further extended to handle moving boundaries, showing increased accuracy. Comprehensive analyses are conducted, with a variety of simulation results that are both qualitatively and quantitatively validated with experiments and real life scenarios, and compared to existing methods, to indicate superiority of our method. We highlight that our method not only provides a more accurate way for boundary treatment, but also a valuable tool to control boundary layer behaviors. This has not been achieved and demonstrated before in computer graphics, which we believe will be very useful in practical engineering.
边界层流动对流体内部障碍物前后的整体流动特征的形成起着非常重要的作用。因此,边界处理方法对于物理上一致的流体模拟至关重要,特别是当湍流发生在高雷诺数时,在这种情况下,精确处理薄边界层变得非常具有挑战性。传统的Navier-Stokes求解方法通常构建多分辨率体拟合网格,以达到较高的精度,通常与近壁和亚网格湍流建模相结合。然而,即使使用GPU加速,这也可能是耗时和计算密集型的。另一种更快的方法是切换到动力学求解器,如晶格玻尔兹曼模型,但边界处理必须以切割细胞的方式进行,除非网格分辨率大大提高,否则会牺牲精度。在本文中,我们着重于用一个有效的动力学求解器来模拟边界主导的湍流现象。为了在不过度增加模拟分辨率的情况下显著提高基于切胞的边界处理的精度,我们提出了一种新的参数化边界处理模型,包括非平衡分布函数的壁面半拉格朗日格式,以及类比宏观壁面建模方法的纯基于链接的近壁面解析介观模型,该模型计算简单。将这种新方法进一步扩展到处理移动边界,显示出更高的精度。通过对各种仿真结果进行综合分析,并结合实验和实际场景对仿真结果进行定性和定量验证,并与现有方法进行对比,表明了本文方法的优越性。我们强调,我们的方法不仅提供了更精确的边界处理方法,而且是控制边界层行为的有价值的工具。这在计算机图形学中还没有被实现和证明,我们相信这将在实际工程中非常有用。
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引用次数: 0
Collapsing Embedded Cell Complexes for Safer Hexahedral Meshing 折叠嵌入式单元复合物,实现更安全的六面体网格划分
Pub Date : 2023-12-04 DOI: 10.1145/3618384
Hendrik Brückler, M. Campen
We present a set of operators to perform modifications, in particular collapses and splits, in volumetric cell complexes which are discretely embedded in a background mesh. Topological integrity and geometric embedding validity are carefully maintained. We apply these operators strategically to volumetric block decompositions, so-called T-meshes or base complexes, in the context of hexahedral mesh generation. This allows circumventing the expensive and unreliable global volumetric remapping step in the versatile meshing pipeline based on 3D integer-grid maps. In essence, we reduce this step to simpler local cube mapping problems, for which reliable solutions are available. As a consequence, the robustness of the mesh generation process is increased, especially when targeting coarse or block-structured hexahedral meshes. We furthermore extend this pipeline to support feature alignment constraints, and systematically respect these throughout, enabling the generation of meshes that align to points, curves, and surfaces of special interest, whether on the boundary or in the interior of the domain.
我们提出了一组操作符来执行修改,特别是在离散嵌入背景网格的体积细胞复合体中进行崩溃和分裂。拓扑完整性和几何嵌入有效性被小心地维护。在六面体网格生成的背景下,我们策略性地将这些算子应用于体积块分解,即所谓的t网格或基础复合体。这可以避免在基于3D整数网格地图的通用网格管道中昂贵且不可靠的全局体积重映射步骤。实际上,我们将此步骤简化为更简单的局部多维数据集映射问题,这些问题有可靠的解决方案。因此,网格生成过程的鲁棒性增加,特别是针对粗糙或块结构的六面体网格。我们进一步扩展这个管道来支持特征对齐约束,并系统地尊重这些约束,从而能够生成与点、曲线和特别感兴趣的曲面对齐的网格,无论是在边界上还是在域的内部。
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引用次数: 0
Efficient Visualization of Light Pollution for the Night Sky 夜空光污染高效可视化
Pub Date : 2023-12-04 DOI: 10.1145/3618337
Y. Dobashi, Naoto Ishikawa, Kei Iwasaki
Artificial light sources make our daily life convenient, but cause a severe problem called light pollution. We propose a novel system for efficient visualization of light pollution in the night sky. Numerous methods have been proposed for rendering the sky, but most of these focus on rendering of the daytime or the sunset sky where the sun is the only, or dominant light source. For the visualization of the light pollution, however, we must consider many city light sources on the ground, resulting in excessive computational cost. We address this problem by precomputing a set of intensity distributions for the sky illuminated by city light at various locations and with different atmospheric conditions. We apply a principal component analysis and fast Fourier transform to the precomputed distributions, allowing us to efficiently visualize the extent of the light pollution. Using this method, we can achieve one to two orders of magnitudes faster computation compared to a naive approach that simply accumulates the scattered intensity for each viewing ray. Furthermore, the fast computation allows us to interactively solve the inverse problem that determines the city light intensity needed to reduce light pollution. Our system provides the user with both a forward and inverse investigation tool for the study and minimization of light pollution.
人造光源给我们的日常生活带来了便利,但也造成了严重的光污染问题。我们提出了一种有效的夜空光污染可视化系统。许多方法已经提出了渲染天空,但大多数这些集中在渲染白天或日落天空,太阳是唯一的,或主要的光源。然而,为了实现光污染的可视化,必须考虑地面上的多个城市光源,导致计算成本过高。我们通过预先计算一组城市灯光在不同位置和不同大气条件下照亮天空的强度分布来解决这个问题。我们将主成分分析和快速傅里叶变换应用于预先计算的分布,使我们能够有效地可视化光污染的程度。使用这种方法,与简单地累积每条观察射线的散射强度的朴素方法相比,我们可以实现一到两个数量级的快速计算。此外,快速计算使我们能够交互式地解决确定减少光污染所需的城市光强度的逆问题。我们的系统为用户提供了研究和减少光污染的正反向调查工具。
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引用次数: 0
Topology Guaranteed B-Spline Surface/Surface Intersection 拓扑保证 B 样条曲面/曲面交点
Pub Date : 2023-12-04 DOI: 10.1145/3618349
Jieyin Yang, Xiaohong Jia, Dong-Ming Yan
The surface/surface intersection technique serves as one of the most fundamental functions in modern Computer Aided Design (CAD) systems. Despite the long research history and successful applications of surface intersection algorithms in various CAD industrial software, challenges still exist in balancing computational efficiency, accuracy, as well as topology correctness. Specifically, most practical intersection algorithms fail to guarantee the correct topology of the intersection curve(s) when two surfaces are in near-critical positions, which brings instability to CAD systems. Even in one of the most successfully used commercial geometry engines ACIS, such complicated intersection topology can still be a tough nut to crack. In this paper, we present a practical topology guaranteed algorithm for computing the intersection loci of two B-spline surfaces. Our algorithm well treats all types of common and complicated intersection topology with practical efficiency, including those intersections with multiple branches or cross singularities, contacts in several isolated singular points or highorder contacts along a curve, as well as intersections along boundary curves. We present representative examples of these hard topology situations that challenge not only the open-source geometry engine OCCT but also the commercial engine ACIS. We compare our algorithm in both efficiency and topology correctness on plenty of common and complicated models with the open-source intersection package in SISL, OCCT, and the commercial engine ACIS.
面/面相交技术是现代计算机辅助设计(CAD)系统中最基本的功能之一。尽管曲面相交算法在各种CAD工业软件中有着悠久的研究历史和成功的应用,但在平衡计算效率、精度和拓扑正确性方面仍然存在挑战。具体来说,大多数实用的相交算法在两个曲面处于接近临界位置时,无法保证相交曲线的正确拓扑,给CAD系统带来不稳定性。即使在使用最成功的商业几何引擎之一ACIS中,如此复杂的交集拓扑仍然是一个棘手的问题。本文给出了一种实用的拓扑保证算法,用于计算两个b样条曲面的交点。我们的算法能很好地处理各种类型的常见和复杂的相交拓扑,具有实用的效率,包括具有多个分支或交叉奇异点的相交,多个孤立奇异点的接触或沿曲线的高阶接触,以及沿边界曲线的相交。我们提出了这些硬拓扑情况的代表性示例,这些示例不仅挑战了开源几何引擎OCCT,也挑战了商业引擎ACIS。在大量常见和复杂模型上,我们将算法的效率和拓扑正确性与SISL、OCCT和商用引擎ACIS中的开源交叉包进行了比较。
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引用次数: 0
DiffFR: Differentiable SPH-Based Fluid-Rigid Coupling for Rigid Body Control DiffFR:基于可微分 SPH 的流体-刚体耦合,用于刚体控制
Pub Date : 2023-12-04 DOI: 10.1145/3618318
Zhehao Li, Qingyu Xu, Xiaohan Ye, Bo-Ning Ren, Ligang Liu
Differentiable physics simulation has shown its efficacy in inverse design problems. Given the pervasiveness of the diverse interactions between fluids and solids in life, a differentiable simulator for the inverse design of the motion of rigid objects in two-way fluid-rigid coupling is also demanded. There are two main challenges to develop a differentiable two-way fluid-solid coupling simulator for rigid body control tasks: the ubiquitous, discontinuous contacts in fluid-solid interactions, and the high computational cost of gradient formulation due to the large number of degrees of freedom (DoF) of fluid dynamics. In this work, we propose a novel differentiable SPH-based two-way fluid-rigid coupling simulator to address these challenges. Our purpose is to provide a differentiable simulator for SPH which incorporates a unified representation for both fluids and solids using particles. However, naively differentiating the forward simulation of the particle system encounters gradient explosion issues. We investigate the instability in differentiating the SPH-based fluid-rigid coupling simulator and present a feasible gradient computation scheme to address its differentiability. In addition, we also propose an efficient method to compute the gradient of fluid-rigid coupling without incurring the high computational cost of differentiating the entire high-DoF fluid system. We show the efficacy, scalability, and extensibility of our method in various challenging rigid body control tasks with diverse fluid-rigid interactions and multi-rigid contacts, achieving up to an order of magnitude speedup in optimization compared to baseline methods in experiments.
可微物理模拟在反设计问题中显示了其有效性。考虑到生活中流体与固体之间的各种相互作用的普遍性,还需要一个可微模拟器用于双向流-固耦合中刚性物体运动的反设计。为刚体控制任务开发可微的双向流固耦合模拟器面临两个主要挑战:流固相互作用中无处不在的不连续接触,以及由于流体动力学的大量自由度(DoF)而导致的梯度公式的高计算成本。在这项工作中,我们提出了一种新的基于可微sph的双向流体-刚性耦合模拟器来解决这些挑战。我们的目的是为SPH提供一个可微模拟器,该模拟器结合了使用颗粒的流体和固体的统一表示。然而,天真地微分粒子系统的正演模拟会遇到梯度爆炸问题。研究了基于sph的流-刚性耦合模拟器的微分不稳定性,提出了一种可行的梯度计算方案来解决其微分问题。此外,我们还提出了一种有效的计算流体-刚性耦合梯度的方法,而不会产生微分整个高自由度流体系统的高计算成本。我们展示了我们的方法在具有不同流体-刚性相互作用和多刚性接触的各种具有挑战性的刚体控制任务中的有效性,可扩展性和可扩展性,与实验中的基线方法相比,在优化方面实现了高达一个数量级的加速。
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引用次数: 0
Power Plastics: A Hybrid Lagrangian/Eulerian Solver for Mesoscale Inelastic Flows 动力塑料:中尺度非弹性流动的拉格朗日/欧勒混合求解器
Pub Date : 2023-12-04 DOI: 10.1145/3618344
Ziyin Qu, Minchen Li, Yin Yang, Chenfanfu Jiang, Fernando de Goes
We present a novel hybrid Lagrangian/Eulerian method for simulating inelastic flows that generates high-quality particle distributions with adaptive volumes. At its core, our approach integrates an updated Lagrangian time discretization of continuum mechanics with the Power Particle-In-Cell geometric representation of deformable materials. As a result, we obtain material points described by optimized density kernels that precisely track the varying particle volumes both spatially and temporally. For efficient CFL-rate simulations, we also propose an implicit time integration for our system using a non-linear Gauss-Seidel solver inspired by X-PBD, viewing Eulerian nodal velocities as primal variables. We demonstrate the versatility of our method with simulations of mesoscale bubbles, sands, liquid, and foams.
我们提出了一种新的拉格朗日/欧拉混合方法来模拟非弹性流动,该方法可以产生具有自适应体积的高质量颗粒分布。在其核心,我们的方法集成了连续介质力学的更新拉格朗日时间离散化与可变形材料的功率颗粒-细胞几何表示。因此,我们获得了由优化的密度核描述的材料点,该密度核精确地跟踪了空间和时间上变化的颗粒体积。为了高效的节电率模拟,我们还提出了一个隐式时间积分系统,使用受X-PBD启发的非线性高斯-赛德尔求解器,将欧拉节点速度视为原始变量。我们通过模拟中尺度气泡、沙子、液体和泡沫来证明我们方法的多功能性。
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引用次数: 0
Warped-Area Reparameterization of Differential Path Integrals 微分路径积分的翘曲区域重参数化
Pub Date : 2023-12-04 DOI: 10.1145/3618330
Peiyu Xu, S. Bangaru, Tzu-Mao Li, Shuang Zhao
Physics-based differentiable rendering is becoming increasingly crucial for tasks in inverse rendering and machine learning pipelines. To address discontinuities caused by geometric boundaries and occlusion, two classes of methods have been proposed: 1) the edge-sampling methods that directly sample light paths at the scene discontinuity boundaries, which require nontrivial data structures and precomputation to select the edges, and 2) the reparameterization methods that avoid discontinuity sampling but are currently limited to hemispherical integrals and unidirectional path tracing. We introduce a new mathematical formulation that enjoys the benefits of both classes of methods. Unlike previous reparameterization work that focused on hemispherical integral, we derive the reparameterization in the path space. As a result, to estimate derivatives using our formulation, we can apply advanced Monte Carlo rendering methods, such as bidirectional path tracing, while avoiding explicit sampling of discontinuity boundaries. We show differentiable rendering and inverse rendering results to demonstrate the effectiveness of our method.
基于物理的可微分渲染在逆渲染和机器学习管道任务中变得越来越重要。为了解决由几何边界和遮挡引起的不连续问题,提出了两类方法:1)直接在场景不连续边界处对光路进行采样的边缘采样方法,该方法需要非平凡的数据结构和预先计算来选择边缘;2)避免不连续采样的再参数化方法,但目前仅限于半球面积分和单向路径跟踪。我们引入了一个新的数学公式,它享有这两类方法的好处。与以往着重于半球积分的再参数化工作不同,我们推导了路径空间中的再参数化。因此,为了使用我们的公式估计导数,我们可以应用高级蒙特卡罗渲染方法,如双向路径跟踪,同时避免对不连续边界进行显式采样。我们给出了可微渲染和逆渲染的结果来证明我们方法的有效性。
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引用次数: 0
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ACM Transactions on Graphics (TOG)
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