首页 > 最新文献

ACM Transactions on Graphics (TOG)最新文献

英文 中文
Reconstruction of Machine-Made Shapes from Bitmap Sketches 根据位图草图重建机器制作的形状
Pub Date : 2023-12-04 DOI: 10.1145/3618361
Ivan Puhachov, Cedric Martens, P. Kry, Mikhail Bessmeltsev
We propose a method of reconstructing 3D machine-made shapes from bitmap sketches by separating an input image into individual patches and jointly optimizing their geometry. We rely on two main observations: (1) human observers interpret sketches of man-made shapes as a collection of simple geometric primitives, and (2) sketch strokes often indicate occlusion contours or sharp ridges between those primitives. Using these main observations we design a system that takes a single bitmap image of a shape, estimates image depth and segmentation into primitives with neural networks, then fits primitives to the predicted depth while determining occlusion contours and aligning intersections with the input drawing via optimization. Unlike previous work, our approach does not require additional input, annotation, or templates, and does not require retraining for a new category of man-made shapes. Our method produces triangular meshes that display sharp geometric features and are suitable for downstream applications, such as editing, rendering, and shading.
我们提出了一种从位图草图重建三维机器形状的方法,该方法将输入图像分割成单个块并共同优化它们的几何形状。我们依靠两个主要的观察:(1)人类观察者将人造形状的草图解释为简单几何基元的集合,(2)草图笔画通常表示这些基元之间的遮挡轮廓或锐脊。利用这些主要观察结果,我们设计了一个系统,该系统采用单个形状的位图图像,使用神经网络估计图像深度并分割成原语,然后将原语拟合到预测深度,同时确定遮挡轮廓并通过优化将交叉点与输入图形对齐。与以前的工作不同,我们的方法不需要额外的输入、注释或模板,也不需要对人造形状的新类别进行重新训练。我们的方法产生三角形网格,显示尖锐的几何特征,适合下游应用,如编辑,渲染和着色。
{"title":"Reconstruction of Machine-Made Shapes from Bitmap Sketches","authors":"Ivan Puhachov, Cedric Martens, P. Kry, Mikhail Bessmeltsev","doi":"10.1145/3618361","DOIUrl":"https://doi.org/10.1145/3618361","url":null,"abstract":"We propose a method of reconstructing 3D machine-made shapes from bitmap sketches by separating an input image into individual patches and jointly optimizing their geometry. We rely on two main observations: (1) human observers interpret sketches of man-made shapes as a collection of simple geometric primitives, and (2) sketch strokes often indicate occlusion contours or sharp ridges between those primitives. Using these main observations we design a system that takes a single bitmap image of a shape, estimates image depth and segmentation into primitives with neural networks, then fits primitives to the predicted depth while determining occlusion contours and aligning intersections with the input drawing via optimization. Unlike previous work, our approach does not require additional input, annotation, or templates, and does not require retraining for a new category of man-made shapes. Our method produces triangular meshes that display sharp geometric features and are suitable for downstream applications, such as editing, rendering, and shading.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138602244","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
ScaNeRF: Scalable Bundle-Adjusting Neural Radiance Fields for Large-Scale Scene Rendering ScaNeRF:用于大规模场景渲染的可扩展捆绑调整神经辐射场
Pub Date : 2023-12-04 DOI: 10.1145/3618369
Xiuchao Wu, Jiamin Xu, Xin Zhang, Hujun Bao, Qixing Huang, Yujun Shen, James Tompkin, Weiwei Xu
High-quality large-scale scene rendering requires a scalable representation and accurate camera poses. This research combines tile-based hybrid neural fields with parallel distributive optimization to improve bundle-adjusting neural radiance fields. The proposed method scales with a divide-and-conquer strategy. We partition scenes into tiles, each with a multi-resolution hash feature grid and shallow chained diffuse and specular multilayer perceptrons (MLPs). Tiles unify foreground and background via a spatial contraction function that allows both distant objects in outdoor scenes and planar reflections as virtual images outside the tile. Decomposing appearance with the specular MLP allows a specular-aware warping loss to provide a second optimization path for camera poses. We apply the alternating direction method of multipliers (ADMM) to achieve consensus among camera poses while maintaining parallel tile optimization. Experimental results show that our method outperforms state-of-the-art neural scene rendering method quality by 5%--10% in PSNR, maintaining sharp distant objects and view-dependent reflections across six indoor and outdoor scenes.
高质量的大规模场景渲染需要可伸缩的表示和准确的相机姿势。该研究将基于瓦片的混合神经场与并行分布优化相结合,改进了束调节神经辐射场。该方法采用分而治之策略。我们将场景划分为瓷砖,每个瓷砖都有一个多分辨率哈希特征网格和浅链漫反射和镜面多层感知器(mlp)。瓷砖通过空间收缩功能统一前景和背景,允许户外场景中的远处物体和瓷砖外的平面反射作为虚拟图像。用镜面MLP分解外观允许镜面感知扭曲损失,为相机姿势提供第二个优化路径。我们采用交替方向乘法器(ADMM)来实现相机姿态之间的一致性,同时保持平行平铺优化。实验结果表明,我们的方法在PSNR方面比最先进的神经场景渲染方法的质量高出5%- 10%,在六个室内和室外场景中保持了清晰的远处物体和视依赖反射。
{"title":"ScaNeRF: Scalable Bundle-Adjusting Neural Radiance Fields for Large-Scale Scene Rendering","authors":"Xiuchao Wu, Jiamin Xu, Xin Zhang, Hujun Bao, Qixing Huang, Yujun Shen, James Tompkin, Weiwei Xu","doi":"10.1145/3618369","DOIUrl":"https://doi.org/10.1145/3618369","url":null,"abstract":"High-quality large-scale scene rendering requires a scalable representation and accurate camera poses. This research combines tile-based hybrid neural fields with parallel distributive optimization to improve bundle-adjusting neural radiance fields. The proposed method scales with a divide-and-conquer strategy. We partition scenes into tiles, each with a multi-resolution hash feature grid and shallow chained diffuse and specular multilayer perceptrons (MLPs). Tiles unify foreground and background via a spatial contraction function that allows both distant objects in outdoor scenes and planar reflections as virtual images outside the tile. Decomposing appearance with the specular MLP allows a specular-aware warping loss to provide a second optimization path for camera poses. We apply the alternating direction method of multipliers (ADMM) to achieve consensus among camera poses while maintaining parallel tile optimization. Experimental results show that our method outperforms state-of-the-art neural scene rendering method quality by 5%--10% in PSNR, maintaining sharp distant objects and view-dependent reflections across six indoor and outdoor scenes.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138602790","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: 1
K-Surfaces: Bézier-Splines Interpolating at Gaussian Curvature Extrema K 曲面:在高斯曲率极值处插值的贝塞尔样条曲线
Pub Date : 2023-12-04 DOI: 10.1145/3618383
Tobias Djuren, M. Kohlbrenner, Marc Alexa
K-surfaces are an interactive modeling technique for Bézier-spline surfaces. Inspired by k-curves by [Yan et al. 2017], each patch provides a single control point that is being interpolated at a local extremum of Gaussian curvature. The challenge is to solve the inverse problem of finding the center control point of a Bézier patch given the boundary control points and the handle. Unlike the situation in 2D, bi-quadratic Bézier patches may exhibit none, one, or several extrema, and finding them is non-trivial. We solve the difficult inverse problem, including the possible selection among several extrema, by learning the desired function from samples, generated by computing Gaussian curvature of random patches. This approximation provides a stable solution to the ill-defined inverse problem and is much more efficient than direct numerical optimization, facilitating the interactive modeling framework. The local solution is used in an iterative optimization incorporating continuity constraints across patches. We demonstrate that the surface varies smoothly with the handle location and that the resulting modeling system provides local and generally intuitive control. The idea of learning the inverse mapping from handles to patches may be applicable to other parametric surfaces.
k曲面是一种用于bsamzier样条曲面的交互式建模技术。受到[Yan et al. 2017]的k曲线的启发,每个patch提供一个单独的控制点,该控制点在高斯曲率的局部极值处进行插值。问题是在给定边界控制点和手柄的情况下,解决寻找bsamzier patch中心控制点的反问题。与二维的情况不同,双二次bsamzier patch可能没有、一个或几个极值,找到它们不是件容易的事。我们通过计算随机斑块的高斯曲率从样本中学习所需函数来解决困难的反问题,包括在几个极值中可能的选择。这种近似方法为定义不清的逆问题提供了稳定的解,并且比直接的数值优化效率高得多,方便了交互式建模框架。局部解用于迭代优化中,该优化包含了跨块的连续性约束。我们证明了表面随手柄位置的平滑变化,并且由此产生的建模系统提供了局部和一般直观的控制。学习从手柄到补丁的逆映射的思想可能适用于其他参数曲面。
{"title":"K-Surfaces: Bézier-Splines Interpolating at Gaussian Curvature Extrema","authors":"Tobias Djuren, M. Kohlbrenner, Marc Alexa","doi":"10.1145/3618383","DOIUrl":"https://doi.org/10.1145/3618383","url":null,"abstract":"K-surfaces are an interactive modeling technique for Bézier-spline surfaces. Inspired by k-curves by [Yan et al. 2017], each patch provides a single control point that is being interpolated at a local extremum of Gaussian curvature. The challenge is to solve the inverse problem of finding the center control point of a Bézier patch given the boundary control points and the handle. Unlike the situation in 2D, bi-quadratic Bézier patches may exhibit none, one, or several extrema, and finding them is non-trivial. We solve the difficult inverse problem, including the possible selection among several extrema, by learning the desired function from samples, generated by computing Gaussian curvature of random patches. This approximation provides a stable solution to the ill-defined inverse problem and is much more efficient than direct numerical optimization, facilitating the interactive modeling framework. The local solution is used in an iterative optimization incorporating continuity constraints across patches. We demonstrate that the surface varies smoothly with the handle location and that the resulting modeling system provides local and generally intuitive control. The idea of learning the inverse mapping from handles to patches may be applicable to other parametric surfaces.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138602989","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
Shrink & Morph: 3D-Printed Self-Shaping Shells Actuated by a Shape Memory Effect 收缩与变形:由形状记忆效应驱动的三维打印自塑形外壳
Pub Date : 2023-12-04 DOI: 10.1145/3618386
David Jourdan, Pierre-Alexandre Hugron, Camille Schreck, Jonàs Martínez, Sylvain Lefebvre
While 3D printing enables the customization and home fabrication of a wide range of shapes, fabricating freeform thin-shells remains challenging. As layers misalign with the curvature, they incur structural deficiencies, while the curved shells require large support structures, typically using more material than the part itself. We present a computational framework for optimizing the internal structure of 3D printed plates such that they morph into a desired freeform shell when heated. This exploits the shrinkage effect of thermoplastics such as PLA, which store internal stresses along the deposition directions. These stresses get released when the material is heated again above its glass transition temperature, causing an anisotropic deformation that induces curvature. Our inverse design method takes as input a freeform surface and finds an optimized set of deposition trajectories in each layer such that their anisotropic shrinkage deforms the plate into the prescribed surface geometry. We optimize for a continuous vector field that varies across the plate and within its thickness. The algorithm then extracts a set of deposition trajectories from the vector field in order to fabricate the flat plates on standard FFF printers. We validate our algorithm on freeform, doubly-curved surfaces.
虽然3D打印可以实现各种形状的定制和家庭制造,但制造自由形状的薄壳仍然具有挑战性。由于层与曲率不对齐,它们会导致结构缺陷,而弯曲的外壳需要大型支撑结构,通常使用比部件本身更多的材料。我们提出了一个计算框架,用于优化3D打印板的内部结构,使它们在加热时变成所需的自由形状外壳。这利用了PLA等热塑性塑料的收缩效应,它们沿着沉积方向存储内应力。当材料再次加热到玻璃化转变温度以上时,这些应力就会释放,导致各向异性变形,从而产生曲率。我们的反设计方法以自由曲面为输入,并在每一层中找到一组优化的沉积轨迹,使其各向异性收缩使板变形为规定的表面几何形状。我们优化了一个连续的矢量场,它在整个板上和在它的厚度内变化。然后,该算法从矢量场中提取一组沉积轨迹,以便在标准FFF打印机上制造平板。我们在自由曲面、双曲面上验证了我们的算法。
{"title":"Shrink & Morph: 3D-Printed Self-Shaping Shells Actuated by a Shape Memory Effect","authors":"David Jourdan, Pierre-Alexandre Hugron, Camille Schreck, Jonàs Martínez, Sylvain Lefebvre","doi":"10.1145/3618386","DOIUrl":"https://doi.org/10.1145/3618386","url":null,"abstract":"While 3D printing enables the customization and home fabrication of a wide range of shapes, fabricating freeform thin-shells remains challenging. As layers misalign with the curvature, they incur structural deficiencies, while the curved shells require large support structures, typically using more material than the part itself. We present a computational framework for optimizing the internal structure of 3D printed plates such that they morph into a desired freeform shell when heated. This exploits the shrinkage effect of thermoplastics such as PLA, which store internal stresses along the deposition directions. These stresses get released when the material is heated again above its glass transition temperature, causing an anisotropic deformation that induces curvature. Our inverse design method takes as input a freeform surface and finds an optimized set of deposition trajectories in each layer such that their anisotropic shrinkage deforms the plate into the prescribed surface geometry. We optimize for a continuous vector field that varies across the plate and within its thickness. The algorithm then extracts a set of deposition trajectories from the vector field in order to fabricate the flat plates on standard FFF printers. We validate our algorithm on freeform, doubly-curved surfaces.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138604549","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
Slippage-Preserving Reshaping of Human-Made 3D Content 人工三维内容的防滑重塑
Pub Date : 2023-12-04 DOI: 10.1145/3618391
Chrystiano Araújo, Nicholas Vining, Silver Burla, Manuel Ruivo De Oliveira, Enrique Rosales, Alla Sheffer
Artists often need to reshape 3D models of human-made objects by changing the relative proportions or scales of different model parts or elements while preserving the look and structure of the inputs. Manually reshaping inputs to satisfy these criteria is highly time-consuming; the edit in our teaser took an artist 5 hours to complete. However, existing methods for 3D shape editing are largely designed for other tasks and produce undesirable outputs when repurposed for reshaping. Prior work on 2D curve network reshaping suggests that in 2D settings the user-expected outcome is achieved when the reshaping edit keeps the orientations of the different model elements and when these elements scale as-locally-uniformly-as-possible (ALUP). However, our observations suggest that in 3D viewers are tolerant of non-uniform tangential scaling if and when this scaling preserves slippage and reduces changes in element size, or scale, relative to the input. Slippage preservation requires surfaces which are locally slippable with respect to a given rigid motion to retain this property post-reshaping (a motion is slippable if when applied to the surface, it slides the surface along itself without gaps). We build on these observations by first extending the 2D ALUP framework to 3D and then modifying it to allow non-uniform scaling while promoting slippage and scale preservation. Our 3D ALUP extension produces reshaped outputs better aligned with viewer expectations than prior alternatives; our slippage-aware method further improves the outcome producing results on par with manual reshaping ones. Our method does not require any user input beyond specifying control handles and their target locations. We validate our method by applying it to over one hundred diverse inputs and by comparing our results to those generated by alternative approaches and manually. Comparative study participants preferred our outputs over the best performing traditional deformation method by a 65% margin and over our 3D ALUP extension by a 61% margin; they judged our outputs as at least on par with manually produced ones.
艺术家经常需要通过改变不同模型部分或元素的相对比例或比例来重塑人造物体的3D模型,同时保留输入的外观和结构。手动重塑输入以满足这些标准是非常耗时的;我们的预告片编辑花了一个美工5个小时才完成。然而,现有的3D形状编辑方法主要是为其他任务设计的,并且在重新用于重塑时产生不希望的输出。先前关于二维曲线网络重塑的工作表明,在二维设置中,当重塑编辑保持不同模型元素的方向并且这些元素尽可能局部均匀缩放(ALUP)时,用户期望的结果就会实现。然而,我们的观察表明,在3D中,如果并且当这种缩放保持滑动并减少相对于输入的元素大小或缩放的变化时,则观看者可以容忍非均匀切向缩放。滑移保持要求相对于给定刚性运动的局部可滑动的表面在重塑后保持这种属性(如果运动应用于表面时,它沿着表面本身滑动而没有间隙,则该运动是可滑动的)。我们在这些观察的基础上,首先将2D ALUP框架扩展到3D,然后对其进行修改,以允许非均匀缩放,同时促进滑动和尺度保存。我们的3D ALUP扩展产生重塑输出更好地与观众的期望比以前的替代品对齐;我们的滑移感知方法进一步改善了结果,产生的结果与手动重塑的结果相当。除了指定控件句柄及其目标位置外,我们的方法不需要任何用户输入。我们通过将我们的方法应用于一百多个不同的输入,并将我们的结果与其他方法和手动生成的结果进行比较,来验证我们的方法。比较研究参与者更喜欢我们的输出,而不是表现最好的传统变形方法65%的边际和我们的3D ALUP扩展61%的边际;他们认为我们的产品至少与手工生产的产品不相上下。
{"title":"Slippage-Preserving Reshaping of Human-Made 3D Content","authors":"Chrystiano Araújo, Nicholas Vining, Silver Burla, Manuel Ruivo De Oliveira, Enrique Rosales, Alla Sheffer","doi":"10.1145/3618391","DOIUrl":"https://doi.org/10.1145/3618391","url":null,"abstract":"Artists often need to reshape 3D models of human-made objects by changing the relative proportions or scales of different model parts or elements while preserving the look and structure of the inputs. Manually reshaping inputs to satisfy these criteria is highly time-consuming; the edit in our teaser took an artist 5 hours to complete. However, existing methods for 3D shape editing are largely designed for other tasks and produce undesirable outputs when repurposed for reshaping. Prior work on 2D curve network reshaping suggests that in 2D settings the user-expected outcome is achieved when the reshaping edit keeps the orientations of the different model elements and when these elements scale as-locally-uniformly-as-possible (ALUP). However, our observations suggest that in 3D viewers are tolerant of non-uniform tangential scaling if and when this scaling preserves slippage and reduces changes in element size, or scale, relative to the input. Slippage preservation requires surfaces which are locally slippable with respect to a given rigid motion to retain this property post-reshaping (a motion is slippable if when applied to the surface, it slides the surface along itself without gaps). We build on these observations by first extending the 2D ALUP framework to 3D and then modifying it to allow non-uniform scaling while promoting slippage and scale preservation. Our 3D ALUP extension produces reshaped outputs better aligned with viewer expectations than prior alternatives; our slippage-aware method further improves the outcome producing results on par with manual reshaping ones. Our method does not require any user input beyond specifying control handles and their target locations. We validate our method by applying it to over one hundred diverse inputs and by comparing our results to those generated by alternative approaches and manually. Comparative study participants preferred our outputs over the best performing traditional deformation method by a 65% margin and over our 3D ALUP extension by a 61% margin; they judged our outputs as at least on par with manually produced ones.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138604598","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
SLANG.D: Fast, Modular and Differentiable Shader Programming SLANG.D:快速、模块化和可微分着色器编程
Pub Date : 2023-12-04 DOI: 10.1145/3618353
S. Bangaru, Lifan Wu, Tzu-Mao Li, Jacob Munkberg, Gilbert Bernstein, Jonathan Ragan-Kelley, Frédo Durand, Aaron Lefohn, Yong He
We introduce SLANG.D, an extension to the Slang shading language that incorporates first-class automatic differentiation support. The new shading language allows us to transform a Direct3D-based path tracer to be fully differentiable with minor modifications to existing code. SLANG.D enables a shared ecosystem between machine learning frameworks and pre-existing graphics hardware API-based rendering systems, promoting the interchange of components and ideas across these two domains. Our contributions include a differentiable type system designed to ensure type safety and semantic clarity in codebases that blend differentiable and non-differentiable code, language primitives that automatically generate both forward and reverse gradient propagation methods, and a compiler architecture that generates efficient derivative propagation shader code for graphics pipelines. Our compiler supports differentiating code that involves arbitrary control-flow, dynamic dispatch, generics and higher-order differentiation, while providing developers flexible control of checkpointing and gradient aggregation strategies for best performance. Our system allows us to differentiate an existing real-time path tracer, Falcor, with minimal change to its shader code. We show that the compiler-generated derivative kernels perform as efficiently as handwritten ones. In several benchmarks, the SLANG.D code achieves significant speedup when compared to prior automatic differentiation systems.
我们介绍俚语。俚语着色语言的扩展,包含一流的自动区分支持。新的着色语言允许我们将基于direct3d的路径跟踪器转换为完全可区分的,只需对现有代码进行少量修改。俚语。D在机器学习框架和现有的基于图形硬件api的渲染系统之间建立了一个共享的生态系统,促进了这两个领域的组件和思想的交换。我们的贡献包括一个可微类型系统,旨在确保混合可微和不可微代码的代码库中的类型安全和语义清晰度,自动生成正向和反向梯度传播方法的语言原语,以及为图形管道生成高效衍生传播着色器代码的编译器体系结构。我们的编译器支持差异化代码,包括任意控制流、动态调度、泛型和高阶差异化,同时为开发人员提供灵活的检查点控制和梯度聚合策略,以获得最佳性能。我们的系统允许我们区分现有的实时路径跟踪器Falcor,对其着色器代码进行最小的更改。我们展示了编译器生成的衍生内核与手写内核一样有效。在几个基准测试中,俚语。与先前的自动微分系统相比,D代码实现了显著的加速。
{"title":"SLANG.D: Fast, Modular and Differentiable Shader Programming","authors":"S. Bangaru, Lifan Wu, Tzu-Mao Li, Jacob Munkberg, Gilbert Bernstein, Jonathan Ragan-Kelley, Frédo Durand, Aaron Lefohn, Yong He","doi":"10.1145/3618353","DOIUrl":"https://doi.org/10.1145/3618353","url":null,"abstract":"We introduce SLANG.D, an extension to the Slang shading language that incorporates first-class automatic differentiation support. The new shading language allows us to transform a Direct3D-based path tracer to be fully differentiable with minor modifications to existing code. SLANG.D enables a shared ecosystem between machine learning frameworks and pre-existing graphics hardware API-based rendering systems, promoting the interchange of components and ideas across these two domains. Our contributions include a differentiable type system designed to ensure type safety and semantic clarity in codebases that blend differentiable and non-differentiable code, language primitives that automatically generate both forward and reverse gradient propagation methods, and a compiler architecture that generates efficient derivative propagation shader code for graphics pipelines. Our compiler supports differentiating code that involves arbitrary control-flow, dynamic dispatch, generics and higher-order differentiation, while providing developers flexible control of checkpointing and gradient aggregation strategies for best performance. Our system allows us to differentiate an existing real-time path tracer, Falcor, with minimal change to its shader code. We show that the compiler-generated derivative kernels perform as efficiently as handwritten ones. In several benchmarks, the SLANG.D code achieves significant speedup when compared to prior automatic differentiation systems.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138605060","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
Stable Discrete Bending by Analytic Eigensystem and Adaptive Orthotropic Geometric Stiffness 通过分析特征系统和自适应各向同性几何刚度实现稳定的离散弯曲
Pub Date : 2023-12-04 DOI: 10.1145/3618372
Zhendong Wang, Yin Yang, Huamin Wang
In this paper, we address two limitations of dihedral angle based discrete bending (DAB) models, i.e. the indefiniteness of their energy Hessian and their vulnerability to geometry degeneracies. To tackle the indefiniteness issue, we present novel analytic expressions for the eigensystem of a DAB energy Hessian. Our expressions reveal that DAB models typically have positive, negative, and zero eigenvalues, with four of each, respectively. By using these expressions, we can efficiently project an indefinite DAB energy Hessian as positive semi-definite analytically. To enhance the stability of DAB models at degenerate geometries, we propose rectifying their indefinite geometric stiffness matrix by using orthotropic geometric stiffness matrices with adaptive parameters calculated from our analytic eigensystem. Among the twelve motion modes of a dihedral element, our resulting Hessian for DAB models retains only the desirable bending modes, compared to the undesirable altitude-changing modes of the exact Hessian with original geometric stiffness, all modes of the Gauss-Newton approximation without geometric stiffness, and no modes of the projected Hessians with inappropriate geometric stiffness. Additionally, we suggest adjusting the compression stiffness according to the Kirchhoff-Love thin plate theory to avoid over-compression. Our method not only ensures the positive semidefiniteness but also avoids instability caused by large bending forces at degenerate geometries. To demonstrate the benefit of our approaches, we show comparisons against existing methods on the simulation of cloth and thin plates in challenging examples.
本文讨论了基于二面角的离散弯曲(DAB)模型的两个局限性,即其能量Hessian的不确定性和易受几何简并的影响。为了解决不确定性问题,我们提出了一种新的DAB能量黑森本征系统解析表达式。我们的表达式表明,DAB模型通常具有正特征值、负特征值和零特征值,每种特征值分别有四个。利用这些表达式,可以有效地将不确定的DAB能量Hessian解析投影为正半定的形式。提高稳定性的民建联在退化几何模型,我们提出修正他们的无限几何刚度矩阵通过使用正交的几何刚度矩阵分析eigensystem的自适应参数计算。十二个二面角元素的运动模式中,我们产生的黑森民建联模型只保留的弯曲模式,相比不良altitude-changing模式与原始几何刚度的黑森,所有的高斯牛顿近似模式没有几何刚度和无模式的预测麻布与不适当的几何刚度。此外,我们建议根据Kirchhoff-Love薄板理论调整压缩刚度,以避免过度压缩。该方法既保证了正半正定性,又避免了简并几何结构因大的弯曲力而引起的失稳。为了证明我们的方法的好处,我们在具有挑战性的例子中与现有的布和薄板模拟方法进行了比较。
{"title":"Stable Discrete Bending by Analytic Eigensystem and Adaptive Orthotropic Geometric Stiffness","authors":"Zhendong Wang, Yin Yang, Huamin Wang","doi":"10.1145/3618372","DOIUrl":"https://doi.org/10.1145/3618372","url":null,"abstract":"In this paper, we address two limitations of dihedral angle based discrete bending (DAB) models, i.e. the indefiniteness of their energy Hessian and their vulnerability to geometry degeneracies. To tackle the indefiniteness issue, we present novel analytic expressions for the eigensystem of a DAB energy Hessian. Our expressions reveal that DAB models typically have positive, negative, and zero eigenvalues, with four of each, respectively. By using these expressions, we can efficiently project an indefinite DAB energy Hessian as positive semi-definite analytically. To enhance the stability of DAB models at degenerate geometries, we propose rectifying their indefinite geometric stiffness matrix by using orthotropic geometric stiffness matrices with adaptive parameters calculated from our analytic eigensystem. Among the twelve motion modes of a dihedral element, our resulting Hessian for DAB models retains only the desirable bending modes, compared to the undesirable altitude-changing modes of the exact Hessian with original geometric stiffness, all modes of the Gauss-Newton approximation without geometric stiffness, and no modes of the projected Hessians with inappropriate geometric stiffness. Additionally, we suggest adjusting the compression stiffness according to the Kirchhoff-Love thin plate theory to avoid over-compression. Our method not only ensures the positive semidefiniteness but also avoids instability caused by large bending forces at degenerate geometries. To demonstrate the benefit of our approaches, we show comparisons against existing methods on the simulation of cloth and thin plates in challenging examples.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138605105","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
From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans 从皮肤到骨骼:实现生物力学上精确的 3D 数字化人体
Pub Date : 2023-12-04 DOI: 10.1145/3618381
Marilyn Keller, Keenon Werling, Soyong Shin, Scott L. Delp, S. Pujades, C. K. Liu, Michael J. Black
Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de.
通过训练神经网络直接回归参数化人体模型(如SMPL)的参数,在从图像和视频中估计三维人体姿态和形状方面取得了很大进展。然而,现有的人体模型简化了运动学结构,不符合人体骨骼系统中真实的关节位置和关节,限制了它们在生物力学中的潜在应用。另一方面,估计生物力学精确的骨骼运动的方法通常依赖于复杂的运动捕捉系统和昂贵的优化方法。所需要的是一个参数化的3D人体模型,具有生物力学上准确的骨骼结构,可以很容易地构成。为此,我们开发了SKEL,它用生物力学骨骼重新装配了SMPL身体模型。为了实现这一点,我们需要在不同姿势的SMPL网格内的骨骼训练数据。我们通过从AMASS序列中优化SMPL网格内的生物力学精确骨架来构建这样的数据集。然后,我们学习从SMPL网格顶点到优化关节位置和骨旋转的回归器。最后,用新的运动学参数对SMPL网格进行重新参数化。最终的SKEL模型可以像SMPL一样动画化,但是自由度更少,而且生物力学更逼真。我们发现,与SMPL相比,SKEL具有更精确的生物力学关节位置,并且骨骼比以前的方法更适合体表。通过将skl拟合到SMPL网格,我们能够“升级”现有的人体姿势和形状数据集,以包括生物力学参数。SKEL提供了一种新的工具来实现野外的生物力学,同时也为视觉和图形研究人员提供了一个更好的约束和更现实的人类关节模型。模型、代码和数据可在https://skel.is.tue.mpg.de上进行研究。
{"title":"From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans","authors":"Marilyn Keller, Keenon Werling, Soyong Shin, Scott L. Delp, S. Pujades, C. K. Liu, Michael J. Black","doi":"10.1145/3618381","DOIUrl":"https://doi.org/10.1145/3618381","url":null,"abstract":"Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to \"upgrade\" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138601568","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
Discontinuity-Aware 2D Neural Fields 意识到不连续性的二维神经场
Pub Date : 2023-12-04 DOI: 10.1145/3618379
Yash Belhe, Michaël Gharbi, Matthew Fisher, Iliyan Georgiev, Ravi Ramamoorthi, Tzu-Mao Li
Neural image representations offer the possibility of high fidelity, compact storage, and resolution-independent accuracy, providing an attractive alternative to traditional pixel- and grid-based representations. However, coordinate neural networks fail to capture discontinuities present in the image and tend to blur across them; we aim to address this challenge. In many cases, such as rendered images, vector graphics, diffusion curves, or solutions to partial differential equations, the locations of the discontinuities are known. We take those locations as input, represented as linear, quadratic, or cubic Bézier curves, and construct a feature field that is discontinuous across these locations and smooth everywhere else. Finally, we use a shallow multi-layer perceptron to decode the features into the signal value. To construct the feature field, we develop a new data structure based on a curved triangular mesh, with features stored on the vertices and on a subset of the edges that are marked as discontinuous. We show that our method can be used to compress a 100, 0002-pixel rendered image into a 25MB file; can be used as a new diffusion-curve solver by combining with Monte-Carlo-based methods or directly supervised by the diffusion-curve energy; or can be used for compressing 2D physics simulation data.
神经图像表示提供了高保真度、紧凑存储和分辨率无关精度的可能性,为传统的基于像素和网格的表示提供了一个有吸引力的替代方案。然而,坐标神经网络无法捕捉图像中存在的不连续点,并且倾向于模糊它们;我们的目标是应对这一挑战。在许多情况下,例如渲染图像、矢量图形、扩散曲线或偏微分方程的解,不连续点的位置是已知的。我们将这些位置作为输入,以线性、二次或三次bsamzier曲线表示,并构建一个特征场,该特征场在这些位置上不连续,在其他位置上平滑。最后,我们使用一个浅层多层感知器将特征解码成信号值。为了构建特征场,我们开发了一种基于弯曲三角形网格的新数据结构,将特征存储在顶点和标记为不连续的边缘子集上。我们表明,我们的方法可以用来压缩一个100000像素的渲染图像到一个25MB的文件;可与蒙特卡罗方法相结合或直接由扩散曲线能量监督,作为一种新的扩散曲线求解器;或可用于压缩二维物理模拟数据。
{"title":"Discontinuity-Aware 2D Neural Fields","authors":"Yash Belhe, Michaël Gharbi, Matthew Fisher, Iliyan Georgiev, Ravi Ramamoorthi, Tzu-Mao Li","doi":"10.1145/3618379","DOIUrl":"https://doi.org/10.1145/3618379","url":null,"abstract":"Neural image representations offer the possibility of high fidelity, compact storage, and resolution-independent accuracy, providing an attractive alternative to traditional pixel- and grid-based representations. However, coordinate neural networks fail to capture discontinuities present in the image and tend to blur across them; we aim to address this challenge. In many cases, such as rendered images, vector graphics, diffusion curves, or solutions to partial differential equations, the locations of the discontinuities are known. We take those locations as input, represented as linear, quadratic, or cubic Bézier curves, and construct a feature field that is discontinuous across these locations and smooth everywhere else. Finally, we use a shallow multi-layer perceptron to decode the features into the signal value. To construct the feature field, we develop a new data structure based on a curved triangular mesh, with features stored on the vertices and on a subset of the edges that are marked as discontinuous. We show that our method can be used to compress a 100, 0002-pixel rendered image into a 25MB file; can be used as a new diffusion-curve solver by combining with Monte-Carlo-based methods or directly supervised by the diffusion-curve energy; or can be used for compressing 2D physics simulation data.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138601872","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
Optimal Design of Robotic Character Kinematics 机器人角色运动学的优化设计
Pub Date : 2023-12-04 DOI: 10.1145/3618404
Guirec Maloisel, Christian Schumacher, Espen Knoop, R. Grandia, Moritz Bächer
The kinematic motion of a robotic character is defined by its mechanical joints and actuators that restrict the relative motion of its rigid components. Designing robots that perform a given target motion as closely as possible with a fixed number of actuated degrees of freedom is challenging, especially for robots that form kinematic loops. In this paper, we propose a technique that simultaneously solves for optimal design and control parameters for a robotic character whose design is parameterized with configurable joints. At the technical core of our technique is an efficient solution strategy that uses dynamic programming to solve for optimal state, control, and design parameters, together with a strategy to remove redundant constraints that commonly exist in general robot assemblies with kinematic loops. We demonstrate the efficacy of our approach by either editing the design of an existing robotic character, or by optimizing the design of a new character to perform a desired motion.
机器人的运动学运动是由它的机械关节和执行器来定义的,它们限制了它的刚性部件的相对运动。设计一个尽可能接近给定目标运动,具有固定数量的驱动自由度的机器人是具有挑战性的,特别是对于形成运动回路的机器人。在本文中,我们提出了一种同时解决具有可配置关节参数化设计的机器人角色的最优设计和控制参数的技术。该技术的技术核心是一种有效的求解策略,该策略使用动态规划来求解最优状态,控制和设计参数,以及一种消除冗余约束的策略,这些冗余约束通常存在于具有运动回路的一般机器人组件中。我们通过编辑现有机器人角色的设计或优化新角色的设计来执行所需的动作来证明我们方法的有效性。
{"title":"Optimal Design of Robotic Character Kinematics","authors":"Guirec Maloisel, Christian Schumacher, Espen Knoop, R. Grandia, Moritz Bächer","doi":"10.1145/3618404","DOIUrl":"https://doi.org/10.1145/3618404","url":null,"abstract":"The kinematic motion of a robotic character is defined by its mechanical joints and actuators that restrict the relative motion of its rigid components. Designing robots that perform a given target motion as closely as possible with a fixed number of actuated degrees of freedom is challenging, especially for robots that form kinematic loops. In this paper, we propose a technique that simultaneously solves for optimal design and control parameters for a robotic character whose design is parameterized with configurable joints. At the technical core of our technique is an efficient solution strategy that uses dynamic programming to solve for optimal state, control, and design parameters, together with a strategy to remove redundant constraints that commonly exist in general robot assemblies with kinematic loops. We demonstrate the efficacy of our approach by either editing the design of an existing robotic character, or by optimizing the design of a new character to perform a desired motion.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138604188","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