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MIPS-Fusion: Multi-Implicit-Submaps for Scalable and Robust Online Neural RGB-D Reconstruction MIPS-Fusion:用于可扩展的鲁棒在线神经 RGB-D 重构的多隐式子映射
Pub Date : 2023-08-17 DOI: 10.1145/3618363
Yijie Tang, Jiazhao Zhang, Zhimiao Yu, He Wang, Kaiyang Xu
We introduce MIPS-Fusion, a robust and scalable online RGB-D reconstruction method based on a novel neural implicit representation - multi-implicit-submap. Different from existing neural RGB-D reconstruction methods lacking either flexibility with a single neural map or scalability due to extra storage of feature grids, we propose a pure neural representation tackling both difficulties with a divide-and-conquer design. In our method, neural submaps are incrementally allocated alongside the scanning trajectory and efficiently learned with local neural bundle adjustments. The submaps can be refined individually in a back-end optimization and optimized jointly to realize submap-level loop closure. Meanwhile, we propose a hybrid tracking approach combining randomized and gradient-based pose optimizations. For the first time, randomized optimization is made possible in neural tracking with several key designs to the learning process, enabling efficient and robust tracking even under fast camera motions. The extensive evaluation demonstrates that our method attains higher reconstruction quality than the state of the arts for large-scale scenes and under fast camera motions.
我们介绍了 MIPS-Fusion,这是一种基于新型神经隐式表示--多隐式子映射--的稳健且可扩展的在线 RGB-D 重建方法。与现有的神经 RGB-D 重建方法不同,我们提出了一种纯粹的神经表示法,通过分而治之的设计解决了这两个难题。在我们的方法中,神经子映射随着扫描轨迹逐步分配,并通过局部神经束调整进行有效学习。子映射可在后端优化中单独细化并联合优化,以实现子映射级闭环。同时,我们提出了一种混合跟踪方法,将随机优化和基于梯度的姿势优化相结合。通过对学习过程的几个关键设计,我们首次在神经跟踪中实现了随机优化,即使在相机快速运动的情况下也能实现高效、稳健的跟踪。广泛的评估表明,我们的方法在大规模场景和快速摄像机运动下的重建质量高于现有技术。
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引用次数: 0
Neural Categorical Priors for Physics-Based Character Control 基于物理的字符控制神经分类先验
Pub Date : 2023-08-14 DOI: 10.1145/3618397
Qing Zhu, He Zhang, Mengting Lan, Lei Han
Recent advances in learning reusable motion priors have demonstrated their effectiveness in generating naturalistic behaviors. In this paper, we propose a new learning framework in this paradigm for controlling physics-based characters with improved motion quality and diversity over existing methods. The proposed method uses reinforcement learning (RL) to initially track and imitate life-like movements from unstructured motion clips using the discrete information bottleneck, as adopted in the Vector Quantized Variational AutoEncoder (VQ-VAE). This structure compresses the most relevant information from the motion clips into a compact yet informative latent space, i.e., a discrete space over vector quantized codes. By sampling codes in the space from a trained categorical prior distribution, high-quality life-like behaviors can be generated, similar to the usage of VQ-VAE in computer vision. Although this prior distribution can be trained with the supervision of the encoder's output, it follows the original motion clip distribution in the dataset and could lead to imbalanced behaviors in our setting. To address the issue, we further propose a technique named prior shifting to adjust the prior distribution using curiosity-driven RL. The outcome distribution is demonstrated to offer sufficient behavioral diversity and significantly facilitates upper-level policy learning for downstream tasks. We conduct comprehensive experiments using humanoid characters on two challenging downstream tasks, sword-shield striking and two-player boxing game. Our results demonstrate that the proposed framework is capable of controlling the character to perform considerably high-quality movements in terms of behavioral strategies, diversity, and realism. Videos, codes, and data are available at https://tencent-roboticsx.github.io/NCP/.
最近在学习可重复使用的运动先验方面取得的进展已经证明了它们在生成自然行为方面的有效性。在本文中,我们在这一范例中提出了一种新的学习框架,用于控制基于物理的角色,与现有方法相比,该方法的运动质量和多样性都有所提高。所提出的方法使用强化学习(RL),利用矢量量化变异自动编码器(VQ-VAE)中采用的离散信息瓶颈,从非结构化运动片段中初步跟踪和模仿栩栩如生的动作。这种结构将运动片段中最相关的信息压缩到一个紧凑但信息丰富的潜在空间,即矢量量化代码的离散空间。通过从训练有素的分类先验分布中抽取空间中的代码,可以生成高质量的栩栩如生的行为,这与计算机视觉中 VQ-VAE 的用法类似。虽然这种先验分布可以在编码器输出的监督下进行训练,但它遵循数据集中的原始运动片段分布,在我们的设置中可能会导致不平衡的行为。为了解决这个问题,我们进一步提出了一种名为 "先验转移 "的技术,利用好奇心驱动的 RL 来调整先验分布。结果表明,先验分布能提供足够的行为多样性,并极大地促进了下游任务的上层策略学习。我们利用仿人角色在剑盾击打和双人拳击游戏这两个具有挑战性的下游任务中进行了全面实验。我们的结果表明,所提出的框架能够在行为策略、多样性和逼真度方面控制角色执行相当高质量的动作。视频、代码和数据可在 https://tencent-roboticsx.github.io/NCP/ 上获取。
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引用次数: 0
Thin On-Sensor Nanophotonic Array Cameras 薄型传感器上纳米光子阵列相机
Pub Date : 2023-08-05 DOI: 10.1145/3618398
Praneeth Chakravarthula, Ji-ping Sun, Xiao Li, Chenyang Lei, Gene Chou, Mario Bijelic, Johannes Froesch, A. Majumdar, Felix Heide
Today's commodity camera systems rely on compound optics to map light originating from the scene to positions on the sensor where it gets recorded as an image. To record images without optical aberrations, i.e., deviations from Gauss' linear model of optics, typical lens systems introduce increasingly complex stacks of optical elements which are responsible for the height of existing commodity cameras. In this work, we investigate flat nanophotonic computational cameras as an alternative that employs an array of skewed lenslets and a learned reconstruction approach. The optical array is embedded on a metasurface that, at 700 nm height, is flat and sits on the sensor cover glass at 2.5 mm focal distance from the sensor. To tackle the highly chromatic response of a metasurface and design the array over the entire sensor, we propose a differentiable optimization method that continuously samples over the visible spectrum and factorizes the optical modulation for different incident fields into individual lenses. We reconstruct a megapixel image from our flat imager with a learned probabilistic reconstruction method that employs a generative diffusion model to sample an implicit prior. To tackle scene-dependent aberrations in broadband, we propose a method for acquiring paired captured training data in varying illumination conditions. We assess the proposed flat camera design in simulation and with an experimental prototype, validating that the method is capable of recovering images from diverse scenes in broadband with a single nanophotonic layer.
当今的商品相机系统依靠复合光学元件将来自场景的光线映射到传感器上的各个位置,并将其记录为图像。为了记录没有光学像差的图像,即偏离高斯线性光学模型的图像,典型的镜头系统引入了越来越复杂的光学元件堆栈,这就是现有商品相机高度的原因。在这项工作中,我们研究了平面纳米光子计算相机,将其作为一种采用倾斜小透镜阵列和学习重建方法的替代方案。光学阵列嵌入在一个高度为 700 纳米的元表面上,该表面是平面的,位于传感器盖板玻璃上,与传感器的焦距为 2.5 毫米。为了解决元表面的高色度响应问题,并在整个传感器上设计阵列,我们提出了一种可微分的优化方法,该方法可对可见光谱进行连续采样,并将不同入射场的光学调制因数分解为单个透镜。我们使用学习概率重建方法从平面成像仪中重建百万像素图像,该方法采用生成扩散模型对隐含先验进行采样。为了解决宽带中与场景相关的像差问题,我们提出了一种在不同光照条件下获取配对捕捉训练数据的方法。我们在模拟和实验原型中评估了拟议的平面相机设计,验证了该方法能够通过单个纳米光子层在宽带中恢复不同场景的图像。
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引用次数: 0
PolyStokes: A Polynomial Model Reduction Method for Viscous Fluid Simulation 粘性流体模拟的多项式模型简化方法
Pub Date : 2023-07-26 DOI: 10.1145/3592146
Jonathan Panuelos, Ryan Goldade, E. Grinspun, D. Levin, Christopher Batty
Standard liquid simulators apply operator splitting to independently solve for pressure and viscous stresses, a decoupling that induces incorrect free surface boundary conditions. Such methods are unable to simulate fluid phenomena reliant on the balance of pressure and viscous stresses, such as the liquid rope coil instability exhibited by honey. By contrast, unsteady Stokes solvers retain coupling between pressure and viscosity, thus resolving these phenomena, albeit using a much larger and thus more computationally expensive linear system compared to the decoupled approach. To accelerate solving the unsteady Stokes problem, we propose a reduced fluid model wherein interior regions are represented with incompressible polynomial vector fields. Sets of standard grid cells are consolidated into super-cells, each of which are modelled using a quadratic field of 26 degrees of freedom. We demonstrate that the reduced field must necessarily be at least quadratic, with the affine model being unable to correctly capture viscous forces. We reproduce the liquid rope coiling instability, as well as other simulated examples, to show that our reduced model is able to reproduce the same fluid phenomena at a smaller computational cost. Futhermore, we performed a crowdsourced user survey to verify that our method produces imperceptible differences compared to the full unsteady Stokes method.
标准液体模拟器应用算子分裂来独立求解压力和粘性应力,这种解耦会导致不正确的自由表面边界条件。这种方法无法模拟依赖于压力和粘性应力平衡的流体现象,例如蜂蜜所表现出的液体绳圈不稳定性。相比之下,非定常Stokes求解器保留了压力和粘度之间的耦合,从而解决了这些现象,尽管与解耦方法相比,使用了更大的线性系统,因此计算成本更高。为了加速求解非定常Stokes问题,我们提出了一种简化的流体模型,其中内部区域用不可压缩多项式向量场表示。标准网格单元集被合并成超级单元,每个超级单元使用26个自由度的二次场建模。我们证明了简化后的场必须至少是二次的,而仿射模型不能正确地捕捉粘性力。我们重现了液体绳卷的不稳定性,以及其他模拟例子,以表明我们的简化模型能够以更小的计算成本重现相同的流体现象。此外,我们进行了一项众包用户调查,以验证我们的方法与全非定常Stokes方法相比产生了细微的差异。
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引用次数: 1
Deployable strip structures 可展开的条形结构
Pub Date : 2023-07-26 DOI: 10.1145/3592393
Daoming Liu, Davide Pellis, Yu-Chou Chiang, F. Rist, J. Wallner, H. Pottmann
We introduce the new concept of C-mesh to capture kinetic structures that can be deployed from a collapsed state. Quadrilateral C-meshes enjoy rich geometry and surprising relations with differential geometry: A structure that collapses onto a flat and straight strip corresponds to a Chebyshev net of curves on a surface of constant Gaussian curvature, while structures collapsing onto a circular strip follow surfaces which enjoy the linear-Weingarten property. Interestingly, allowing more general collapses actually leads to a smaller class of shapes. Hexagonal C-meshes have more degrees of freedom, but a local analysis suggests that there is no such direct relation to smooth surfaces. Besides theory, this paper provides tools for exploring the shape space of C-meshes and for their design. We also present an application for freeform architectural skins, namely paneling with spherical panels of constant radius, which is an important fabrication-related constraint.
我们引入了c网格的新概念来捕获可以从崩溃状态展开的动力学结构。四边形c网格具有丰富的几何结构和与微分几何的惊人关系:一个结构坍缩到平坦和直的条形上,对应于恒定高斯曲率表面上的切比雪夫曲线网,而结构坍缩到圆形条形上,则遵循具有线性weingarten性质的表面。有趣的是,允许更普遍的坍缩实际上会导致更小的形状类别。六边形c网格有更多的自由度,但局部分析表明,与光滑表面没有这种直接关系。除理论外,本文还为探索c型网格的形状空间和设计提供了工具。我们还提出了自由形状建筑表皮的应用,即用恒定半径的球形板镶板,这是一个重要的制造相关约束。
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引用次数: 2
Computational Long Exposure Mobile Photography 计算长曝光移动摄影
Pub Date : 2023-07-26 DOI: 10.1145/3592124
Eric Tabellion, Nikhil Karnad, Noa Glaser, Ben Weiss, David E. Jacobs, Y. Pritch
Long exposure photography produces stunning imagery, representing moving elements in a scene with motion-blur. It is generally employed in two modalities, producing either a foreground or a background blur effect. Foreground blur images are traditionally captured on a tripod-mounted camera and portray blurred moving foreground elements, such as silky water or light trails, over a perfectly sharp background landscape. Background blur images, also called panning photography, are captured while the camera is tracking a moving subject, to produce an image of a sharp subject over a background blurred by relative motion. Both techniques are notoriously challenging and require additional equipment and advanced skills. In this paper, we describe a computational burst photography system that operates in a hand-held smartphone camera app, and achieves these effects fully automatically, at the tap of the shutter button. Our approach first detects and segments the salient subject. We track the scene motion over multiple frames and align the images in order to preserve desired sharpness and to produce aesthetically pleasing motion streaks. We capture an under-exposed burst and select the subset of input frames that will produce blur trails of controlled length, regardless of scene or camera motion velocity. We predict inter-frame motion and synthesize motion-blur to fill the temporal gaps between the input frames. Finally, we composite the blurred image with the sharp regular exposure to protect the sharpness of faces or areas of the scene that are barely moving, and produce a final high resolution and high dynamic range (HDR) photograph. Our system democratizes a capability previously reserved to professionals, and makes this creative style accessible to most casual photographers.
长曝光摄影产生令人惊叹的图像,用运动模糊表现场景中的运动元素。它通常以两种方式使用,产生前景或背景模糊效果。前景模糊图像传统上是在三脚架相机上拍摄的,并在完美清晰的背景景观上描绘模糊的移动前景元素,如柔滑的水或光迹。背景模糊图像,也称为平移摄影,是在相机跟踪移动物体时拍摄的,在相对运动模糊的背景上产生清晰物体的图像。这两种技术都非常具有挑战性,需要额外的设备和高级技能。在本文中,我们描述了一个计算突发摄影系统,该系统在手持智能手机相机应用程序中运行,并在轻按快门按钮时完全自动实现这些效果。我们的方法首先检测并分割突出主题。我们在多个帧上跟踪场景运动,并对齐图像,以保持所需的清晰度,并产生美观的运动条纹。我们捕捉一个曝光不足的连拍,并选择输入帧的子集,这将产生控制长度的模糊轨迹,无论场景或相机运动速度如何。我们预测帧间运动并合成运动模糊来填补输入帧之间的时间间隔。最后,我们将模糊的图像与清晰的常规曝光合成,以保护面部或场景中几乎不移动的区域的清晰度,并产生最终的高分辨率和高动态范围(HDR)照片。我们的系统民主化了以前为专业人士保留的功能,并使大多数休闲摄影师都可以使用这种创意风格。
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引用次数: 0
Motion from Shape Change 形状变化引起的运动
Pub Date : 2023-07-26 DOI: 10.1145/3592417
Oliver Gross, Yousuf Soliman, Marcel Padilla, Felix Knöppel, U. Pinkall, P. Schröder
We consider motion effected by shape change. Such motions are ubiquitous in nature and the human made environment, ranging from single cells to platform divers and jellyfish. The shapes may be immersed in various media ranging from the very viscous to air and nearly inviscid fluids. In the absence of external forces these settings are characterized by constant momentum. We exploit this in an algorithm which takes a sequence of changing shapes, say, as modeled by an animator, as input and produces corresponding motion in world coordinates. Our method is based on the geometry of shape change and an appropriate variational principle. The corresponding Euler-Lagrange equations are first order ODEs in the unknown rotations and translations and the resulting time stepping algorithm applies to all these settings without modification as we demonstrate with a broad set of examples.
我们认为运动受形状变化的影响。这种运动在自然界和人造环境中无处不在,从单细胞到平台潜水员和水母。这些形状可以浸泡在各种介质中,从非常粘的到空气和几乎不粘的流体。在没有外力的情况下,这些环境的特点是动量恒定。我们在一种算法中利用这一点,该算法采用一系列变化的形状,例如由动画师建模,作为输入,并在世界坐标中产生相应的运动。该方法基于形状变化的几何原理和适当的变分原理。相应的欧拉-拉格朗日方程是未知旋转和平移情况下的一阶ode,由此产生的时间步进算法适用于所有这些设置,而无需修改,正如我们通过一组广泛的示例所演示的那样。
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引用次数: 0
Scratch-based Reflection Art via Differentiable Rendering 通过可微分渲染的基于划痕的反射艺术
Pub Date : 2023-07-26 DOI: 10.1145/3592142
Pengfei Shen, Ruizeng Li, Beibei Wang, Ligang Liu
The 3D visual optical arts create fascinating special effects by carefully designing interactions between objects and light sources. One of the essential types is 3D reflection art, which aims to create reflectors that can display different images when viewed from different directions. Existing works produce impressive visual effects. Unfortunately, previous works discretize the reflector surface with regular grids/facets, leading to a large parameter space and a high optimization time cost. In this paper, we introduce a new type of 3D reflection art - scratch-based reflection art, which allows for a more compact parameter space, easier fabrication, and computationally efficient optimization. To design a 3D reflection art with scratches, we formulate it as a multi-view optimization problem and introduce differentiable rendering to enable efficient gradient-based optimizers. For that, we propose an analytical scratch rendering approach, together with a high-performance rendering pipeline, allowing efficient differentiable rendering. As a consequence, we could display multiple images on a single metallic board with only several minutes for optimization. We demonstrate our work by showing virtual objects and manufacturing our designed reflectors with a carving machine.
3D视觉艺术通过精心设计物体和光源之间的相互作用,创造出迷人的特效。其中一种基本类型是3D反射艺术,其目的是创造出从不同方向观看时可以显示不同图像的反射器。现有作品产生了令人印象深刻的视觉效果。遗憾的是,以前的工作是用规则的网格/面离散反射面,导致参数空间大,优化时间成本高。在本文中,我们介绍了一种新型的三维反射艺术-基于划痕的反射艺术,它允许更紧凑的参数空间,更容易制造和计算效率优化。为了设计具有划痕的3D反射艺术,我们将其制定为多视图优化问题,并引入可微分渲染以实现高效的基于梯度的优化器。为此,我们提出了一种分析划痕渲染方法,以及一个高性能的渲染管道,允许高效的可微分渲染。因此,我们可以在一个金属板上显示多个图像,只需几分钟的优化时间。我们通过展示虚拟物体和用雕刻机制造我们设计的反射器来展示我们的工作。
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引用次数: 0
Example-Based Procedural Modeling Using Graph Grammars 使用图语法的基于示例的过程建模
Pub Date : 2023-07-26 DOI: 10.1145/3592119
Paul C. Merrell
We present a method for automatically generating polygonal shapes from an example using a graph grammar. Most procedural modeling techniques use grammars with manually created rules, but our method can create them automatically from an example. Our graph grammars generate graphs that are locally similar to a given example. We disassemble the input into small pieces called primitives and then reassemble the primitives into new graphs. We organize all possible locally similar graphs into a hierarchy and find matching graphs within the hierarchy. These matches are used to create a graph grammar that can construct every locally similar graph. Our method generates graphs using the grammar and then converts them into a planar graph drawing to produce the final shape.
我们提出了一种利用图语法从一个例子中自动生成多边形形状的方法。大多数过程化建模技术使用带有手动创建规则的语法,但是我们的方法可以根据示例自动创建规则。我们的图语法生成与给定示例局部相似的图。我们将输入分解成称为原语的小块,然后将原语重新组装成新的图。我们将所有可能的局部相似图组织成一个层次结构,并在层次结构中找到匹配的图。这些匹配项用于创建可以构造每个局部相似图的图语法。我们的方法使用语法生成图形,然后将其转换为平面图形绘制以生成最终形状。
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引用次数: 1
P2M: A Fast Solver for Querying Distance from Point to Mesh Surface P2M:查询点到网格表面距离的快速求解器
Pub Date : 2023-07-26 DOI: 10.1145/3592439
Chen Zong, Jiacheng Xu, Jiantao Song, Shuangmin Chen, Shiqing Xin, Wenping Wang, Changhe Tu
Most of the existing point-to-mesh distance query solvers, such as Proximity Query Package (PQP), Embree and Fast Closest Point Query (FCPW), are based on bounding volume hierarchy (BVH). The hierarchical organizational structure enables one to eliminate the vast majority of triangles that do not help find the closest point. In this paper, we develop a totally different algorithmic paradigm, named P2M, to speed up point-to-mesh distance queries. Our original intention is to precompute a KD tree (KDT) of mesh vertices to approximately encode the geometry of a mesh surface containing vertices, edges and faces. However, it is very likely that the closest primitive to the query point is an edge e (resp., a face f), but the KDT reports a mesh vertex υ instead. We call υ an interceptor of e (resp., f). The main contribution of this paper is to invent a simple yet effective interception inspection rule and an efficient flooding interception inspection algorithm for quickly finding out all the interception pairs. Once the KDT and the interception table are precomputed, the query stage proceeds by first searching the KDT and then looking up the interception table to retrieve the closest geometric primitive. Statistics show that our query algorithm runs many times faster than the state-of-the-art solvers.
现有的点到网格距离查询求解器,如邻近查询包(PQP)、Embree和快速最近点查询(FCPW)等,大多是基于边界体积层次结构(BVH)。分层组织结构使人们能够消除绝大多数不能帮助找到最近点的三角形。在本文中,我们开发了一种完全不同的算法范式,称为P2M,以加快点到网格距离查询。我们的初衷是预先计算网格顶点的KD树(KDT),以近似编码包含顶点、边和面的网格表面的几何形状。然而,离查询点最近的原语很可能是边(rep)。,一个面f),但KDT报告一个网格顶点υ。我们称υ为e (resp)的拦截器。本文的主要贡献在于发明了一种简单有效的拦截检测规则和一种高效的泛洪拦截检测算法,可以快速找出所有拦截对。一旦预先计算了KDT和拦截表,查询阶段就会继续进行,首先搜索KDT,然后查找拦截表以检索最接近的几何原语。统计数据表明,我们的查询算法运行速度比最先进的求解器快很多倍。
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引用次数: 0
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ACM Transactions on Graphics (TOG)
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