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MEgATrack: monochrome egocentric articulated hand-tracking for virtual reality MEgATrack:用于虚拟现实的单色自我中心关节手跟踪
Pub Date : 2020-07-08 DOI: 10.1145/3386569.3392452
Shangchen Han, Beibei Liu, Randi Cabezas, Christopher D. Twigg, Peizhao Zhang, Jeff Petkau, Tsz-Ho Yu, Chun-Jung Tai, Muzaffer Akbay, Z. Wang, Asaf Nitzan, Gang Dong, Yuting Ye, Lingling Tao, Chengde Wan, Robert Wang
We present a system for real-time hand-tracking to drive virtual and augmented reality (VR/AR) experiences. Using four fisheye monochrome cameras, our system generates accurate and low-jitter 3D hand motion across a large working volume for a diverse set of users. We achieve this by proposing neural network architectures for detecting hands and estimating hand keypoint locations. Our hand detection network robustly handles a variety of real world environments. The keypoint estimation network leverages tracking history to produce spatially and temporally consistent poses. We design scalable, semi-automated mechanisms to collect a large and diverse set of ground truth data using a combination of manual annotation and automated tracking. Additionally, we introduce a detection-by-tracking method that increases smoothness while reducing the computational cost; the optimized system runs at 60Hz on PC and 30Hz on a mobile processor. Together, these contributions yield a practical system for capturing a user’s hands and is the default feature on the Oculus Quest VR headset powering input and social presence.
我们提出了一个实时手部跟踪系统,以驱动虚拟和增强现实(VR/AR)体验。使用四个鱼眼单色相机,我们的系统生成准确和低抖动的3D手部运动在一个大的工作体积为不同的用户。我们通过提出用于手部检测和手部关键点位置估计的神经网络架构来实现这一目标。我们的手部检测网络稳健地处理各种现实世界的环境。关键点估计网络利用跟踪历史产生空间和时间一致的姿态。我们设计了可扩展的半自动化机制,使用手动注释和自动跟踪的组合来收集大量不同的地面真实数据。此外,我们还引入了一种跟踪检测方法,该方法在降低计算成本的同时增加了平滑度;优化后的系统在PC上运行60Hz,在移动处理器上运行30Hz。总之,这些贡献产生了一个实用的系统来捕捉用户的手,是Oculus Quest VR耳机的默认功能,为输入和社交提供动力。
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引用次数: 42
HeadBlaster: a wearable approach to simulating motion perception using head-mounted air propulsion jets HeadBlaster:一种使用头戴式空气推进射流模拟运动感知的可穿戴方法
Pub Date : 2020-07-08 DOI: 10.1145/3386569.3392482
Shi-Hong Liu, Pai-Chien Yen, Yi-Hsuan Mao, Yu-Hsin Lin, E. Chandra, Mike Y. Chen
We present HeadBlaster, a novel wearable technology that creates motion perception by applying ungrounded force to the head to stimulate the vestibular and proprioception sensory systems. Compared to motion platforms that tilt the body, HeadBlaster more closely approximates how lateral inertial and centrifugal forces are felt during real motion to provide more persistent motion perception. In addition, because HeadBlaster only actuates the head rather than the entire body, it eliminates the mechanical motion platforms that users must be constrained to, which improves user mobility and enables room-scale VR experiences. We designed a wearable HeadBlaster system with 6 air nozzles integrated into a VR headset, using compressed air jets to provide persistent, lateral propulsion forces. By controlling multiple air jets, it is able to create the perception of lateral acceleration in 360 degrees. We conducted a series of perception and human-factor studies to quantify the head movement, the persistence of perceived acceleration, and the minimal level of detectable forces. We then explored the user experience of HeadBlaster through two VR applications: a custom surfing game, and a commercial driving simulator together with a commercial motion platform. Study results showed that HeadBlaster provided significantly longer perceived duration of acceleration than motion platforms. It also significantly improved realism and immersion, and was preferred by users compared to using VR alone. In addition, it can be used in conjunction with motion platforms to further augment the user experience.
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引用次数: 13
AnisoMPM: animating anisotropic damage mechanics AnisoMPM:动画各向异性损伤机制
Pub Date : 2020-07-08 DOI: 10.1145/3386569.3392428
Joshuah Wolper, Yunuo Chen, Minchen Li, Yu Fang, Ziyin Qu, Jiecong Lu, Meggie Cheng, Chenfanfu Jiang
Dynamic fracture surrounds us in our day-to-day lives, but animating this phenomenon is notoriously difficult and only further complicated by anisotropic materials---those with underlying structures that dictate preferred fracture directions. Thus, we present AnisoMPM: a robust and general approach for animating the dynamic fracture of isotropic, transversely isotropic, and orthotropic materials. AnisoMPM has three core components: a technique for anisotropic damage evolution, methods for anisotropic elastic response, and a coupling approach. For anisotropic damage, we adopt a non-local continuum damage mechanics (CDM) geometric approach to crack modeling and augment this with structural tensors to encode material anisotropy. Furthermore, we discretize our damage evolution with explicit and implicit integration, giving a high degree of computational efficiency and flexibility. We also utilize a QR-decomposition based anisotropic constitutive model that is inversion safe, more efficient than SVD models, easy to implement, robust to extreme deformations, and that captures all aforementioned modes of anisotropy. Our elasto-damage coupling is enforced through an additive decomposition of our hyperelasticity into a tensile and compressive component in which damage is used to degrade the tensile contribution to allow for material separation. For extremely stiff fibered materials, we further introduce a novel Galerkin weak form discretization that enables embedded directional inextensibility. We present this as a hard-constrained grid velocity solve that poses an alternative to our anisotropic elasticity that is locking-free and can model very stiff materials.
动态断裂在我们的日常生活中随处可见,但要将这一现象动画化是非常困难的,而且各向异性材料(其底层结构决定了断裂的优先方向)只会使这一现象变得更加复杂。因此,我们提出了AnisoMPM:一种强大而通用的方法来动画各向同性,横向各向同性和正交异性材料的动态断裂。AnisoMPM有三个核心部分:各向异性损伤演化技术、各向异性弹性响应方法和耦合方法。对于各向异性损伤,我们采用非局部连续损伤力学(CDM)几何方法进行裂纹建模,并用结构张量对材料各向异性进行编码。此外,我们采用显式和隐式积分将损伤演化离散化,从而提高了计算效率和灵活性。我们还利用基于qr分解的各向异性本构模型,该模型反演安全,比SVD模型更有效,易于实现,对极端变形具有鲁棒性,并且可以捕获所有上述各向异性模式。我们的弹性-损伤耦合是通过将超弹性分解为拉伸和压缩组件来实现的,其中损伤用于降低拉伸贡献,从而允许材料分离。对于非常坚硬的纤维材料,我们进一步引入了一种新的伽辽金弱形式离散,使嵌入的方向不可扩展性。我们将其作为硬约束网格速度解,它为我们的各向异性弹性提供了一种替代方案,该方案无锁定并且可以模拟非常坚硬的材料。
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引用次数: 27
PolyFit: perception-aligned vectorization of raster clip-art via intermediate polygonal fitting PolyFit:通过中间多边形拟合对栅格剪贴画进行感知对齐矢量化
Pub Date : 2020-01-01 DOI: 10.1145/3386569.3392401
E. Dominici, Nico Schertler, Jonathan Griffin, Shayan Hoshyari, L. Sigal, A. Sheffer
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引用次数: 2
ENIGMA: evolutionary non-isometric geometry MAtching 进化非等距几何匹配
Pub Date : 2019-05-26 DOI: 10.1145/3386569.3392447
M. Edelstein, Danielle Ezuz, M. Ben-Chen
In this paper we propose a fully automatic method for shape correspondence that is widely applicable, and especially effective for non isometric shapes and shapes of different topology. We observe that fully-automatic shape correspondence can be decomposed as a hybrid discrete/continuous optimization problem, and we find the best sparse landmark correspondence, whose sparse-to-dense extension minimizes a local metric distortion. To tackle the combinatorial task of landmark correspondence we use an evolutionary genetic algorithm, where the local distortion of the sparse-to-dense extension is used as the objective function. We design novel geometrically guided genetic operators, which, when combined with our objective, are highly effective for non isometric shape matching. Our method outperforms state of the art methods for automatic shape correspondence both quantitatively and qualitatively on challenging datasets.
本文提出了一种广泛适用的全自动形状对应方法,特别适用于非等距形状和不同拓扑形状。我们发现全自动形状对应可以分解为一个离散/连续混合优化问题,并且我们找到了最佳的稀疏地标对应,其稀疏到密集的扩展使局部度量失真最小化。为了解决地标对应的组合任务,我们使用进化遗传算法,其中使用稀疏到密集扩展的局部失真作为目标函数。我们设计了一种新的几何引导遗传算子,当它与我们的目标相结合时,它对非等距形状匹配是非常有效的。在具有挑战性的数据集上,我们的方法在定量和定性上都优于自动形状对应的最先进方法。
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引用次数: 12
Practical acquisition and rendering of diffraction effects in surface reflectance 表面反射率衍射效应的实际获取与绘制
Pub Date : 2017-07-20 DOI: 10.1145/3072959.3126805
Antoine Toisoul, A. Ghosh
We propose two novel contributions for measurement-based rendering of diffraction effects in surface reflectance of planar homogeneous diffractive materials. As a general solution for commonly manufactured materials, we propose a practical data-driven rendering technique and a measurement approach to efficiently render complex diffraction effects in real time. Our measurement step simply involves photographing a planar diffractive sample illuminated with an LED flash. Here, we directly record the resultant diffraction pattern on the sample surface due to a narrow-band point source illumination. Furthermore, we propose an efficient rendering method that exploits the measurement in conjunction with the Huygens-Fresnel principle to fit relevant diffraction parameters based on a first-order approximation. Our proposed data-driven rendering method requires the precomputation of a single diffraction look-up table for accurate spectral rendering of complex diffraction effects. Second, for sharp specular samples, we propose a novel method for practical measurement of the underlying diffraction grating using out-of-focus “bokeh” photography of the specular highlight. We demonstrate how the measured bokeh can be employed as a height field to drive a diffraction shader based on a first-order approximation for efficient real-time rendering. Finally, we also drive analytic solutions for a few special cases of diffraction from our measurements and demonstrate realistic rendering results under complex light sources and environments.
我们提出了两个新的贡献,以测量为基础的绘制衍射效应在平面均匀衍射材料的表面反射率。作为一般制造材料的通用解决方案,我们提出了一种实用的数据驱动渲染技术和测量方法,以有效地实时渲染复杂的衍射效应。我们的测量步骤简单地包括用LED闪光灯照射平面衍射样品的拍摄。在这里,我们直接记录了由于窄带点源照明在样品表面产生的衍射图样。此外,我们提出了一种有效的绘制方法,利用测量与惠更斯-菲涅耳原理相结合,以一阶近似拟合相关衍射参数。我们提出的数据驱动绘制方法需要预先计算单个衍射查找表,以便对复杂衍射效应进行精确的光谱绘制。其次,对于尖锐的镜面样品,我们提出了一种利用镜面高光的失焦“散景”摄影来实际测量底层衍射光栅的新方法。我们演示了测量的散景如何作为高度场来驱动基于一阶近似的衍射着色器,以实现高效的实时渲染。最后,我们还从我们的测量中驱动了一些特殊衍射情况的解析解,并演示了在复杂光源和环境下的真实渲染结果。
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引用次数: 3
Portrait lighting transfer using a mass transport approach 肖像照明传输使用质量传输方法
Pub Date : 2017-07-20 DOI: 10.1145/3072959.3126847
Zhixin Shu, Sunil Hadap, Eli Shechtman, Kalyan Sunkavalli, Sylvain Paris, D. Samaras
Lighting is a critical element of portrait photography. However, good lighting design typically requires complex equipment and significant time and expertise. Our work simplifies this task using a relighting technique that transfers the desired illumination of one portrait onto another. The novelty in our approach to this challenging problem is our formulation of relighting as a mass transport problem. We start from standard color histogram matching that only captures the overall tone of the illumination, and we show how to use the mass-transport formulation to make it dependent on facial geometry. We fit a three-dimensional (3D) morphable face model to the portrait, and for each pixel, we combine the color value with the corresponding 3D position and normal. We then solve a mass-transport problem in this augmented space to generate a color remapping that achieves localized, geometry-aware relighting. Our technique is robust to variations in facial appearance and small errors in face reconstruction. As we demonstrate, this allows our technique to handle a variety of portraits and illumination conditions, including scenarios that are challenging for previous methods.
灯光是人像摄影的关键元素。然而,好的照明设计通常需要复杂的设备、大量的时间和专业知识。我们的工作简化了这项任务,使用了一种重新照明技术,将一幅肖像的所需照明转移到另一幅肖像上。我们解决这个具有挑战性的问题的方法的新颖之处在于我们将重照明作为一个大众运输问题的公式。我们从标准的颜色直方图匹配开始,只捕获照明的整体色调,我们展示了如何使用质量传输公式,使其依赖于面部几何形状。我们将一个三维(3D)可变形的面部模型拟合到肖像上,并且对于每个像素,我们将颜色值与相应的3D位置和法线结合起来。然后,我们在这个增强空间中解决一个质量传输问题,以生成一个颜色重映射,实现局部的、几何感知的重照明。我们的技术对面部外观的变化和面部重建中的小误差具有鲁棒性。正如我们所展示的,这使我们的技术能够处理各种肖像和照明条件,包括对以前的方法具有挑战性的场景。
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引用次数: 65
A schur complement preconditioner for scalable parallel fluid simulation 一种可扩展并行流体模拟的schur补体预调节器
Pub Date : 2017-07-20 DOI: 10.1145/3072959.3126843
Jieyu Chu, Nafees Bin Zafar, Xubo Yang
We present an algorithmically efficient and parallelized domain decomposition based approach to solving Poisson’s equation on irregular domains. Our technique employs the Schur complement method, which permits a high degree of parallel efficiency on multicore systems. We create a novel Schur complement preconditioner which achieves faster convergence, and requires less computation time and memory. This domain decomposition method allows us to apply different linear solvers for different regions of the flow. Subdomains with regular boundaries can be solved with an FFT-based Fast Poisson Solver. We can solve systems with 1,0243 degrees of freedom, and demonstrate its use for the pressure projection step of incompressible liquid and gas simulations. The results demonstrate considerable speedup over preconditioned conjugate gradient methods commonly employed to solve such problems, including a multigrid preconditioned conjugate gradient method.
提出了一种求解不规则域上泊松方程的高效并行域分解方法。我们的技术采用舒尔补方法,它允许在多核系统上的高度并行效率。提出了一种新颖的舒尔补预条件,收敛速度快,计算时间短,占用内存少。这种区域分解方法允许我们对流动的不同区域应用不同的线性求解器。具有规则边界的子域可以用基于fft的快速泊松求解器求解。我们可以求解具有10243自由度的系统,并演示了它在不可压缩液体和气体模拟的压力投影步骤中的应用。结果表明,与通常用于解决此类问题的预条件共轭梯度方法(包括多网格预条件共轭梯度方法)相比,该方法具有相当大的加速。
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引用次数: 22
Efficient solver for spacetime control of smoke 烟雾时空控制的有效求解器
Pub Date : 2017-07-20 DOI: 10.1145/3072959.3126807
Zherong Pan, Dinesh Manocha
We present a novel algorithm to control the physically-based animation of smoke. Given a set of keyframe smoke shapes, we compute a dense sequence of control force fields that can drive the smoke shape to match several keyframes at certain time instances. Our approach formulates this control problem as a spacetime optimization constrained by partial differential equations. In order to compute the locally optimal control forces, we alternatively optimize the velocity fields and density fields using an alternating direction method of multiplier (ADMM) optimizer. In order to reduce the high complexity of multiple passes of fluid resimulation during velocity field optimization, we utilize the coherence between consecutive fluid simulation passes. We demonstrate the benefits of our approach by computing accurate solutions on 2D and 3D benchmarks. In practice, we observe up to an order of magnitude improvement over prior optimal control methods.
我们提出了一种新的算法来控制基于物理的烟雾动画。给定一组关键帧烟雾形状,我们计算了一个密集的控制力场序列,可以驱动烟雾形状在特定时间实例中匹配几个关键帧。我们的方法将这个控制问题表述为一个由偏微分方程约束的时空优化问题。为了计算出局部最优的控制力,我们使用乘法器的交替方向优化方法交替优化速度场和密度场。为了降低速度场优化过程中流体再模拟多道次的高复杂性,我们利用了连续流体模拟道次之间的相干性。我们通过在2D和3D基准上计算精确的解决方案来展示我们方法的好处。在实践中,我们观察到比先前的最优控制方法有一个数量级的改进。
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引用次数: 3
Wasserstein blue noise sampling 沃瑟斯坦蓝噪声采样
Pub Date : 2017-07-20 DOI: 10.1145/3072959.3126841
Hongxing Qin, Yi Chen, Jinlong He, Baoquan Chen
In this article, we present a multi-class blue noise sampling algorithm by throwing samples as the constrained Wasserstein barycenter of multiple density distributions. Using an entropic regularization term, a constrained transport plan in the optimal transport problem is provided to break the partition required by the previous Capacity-Constrained Voronoi Tessellation method. The entropic regularization term cannot only control spatial regularity of blue noise sampling, but it also reduces conflicts between the desired centroids of Vornoi cells for multi-class sampling. Moreover, the adaptive blue noise property is guaranteed for each individual class, as well as their combined class. Our method can be easily extended to multi-class sampling on a point set surface. We also demonstrate applications in object distribution and color stippling.
本文提出了一种多类蓝噪声采样算法,将样本作为多个密度分布的约束Wasserstein质心。利用熵正则化项,给出了最优运输问题中的约束运输计划,打破了先前的容量约束Voronoi镶嵌法所要求的划分。熵正则化项不仅可以控制蓝噪声采样的空间正则性,还可以减少多类采样中Vornoi单元期望质心之间的冲突。此外,保证了每个单独类别及其组合类别的自适应蓝噪声特性。该方法可以很容易地扩展到点集表面上的多类采样。我们还演示了在对象分布和颜色点画中的应用。
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引用次数: 51
期刊
ACM Trans. Graph.
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