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Resolving Non-Manifoldness on Meshes from Dual Marching Cubes 对偶行进立方体网格非流形的求解
D. Zint, R. Grosso, Philipp Gürtler
There are several methods that reconstruct surfaces from volume data by generating triangle or quad meshes on the dual of the uniform grid. Those methods often provide meshes with better quality than the famous marching cubes. However, they have a common issue: the meshes are not guaranteed to be manifold. We address this issue by presenting a post-processing routine that resolves all non-manifold edges with local refinement. New vertices are positioned on the trilinear interpolant. We verify our method on a wide range of data sets and show that we are capable of resolving all non-manifold issues
通过在均匀网格的对偶上生成三角形网格或四边形网格,对体数据进行曲面重构有几种方法。这些方法通常提供比著名的行进立方体质量更好的网格。然而,它们有一个共同的问题:网格不能保证是多元的。我们通过提出一个后处理例程来解决这个问题,该例程通过局部细化来解决所有非流形边。新顶点被定位在三线插值上。我们在广泛的数据集上验证了我们的方法,并表明我们能够解决所有非流形问题
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引用次数: 1
Robust Sample Budget Allocation for MIS MIS的稳健样本预算分配
László Szirmay-Kalos, M. Sbert
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引用次数: 1
Scene Synthesis with Automated Generation of Textual Descriptions 场景合成与自动生成文本描述
Julian Müller-Huschke, Marcel Ritter, M. Harders
Most current research on automatically captioning and describing scenes with spatial content focuses on images. We outline that generating descriptive text for a synthesized 3D scene can be achieved via a suitable intermediate representation employed in the synthesis algorithm. As an example, we synthesize scenes of medieval village settings, and generate their descriptions. Our system employs graph grammars, Markov Chain Monte Carlo optimization, and a natural language generation pipeline. Randomly placed objects are evaluated and optimized by a cost function capturing neighborhood relations, path layouts, and collisions. Further, in a pilot study we assess the performance of our framework by comparing the generated descriptions to others provided by human subjects. While the latter were often short and low-effort, the highest-rated ones clearly outperform our generated ones. Nevertheless, the average of all collected human descriptions was indeed rated by the study participants as being less accurate than the automated ones. CCS Concepts • Computing methodologies → Computer graphics; Natural language generation; The scene consists of three roads meeting at an intersection, a group of trees, an oak tree and three market stands. The three market stands are next to the first road. The group of trees consists of three pine trees and three bushes. The first market stand consists of a sign to the right of a table. A big pot of stew is in the middle of this table. The second market stand consists of a sign besides of a table. A big pot of stew is in the middle of this table. The third market stand consists of three flowerpots on top of a table and a sign. This sign is to the right of this table. Figure 1: (Left:) Example of procedurally generated 3D scene. (Right:) Automatically generated description with our framework.
目前大多数关于空间内容场景自动字幕和描述的研究都集中在图像上。我们概述了合成3D场景生成描述性文本可以通过合成算法中使用的合适的中间表示来实现。作为一个例子,我们合成了中世纪村庄场景,并生成了它们的描述。我们的系统采用了图语法、马尔可夫链蒙特卡罗优化和自然语言生成管道。随机放置的对象通过捕获邻域关系、路径布局和碰撞的成本函数进行评估和优化。此外,在一项试点研究中,我们通过将生成的描述与人类受试者提供的其他描述进行比较,来评估我们框架的性能。虽然后者通常很短且不费力,但评级最高的游戏显然优于我们生成的游戏。然而,所有收集到的人类描述的平均值确实被研究参与者评为不如自动描述准确。•计算方法→计算机图形学;自然语言生成;这个场景由三条在十字路口交汇的道路、一组树木、一棵橡树和三个市场摊位组成。三个市场摊位紧挨着第一条路。这群树由三棵松树和三棵灌木组成。第一个市场摊位由桌子右边的一个标志组成。桌子中间放着一大锅炖菜。第二个市场摊位除了一张桌子外还有一个标志。桌子中间放着一大锅炖菜。第三个市场摊位由桌子上的三个花盆和一个标志组成。这个标志在桌子的右边。图1:(左)程序生成的3D场景示例。(右:)使用我们的框架自动生成描述。
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引用次数: 0
Simple Techniques for a Novel Human Body Pose Optimisation Using Differentiable Inverse Rendering 基于可微逆渲染的新型人体姿态优化的简单技术
Munkhtulga Battogtokh, R. Borgo
Human body 3D reconstruction has a wide range of applications including 3D-printing, art, games, and even technical sport analysis. This is a challenging problem due to 2D ambiguity, diversity of human poses, and costs in obtaining multiple views. We propose a novel optimisation scheme that bypasses the prior bias bottleneck and the 2D-pose annotation bottleneck that we identify in single-view reconstruction, and move towards low-resource photo-realistic 3D reconstruction that directly and fully utilises the target image. Our scheme combines domain-specific method SMPLify-X and domain-agnostic inverse rendering method redner, with two simple yet powerful techniques. We demonstrate that our techniques can 1) improve the accuracy of the reconstructed body both qualitatively and quantitatively for challenging inputs, and 2) control optimisation to a selected part only. Our ideas promise extension to more difficult problems and domains even beyond human body reconstruction. CCS Concepts • Computing methodologies → Reconstruction; Computer vision; Rendering; Ray tracing;
人体3D重建具有广泛的应用,包括3D打印,艺术,游戏,甚至技术运动分析。由于2D的模糊性、人体姿势的多样性以及获取多个视图的成本,这是一个具有挑战性的问题。我们提出了一种新的优化方案,绕过了我们在单视图重建中发现的先验偏差瓶颈和2d姿态注释瓶颈,并朝着直接充分利用目标图像的低资源逼真3D重建方向发展。我们的方案结合了领域特定的方法SMPLify-X和领域不可知的逆绘制方法redner,采用两种简单而强大的技术。我们证明,我们的技术可以1)在具有挑战性的输入中定性和定量地提高重构体的精度,2)仅对选定的部分进行控制优化。我们的想法有望扩展到更困难的问题和领域,甚至超越人体重建。•计算方法→重建;计算机视觉;呈现;射线追踪;
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引用次数: 3
Graph Partitioning Algorithms for Rigid Body Simulations 刚体仿真的图形划分算法
Yinchu Liu, S. Andrews
We propose several graph partitioning algorithms for improving the performance of rigid body simulations. The algorithms operate on the graph formed by rigid bodies (nodes) and constraints (edges), producing non-overlapping and contiguous sub-systems that can be simulated in parallel by a domain decomposition technique. We demonstrate that certain partitioning algorithms reduce the computational time of the solver, and graph refinement techniques that reduce coupling between sub-systems, such as the Kernighan–Lin and Fiduccia–Mattheyses algorithms, give additional performance improvements.
为了提高刚体仿真的性能,我们提出了几种图形划分算法。该算法在由刚体(节点)和约束(边)组成的图上运行,产生非重叠和连续的子系统,这些子系统可以通过域分解技术并行模拟。我们证明了某些划分算法减少了求解器的计算时间,而减少子系统之间耦合的图细化技术,如Kernighan-Lin和Fiduccia-Mattheyses算法,提供了额外的性能改进。
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引用次数: 1
43rd Annual Conference of the European Association for Computer Graphics, Eurographics 2022 - Short Papers, Reims, France, April 25-29, 2022 第43届欧洲计算机图形学协会年会,Eurographics 2022 - Short Papers,兰斯,法国,2022年4月25-29日
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引用次数: 0
Neural Motion Compression with Frequency-adaptive Fourier Feature Network 基于频率自适应傅立叶特征网络的神经运动压缩
Kenji Tojo, Yifei Chen, Nobuyuki Umetani
We present a neural-network-based compression method to alleviate the storage cost of motion capture data. Human mo-tions such as locomotion, often consist of periodic movements. We leverage this periodicity by applying Fourier features to a multilayered perceptron network. Our novel algorithm finds a set of Fourier feature frequencies based on the discrete cosine transformation (DCT) of motion. During training, we incrementally added a dominant frequency of the DCT to a current set of Fourier feature frequencies until a given quality threshold was satisfied. We conducted an experiment using CMU motion dataset, and the results suggest that our method achieves overall high compression ratio while maintaining its quality.
我们提出了一种基于神经网络的压缩方法来降低运动捕捉数据的存储成本。人类的运动,如移动,通常由周期性的运动组成。我们通过将傅里叶特征应用于多层感知器网络来利用这种周期性。我们的新算法基于运动的离散余弦变换(DCT)找到一组傅立叶特征频率。在训练过程中,我们逐渐将DCT的主导频率添加到当前的傅里叶特征频率集中,直到满足给定的质量阈值。我们使用CMU运动数据集进行了实验,结果表明我们的方法在保持其质量的同时实现了整体的高压缩比。
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引用次数: 0
Interactive Facial Expression Editing with Non-linear Blendshape Interpolation 交互式面部表情编辑与非线性Blendshape插值
J. Roh, S. Kim, Hanyoung Jang, Yeongho Seol, Jongmin Kim
The ability to manipulate facial animations interactively is vital for enhancing the productivity and quality of character animation. In this paper, we present a novel interactive facial animation editing system that can express the naturalness of non-linear facial movements in real-time. The proposed system is based on a fully automatic algorithm that maintains all positional constraints while deforming the facial mesh as realistic as possible. Our method is based on direct manipulation with non-linear blendshape interpolation. We formulate the facial animation editing as a two-step quadratic minimization and solve it efficiently. From our results, the proposed method produces the desired and realistic facial animation better compared to existing mesh deformation methods, which are mainly based on linear combination and optimization.
交互式操作面部动画的能力对于提高角色动画的生产力和质量至关重要。在本文中,我们提出了一种新的交互式面部动画编辑系统,可以实时表达非线性面部运动的自然性。所提出的系统基于一种全自动算法,该算法在尽可能逼真地变形面部网格的同时保持所有位置约束。我们的方法是基于非线性混形插值的直接操作。我们将人脸动画编辑表述为两步二次最小化,并进行了高效求解。结果表明,与现有的基于线性组合和优化的网格变形方法相比,该方法能更好地产生理想的、逼真的面部动画。
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引用次数: 0
Improved Lighting Models for Facial Appearance Capture 改进了面部外观捕捉的照明模型
Ying-Qing Xu, Jérémy Riviere, G. Zoss, P. Chandran, D. Bradley, P. Gotardo
Facial appearance capture techniques estimate geometry and reflectance properties of facial skin by performing a computationally intensive inverse rendering optimization in which one or more images are re-rendered a large number of times and compared to real images coming from multiple cameras. Due to the high computational burden, these techniques often make several simplifying assumptions to tame complexity and make the problem more tractable. For example, it is common to assume that the scene consists of only distant light sources, and ignore indirect bounces of light (on the surface and within the surface). Also, methods based on polarized lighting often simplify the light interaction with the surface and assume perfect separation of diffuse and specular reflectance. In this paper, we move in the opposite direction and demonstrate the impact on facial appearance capture quality when departing from these idealized conditions towards models that seek to more accurately represent the lighting, while at the same time minimally increasing computational burden. We compare the results obtained with a state-of-the-art appearance capture method [RGB ∗ 20], with and without our proposed improvements to the lighting model.
面部外观捕获技术通过执行计算密集型的反向渲染优化来估计面部皮肤的几何和反射率属性,其中一个或多个图像被重新渲染大量次,并与来自多个相机的真实图像进行比较。由于计算量大,这些技术通常做出一些简化的假设,以抑制复杂性,使问题更易于处理。例如,通常假设场景仅由远处的光源组成,而忽略光的间接反射(在表面上和表面内)。此外,基于偏振光的方法通常简化了光与表面的相互作用,并假设了漫反射和镜面反射的完美分离。在本文中,我们朝相反的方向移动,并展示了当偏离这些理想条件时对面部外观捕获质量的影响,这些模型寻求更准确地表示照明,同时最小化地增加计算负担。我们比较了使用最先进的外观捕捉方法[RGB∗20]获得的结果,并对光照模型进行了改进。
{"title":"Improved Lighting Models for Facial Appearance Capture","authors":"Ying-Qing Xu, Jérémy Riviere, G. Zoss, P. Chandran, D. Bradley, P. Gotardo","doi":"10.2312/egs.20221019","DOIUrl":"https://doi.org/10.2312/egs.20221019","url":null,"abstract":"Facial appearance capture techniques estimate geometry and reflectance properties of facial skin by performing a computationally intensive inverse rendering optimization in which one or more images are re-rendered a large number of times and compared to real images coming from multiple cameras. Due to the high computational burden, these techniques often make several simplifying assumptions to tame complexity and make the problem more tractable. For example, it is common to assume that the scene consists of only distant light sources, and ignore indirect bounces of light (on the surface and within the surface). Also, methods based on polarized lighting often simplify the light interaction with the surface and assume perfect separation of diffuse and specular reflectance. In this paper, we move in the opposite direction and demonstrate the impact on facial appearance capture quality when departing from these idealized conditions towards models that seek to more accurately represent the lighting, while at the same time minimally increasing computational burden. We compare the results obtained with a state-of-the-art appearance capture method [RGB ∗ 20], with and without our proposed improvements to the lighting model.","PeriodicalId":72958,"journal":{"name":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","volume":"61 4","pages":"5-8"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72573149","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: 4
Learning Generic Local Shape Properties for Adaptive Super-Sampling 自适应超采样的一般局部形状特性学习
Christian Reinbold, R. Westermann
We propose a novel encoder/decoder-based neural network architecture that learns view-dependent shape and appearance of geometry represented by voxel representations. Since the network is trained on local geometry patches, it generalizes to arbitrary models. A geometry model is first encoded into a sparse voxel octree of features learned by a network, and this model representation can then be decoded by another network in-turn for the intended task. We utilize the network for adaptive super-sampling in ray-tracing, to predict super-sampling patterns when seeing coarse-scale geometry. We discuss and evaluate the proposed network design, and demonstrate that the decoder network is compact and can be integrated seamlessly into on-chip ray-tracing kernels. We compare the results to previous screen-space super-sampling strategies as well as non-network-based world-space approaches.
我们提出了一种新的基于编码器/解码器的神经网络架构,它可以学习由体素表示的几何形状和外观。由于网络是在局部几何块上训练的,因此它可以推广到任意模型。首先将几何模型编码为网络学习到的稀疏体素八叉树特征,然后该模型表示可以由另一个网络依次解码以完成预期的任务。我们利用该网络在光线追踪中进行自适应超采样,在看到粗尺度几何时预测超采样模式。我们讨论并评估了所提出的网络设计,并证明了解码器网络是紧凑的,可以无缝集成到片上光线跟踪内核中。我们将结果与之前的屏幕空间超级采样策略以及非基于网络的世界空间方法进行了比较。
{"title":"Learning Generic Local Shape Properties for Adaptive Super-Sampling","authors":"Christian Reinbold, R. Westermann","doi":"10.2312/egs.20221032","DOIUrl":"https://doi.org/10.2312/egs.20221032","url":null,"abstract":"We propose a novel encoder/decoder-based neural network architecture that learns view-dependent shape and appearance of geometry represented by voxel representations. Since the network is trained on local geometry patches, it generalizes to arbitrary models. A geometry model is first encoded into a sparse voxel octree of features learned by a network, and this model representation can then be decoded by another network in-turn for the intended task. We utilize the network for adaptive super-sampling in ray-tracing, to predict super-sampling patterns when seeing coarse-scale geometry. We discuss and evaluate the proposed network design, and demonstrate that the decoder network is compact and can be integrated seamlessly into on-chip ray-tracing kernels. We compare the results to previous screen-space super-sampling strategies as well as non-network-based world-space approaches.","PeriodicalId":72958,"journal":{"name":"Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval","volume":"115 1","pages":"57-60"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77902195","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
Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval
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