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Soft Walks: Real-Time, Two-Ways Interaction between a Character and Loose Grounds 软行走:角色与松散地面之间的实时双向互动
Chloé Paliard, Eduardo Alvarado, D. Rohmer, Marie-Paule Cani
When walking on loose terrains, possibly covered with vegetation, the ground and grass should deform, but the character's gait should also change accordingly. We propose a method for modeling such two-ways interactions in real-time. We first complement a layered character model by a high-level controller, which uses position and angular velocity inputs to improve dynamic oscillations when walking on various slopes. Secondly, at a refined level, the feet are set to locally deform the ground and surrounding vegetation using efficient procedural functions, while the character's response to such deformations is computed through adapted inverse kinematics. While simple to set up, our method is generic enough to adapt to any character morphology. Moreover, its ability to generate in real time, consistent gaits on a variety of loose grounds of arbitrary slope, possibly covered with grass, makes it an interesting solution to enhance films and games.
当在松散的地形上行走时,可能被植被覆盖,地面和草应该变形,但角色的步态也应该相应地改变。我们提出了一种实时建模这种双向交互的方法。我们首先通过高级控制器来补充分层角色模型,该控制器使用位置和角速度输入来改善在各种斜坡上行走时的动态振荡。其次,在精细的层面上,脚被设置为使用有效的程序函数局部变形地面和周围的植被,而角色对这种变形的响应是通过适应的逆运动学来计算的。虽然设置简单,但我们的方法是通用的,足以适应任何字符形态。此外,它能够实时生成,在任意斜坡的各种松散地面上一致的步态,可能覆盖着草,使其成为增强电影和游戏的有趣解决方案。
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引用次数: 2
Modeling and Actuation of Cable-driven Silicone Soft Robots 电缆驱动硅胶软机器人的建模与驱动
Mihai Frâncu
In this paper we present a framework for modeling cable-driven soft robots fabricated from silicone rubber an incompressible material. Our forward simulation model can use either the standard or the mixed formulation of the finite element method (FEM). The latter prevents volumetric locking for incompressible materials and is more accurate for low resolution meshes. Hence, we show that mixed FEM is well suited for estimating elastic parameters and simulator validation. We also introduce a cable actuation model using barycentric coordinates and then use it to solve some simple control problems. CCS Concepts • Computing methodologies → Physical simulation; • Computer systems organization → Robotics;
在本文中,我们提出了一个框架,建模由不可压缩材料硅橡胶制成的电缆驱动软机器人。我们的正演模拟模型既可以采用标准有限元法,也可以采用混合有限元法。后者可以防止不可压缩材料的体积锁定,并且对于低分辨率网格更准确。因此,我们表明混合有限元法非常适合于估计弹性参数和模拟器验证。本文还介绍了一种采用质心坐标的缆索作动模型,并用它来解决一些简单的控制问题。•计算方法→物理模拟;•计算机系统组织→机器人;
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引用次数: 0
Ray Tracing Lossy Compressed Grid Primitives 光线追踪有损压缩网格原语
Carsten Benthin, K. Vaidyanathan, Sven Woop
We propose a new watertight representation of geometry for ray tracing highly complex scenes in a memory efficient manner. Polygon meshes in the scene are first converted into compressed grid primitives, which are represented by a base bilinear patch with quantized displacement vectors. Ray-scene intersections are then computed by efficiently decompressing these grids onthe-fly and intersecting the implicit triangles. Our representation requires just 5.4− 6.6 bytes per triangle for the combined geometry and acceleration structure, resulting in a 5−7× reduction in memory footprint compared to indexed triangle meshes. This is achieved with less than 15% increase in rendering time. CCS Concepts • Computing methodologies → Ray tracing; Visibility; Massively parallel algorithms;
我们提出了一种新的水密几何表示,用于以高效记忆的方式对高度复杂的场景进行光线跟踪。场景中的多边形网格首先被转换成压缩的网格原语,用一个带有量化位移向量的基本双线性贴片表示。然后通过有效地实时解压缩这些网格并与隐式三角形相交来计算光线-场景相交。对于组合几何和加速结构,我们的表示只需要每个三角形5.4 - 6.6字节,与索引三角形网格相比,内存占用减少了5 - 7倍。这在渲染时间增加不到15%的情况下实现。CCS概念•计算方法→光线追踪;可见性;大规模并行算法;
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引用次数: 2
Bregman Approach to Single Image De-Raining 单幅图像去雨的Bregman方法
László Szirmay-Kalos, M. Tóth
Surveillance cameras are expected to work also in bad visibility conditions, which requires algorithmic solutions to improve the captured image and to eliminate image degradation caused by these weather conditions. Algorithms for such tasks belong to the field of computational photography and have been successful in eliminating haze, fog, motion blur, etc. This paper presents a simple algorithm to suppress rain or snow from single images. The algorithm uses energy minimization, and we propose a novel data term and a Bregman distance based regularization term reflecting the particular properties of precipitation.
监控摄像头预计也能在能见度差的条件下工作,这就需要算法解决方案来改善捕获的图像,并消除这些天气条件造成的图像退化。这类任务的算法属于计算摄影领域,在消除雾霾、雾、运动模糊等方面已经取得了成功。本文提出了一种从单幅图像中抑制雨雪的简单算法。该算法采用能量最小化方法,提出了一种新的数据项和一种基于Bregman距离的正则化项,反映了降水的特殊性质。
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引用次数: 0
Auto-rigging 3D Bipedal Characters in Arbitrarily Poses 自动装配3D双足人物在任意姿势
Jeonghwan Kim, Hyeontae Son, Ji-Sang Bae, Y. Kim
We present an end-to-end algorithm that can automatically rig a given 3D character such that it is ready for 3D animation. The animation of a virtual character requires the skeletal motion defined with bones and joints, and the corresponding deformation of the mesh represented with skin weights. While the conventional animation pipeline requires the initial 3D character to be in the predefined default pose, our pipeline can rig a 3D character in arbitrary pose. We handle the increased ambiguity by fixing the skeletal topology and solving for the full deformation space. After the skeletal positions and orientations are fully discovered, we can deform the provided 3D character into the default pose, from which we can animate the character with the help of recent motion-retargeting techniques. Our results show that we can successfully animate initially deformed characters, which was not possible with previous works. CCS Concepts • Computing methodologies → Motion processing; 3D imaging; Neural networks;
我们提出了一种端到端算法,可以自动设置给定的3D角色,使其为3D动画做好准备。虚拟角色的动画需要由骨骼和关节定义的骨骼运动,以及由皮肤权重表示的相应网格变形。虽然传统的动画管道要求初始3D角色处于预定义的默认姿势,但我们的管道可以在任意姿势中装配3D角色。我们通过固定骨架拓扑和求解全变形空间来处理增加的模糊性。在骨骼位置和方向被完全发现后,我们可以将提供的3D角色变形为默认姿势,从中我们可以借助最近的运动重定向技术来动画角色。我们的研究结果表明,我们可以成功地为最初变形的角色制作动画,这在以前的作品中是不可能的。•计算方法→运动处理;3 d成像;神经网络;
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引用次数: 0
Visualizing Errors in Rendered High Dynamic Range Images 渲染高动态范围图像中的可视化错误
P. Andersson, J. Nilsson, P. Shirley, T. Akenine-Möller
A new error metric targeting rendered high dynamic range images is presented. Our method computes a composite visualization over a number of low dynamic range error maps of exposure compensated and tone mapped image pairs with automatically computed, or manually provided, parameters. We argue that our new error maps predict errors substantially better than metrics previously used in rendering. Source code is released with the hope that our work can be a useful tool for future research. CCS Concepts • Computing methodologies → Rendering; • General and reference → Metrics;
提出了一种新的针对渲染高动态范围图像的误差度量方法。我们的方法通过自动计算或手动提供的参数,计算曝光补偿和色调映射图像对的低动态范围误差图的复合可视化。我们认为,我们的新错误映射比以前在渲染中使用的指标更好地预测错误。源代码的发布是希望我们的工作可以成为未来研究的有用工具。•计算方法→渲染;•一般和参考→指标;
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引用次数: 2
Visual Analysis of Point Cloud Neighborhoods via Multi-Scale Geometric Measures 基于多尺度几何测度的点云邻域可视化分析
Marcel Ritter, D. Schiffner, M. Harders
Point sets are a widely used spatial data structure in computational and observational domains, e.g. in physics particle simulations, computer graphics or remote sensing. Algorithms typically operate in local neighborhoods of point sets, for computing physical states, surface reconstructions, etc. We present a visualization technique based on multi-scale geometric features of such point clouds. We explore properties of different choices on the underlying weighted co-variance neighborhood descriptor, illustrated on different point set geometries and for varying noise levels. The impact of different weighting functions and tensor centroids, as well as point set features and noise levels becomes visible in the rotation-invariant feature images. We compare to a curvature based scale space visualization method and, finally, show how features in real-world LiDAR data can be inspected by images created with our approach in an interactive tool. In contrast to the curvature based approach, with our method line structures are highlighted over growing scales, with clear border regions to planar or spherical geometric structures. CCS Concepts • Human-centered computing → Visual analytics; • Computing methodologies → Point-based models;
点集是一种广泛应用于计算和观测领域的空间数据结构,如物理粒子模拟、计算机图形学或遥感。算法通常在点集的局部邻域中运行,用于计算物理状态、表面重建等。提出了一种基于点云多尺度几何特征的可视化技术。我们在不同的点集几何形状和不同的噪声水平上探讨了不同选择的基础加权协方差邻域描述符的性质。不同的权重函数和张量质心以及点集特征和噪声水平的影响在旋转不变的特征图像中变得可见。我们比较了基于曲率的尺度空间可视化方法,最后展示了如何通过在交互式工具中使用我们的方法创建的图像来检查真实世界LiDAR数据中的特征。与基于曲率的方法相比,我们的方法在不断增长的尺度上突出显示线结构,具有平面或球形几何结构的清晰边界区域。CCS概念•以人为中心的计算→可视化分析;•计算方法→基于点的模型;
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引用次数: 1
Gaming in Elliptic Geometry 椭圆几何中的游戏
László Szirmay-Kalos, M. Magdics
An interesting way to explore curved spaces is to play games governed by the rules of non-Euclidean geometries. However, modeling tools and game engines are developed with Euclidean geometry in mind. This paper addresses the problem of porting a game from Euclidean to elliptic geometry. We consider primarily the geometric calculations and the transformation pipeline.
探索弯曲空间的一个有趣方法是玩由非欧几里德几何规则支配的游戏。然而,建模工具和游戏引擎都是基于欧几里得几何而开发的。本文讨论了将一个博弈从欧几里得几何移植到椭圆几何的问题。我们主要考虑几何计算和转换管道。
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引用次数: 0
Interactive Synthesis of 3D Geometries of Blood Vessels 血管三维几何图形的交互式合成
Nikolaus Rauch, M. Harders
In surgical training simulators, where various organ surfaces make up the majority of the scene, the visual appearance is highly dependent on the quality of the surface textures. Blood vessels are an important detail in this; they need to be incorporated into an organ’s texture. Moreover, the actual blood vessel geometries also have to be part of the simulated surgical procedure itself, e.g. during cutting. Since the manual creation of vessel geometry or branching details on textures is highly tedious, an automatic synthesis technique capable of generating a wide range of blood vessel patterns is needed. We propose a new synthesis approach based on the space colonization algorithm. As extension, physiological constraints on the proliferation of branches are enforced to create realistic vascular structures. Our framework is capable of generating three-dimensional blood vessel networks in a matter of milliseconds, thus allowing a 3D modeller to tweak parameters in real-time to obtain a desired appearance.
在外科训练模拟器中,各种器官表面构成了大部分场景,视觉外观高度依赖于表面纹理的质量。血管是其中一个重要的细节;它们需要融入到器官的结构中。此外,实际的血管几何形状也必须是模拟手术过程本身的一部分,例如在切割过程中。由于手工创建血管几何形状或纹理分支细节是非常繁琐的,因此需要一种能够生成广泛血管图案的自动合成技术。提出了一种新的基于空间殖民算法的综合方法。作为延伸,对分支增殖的生理约束被强制执行,以创建真实的血管结构。我们的框架能够在几毫秒内生成三维血管网络,从而允许3D建模师实时调整参数以获得所需的外观。
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引用次数: 1
Data-driven Garment Pattern Estimation from 3D Geometries 基于三维几何数据的服装图案估计
Chihiro Goto, Nobuyuki Umetani
Three-dimensional scanning technology recently becomes widely available to the public. However, it is difficult to simulate clothing deformation from the scanned people because scanned data lacks information required for the clothing simulation. In this paper, we present a technique to estimate clothing patterns from a scanned person in cloth. Our technique uses image-based deep learning to estimate the type of pattern on the projected image. The key contribution is converting image-based inference into three-dimensional clothing pattern estimation. We evaluate our technique by applying our technique to an actual scan. CCS Concepts • Computing methodologies → Shape modeling; Neural networks;
三维扫描技术最近已广泛应用于公众。然而,由于扫描数据缺乏服装模拟所需的信息,因此很难从扫描的人身上模拟服装变形。在本文中,我们提出了一种技术,以估计服装图案从扫描的人在布。我们的技术使用基于图像的深度学习来估计投影图像上的模式类型。关键的贡献是将基于图像的推理转换为三维服装模式估计。我们通过将我们的技术应用于实际扫描来评估我们的技术。CCS概念•计算方法→形状建模;神经网络;
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引用次数: 4
期刊
Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval
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