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SHREC 2020 Track: Extended Monocular Image Based 3D Model Retrieval 2020主题:基于扩展单目图像的三维模型检索
Wenhui Li, Dan Song, Anan Liu, Weizhi Nie, Ting Zhang, Xiaoqian Zhao, M. Ma, Yuqian Li, Heyu Zhou, Beibei Zhang, Shengjie Le, Dandan Wang, Tongwei Ren, Gangshan Wu, The-Anh Vu-Le, Xuan-Nhat Hoang, E. Nguyen, Thang-Long Nguyen-Ho, Hai-Dang Nguyen, Trong-Le Do, M. Tran
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引用次数: 6
Integrating Local Collision Avoidance with Shortest Path Maps 局部避碰与最短路径映射的集成
R. Sharma, Renato Farias, Marcelo Kallmann
The effective integration of local collision avoidance with global path planning becomes a necessity when multi-agent systems need to be simulated in complex cluttered environments. This work presents our first results exploring the new approach of integrating Shortest Path Maps (SPMs) with local collision avoidance in order to provide optimal paths for agents to navigate around obstacles toward their goal locations. Our GPU-based SPM implementation is available. CCS Concepts • Computing methodologies → Collision detection; Multi-agent planning;
在复杂杂乱环境下对多智能体系统进行仿真时,必须将局部避碰与全局路径规划有效地结合起来。这项工作提出了我们的第一个结果,探索了将最短路径图(SPMs)与局部避碰相结合的新方法,以便为智能体绕过障碍物向目标位置导航提供最佳路径。我们的基于gpu的SPM实现是可用的。•计算方法→碰撞检测;多智能体规划;
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引用次数: 0
Black Box Geometric Computing with Python: From Theory to Practice 黑箱几何计算与Python:从理论到实践
Sebastian Koch, T. Schneider, Chengchen Li, Daniele Panozzo
The first part of the course is theoretical, and introduces the finite element method trough interactive Jupyter notebooks. It also covers recent advancements toward an integrated pipeline, considering meshing and element design as a single challenge, leading to a black box pipeline that can solve simulations on ten thousand in the wild meshes, without any parameter tuning. In the second part we will move to practice, introducing a set of easy-to-use Python packages for applications in geometric computing. The presentation will have the form of live coding in a Jupyter notebook. We have designed the presented libraries to have a shallow learning curve, while also enabling programmers to easily accomplish a wide variety of complex tasks. Furthermore, these libraries utilize NumPy arrays as a common interface, making them highly composable with each-other as well as existing scientific computing packages. Finally, our libraries are blazing fast, doing most of the heavy computations in C++ with a minimal constant-overhead interface to Python. In the course, we will present a set of real-world examples from geometry processing, physical simulation, and geometric deep learning. Each example is prototypical of a common task in research or industry and is implemented in a few lines of code. By the end of the course, attendees will have exposure to a swiss-army-knife of simple, composable, and high-performance tools for geometric computing.
课程的第一部分是理论,并通过交互式Jupyter笔记本介绍有限元方法。它还涵盖了集成管道的最新进展,将网格划分和元素设计视为单一挑战,导致黑盒管道可以在没有任何参数调整的情况下解决10,000个野外网格的模拟。在第二部分中,我们将转向实践,介绍一组易于使用的用于几何计算应用程序的Python包。演示将在Jupyter笔记本中以实时编码的形式呈现。我们设计的库具有较浅的学习曲线,同时也使程序员能够轻松地完成各种复杂的任务。此外,这些库利用NumPy数组作为公共接口,使它们彼此之间以及与现有的科学计算包之间具有高度可组合性。最后,我们的库速度非常快,用c++完成大部分繁重的计算,而Python的常量开销最小。在课程中,我们将从几何处理、物理模拟和几何深度学习中呈现一组现实世界的例子。每个示例都是研究或工业中常见任务的原型,并在几行代码中实现。在课程结束时,与会者将接触到简单,可组合和高性能几何计算工具的瑞士军刀。
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引用次数: 0
GPU-Accelerated Generation of the Molecular Surface gpu加速生成分子表面
Mousa Alhazzazi, S. Hayward, S. Laycock
A variety of visualisation methods have been developed for displaying molecular structures. The solvent-excluded surface (SES) or molecular surface is one of the most popular and useful depictions as it helps to identify binding-site cavities. The molecular surface is particularly useful therefore for interactive molecular docking tools. Docking tools that incorporate molecular flexibility bring new challenges as the molecular surface must be recomputed in real time as the molecule changes shape in interaction with a ligand. Here we compute the SES by using a GPU-accelerated Marching Cubes algorithm which promises to lead to real-time surface generation for small- to medium-sized biomolecules undergoing conformational change.
各种显示分子结构的可视化方法已经发展起来。溶剂排除表面(SES)或分子表面是最流行和有用的描述之一,因为它有助于识别结合位点空腔。因此,分子表面对于相互作用的分子对接工具特别有用。结合分子灵活性的对接工具带来了新的挑战,因为当分子在与配体相互作用中改变形状时,必须实时重新计算分子表面。在这里,我们通过使用gpu加速的Marching Cubes算法来计算SES,该算法有望为正在发生构象变化的中小型生物分子提供实时表面生成。
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引用次数: 0
Accelerated Foveated Rendering based on Adaptive Tessellation 基于自适应镶嵌的加速注视点渲染
Ankur Tiwary, M. Ramanathan, J. Kosinka
We propose an optimization method for adaptive geometric tessellation, involving the saccadic motion of the human eye and foveated rendering. Increased demands on computational resources, especially in the field of head-mounted devices with gaze contingency make optimization schemes pertinent for a seamless user experience. For implementing foveated rendering, our algorithm tessellates a 3D model in real-time based on the location of the user's gaze, substituted with a mouse cursor in this project as a proof of concept. Saccades and fixations of the human eye are simulated by delaying the process of tessellation and rendering by the minimum time taken to complete a saccade. Calculations required for tessellation and rendering the changes on the screen are stalled as and when the eye fixates after a saccade. The paper walks through our contribution by describing the theory, the application method, and results from our user study evaluating our method.
提出了一种自适应几何镶嵌的优化方法,涉及人眼的跳视运动和注视点渲染。对计算资源的需求增加,特别是在具有注视偶然性的头戴式设备领域,使得优化方案与无缝用户体验相关。为了实现注视点渲染,我们的算法基于用户凝视的位置实时镶嵌3D模型,在这个项目中用鼠标光标代替作为概念证明。人眼的扫视和注视是通过延迟镶嵌和渲染的过程,以完成扫视所需的最小时间来模拟的。当眼睛在扫视后注视时,镶嵌和渲染屏幕上的变化所需的计算就会停止。本文通过描述我们的理论、应用方法和我们的用户研究评估我们的方法的结果来介绍我们的贡献。
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引用次数: 3
Triplanar Displacement Mapping for Terrain Rendering 用于地形渲染的三平面位移映射
S. Weiss, F. Bayer, R. Westermann
Heightmap-based terrain representations are common in computer games and simulations. However, adding geometric details to such a representation during rendering on the GPU is difficult to achieve. In this paper, we propose a combination of triplanar mapping, displacement mapping, and tessellation on the GPU, to create extruded geometry along steep faces of heightmap-based terrain fields on-the-fky during rendering. The method allows rendering geometric details such as overhangs and boulders, without explicit triangulation. We further demonstrate how to handle collisions and shadows for the enriched geometry.
基于高度图的地形表示在电脑游戏和模拟中很常见。然而,在GPU上渲染的过程中,为这样的表示添加几何细节是很难实现的。在本文中,我们提出在GPU上结合三平面映射、位移映射和镶嵌,在渲染过程中沿着基于高度图的地形场的陡峭面创建挤压几何。该方法允许渲染几何细节,如悬挑和巨石,而不需要明确的三角测量。我们进一步演示如何处理丰富的几何形状的碰撞和阴影。
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引用次数: 5
Conservative Ray Batching using Geometry Proxies 使用几何代理的保守射线批处理
M. Molenaar, E. Eisemann
We present a method for improving batched ray traversal as was presented by Pharr et al. [PKGH97]. We propose to use conservative proxy geometry to more accurately determine whether a ray has a possibility of hitting any geometry that is stored on disk. This prevents unnecessary disk loads and thus reduces the disk bandwidth.
我们提出了一种改进farr等人[PKGH97]提出的批处理射线遍历的方法。我们建议使用保守的代理几何体来更准确地确定射线是否有可能击中存储在磁盘上的任何几何体。这样可以避免不必要的磁盘负载,从而减少磁盘带宽。
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引用次数: 1
Visualization for Data Scientists: How specific is it? 数据科学家的可视化:它有多具体?
B. Santos, Adam Perer
Data Science has been widely used to support activities in diverse domains as Science, Health, Business, and Sports, to name just a few. Theory and practice have been evolving rapidly, and Data Scientist is currently a position much in demand in the job market. All this creates vast research opportunities, as well as the necessity to better understand how to prepare people as researchers and professionals having the background and skills to keep active in a difficult to anticipate future. While there are courses on Data and Information Visualization described in the literature, as well as recommendations by the SIGGRAPH Education Committee, they do not concern Data Science Programs and thus may not be entirely adequate to this type of Program. Besides the general concepts and methods usually addressed, a Visualization course tailored for this particular audience should probably emphasize specific techniques, tools, and examples of using Visualization in several phases along the Data Science process; moreover, it is reasonable to expect that new approaches, useful in practice, will be proposed by the Visualization research community that should be addressed in such a course. Likewise, the bibliography and teaching methods could probably be adapted. We have analyzed over forty MSc Data Science programs offered in English worldwide, and the Visualization courses most of them include, and we argue that there is a need to adapt existing recommendations and create guidelines for these courses. This panel intends to debate this topic and identify issues that need further reflection. .
数据科学被广泛用于支持科学、健康、商业和体育等不同领域的活动,仅举几例。理论和实践一直在迅速发展,数据科学家目前是就业市场上需求量很大的职位。所有这些都创造了大量的研究机会,同时也有必要更好地了解如何将人们培养成具有背景和技能的研究人员和专业人员,以便在难以预测的未来保持活跃。虽然有文献中描述的数据和信息可视化课程,以及SIGGRAPH教育委员会的建议,但它们不涉及数据科学项目,因此可能不完全适合这种类型的项目。除了通常涉及的一般概念和方法之外,为这一特定受众量身定制的可视化课程可能应该强调在数据科学过程的几个阶段使用可视化的特定技术,工具和示例;此外,我们有理由期待可视化研究团体提出在实践中有用的新方法,这些方法应该在这样的课程中得到解决。同样,参考书目和教学方法也可以加以调整。我们分析了全球40多个以英语授课的数据科学硕士课程,其中大多数包括可视化课程,我们认为有必要调整现有的建议,并为这些课程制定指导方针。这个小组打算讨论这个话题,并确定需要进一步思考的问题。
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引用次数: 1
UV Completion with Self-referenced Discrimination 紫外线补全与自我参考歧视
Jiwoo Kang, Seongmin Lee, Sanghoon Lee
A facial UV map is used in many applications such as facial reconstruction, synthesis, recognition, and editing. However, it is difficult to collect a number of the UVs needed for accuracy using 3D scan device, or a multi-view capturing system should be required to construct the UV. An occluded facial UV with holes could be obtained by sampling an image after fitting a 3D facial model by recent alignment methods. In this paper, we introduce a facial UV completion framework to train the deep neural network with a set of incomplete UV textures. By using the fact that the facial texture distributions of the left and right half-sides are almost equal, we devise an adversarial network to model the complete UV distribution of the facial texture. Also, we propose the self-referenced discrimination scheme that uses the facial UV completed from the generator for training real distribution. It is demonstrated that the network can be trained to complete the facial texture with incomplete UVs comparably to when utilizing the ground-truth UVs. CCS Concepts • Computing methodologies → Image processing; Neural networks;
人脸UV图用于人脸重建、合成、识别和编辑等许多应用。然而,使用3D扫描设备很难收集精度所需的大量UV,或者需要多视图捕获系统来构建UV。利用最新的对准方法对三维人脸模型进行拟合后,对图像进行采样,即可得到带孔遮挡的人脸UV。本文引入一种人脸UV补全框架,利用一组不完整的UV纹理对深度神经网络进行训练。利用人脸左右半边的纹理分布几乎相等的事实,我们设计了一个对抗网络来模拟人脸纹理的完整UV分布。此外,我们还提出了一种自参考识别方案,该方案使用从生成器完成的面部UV来训练真实分布。实验证明,与使用真实紫外时相比,该网络可以在不完全紫外下完成面部纹理的训练。•计算方法→图像处理;神经网络;
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引用次数: 7
Compression and Real-Time Rendering of Inward Looking Spherical Light Fields 内向球形光场的压缩和实时渲染
Saghi Hajisharif, Ehsan Miandji, Gabriel Baravadish, P. Larsson, J. Unger
Photorealistic rendering is an essential tool for immersive virtual reality. In this regard, the data structure of choice is typically light fields since they contain multidimensional information a ...
逼真的渲染是沉浸式虚拟现实的重要工具。在这方面,选择的数据结构通常是光场,因为它们包含多维信息。
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引用次数: 2
期刊
Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval
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