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Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval最新文献

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Multisample Anti-aliasing in Deferred Rendering 延迟渲染中的多样本抗锯齿
András Fridvalszky, B. Tóth
We propose a novel method for multisample anti-aliasing in deferred shading. Our technique successfully reduces memory and bandwidth usage. The new model uses per-pixel linked lists to store the samples. We also introduce algorithms to construct the new G-Buffer in the geometry pass and to calculate the shading in the lighting pass. The algorithms are designed to enable further optimizations, similar to variable rate shading. We also propose methods to satisfy constraints of memory usage and processing time. We integrated the new method into a Vulkan based renderer. CCS Concepts • Computing methodologies → Rasterization; Antialiasing;
提出了一种新的延迟着色中多样本抗混叠方法。我们的技术成功地减少了内存和带宽的使用。新模型使用逐像素链表来存储样本。我们还介绍了在几何通道中构造新的G-Buffer和在照明通道中计算阴影的算法。这些算法的设计是为了进一步优化,类似于可变速率着色。我们还提出了满足内存使用和处理时间限制的方法。我们将新方法集成到基于Vulkan的渲染器中。•计算方法→栅格化;反锯齿;
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引用次数: 2
Interactive Assembly and Animation of 3D Digital Garments 三维数字服装的交互式装配与动画
O. Nylén, Pontus Pall, Y. Ishiwaka, Kazutoshi Suda, M. Fratarcangeli
We present a novel real-time tool for sewing together 2D patterns, enabling quick assembly of visually plausible, interactively animated garments for virtual characters. The process is assisted by ad-hoc visual hints and allows designers to import 2D patterns from any CAD-tool, connect them using seams around a 3D character with any body type, and assess the overall quality during the character animation. The cloth is numerically simulated including robust modeling of contact of the cloth with itself and with the character's body. Overall, our tool allows for fast prototyping of virtual garments, achieving immediate feedback on their behaviour and visual quality on an animated character, in effect speeding up the content production pipeline for visual effects applications involving clothed characters.
我们提出了一种新的实时工具,用于缝制2D图案,为虚拟人物快速组装视觉上合理的交互式动画服装。该过程由特别的视觉提示辅助,并允许设计师从任何cad工具导入2D模式,使用任何身体类型的3D角色周围的接缝将它们连接起来,并在角色动画期间评估整体质量。布是数字模拟,包括与自身接触的布和与角色的身体稳健的建模。总的来说,我们的工具允许虚拟服装的快速原型,实现对动画角色的行为和视觉质量的即时反馈,实际上加快了涉及服装角色的视觉效果应用程序的内容制作管道。
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引用次数: 0
SHREC 2020 Track: River Gravel Characterization SHREC 2020轨道:河流砾石表征
Andrea Giachetti, S. Biasotti, E. M. Thompson, L. Fraccarollo, Quang-Thuc Nguyen, Hai-Dang Nguyen, M. Tran, Gerasimos Arvanitis, Ioannis Romanelis, V. Fotis, K. Moustakas, Claudio Tortorici, N. Werghi, S. Berretti
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引用次数: 1
Shape Correspondence by Aligning Scale-invariant LBO Eigenfunctions 对准尺度不变LBO特征函数的形状对应
Amit Bracha, Oshri Halimi, R. Kimmel
When matching non-rigid shapes, the regular or scale-invariant Laplace-Beltrami Operator (LBO) eigenfunctions could potentially serve as intrinsic descriptors which are invariant to isometric transformations. However, the computed eigenfunctions of two quasi-isometric surfaces could be substantially different. Such discrepancies include sign ambiguities and possible rotations and reflections within subspaces spanned by eigenfunctions that correspond to similar eigenvalues. Thus, without aligning the corresponding eigenspaces it is difficult to use the eigenfunctions as descriptors. Here, we propose to model the relative transformation between the eigenspaces of two quasi-isometric shapes using a band orthogonal matrix, as well as present a framework that aims to estimate this matrix. Estimating this transformation allows us to align the eigenfunctions of one shape with those of the other, that could then be used as intrinsic, consistent, and robust descriptors. To estimate the transformation we use an unsupervised spectral-net framework that uses descriptors given by the eigenfunctions of the scale-invariant version of the LBO. Then, using a spectral training mechanism, we find a band limited orthogonal matrix that aligns the two sets of eigenfunctions.
当匹配非刚性形状时,正则或尺度不变的拉普拉斯-贝尔特拉米算子(LBO)特征函数可以作为等距变换不变的内在描述子。然而,计算出的两个准等距曲面的特征函数可能有很大的不同。这种差异包括符号歧义和可能的旋转和反射在子空间内由对应于相似特征值的特征函数所跨越。因此,如果不对齐相应的特征空间,就很难使用特征函数作为描述符。在这里,我们提出用带正交矩阵来模拟两个准等距形状的特征空间之间的相对变换,并提出了一个旨在估计该矩阵的框架。估计这个变换使我们能够将一个形状的特征函数与另一个形状的特征函数对齐,然后可以将其用作内在的,一致的和鲁棒的描述子。为了估计变换,我们使用无监督谱网框架,该框架使用由LBO的尺度不变版本的特征函数给出的描述符。然后,利用谱训练机制,我们找到了一个带限正交矩阵,使两组特征函数对齐。
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引用次数: 5
Rayground: An Online Educational Tool for Ray Tracing 射线追踪的在线教育工具
N. Vitsas, A. Gkaravelis, Andreas Vasilakis, K. Vardis, Georgios Papaioannou
In this paper, we present Rayground; an online, interactive education tool for richer in-class teaching and gradual self-study, which provides a convenient introduction into practical ray tracing through a standard shader-based programming interface. Setting up a basic ray tracing framework via modern graphics APIs, such as DirectX 12 and Vulkan, results in complex and verbose code that can be intimidating even for very competent students. On the other hand, Rayground aims to demystify ray tracing fundamentals, by providing a well-defined WebGL-based programmable graphics pipeline of configurable distinct ray tracing stages coupled with a simple scene description format. An extensive discussion is further offered describing how both undergraduate and postgraduate computer graphics theoretical lectures and laboratory sessions can be enhanced by our work, to achieve a broad understanding of the underlying concepts. Rayground is open, cross-platform, and available to everyone. CCS Concepts • Social and professional topics → Computer science education; • Computing methodologies → Ray tracing; • Software and its engineering → Software prototyping;
在本文中,我们介绍了Rayground;一个在线的,互动的教育工具,更丰富的课堂教学和渐进的自学,它提供了一个方便的介绍,通过一个标准的基于着色器的编程接口实际光线跟踪。通过现代图形api(如DirectX 12和Vulkan)设置一个基本的光线追踪框架,会产生复杂而冗长的代码,即使对于非常有能力的学生来说也可能是令人生畏的。另一方面,Rayground的目标是通过提供一个定义良好的基于webgl的可编程图形管道,可配置不同的光线跟踪阶段,以及一个简单的场景描述格式,来解开光线跟踪基础的神秘面纱。本书还进一步进行了广泛的讨论,描述了如何通过我们的工作来加强本科和研究生计算机图形学理论讲座和实验课程,以实现对基本概念的广泛理解。Rayground是开放的,跨平台的,对每个人都可用。•社会和专业主题→计算机科学教育;•计算方法→光线追踪;•软件及其工程→软件原型设计;
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引用次数: 9
ScagnosticsJS: Extended Scatterplot Visual Features for the Web ScagnosticsJS:扩展的Web散点图视觉特征
Vung V. Pham, Tommy Dang
Scagnostics is a set of features that characterizes the data distribution in a scatterplot. These visual features have been used in various applications to detect unusual correlations of bivariate data. However, there is no formally published implementation for 3D or higher. This project aims to provide the Scagnostics implementation in JavaScript, called ScagnosticsJS, and also extend these measures for higher dimensional scattered points. We also present a Scagnostics exploration webpage, which makes the underlying algorithms transparent to users.
散点分布是一组特征,用来描述数据在散点图中的分布。这些视觉特征已在各种应用中用于检测双变量数据的异常相关性。然而,目前还没有正式发布的3D或更高版本的实现。该项目旨在提供Scagnostics在JavaScript中的实现,称为ScagnosticsJS,并将这些措施扩展到更高维度的分散点。我们还提出了一个Scagnostics探索网页,这使得底层算法对用户透明。
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引用次数: 7
Controllable Caustic Animation Using Vector Fields 使用矢量场的可控苛性动画
Irene Baeza Rojo, M. Gross, Tobias Günther
In movie production, lighting is commonly used to redirect attention or to set the mood in a scene. The detailed editing of complex lighting phenomena, however, is as tedious as it is important, especially with dynamic lights or when light is a relevant story element. In this paper, we propose a new method to create caustic animations, which are controllable through constraints drawn by the user. Our method blends caustics into a specified target image by treating photons as particles that move in a divergence-free fluid, an irrotational vector field or a linear combination of the two. Once described as a flow, additional user constraints are easily added, e.g., to direct the flow, create boundaries or add synthetic turbulence, which offers new ways to redirect and control light. The corresponding vector field is computed by fitting a stream function and a scalar potential per time step, for which constraints are described in a quadratic energy that we minimize as a linear least squares problem. Finally, photons are placed at their new positions back into the scene and are rendered with progressive photon mapping. CCS Concepts • Computing methodologies → Animation; Ray tracing;
在电影制作中,灯光通常用于转移注意力或设置场景中的情绪。然而,对复杂的灯光现象进行详细的编辑,虽然很重要,但也很乏味,尤其是动态灯光或当灯光是一个相关的故事元素时。在本文中,我们提出了一种新的方法来创建苛性动画,它可以通过用户绘制的约束来控制。我们的方法通过将光子视为在无散度流体、无旋转矢量场或两者的线性组合中运动的粒子,将焦散混合到指定的目标图像中。一旦被描述为流,就可以很容易地添加额外的用户约束,例如引导流,创建边界或添加合成湍流,这为重定向和控制光提供了新的方法。相应的向量场是通过拟合流函数和每个时间步长的标量势来计算的,其中的约束用二次能量来描述,我们将其最小化为线性最小二乘问题。最后,光子被放置在它们的新位置回到场景中,并使用渐进光子映射进行渲染。•计算方法→动画;射线追踪;
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引用次数: 0
An End-to-end Framework for 3D Capture and Human Digitization with a Single RGB Camera 基于RGB相机的三维捕获和人体数字化端到端框架
Luiz José Schirmer Silva, Djalma Lúcio Soares da Silva, L. Velho, H. Lopes
We present a low cost and accessible end-to-end framework for 3D modeling and texture capture of Humans using deep neural networks and a single RGB camera. We generate a texture atlas considering a set of multi-view images. We also capture data to generate 3D shape models and finally combine it with the generated textures to obtain a full 3D reconstruction of the human body that can be used in a game engine.
我们提出了一个低成本和易于访问的端到端框架,用于使用深度神经网络和单个RGB相机进行人体的3D建模和纹理捕获。我们考虑一组多视图图像生成纹理图集。我们还捕获数据以生成3D形状模型,并最终将其与生成的纹理结合起来,以获得可用于游戏引擎的人体的完整3D重建。
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引用次数: 0
Critical Thinking Sheet (CTS) for Design Thinking in Programming Courses 编程课程中设计思维的批判性思维表
Jonathan C. Roberts, Panagiotis D. Ritsos
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引用次数: 8
Photon Mapping Superluminal Particles 光子映射超光速粒子
Gustaf Waldemarson, M. Doggett
One type of light source that remains largely unexplored in the field of light transport rendering is the light generated by superluminal particles, a phenomenon more commonly known as Cherenkov radiation [Č37]. By re-purposing the Frank-Tamm equation [FT91] for rendering, the energy output of these particles can be estimated and consequently mapped to photons, making it possible to visualize the brilliant blue light characteristic of the effect. In this paper we extend a stochastic progressive photon mapper and simulate the emission of superluminal particles from a source object close to a medium with a high index of refraction. In practice, the source is treated as a new kind of light source, allowing us to efficiently reuse existing photon mapping methods. CCS Concepts • Computing methodologies → Ray tracing;
在光传输渲染领域,有一种类型的光源在很大程度上仍未被探索,那就是由超光速粒子产生的光,这种现象通常被称为切伦科夫辐射[Č37]。通过重新利用Frank-Tamm方程[FT91]进行渲染,可以估计这些粒子的能量输出,并将其映射为光子,从而可以可视化该效应的明亮蓝光特征。本文扩展了一种随机递进光子映射器,并模拟了超光速粒子从靠近高折射率介质的源物体发射的过程。在实践中,光源被视为一种新的光源,使我们能够有效地重用现有的光子映射方法。CCS概念•计算方法→光线追踪;
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Eurographics ... Workshop on 3D Object Retrieval : EG 3DOR. Eurographics Workshop on 3D Object Retrieval
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