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Using Deep Learning to Increase Eye-Tracking Robustness, Accuracy, and Precision in Virtual Reality. 利用深度学习提高虚拟现实中眼球跟踪的鲁棒性、准确性和精确性。
IF 1.4 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-05-01 Epub Date: 2024-05-17 DOI: 10.1145/3654705
Kevin Barkevich, Reynold Bailey, Gabriel J Diaz

Algorithms for the estimation of gaze direction from mobile and video-based eye trackers typically involve tracking a feature of the eye that moves through the eye camera image in a way that covaries with the shifting gaze direction, such as the center or boundaries of the pupil. Tracking these features using traditional computer vision techniques can be difficult due to partial occlusion and environmental reflections. Although recent efforts to use machine learning (ML) for pupil tracking have demonstrated superior results when evaluated using standard measures of segmentation performance, little is known of how these networks may affect the quality of the final gaze estimate. This work provides an objective assessment of the impact of several contemporary ML-based methods for eye feature tracking when the subsequent gaze estimate is produced using either feature-based or model-based methods. Metrics include the accuracy and precision of the gaze estimate, as well as drop-out rate.

从移动和基于视频的眼球跟踪器中估计注视方向的算法通常涉及跟踪眼球的某个特征,该特征在眼球摄像头图像中的移动方式与注视方向的变化相一致,例如瞳孔的中心或边界。由于部分遮挡和环境反射等原因,使用传统计算机视觉技术跟踪这些特征可能比较困难。虽然最近使用机器学习(ML)进行瞳孔跟踪的努力在使用分割性能的标准措施进行评估时取得了优异的结果,但人们对这些网络如何影响最终注视估计的质量却知之甚少。这项研究客观评估了几种基于 ML 的当代眼部特征跟踪方法在使用基于特征或基于模型的方法进行后续注视估计时产生的影响。衡量标准包括注视估计的准确度和精确度,以及丢失率。
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引用次数: 0
A comparison of linear consistent correction methods for first-order SPH derivatives 一阶SPH导数线性一致性校正方法的比较
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606933
Lukas Westhofen, S. Jeske, Jan Bender
A well-known issue with the widely used Smoothed Particle Hydrodynamics (SPH) method is the neighborhood deficiency. Near the surface, the SPH interpolant fails to accurately capture the underlying fields due to a lack of neighboring particles. These errors may introduce ghost forces or other visual artifacts into the simulation. In this work we investigate three different popular methods to correct the first-order spatial derivative SPH operators up to linear accuracy, namely the Kernel Gradient Correction (KGC), Moving Least Squares (MLS) and Reproducing Kernel Particle Method (RKPM). We provide a thorough, theoretical comparison in which we remark strong resemblance between the aforementioned methods. We support this by an analysis using synthetic test scenarios. Additionally, we apply the correction methods in simulations with boundary handling, viscosity, surface tension, vorticity and elastic solids to showcase the reduction or elimination of common numerical artifacts like ghost forces. Lastly, we show that incorporating the correction algorithms in a state-of-the-art SPH solver only incurs a negligible reduction in computational performance.
广泛使用的光滑粒子流体动力学(SPH)方法的一个众所周知的问题是邻域不足。在表面附近,由于缺乏相邻粒子,SPH插入剂无法准确捕捉下方的场。这些误差可能会在模拟中引入重影力或其他视觉伪影。在这项工作中,我们研究了三种不同的常用方法来校正一阶空间导数SPH算子,达到线性精度,即核梯度校正(KGC)、移动最小二乘法(MLS)和再生核粒子法(RKPM)。我们提供了一个彻底的理论比较,其中我们注意到上述方法之间的强烈相似性。我们通过使用合成测试场景的分析来支持这一点。此外,我们在边界处理、粘度、表面张力、涡度和弹性固体的模拟中应用了校正方法,以展示减少或消除常见的数值伪像,如重影力。最后,我们表明,在最先进的SPH求解器中加入校正算法只会导致计算性能的可忽略不计的降低。
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引用次数: 1
Micropolar Elasticity in Physically-Based Animation 基于物理的动画中的微极弹性
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606922
Fabian Löschner, José Antonio Fernández-Fernández, S. Jeske, Andreas Longva, Jan Bender
We explore micropolar materials for the simulation of volumetric deformable solids. In graphics, micropolar models have only been used in the form of one-dimensional Cosserat rods, where a rotating frame is attached to each material point on the one-dimensional centerline. By carrying this idea over to volumetric solids, every material point is associated with a microrotation, an independent degree of freedom that can be coupled to the displacement through a material's strain energy density. The additional degrees of freedom give us more control over bending and torsion modes of a material. We propose a new orthotropic micropolar curvature energy that allows us to make materials stiff to bending in specific directions. For the simulation of dynamic micropolar deformables we propose a novel incremental potential formulation with a consistent FEM discretization that is well suited for the use in physically-based animation. This allows us to easily couple micropolar deformables with dynamic collisions through a contact model inspired from the Incremental Potential Contact (IPC) approach. For the spatial discretization with FEM we discuss the challenges related to the rotational degrees of freedom and propose a scheme based on the interpolation of angular velocities followed by quaternion time integration at the quadrature points. In our evaluation we validate the consistency and accuracy of our discretization approach and demonstrate several compelling use cases for micropolar materials. This includes explicit control over bending and torsion stiffness, deformation through prescription of a volumetric curvature field and robust interaction of micropolar deformables with dynamic collisions.
我们探索了用于模拟体积可变形固体的微电极材料。在图形中,微极模型仅以一维Cosserat棒的形式使用,其中旋转框架连接到一维中心线上的每个材料点。通过将这一想法推广到体积固体中,每个材料点都与微旋转相关联,微旋转是一个独立的自由度,可以通过材料的应变能量密度与位移相耦合。额外的自由度使我们能够更好地控制材料的弯曲和扭转模式。我们提出了一种新的正交各向异性微极曲率能量,使我们能够使材料在特定方向上弯曲。为了模拟动态微极变形,我们提出了一种新的增量势公式,该公式具有一致的FEM离散化,非常适合在基于物理的动画中使用。这使我们能够通过受增量电位接触(IPC)方法启发的接触模型,轻松地将微极可变形性与动态碰撞耦合起来。对于使用FEM的空间离散化,我们讨论了与旋转自由度相关的挑战,并提出了一种基于角速度插值和四元数时间积分的方案。在我们的评估中,我们验证了离散化方法的一致性和准确性,并展示了微极材料的几个令人信服的用例。这包括对弯曲和扭转刚度的显式控制、通过规定体积曲率场的变形以及微极可变形物与动态碰撞的鲁棒相互作用。
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引用次数: 0
A Multilevel Active-Set Preconditioner for Box-Constrained Pressure Poisson Solvers 盒约束压力泊松解的多级活动集预条件
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606939
Tetsuya Takahashi, Christopher Peter Batty
Efficiently solving large-scale box-constrained convex quadratic programs (QPs) is an important computational challenge in physical simulation. We propose a new multilevel preconditioning scheme based on the active-set method and combine it with modified proportioning with reduced gradient projections (MPRGP) to efficiently solve such QPs arising from pressure Poisson equations with non-negative pressure constraints in fluid animation. Our method employs a purely algebraic multigrid method to ensure the solvability of the coarser level systems and to merge only algebraically-connected components, thereby avoiding performance degradation of the preconditioner. We present a filtering scheme to efficiently apply our multilevel preconditioning only to unconstrained subsystems of the pressure Poisson system while reusing the hierarchy constructed per simulation step. We demonstrate the effectiveness of our method over previous approaches in various examples.
高效求解大型盒约束凸二次规划是物理仿真中的一个重要计算挑战。我们提出了一种新的基于主动集方法的多级预处理方案,并将其与具有减少梯度投影的修正比例(MPRGP)相结合,以有效地求解流体动画中具有非负压约束的压力泊松方程产生的QPs。我们的方法采用纯代数多重网格方法来确保较粗级别系统的可解性,并仅合并代数连接的分量,从而避免预处理器的性能下降。我们提出了一种滤波方案,以有效地将我们的多级预处理仅应用于压力-泊松系统的无约束子系统,同时重用每个模拟步骤构建的层次结构。我们在各种例子中证明了我们的方法相对于以前的方法的有效性。
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引用次数: 0
A Generalized Constitutive Model for Versatile MPM Simulation and Inverse Learning with Differentiable Physics 通用MPM仿真的广义本构模型及微分物理逆学习
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606925
Haozhe Su, Xuan Li, Tao Xue, Chenfanfu Jiang, Mridul Aanjaneya
We present a generalized constitutive model for versatile physics simulation of inviscid fluids, Newtonian viscosity, hyperelasticity, viscoplasticity, elastoplasticity, and other physical effects that arise due to a mixture of these behaviors. The key ideas behind our formulation are the design of a generalized Kirchhoff stress tensor that can describe hyperelasticity, Newtonian viscosity and inviscid fluids, and the use of pre-projection and post-correction rules for simulating material behaviors that involve plasticity, including elastoplasticity and viscoplasticity. We show how our generalized Kirchhoff stress tensor can be coupled together into a generalized constitutive model that allows the simulation of diverse material behaviors by only changing parameter values. We present several side-by-side comparisons with physics simulations for specific constitutive models to show that our generalized model produces visually similar results. More notably, our formulation allows for inverse learning of unknown material properties directly from data using differentiable physics simulations. We present several 3D simulations to highlight the robustness of our method, even with multiple different materials. To the best of our knowledge, our approach is the first to recover the knowledge of unknown material properties without making explicit assumptions about the data.
我们提出了一个广义本构模型,用于无粘性流体、牛顿粘度、超弹性、粘塑性、弹塑性以及由于这些行为的混合而产生的其他物理效应的通用物理模拟。我们公式背后的关键思想是设计一个广义基尔霍夫应力张量,该张量可以描述超弹性、牛顿粘度和无粘流体,并使用预投影和后校正规则来模拟涉及塑性的材料行为,包括弹塑性和粘塑性。我们展示了如何将我们的广义基尔霍夫应力张量耦合到一个广义本构模型中,该模型允许仅通过改变参数值来模拟不同的材料行为。我们对特定本构模型的物理模拟进行了几次并排比较,以表明我们的广义模型产生了视觉上相似的结果。更值得注意的是,我们的公式允许使用可微分物理模拟直接从数据中反向学习未知材料特性。我们展示了几个3D模拟,以突出我们的方法的稳健性,即使使用多种不同的材料。据我们所知,我们的方法是第一个在不对数据做出明确假设的情况下恢复未知材料特性的知识。
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引用次数: 0
Lifted Curls 提拉卷发
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606920
Alvin Shi, Haomiao Wu, J. Parr, A. M. Darke, Theodore Kim
We present an isotropic, hyperelastic model specifically designed for the efficient simulation of tightly coiled hairs whose curl radii approach 5 mm. Our model is robust to large bends and torsions, even when they appear at the scale of the strand discretization. The terms of our model are consistently quadratic with respect to their primary variables, do not require per-edge frames or any parallel transport operators, and can efficiently take large timesteps on the order of ~1/30 of a second. Additionally, we show that it is possible to obtain fast, closed-form eigensystems for all the terms in the energy. Our eigenanalysis is sufficiently generic that it generalizes to other models. Our entirely vertex-based formulation integrates naturally with existing finite element codes, and we demonstrate its efficiency and robustness in a variety of scenarios.
我们提出了一个各向同性的超弹性模型,专门用于有效模拟卷曲半径接近5毫米的紧密卷曲头发。我们的模型对大的弯曲和扭转是稳健的,即使它们出现在线束离散化的规模上。我们模型的项相对于其主变量始终是二次的,不需要每边帧或任何并行传输算子,并且可以有效地占用大约1/30秒的大时间步长。此外,我们还证明,对于能量中的所有项,都可以获得快速、闭合形式的本征系统。我们的特征分析足够通用,可以推广到其他模型。我们完全基于顶点的公式与现有的有限元代码自然集成,并在各种场景中展示了其效率和稳健性。
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引用次数: 0
Towards Realtime 对实时
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606937
Li Huang, Fan Yang, Chen Wei, Yu Ju Chen, Chun Yuan, Ming-Xin Gao
This paper introduces a hair simulator optimized for real-time applications, including console and cloud gaming, avatar live-streaming, and metaverse environments. We view the collisions between strands as a mechanism to preserve the overall volume of the hair and adopt explicit Material Point Method (MPM) to resolve the strand-strand collision. For simulating single-strand behavior, a semi-implicit Discrete Elastic Rods (DER) model is used. We build upon a highly efficient GPU MPM framework recently presented by Fei et al. [2021b] and propose several schemes to largely improve the performance of building and solving the semi-implicit DER systems on GPU. We demonstrate the efficiency of our pipeline by a few practical scenes that achieve up to 260 frames-per-second (FPS) with more than two thousand simulated strands on Nvidia GeForce RTX 3080.
本文介绍了一种针对实时应用程序优化的头发模拟器,包括控制台和云游戏、化身直播和元宇宙环境。我们将线束之间的碰撞视为保持头发整体体积的一种机制,并采用显式材料点方法(MPM)来解决线束碰撞。为了模拟单链行为,使用了半隐式离散弹性杆(DER)模型。我们建立在费等人最近提出的高效GPU MPM框架的基础上。[2021b]并提出了几种方案来大大提高在GPU上构建和解决半隐式DER系统的性能。我们通过在Nvidia GeForce RTX 3080上实现高达260帧/秒(FPS)的几个实际场景展示了我们的流水线的效率,这些场景具有2000多条模拟链。
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引用次数: 0
Two-Way Coupling of Skinning Transformations and Position Based Dynamics Skinning变换与基于位置的动力学的双向耦合
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606930
Yuehua Wu, Nobuyuki Umetani
Skinning transformations enable digital characters to be animated with minimal user input. Physics simulations can improve the detailed dynamic movement of an animated character; however, such details are typically added in the post-processing stage after the overall animation is specified. We propose a novel interactive framework that unifies skinning transformations and kinematic simulations using position-based dynamics (PBD). Our framework allows an arbitrarily skinned character to be partially manipulated by the user, and a kinematic physics solver automatically complements the behavior of the entire character. This is achieved by introducing new steps into the PBD algorithm: (i) lightweight optimization to identify the skinning transformations, which is similar to inverse kinematics, and (ii) a position-based constraint to restrict the PBD solver to the complementary subspace of the skinning deformation. Our method combines the best of the two methods: the controllability and shape preservation of the skinning transformation, and the efficiency, simplicity, and unconditional stability of the PBD solver. Our interface allows novices to create vibrant animations without tedious editing.
蒙皮变换使数字角色能够以最少的用户输入进行动画化。物理模拟可以改善动画角色的详细动态运动;然而,这样的细节通常是在指定了整个动画之后的后处理阶段添加的。我们提出了一种新的交互式框架,该框架使用基于位置的动力学(PBD)将蒙皮变换和运动学模拟相结合。我们的框架允许用户部分操纵任意蒙皮的角色,运动学物理解算器自动补充整个角色的行为。这是通过在PBD算法中引入新步骤来实现的:(i)识别蒙皮变换的轻量级优化,这类似于反向运动学,以及(ii)将PBD求解器限制在蒙皮变形的互补子空间的基于位置的约束。我们的方法结合了两种方法中最好的:蒙皮变换的可控性和形状保持,以及PBD求解器的效率、简单性和无条件稳定性。我们的界面允许新手创建充满活力的动画,而无需繁琐的编辑。
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引用次数: 0
Too Stiff, Too Strong, Too Smart 太僵硬,太强大,太聪明
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606935
Kaixiang Xie, Pei Xu, S. Andrews, V. Zordan, P. Kry
Deep reinforcement learning (DRL) methods have demonstrated impressive results for skilled motion synthesis of physically based characters, and while these methods perform well in terms of tracking reference motions or achieving complex tasks, several concerns arise when evaluating the naturalness of the motion. In this paper, we conduct a preliminary study of specific quantitative metrics for measuring the naturalness of motion produced by DRL control policies beyond their visual appearance. Namely, we propose to study the stiffness of the control policy, in anticipation that it will influence how the character behaves in the presence of external perturbation. Second, we establish two baselines for strength that allow evaluating the use of joint torques in comparison to human performance. Third, we propose the study of variability to reveal the unnatural precision of control policies and how they compare to real human motion. In sum, we aim to establish repeatable measures to assess the naturalness of control policies produced by DRL methods, and we present a set of comparisons from state-of-the-art systems. Finally, we propose simple modifications to improve realism on these axes.
深度强化学习(DRL)方法在基于物理的角色的熟练运动合成方面已经展示了令人印象深刻的结果,虽然这些方法在跟踪参考运动或完成复杂任务方面表现良好,但在评估运动的自然性时出现了几个问题。在本文中,我们对测量DRL控制策略产生的运动自然度的具体定量指标进行了初步研究。也就是说,我们建议研究控制策略的刚度,预期它将影响在外部扰动存在时字符的行为。其次,我们建立了两个强度基线,可以将关节扭矩的使用与人类的表现进行比较。第三,我们建议研究可变性,以揭示控制策略的非自然精度以及它们与真实人体运动的比较。总之,我们的目标是建立可重复的措施来评估由DRL方法产生的控制策略的自然性,我们提供了一组来自最先进系统的比较。最后,我们提出了简单的修改,以提高这些轴的真实感。
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引用次数: 1
ACT2G ACT2G
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606940
Hitoshi Teshima, Naoki Wake, Diego Thomas, Yuta Nakashima, Hiroshi Kawasaki, K. Ikeuchi
Recent increase of remote-work, online meeting and tele-operation task makes people find that gesture for avatars and communication robots is more important than we have thought. It is one of the key factors to achieve smooth and natural communication between humans and AI systems and has been intensively researched. Current gesture generation methods are mostly based on deep neural network using text, audio and other information as the input, however, they generate gestures mainly based on audio, which is called a beat gesture. Although the ratio of the beat gesture is more than 70% of actual human gestures, content based gestures sometimes play an important role to make avatars more realistic and human-like. In this paper, we propose a attention-based contrastive learning for text-to-gesture (ACT2G), where generated gestures represent content of the text by estimating attention weight for each word from the input text. In the method, since text and gesture features calculated by the attention weight are mapped to the same latent space by contrastive learning, once text is given as input, the network outputs a feature vector which can be used to generate gestures related to the content. User study confirmed that the gestures generated by ACT2G were better than existing methods. In addition, it was demonstrated that wide variation of gestures were generated from the same text by changing attention weights by creators.
最近远程工作、在线会议和远程操作任务的增加,让人们发现虚拟化身和通信机器人的手势比我们想象的更重要。它是实现人与人工智能系统之间顺畅、自然交流的关键因素之一,已经得到了广泛的研究。目前的手势生成方法大多是基于深度神经网络,使用文本、音频等信息作为输入,但主要是基于音频生成手势,称为节拍手势。虽然节拍手势的比例超过了实际人类手势的70%,但基于内容的手势有时在使虚拟角色更加逼真和人性化方面发挥着重要作用。在本文中,我们提出了一种基于注意的文本到手势的对比学习(ACT2G),其中生成的手势通过估计输入文本中每个单词的注意权重来表示文本的内容。在该方法中,由于注意权值计算的文本和手势特征通过对比学习映射到相同的潜在空间,因此一旦给定文本作为输入,网络输出一个特征向量,该特征向量可用于生成与内容相关的手势。用户研究证实,ACT2G产生的手势比现有的方法要好。此外,研究还表明,通过改变创作者的注意力权重,同一文本会产生多种不同的手势。
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引用次数: 0
期刊
Proceedings of the ACM on computer graphics and interactive techniques
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