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Fine Motor Skills 运动技巧
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-12 DOI: 10.1145/3597627
S. Elran, Y. Harel, Amit R. Zoran
Our concept of a digital spirit refers to the agency of technology in the creative process and the potential to use it as an autonomous agent that both influences and participates in the artistic process. By attributing a digital spirit, we are able to have a more collaborative and interactive relationship with technology, where the role of the artist is to guide and direct the design rather than fully control it. In this work, we extend the autonomy of this spirit to allow the machine and the material to interact freely and generate forms independently from our will. In this new approach to digital fabrication, we transform a deterministic mechanical procedure into a creative exploration. Rather than designing traditional machine operations, we propose machine-material operations tailored for a specific material context. As a test case, we show a digital agent that manipulates clay while allowing the material's internal dynamics to play a dominant role in the finalization of the design. Through this machine-material interaction, we are able to generate an abundance of forms and complexity that would be impossible to create by hand or through traditional programming. It exposes an untapped expressive potential of digital tools that is made possible by operating digital machines outside the paradigm of tight control.
我们对数字精神的概念是指技术在创作过程中的能动性,以及将其用作影响和参与艺术过程的自主能动性的潜力。通过赋予数字精神,我们能够与技术建立更为协作和互动的关系,艺术家的角色是指导和指导设计,而不是完全控制设计。在这件作品中,我们扩展了这种精神的自主权,允许机器和材料自由互动,并独立于我们的意愿生成形式。在这种数字制造的新方法中,我们将确定性的机械过程转化为创造性的探索。与设计传统的机器操作不同,我们提出了针对特定材料环境量身定制的机器材料操作。作为一个测试案例,我们展示了一个数字代理,它可以操纵粘土,同时允许材料的内部动力学在设计的最终确定中发挥主导作用。通过这种机器与材料的交互,我们能够生成大量的形式和复杂性,而这些形式和复杂性是手工或传统编程无法创建的。它揭示了数字工具尚未开发的表达潜力,而在严格控制的范式之外操作数字机器使其成为可能。
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引用次数: 0
Lights! Dance! Freeze! 灯!跳舞!冻结!
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-12 DOI: 10.1145/3597620
Theodoros Papatheodorou, Jessica Wolpert
Conventionally, spectators enjoy films passively. This paper describes an interactive film installation that invites participants to use their entire body as a query to search and explore a large corpus of musical films in a novel way. Using an RGB camera, ML-based skeleton tracking technology and a unique pose and film indexing system, this installation tracks a participant's movements and mirrors them in real-time by finding matching poses among hundreds of thousands from well-known musicals. When the participant freezes in a pose, the installation instantly plays back the short film clip that begins with that pose, immersing them in the music and dance from musicals of different eras. This approach explores themes of tangible interfaces and the new possibilities that emerge from employing embodied interaction to traverse the dance pose space, which is traditionally difficult to index and interact with in real time. The pose indexing system and whole-body interaction we propose in this paper open new pathways for cultural participation, as they lend themselves to different datasets and require no technical skills from participants.
传统上,观众被动地欣赏电影。本文描述了一个互动电影装置,邀请参与者使用他们的整个身体作为查询,以一种新颖的方式搜索和探索大量音乐电影的语料库。使用RGB相机,基于ml的骨骼跟踪技术和独特的姿势和电影索引系统,这个装置跟踪参与者的动作,并通过从数十万知名音乐剧中找到匹配的姿势来实时反映他们。当参与者静止在一个姿势时,装置会立即播放以该姿势开始的短片片段,让他们沉浸在不同时代音乐剧的音乐和舞蹈中。这种方法探索了有形界面的主题,以及利用具身交互来穿越舞蹈姿势空间的新可能性,这在传统上是难以索引和实时交互的。我们在本文中提出的姿势索引系统和全身交互为文化参与开辟了新的途径,因为它们适合不同的数据集,并且不需要参与者的技术技能。
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引用次数: 0
Physics-based Motion Retargeting from Sparse Inputs 稀疏输入的基于物理的运动重定向
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-07-04 DOI: 10.1145/3606928
Daniele Reda, Jungdam Won, Yuting Ye, M. V. D. Panne, Alexander W. Winkler
Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.
化身对于在虚拟世界中创造互动性和沉浸式体验非常重要。让这些角色模仿用户动作的一个挑战是,商业AR/VR产品仅由耳机和控制器组成,提供非常有限的用户姿势传感器数据。另一个挑战是,虚拟角色可能拥有与人类不同的骨骼结构,并且它们之间的映射并不明确。在这项工作中,我们解决了这两个挑战。我们介绍了一种从稀疏的人体传感器数据实时重新定位运动到各种形态特征的方法。我们的方法使用强化学习来训练一个策略来控制物理模拟器中的角色。我们只需要人类动作捕捉数据进行训练,而不依赖于艺术家为每个角色生成的动画。这允许我们使用大型动作捕捉数据集来训练一般策略,这些策略可以从真实和稀疏的数据中实时跟踪看不见的用户。我们以恐龙、类鼠生物和人类这三种不同骨骼结构的角色为例,证明了我们方法的可行性。我们表明,尽管没有下半身的传感器信息,虚拟角色的姿势通常与用户非常匹配。我们讨论并删除了框架中的重要组成部分,特别是运动学重定向步骤,模仿,接触和行动奖励以及我们的不对称行为者批评观察。我们进一步探索了我们的方法在各种环境下的鲁棒性,包括不平衡、舞蹈和运动。
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引用次数: 1
Hierarchical Planning and Control for Box Loco-Manipulation 箱体局部操纵的分层规划与控制
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-06-15 DOI: 10.1145/3606931
Zhaoming Xie, Jo-Han Tseng, S. Starke, M. van de Panne, C. Liu
Humans perform everyday tasks using a combination of locomotion and manipulation skills. Building a system that can handle both skills is essential to creating virtual humans. We present a physically-simulated human capable of solving box rearrangement tasks, which requires a combination of both skills. We propose a hierarchical control architecture, where each level solves the task at a different level of abstraction, and the result is a physics-based simulated virtual human capable of rearranging boxes in a cluttered environment. The control architecture integrates a planner, diffusion models, and physics-based motion imitation of sparse motion clips using deep reinforcement learning. Boxes can vary in size, weight, shape, and placement height. Code and trained control policies are provided.
人类通过运动和操作技能的结合来完成日常任务。构建一个能够处理这两种技能的系统对于创建虚拟人至关重要。我们提出了一个能够解决盒子重排任务的物理模拟人类,这需要两种技能的结合。我们提出了一种分层控制体系结构,其中每个层次在不同的抽象层次上解决任务,结果是一个基于物理的模拟虚拟人,能够在混乱的环境中重新排列盒子。控制体系结构集成了计划器、扩散模型和使用深度强化学习的稀疏运动剪辑的基于物理的运动模仿。盒子可以在大小、重量、形状和放置高度上有所不同。提供规范和训练有素的控制政策。
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引用次数: 6
Eye-Based Point Rendering for Dynamic Multiview Effects 基于眼睛的点渲染动态多视图效果
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-05-12 DOI: 10.1145/3585513
Ajinkya Gavane, B. Watson
Eye-based point rendering (EPR) can make multiview effects much more practical by adding eye (camera) buffer resolution efficiencies to improved view-independent rendering (iVIR). We demonstrate this very successfully by applying EPR to dynamic cube-mapped reflections, sometimes achieving nearly 7× speedups over iVIR and traditional multiview rendering (MVR), with nearly equivalent quality. Our application to omnidirectional soft shadows is less successful, demonstrating that EPR is most effective with larger shader loads and tight eye buffer to off-screen (render target) buffer mappings. This is due to EPR's eye buffer resolution constraints limiting points and shading calculations to the sampling rate of the eye's viewport. In a 2.48 million triangle scene with 50 reflective objects (using 300 off-screen views), EPR renders environment maps with a 49.40ms average frame time on an NVIDIA 1080 Ti GPU. In doing so, EPR generates up to 5x fewer points than iVIR, and regularly performs 50× fewer shading calculations than MVR.
基于眼睛的点渲染(EPR)可以通过增加眼睛(相机)缓冲分辨率效率来改进与视图无关的渲染(iVIR),从而使多视图效果更加实用。我们通过将EPR应用于动态立方体映射反射非常成功地证明了这一点,有时比iVIR和传统的多视图渲染(MVR)实现近7倍的加速,并且几乎具有相同的质量。我们对全方位软阴影的应用不太成功,这表明EPR在更大的着色器负载和紧眼缓冲区到屏幕外(渲染目标)缓冲区映射时最有效。这是由于EPR的眼睛缓冲分辨率限制,将点和阴影计算限制在眼睛视口的采样率上。在一个包含50个反射物体的248万个三角形场景中(使用300个屏幕外视图),EPR在NVIDIA 1080 Ti GPU上以49.40ms的平均帧时间渲染环境地图。在这样做的过程中,EPR生成的点比iVIR少5倍,并且通常比MVR少执行50倍的阴影计算。
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引用次数: 0
Efficient Rendering for Light Field Displays using Tailored Projective Mappings 高效渲染光场显示使用量身定制的投影映射
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-05-12 DOI: 10.1145/3585498
Laura Fink, Svenja Strobel, Linus Franke, M. Stamminger
A standard paradigm when rendering for parallax-based light field displays is to render multiple, slightly offset views first and to interweave these afterwards. In practice, more than 40 views of preferably high resolution need to be rendered per frame to achieve acceptable visual quality. The total amount of rendered pixels may consequently exceed the native resolution of the display by far. Increased memory consumption and sub-optimal render times are direct consequences. In this paper, we examine where pixels are "wasted" and present novel projective mappings for the virtual camera system that are custom tailored to such displays. Thus, we alleviate the aforementioned issues and show significant performance improvements regarding render time and memory consumption, while having only minor impact on visual quality. As we mainly touch the projective mapping of the virtual camera, our method is lean and can easily be integrated in existing rendering pipelines with minimal side effects.
渲染基于视差的光场显示器时的标准范例是先渲染多个稍微偏移的视图,然后将这些视图交织在一起。在实践中,每帧需要渲染40多个优选高分辨率的视图,以实现可接受的视觉质量。因此,渲染像素的总量可能远远超过显示器的本机分辨率。增加的内存消耗和次优渲染时间是直接后果。在本文中,我们研究了像素在哪里被“浪费”,并为虚拟相机系统提供了新的投影映射,这些映射是为这种显示器定制的。因此,我们缓解了上述问题,并在渲染时间和内存消耗方面显示出显著的性能改进,而对视觉质量的影响很小。由于我们主要接触虚拟相机的投影映射,因此我们的方法是精简的,可以很容易地集成到现有的渲染管道中,而副作用最小。
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引用次数: 1
An Interactive Framework for Visually Realistic 3D Motion Synthesis using Evolutionarily-trained Spiking Neural Networks 使用进化训练的脉冲神经网络进行视觉逼真3D运动合成的交互式框架
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-05-12 DOI: 10.1145/3585509
Ioannis E. Polykretis, Aditi Patil, Mridul Aanjaneya, K. Michmizos
We present an end-to-end method for capturing the dynamics of 3D human characters and translating them for synthesizing new, visually-realistic motion sequences. Conventional methods employ sophisticated, but generic, control approaches for driving the joints of articulated characters, paying little attention to the distinct dynamics of human joint movements. In contrast, our approach attempts to synthesize human-like joint movements by exploiting a biologically-plausible, compact network of spiking neurons that drive joint control in primates and rodents. We adapt the controller architecture by introducing learnable components and propose an evolutionary algorithm for training the spiking neural network architectures and capturing diverse joint dynamics. Our method requires only a few samples for capturing the dynamic properties of a joint's motion and exploits the biologically-inspired, trained controller for its reconstruction. More importantly, it can transfer the captured dynamics to new visually-plausible motion sequences. To enable user-dependent tailoring of the resulting motion sequences, we develop an interactive framework that allows for editing and real-time visualization of the controlled 3D character. We also demonstrate the applicability of our method to real human motion capture data by learning the hand joint dynamics from a gesture dataset and using our framework to reconstruct the gestures with our 3D animated character. The compact architecture of our joint controller emerging from its biologically-realistic design, and the inherent capacity of our evolutionary learning algorithm for parallelization, suggest that our approach could provide an efficient and scalable alternative for synthesizing 3D character animations with diverse and visually-realistic motion dynamics.
我们提出了一种端到端方法,用于捕获3D人类角色的动态,并将其翻译为合成新的、视觉逼真的运动序列。传统方法采用复杂但通用的控制方法来驱动铰接角色的关节,很少关注人类关节运动的独特动力学。相比之下,我们的方法试图通过利用一个生物学上合理的、紧凑的神经元网络来合成类似人类的关节运动,该网络驱动灵长类动物和啮齿动物的关节控制。我们通过引入可学习组件来调整控制器体系结构,并提出了一种进化算法来训练脉冲神经网络体系结构并捕获不同的关节动态。我们的方法只需要几个样本来捕捉关节运动的动态特性,并利用生物启发的训练控制器进行重建。更重要的是,它可以将捕获的动态转移到新的视觉上可信的运动序列。为了使用户能够根据所产生的运动序列进行定制,我们开发了一个交互式框架,允许编辑和实时可视化控制的3D角色。我们还通过从手势数据集中学习手部关节动力学,并使用我们的框架用我们的3D动画角色重建手势,证明了我们的方法对真实人类动作捕捉数据的适用性。我们的联合控制器的紧凑架构源于其生物逼真的设计,以及我们的并行化进化学习算法的固有能力,表明我们的方法可以为合成具有多种视觉逼真运动动态的3D角色动画提供有效和可扩展的替代方案。
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引用次数: 0
Unpaired Translation of 3D Point Clouds with Multi-part Shape Representation 基于多部分形状表示的三维点云非配对平移
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-05-12 DOI: 10.1145/3585508
Chih-Chia Li, I-Chen Lin
Unpaired shape translation is an emerging task for intelligent shape modelling and editing. Recent methods for 3D shape transfer use single- or multi-scale latent codes but a single generator to generate the whole shape. The transferred shapes are prone to lose control of local details. To tackle the issue, we propose a parts-to-whole framework that employs multi-part shape representation to preserve structural details during translation. We decompose the whole shape feature into multiple part features in the latent space. These part features are then processed by individual generators respectively and transformed to point clouds. We constrain the local features of parts within the loss functions, which enable the model to generate more similar shape characteristics to the source input. Furthermore, we propose a part aggregation module that improves the performance when combining multiple point clusters to generate the final output. The experiments demonstrate that our multi-part shape representation can retain more shape characteristics compared to previous approaches.
非配对形状翻译是一项新兴的智能形状建模和编辑任务。最近的三维形状转移方法使用单尺度或多尺度潜码,但使用单个生成器生成整个形状。转移的形状容易失去对局部细节的控制。为了解决这个问题,我们提出了一个部分到整体的框架,该框架采用多部分形状表示来保留翻译过程中的结构细节。在隐空间中将整个形状特征分解为多个部分特征。然后,这些部分特征分别由单独的生成器处理并转换为点云。我们将零件的局部特征约束在损失函数内,使模型能够生成与源输入更相似的形状特征。此外,我们提出了一个零件聚合模块,该模块在组合多个点簇生成最终输出时提高了性能。实验表明,我们的多部分形状表示方法比以前的方法保留了更多的形状特征。
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引用次数: 0
Differentiable Curl-Noise 可微的Curl-Noise
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-05-12 DOI: 10.1145/3585511
Xinwen Ding, Christopher Peter Batty
We present Differentiable Curl-Noise, a C1 procedural method to animate strictly incompressible fluid flows in two dimensions. While both the original Curl-Noise method of Bridson et al. [2007] and a recent modification by Chang et al. [2022] have been used to design incompressible flow fields, they often suffer from non-smoothness in their handling of obstacles, owing in part to properties of the underlying Euclidean distance function or closest point function. We therefore propose a differentiable scheme that modulates the background potential in a manner that respects arbitrary solid simple polygonal objects placed at any location, without introducing discontinuities. We demonstrate that our new method yields improved flow fields in a set of two dimensional examples, including when obstacles are in close proximity or possess concavities.
我们提出了一种C1程序方法——可微旋流噪声,用于二维严格不可压缩流体的动化。虽然Bridson等人[2007]的原始Curl-Noise方法和Chang等人[2022]的最新修正方法都已被用于设计不可压缩流场,但它们在处理障碍物时往往存在不平滑的问题,部分原因是潜在的欧几里得距离函数或最近点函数的性质。因此,我们提出了一种可微方案,该方案以一种尊重放置在任何位置的任意固体简单多边形物体的方式调节背景势,而不引入不连续。我们证明了我们的新方法在一组二维示例中产生了改进的流场,包括当障碍物靠近或具有凹陷时。
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引用次数: 0
Joint Neural Denoising of Surfaces and Volumes 表面和体积的联合神经去噪
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-05-12 DOI: 10.1145/3585497
Nikolai Hofmann, J. Hasselgren, Jacob Munkberg
Denoisers designed for surface geometry rely on noise-free feature guides for high quality results. However, these guides are not readily available for volumes. Our method enables combined volume and surface denoising in real time from low sample count (4 spp) renderings. The rendered image is decomposed into volume and surface layers, leveraging spatio-temporal neural denoisers for both components. The individual signals are composited using learned weights and denoised transmittance. Our architecture outperforms current denoisers in scenes containing both surfaces and volumes, and produces temporally stable results at interactive rates.
为表面几何形状设计的去噪器依赖于无噪声的特征导向,以获得高质量的结果。但是,这些指南并不适用于卷。我们的方法能够从低样本数(4 spp)渲染中实时组合体积和表面去噪。渲染图像被分解为体积层和表面层,利用时空神经去噪器对这两个分量进行去噪。使用学习的权重和去噪的透射率来合成各个信号。我们的架构在包含曲面和体积的场景中优于当前的去噪器,并在交互速率下产生时间稳定的结果。
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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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