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NeRFahedron: A Primitive for Animatable Neural Rendering with Interactive Speed NeRFahedron:具有交互速度的可动画神经渲染的原语
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-01-01 DOI: 10.1145/3585512
Zackary P. T. Sin, P. H. F. Ng, H. Leong
pipeline
管道
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引用次数: 1
HDHumans HDHumans
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-10-21 DOI: 10.1145/3606927
Marc Habermann, Lingjie Liu, Weipeng Xu, Gerard Pons-Moll, Michael Zollhoefer, C. Theobalt
Photo-real digital human avatars are of enormous importance in graphics, as they enable immersive communication over the globe, improve gaming and entertainment experiences, and can be particularly beneficial for AR and VR settings. However, current avatar generation approaches either fall short in high-fidelity novel view synthesis, generalization to novel motions, reproduction of loose clothing, or they cannot render characters at the high resolution offered by modern displays. To this end, we propose HDHumans, which is the first method for HD human character synthesis that jointly produces an accurate and temporally coherent 3D deforming surface and highly photo-realistic images of arbitrary novel views and of motions not seen at training time. At the technical core, our method tightly integrates a classical deforming character template with neural radiance fields (NeRF). Our method is carefully designed to achieve a synergy between classical surface deformation and a NeRF. First, the template guides the NeRF, which allows synthesizing novel views of a highly dynamic and articulated character and even enables the synthesis of novel motions. Second, we also leverage the dense pointclouds resulting from the NeRF to further improve the deforming surface via 3D-to-3D supervision. We outperform the state of the art quantitatively and qualitatively in terms of synthesis quality and resolution, as well as the quality of 3D surface reconstruction.
照片真实的数字人类化身在图形中具有巨大的重要性,因为它们能够在全球范围内进行身临其境的通信,改善游戏和娱乐体验,并且对AR和VR设置特别有益。然而,当前的化身生成方法要么在高保真度的新颖视图合成、对新颖动作的概括、宽松服装的再现方面不足,要么无法以现代显示器提供的高分辨率渲染角色。为此,我们提出了HDHumans,这是第一种用于HD人类角色合成的方法,该方法联合产生精确且时间连贯的3D变形表面和任意新颖视图和训练时未看到的运动的高度逼真的图像。在技术核心,我们的方法将经典变形特征模板与神经辐射场(NeRF)紧密集成。我们的方法经过精心设计,以实现经典表面变形和NeRF之间的协同作用。首先,模板引导NeRF,这允许合成具有高度动态和铰接特征的新颖视图,甚至可以合成新颖的运动。其次,我们还利用NeRF产生的密集点云,通过3D到3D的监督来进一步改进变形表面。在合成质量和分辨率以及3D表面重建的质量方面,我们在数量和质量上都优于现有技术。
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引用次数: 1
Below Victory 胜利之下
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-06 DOI: 10.1145/3533389
S. Hessels
Recent advances in Ground Penetrating Radar have caused the imaging technology to pivot from a simple construction engineering tool to a valuable new option for archaeology. Newfound abilities to model sound echoes resonating through stone have revealed archeological discoveries where excavation is not possible. Working with a transdisciplinary team, the artist secured a GPR scan of 2,000-year-old Gallo-Roman temple ruins below the plaza of a gothic cathedral in France. The technology's sounding image of the hidden site became a visual language that was explored in a 2-year series of artworks based on the discovery. The art + science research project resulted in data visualizations across many creative media including site-specific public trompe l'oeil, augmented reality, and hundreds of design experiments. Using the GPR dataset as a foundational resource in art-making, the project expanded the interpretation of Digital Heritage. Collectively, the works reinforced the understanding of a site hidden since Antiquity but also considered public non-sites in pandemic times. The advances in this scanning technology proved to be a powerful creative tool to highlight themes of how we protect and understand heritage, how we create public experiences in socially distanced times, and our responsibility to continually reconsider complex history.
近年来,探地雷达的发展使成像技术从一个简单的建筑工程工具转变为一个有价值的考古新选择。新发现的模拟声音回声通过石头共振的能力揭示了考古发现,在挖掘是不可能的。这位艺术家与一个跨学科团队合作,对法国一座哥特式大教堂广场下的2000年前高卢罗马神庙遗址进行了探地雷达扫描。该技术对隐藏地点的声音图像成为一种视觉语言,并在两年的一系列艺术作品中基于这一发现进行了探索。艺术+科学研究项目导致了许多创意媒体的数据可视化,包括特定地点的公共错视,增强现实和数百个设计实验。利用GPR数据集作为艺术创作的基础资源,该项目扩展了对数字遗产的解释。总的来说,这些作品加强了对一个自古以来隐藏的遗址的理解,但在大流行时期也被认为是公共非遗址。事实证明,这种扫描技术的进步是一种强大的创造性工具,可以突出我们如何保护和理解遗产,如何在社会距离遥远的时代创造公共体验,以及我们不断重新思考复杂历史的责任。
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引用次数: 0
Three Stage Drawing Transfer 三阶段图纸转移
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-06 DOI: 10.1145/3533614
R. Twomey
This project creates a visual-mental-physical circuit between a Generative Adversarial Network (GAN), a co-robotic arm, and a five-year-old child. From training images to the latent space of a GAN, through pen on paper to a live human collaborator, it establishes a series of translational stages between humans and non-humans played out through the medium of drawing. Trained on a subset of the Rhoda Kellogg Child Art Collection, the neural network at the center of this piece learns its own representations of these images. The generated results, synthetic children's drawings, are of interest both for being outside of adult conventions and learned expression-like Dubuffet's art brut or Surrealist automatism-and for how they align machine learning with the human act of learning to draw. The project layers many kinds of agency and embodiment: from the thousands of anonymous children who produced the original artwork used as training data, through the co-robot drawing from GAN-generated imagery, to the human child's active perception and graphic response to the robot. These questions of where we search for the other; when we attribute autonomy and intelligence; and why we might wish to escape our human subjectivities speak to core issues in the design and use of AI systems. This project is one attempt to think through those questions in an embodied way.
这个项目在生成对抗网络(GAN)、协同机械臂和一个五岁的孩子之间创建了一个视觉-心理-物理回路。从训练图像到GAN的潜在空间,从纸上的笔到一个活生生的人类合作者,它通过绘画的媒介建立了一系列人类和非人类之间的转化阶段。在Rhoda Kellogg儿童艺术收藏的一个子集上进行训练,这个作品中心的神经网络学习了自己对这些图像的表示。生成的结果是合成的儿童绘画,它的有趣之处既在于它超越了成人的传统,也在于它学会了表达——就像杜布菲的艺术风格或超现实主义的自动主义——还在于它们如何将机器学习与人类学习绘画的行为结合起来。该项目分层了许多种代理和体现:从数千名匿名儿童制作的原始艺术作品作为训练数据,通过协作机器人从gan生成的图像中绘制,到人类儿童对机器人的主动感知和图形响应。我们在哪里寻找对方的问题;当我们把自主性和智慧归为;以及为什么我们希望摆脱人类的主观性,这些都是人工智能系统设计和使用中的核心问题。这个项目试图以具体的方式思考这些问题。
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引用次数: 1
Field of Leaves 叶田
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-06 DOI: 10.1145/3533683
Pedro Silva, Daniel Lopes, Pedro Martins, Penousal Machado
Field of Leaves is an interactive installation that depicts public contracts held in Portugal and their distribution over its five regions and two autonomous regions. The installation presents information about the public contracts available at the online portal of public procurements called Portal Basegov. The installation attempts to advocate the importance and advantages of aesthetics in first-time audience engagement, and how user interaction and hedonic qualities can heighten the user's curiosity and promote more lasting explorations with a visualization.
“叶子的田野”是一个互动装置,描绘了在葡萄牙举行的公共合同及其在五个地区和两个自治区的分布。该装置展示了公共采购在线门户网站(称为portal Basegov)上有关公共合同的信息。该装置试图倡导美学在首次观众参与中的重要性和优势,以及用户互动和享乐品质如何通过可视化提高用户的好奇心,促进更持久的探索。
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引用次数: 0
GROUPTHINK 群体思维
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-06 DOI: 10.1145/3533610
Ali Hossaini, Oliver M. Gingrich, Shama Rahman, M. Grierson, Joshua Murr, A. Chamberlain, Alain Renaud
Live performers often describe "playing to the audience" as shifts in emphasis, timing and even content according to perceived audience reactions. Traditional staging allows the transmission of physiological signals through the audience's eyes, skin, odor, breathing, vocalizations and motions such as dancing, stamping and clapping, some of which are audible. The Internet and other mass media broaden access to live performance, but they efface traditional channels for "liveness," which we specify as physiological feedback loops that bind performers and audience through shared agency. During online events, contemporary performers enjoy text and icon-based feedback, but current technology limits expression of physiological reactions by remote audiences. Looking to a future Internet of Neurons where humans and AI co-create via neurophysiological interfaces, this paper examines the possibility of reestablishing audience agency during live performance by using hemodynamic sensors while exploring the potential of AI as a creative collaborator.
现场表演者经常将“为观众表演”描述为根据感知到的观众反应改变重点、时间甚至内容。传统的舞台表演是通过观众的眼睛、皮肤、气味、呼吸、发声以及舞蹈、跺脚、鼓掌等动作来传递生理信号,有些动作是可以听到的。互联网和其他大众媒体拓宽了现场表演的渠道,但它们抹去了传统的“活力”渠道,我们将其定义为通过共享代理将表演者和观众联系在一起的生理反馈循环。在网络活动中,当代表演者享受文本和基于图标的反馈,但目前的技术限制了远程观众对生理反应的表达。展望未来的神经元互联网,人类和人工智能通过神经生理接口共同创造,本文探讨了通过使用血液动力学传感器在现场表演中重建观众代理的可能性,同时探索了人工智能作为创造性合作者的潜力。
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引用次数: 0
The Ghost in The Machine 机器中的幽灵
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-06 DOI: 10.1145/3533609
S. Elran, Amit R. Zoran
This paper proposes a new perspective on the role of computers in the re-materialization of ancient artifacts, highlighting issues of conservation, self-expression, and authorship in creative processes. Specifically, our approach allows all of the creative spirits (i.e., creative agencies) taking part in the making process---from the ancient makers, to the digital craftsperson, to the making machine itself---to be represented in the final outcome. The paper explores the evolution of our technique through three projects that rely on both digital and traditional making practices. We introduce the notion of a digital spirit, which allows for a holistic and respectful integration of diverse making agencies in a unified hybrid practice.
本文对计算机在古代文物再物化中的作用提出了一个新的视角,强调了创作过程中的保护、自我表达和作者身份等问题。具体来说,我们的方法允许所有参与制造过程的创意精神(即创意机构)——从古代制造商到数字工匠,再到制造机器本身——在最终结果中得到体现。本文通过三个同时依赖数字和传统制作实践的项目,探讨了我们技术的演变。我们引入了数字精神的概念,它允许在统一的混合实践中全面和尊重地整合不同的制造机构。
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引用次数: 2
Dream Painter 梦幻画家
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-06 DOI: 10.1145/3533386
M. Sola, Varvara Guljajeva
This paper describes an interactive robotic art installation Dream Painter by the artistic duo Varvara & Mar that deploys artificial intelligence (AI), a KUKA industrial robot and interaction technology in order to offer the audience an artistic interpretation of their past dreams, which are then turned into a collective painting. The installation is composed of four larger parts: audience interaction design, AI-driven multicoloured drawing software, communication with an arm robot, and a kinetic part that is the automatic paper progression following each completed dream drawing. All these interconnected parts are orchestrated into an interactive and autonomous system in the form of an art installation that occupies two floors of a cultural centre. In the article, we document the technical and conceptual frameworks of the project, and the experience gained through the creation and exhibition of the interactive robotic art installation. In addition, the paper explores the creative potential of speech-to-AI-drawing transformation, which is a translation of different semiotic spaces performed by a robot as a method for audience interaction in the art exhibition context.
本文描述了艺术二人组Varvara&Mar的互动机器人艺术装置《Dream Painter》,该装置运用了人工智能(AI)、KUKA工业机器人和互动技术,为观众提供了对他们过去梦想的艺术解读,然后将其变成一幅集体画。该装置由四个较大的部分组成:观众互动设计、人工智能驱动的多色绘图软件、与手臂机器人的通信,以及一个动态部分,即每个完成的梦境绘图后的自动纸张进度。所有这些相互连接的部分都以艺术装置的形式被编排成一个互动和自主的系统,占据了文化中心的两层楼。在这篇文章中,我们记录了该项目的技术和概念框架,以及通过互动机器人艺术装置的创作和展览获得的经验。此外,本文还探索了语音到AI绘画转换的创造性潜力,这是一种由机器人执行的不同符号空间的翻译,作为艺术展览背景下观众互动的一种方法。
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引用次数: 3
Woven Behavior and Ornamentation 编织行为和装饰
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-06 DOI: 10.1145/3533682
Elizabeth Meiklejohn, Felicita Devlin, J. Dunnigan, Patricia Johnson, Joy Xiaoji Zhang, Steve Marschner, B. Hagan, Joy Ko
The class of self-shaping woven textiles are those that undergo a transformation in shape exhibiting three-dimensional behaviors due to the interplay between weave structure and active yarns that shrink, twist or otherwise move during finishing processes such as steaming. When weaving with active yarns to produce dimensional fabrics the unpredictability of the complex interactions involved typically necessitates arduous physical sampling for intentional design and use. Current weaving software, overwhelmingly reliant on 2D graphic depiction of woven fabric, is wholly unable to provide the predictive dimensional appearance of such fabrics that might lead to practical decision making and innovative design solutions. This paper describes an iterative workflow to design self-shaping woven fabrics, from simulation-assisted drafting to the creation of a library of woven behaviors categorized by attributes for seating design. This workflow is then used to inform the design of a new yarn-based simulator as well as to design and fabricate a textile-centric furniture piece in which these woven fabric behaviors and ornamentation are intentionally zoned to the form according to structural, ergonomic and aesthetic considerations.
自定形机织纺织品是指由于织物结构和活性纱线之间的相互作用而在形状上发生转变并表现出三维行为的纺织品,活性纱线在整理过程(如蒸汽处理)中收缩、扭曲或以其他方式移动。当用活性纱线编织以生产尺寸织物时,所涉及的复杂相互作用的不可预测性通常需要进行艰苦的物理采样,以进行有意的设计和使用。目前的编织软件绝大多数依赖于编织织物的2D图形描述,完全无法提供此类织物的预测尺寸外观,这可能会导致实际的决策和创新的设计解决方案。本文描述了一种设计自成型机织物的迭代工作流程,从模拟辅助绘图到创建用于座椅设计的按属性分类的编织行为库。然后,该工作流程用于为新的基于纱线的模拟器的设计提供信息,以及设计和制造以纺织品为中心的家具,在该家具中,根据结构、人体工程学和美学考虑,有意将这些编织织物的行为和装饰划分为形式。
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引用次数: 2
Erratics on the Road to Wigan Pier 通往威根码头的路上的流浪者
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-09-06 DOI: 10.1145/3533611
Chara Lewis, K. Mojsiewicz, Anneké Pettican
This paper focuses on the augmented reality project TouchAR to reveal creative collaborative approaches the authors took to site, technology, ecology, and gesture in their production of interactive public realm artworks in direct response to the Covid19 pandemic. Informed by the uncanny (re-animation, the double) ontology (affect, sensing embodied encounter) and ecology (speculative fabulation, deep time), the project explores 3D scanning and AR technology as tools for transformation and engagement with ecological deep time; addressing complications involved in offering an embodied experience with AR and as a means of enchantment. The authors will discuss how they use technology to suture analogue and computational art making, explore ideas of touch and engagement with ecology in a technological society and address the deep past, present challenges and possible futures.
本文重点关注增强现实项目TouchAR,以揭示作者在直接应对2019冠状病毒病疫情的互动公共领域艺术品制作中,在网站、技术、生态和手势方面采取的创造性合作方法。在神秘(重动画、双重)本体论(情感、感知具体遭遇)和生态学(推测性虚构、深度时间)的启发下,该项目探索了3D扫描和AR技术,作为与生态深度时间转换和互动的工具;解决了提供AR具体体验和作为附魔手段所涉及的复杂性。作者们将讨论他们如何利用技术将模拟和计算艺术制作结合起来,探索在技术社会中与生态接触和互动的想法,并应对深刻的过去、现在的挑战和可能的未来。
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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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