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Better Fixed-Point Filtering with Averaging Trees 用平均树实现更好的不动点滤波
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-07-25 DOI: 10.1145/3543869
Andrew Adams, Dillon Sharlet
Production imaging pipelines commonly operate using fixed-point arithmetic, and within these pipelines a core primitive is convolution by small filters - taking; convex combinations of fixed-point values in order to resample, interpolate, or denoise. We describe a new way to compute unbiased convex combinations of fixed-point values using sequences of averaging instructions, which exist on all popular CPU and DSP architectures but are seldom used. For a variety of popular kernels, our averaging; trees have higher performance and higher quality than existing standard practice.
生产成像管道通常使用定点算法进行操作,在这些管道中,核心原语是通过小滤波器进行卷积;定点值的凸组合,以便重新采样、插值或去噪。我们描述了一种使用平均指令序列计算定点值的无偏凸组合的新方法,这些指令存在于所有流行的CPU和DSP架构中,但很少使用。对于各种流行的内核,我们的平均值;树具有比现有标准实践更高的性能和更高的质量。
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引用次数: 0
Spatiotemporal Variance-Guided Filtering for Motion Blur 运动模糊的时空方差引导滤波
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-07-25 DOI: 10.1145/3543871
Max Oberberger, M. Chajdas, R. Westermann
Adding motion blur to a scene can help to convey the feeling of speed even at low frame rates. Monte Carlo ray tracing can compute accurate motion blur, but requires a large number of samples per pixel to converge. In comparison, rasterization, in combination with a post-processing filter, can generate fast, but not accurate motion blur from a single sample per pixel. We build upon a recent path tracing denoiser and propose its variant to simulate ray-traced motion blur, enabling fast and high-quality motion blur from a single sample per pixel. Our approach creates temporally coherent renderings by estimating the motion direction and variance locally, and using these estimates to guide wavelet filters at different scales. We compare image quality against brute force Monte Carlo methods and current post-processing motion blur. Our approach achieves real-time frame rates, requiring less than 4ms for full-screen motion blur at a resolution of 1920 x 1080 on recent graphics cards.
在场景中添加动态模糊可以帮助在低帧率下传达速度感。蒙特卡罗光线跟踪可以计算精确的运动模糊,但需要大量的样本每像素收敛。相比之下,栅格化与后处理滤波器相结合,可以从每个像素的单个样本中生成快速但不准确的运动模糊。我们建立在最近的路径跟踪去噪,并提出其变体来模拟光线跟踪运动模糊,实现快速和高质量的运动模糊从单个样本每像素。我们的方法通过估计局部运动方向和方差来创建时间连贯的渲染,并使用这些估计来指导不同尺度的小波滤波器。我们将图像质量与蛮力蒙特卡罗方法和当前的后处理运动模糊进行比较。我们的方法实现了实时帧率,在最近的显卡上,在1920 x 1080分辨率下,全屏运动模糊需要不到4毫秒。
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引用次数: 0
Virtual Blue Noise Lighting 虚拟蓝噪照明
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-07-25 DOI: 10.1145/3543872
Tianyu Li, Wenyou Wang, Daqi Lin, Cem Yuksel
We introduce virtual blue noise lighting, a rendering pipeline for estimating indirect illumination with a blue noise distribution of virtual lights. Our pipeline is designed for virtual lights with non-uniform emission profiles that are more expensive to store, but required for properly and efficiently handling specular transport. Unlike the typical virtual light placement approaches that traverse light paths from the original light sources, we generate them starting from the camera. This avoids two important problems: wasted memory and computation with fully-occluded virtual lights, and excessive virtual light density around high-probability light paths. In addition, we introduce a parallel and adaptive sample elimination strategy to achieve a blue noise distribution of virtual lights with varying density. This addresses the third problem of virtual light placement by ensuring that they are not placed too close to each other, providing better coverage of the (indirectly) visible surfaces and further improving the quality of the final lighting estimation. For computing the virtual light emission profiles, we present a photon splitting technique that allows efficiently using a large number of photons, as it does not require storing them. During lighting estimation, our method allows using both global power-based and local BSDF important sampling techniques, combined via multiple importance sampling. In addition, we present an adaptive path extension method that avoids sampling nearby virtual lights for reducing the estimation error. We show that our method significantly outperforms path tracing and prior work in virtual lights in terms of both performance and image quality, producing a fast but biased estimate of global illumination.
我们引入了虚拟蓝噪声照明,这是一种利用虚拟光的蓝噪声分布来估计间接照明的渲染管道。我们的管道是为具有非均匀发射轮廓的虚拟灯设计的,这些虚拟灯存储起来更昂贵,但需要正确有效地处理镜面传输。与从原始光源遍历光路的典型虚拟光放置方法不同,我们从相机开始生成它们。这避免了两个重要的问题:完全遮挡的虚拟光浪费内存和计算,以及高概率光路周围过高的虚拟光密度。此外,我们还引入了一种并行和自适应的样本消除策略来实现不同密度的虚拟光的蓝噪声分布。这解决了虚拟光放置的第三个问题,确保它们不会彼此放置得太近,提供更好的(间接)可见表面覆盖,并进一步提高最终照明估计的质量。为了计算虚拟光发射曲线,我们提出了一种光子分裂技术,该技术允许有效地使用大量光子,因为它不需要存储它们。在照明估计过程中,我们的方法允许同时使用基于全局功率和局部BSDF重要采样技术,并通过多重重要采样相结合。此外,我们还提出了一种自适应路径扩展方法,该方法避免了对附近的虚拟灯进行采样,从而减小了估计误差。我们表明,我们的方法在性能和图像质量方面明显优于路径跟踪和先前的虚拟光源工作,产生快速但有偏差的全局照明估计。
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引用次数: 0
Htex Htex
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-07-12 DOI: 10.1145/3543868
Wilhem Barbier, J. Dupuy
We introduce per-halfedge texturing (Htex) a GPU-friendly method for texturing arbitrary polygon-meshes without an explicit parameterization. Htex builds upon the insight that halfedges encode an intrinsic triangulation for polygon meshes, where each halfedge spans a unique triangle with direct adjacency information. Rather than storing a separate texture per face of the input mesh as is done by previous parameterization-free texturing methods, Htex stores a square texture for each halfedge and its twin. We show that this simple change from face to halfedge induces two important properties for high performance parameterization-free texturing. First, Htex natively supports arbitrary polygons without requiring dedicated code for, e.g, non-quad faces. Second, Htex leads to a straightforward and efficient GPU implementation that uses only three texture-fetches per halfedge to produce continuous texturing across the entire mesh. We demonstrate the effectiveness of Htex by rendering production assets in real time.
我们介绍了每半边纹理(Htex),这是一种GPU友好的方法,用于在没有显式参数化的情况下对任意多边形网格进行纹理处理。Htex基于这样一种见解,即半边编码多边形网格的内在三角测量,其中每个半边跨越具有直接邻接信息的唯一三角形。Htex不是像以前的无参数化纹理方法那样为输入网格的每个面存储一个单独的纹理,而是为每个半边及其孪晶存储一个正方形纹理。我们表明,从表面到半边缘的这种简单变化导致了高性能无参数化纹理的两个重要特性。首先,Htex本身支持任意多边形,而不需要专用代码,例如非四边形面。其次,Htex提供了一种简单高效的GPU实现,每个半边缘只使用三次纹理提取,即可在整个网格上产生连续纹理。我们通过实时呈现生产资产来展示Htex的有效性。
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引用次数: 0
A Data-Driven Paradigm for Precomputed Radiance Transfer 预计算辐射传输的数据驱动范例
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-06-27 DOI: 10.1145/3543864
Laurent Belcour, T. Deliot, Wilhem Barbier, C. Soler
In this work, we explore a change of paradigm to build Precomputed Radiance Transfer (PRT) methods in a data-driven way. This paradigm shift allows us to alleviate the difficulties of building traditional PRT methods such as defining a reconstruction basis, coding a dedicated path tracer to compute a transfer function, etc. Our objective is to pave the way for Machine Learned methods by providing a simple baseline algorithm. More specifically, we demonstrate real-time rendering of indirect illumination in hair and surfaces from a few measurements of direct lighting. We build our baseline from pairs of direct and indirect illumination renderings using only standard tools such as Singular Value Decomposition (SVD) to extract both the reconstruction basis and transfer function.
在这项工作中,我们探索了一种范式的变化,以数据驱动的方式构建预计算辐射传输(PRT)方法。这种范式转换使我们能够减轻构建传统PRT方法的困难,例如定义重建基础,编写专用路径跟踪器以计算传递函数等。我们的目标是通过提供一个简单的基线算法为机器学习方法铺平道路。更具体地说,我们通过直接照明的一些测量,演示了头发和表面的间接照明的实时渲染。我们仅使用奇异值分解(SVD)等标准工具从直接和间接照明渲染对中构建基线,以提取重建基础和传递函数。
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引用次数: 1
Eye Tracking-Based Stress Classification of Athletes in Virtual Reality 虚拟现实中基于眼动追踪的运动员压力分类
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-05-17 DOI: 10.1145/3530796
Maike P. Stoeve, M. Wirth, Rosanna Farlock, André Antunovic, Victoria Müller, Bjoern M. Eskofier
Monitoring stress is relevant in many areas, including sports science. In that scope, various studies showed the feasibility of stress classification using eye tracking data. In most cases, the screen-based experimental design restricted the motion of participants. Consequently, the transferability of results to dynamic sports applications remains unclear. To address this research gap, we conducted a virtual reality-based stress test consisting of a football goalkeeping scenario. We contribute by proposing a stress classification pipeline solely relying on gaze behaviour and pupil diameter metrics extracted from the recorded data. To optimize the analysis pipeline, we applied feature selection and compared the performance of different classification methods. Results show that the Random Forest classifier achieves the best performance with 87.3% accuracy, comparable to state-of-the-art approaches fusing eye tracking data and additional biosignals. Moreover, our approach outperforms existing methods exclusively relying on eye measures.
监测压力在许多领域都是相关的,包括体育科学。在这个范围内,各种研究表明了使用眼动追踪数据进行压力分类的可行性。在大多数情况下,基于屏幕的实验设计限制了参与者的运动。因此,结果的可转移性动态运动应用程序仍然不清楚。为了解决这一研究缺口,我们进行了一个基于虚拟现实的压力测试,该测试由一个足球守门员场景组成。我们提出了一种压力分类管道,仅依赖于从记录数据中提取的凝视行为和瞳孔直径指标。为了优化分析管道,我们应用了特征选择,并比较了不同分类方法的性能。结果表明,随机森林分类器达到了87.3%的准确率,与最先进的融合眼动追踪数据和其他生物信号的方法相当。此外,我们的方法优于仅依靠眼睛测量的现有方法。
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引用次数: 6
Pupillary Light Reflex Correction for Robust Pupillometry in Virtual Reality 虚拟现实中用于鲁棒瞳孔测量的瞳孔光反射校正
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-05-17 DOI: 10.1145/3530798
Marie-Lena Eckert, T. Robotham, Emanuël Habets, Olli S. Rummukainen
Virtual reality (VR) headsets with an integrated eye tracker enable the measurement of pupil size fluctuations correlated with cognition during a VR experience. We present a method to correct for the light-induced pupil size changes, otherwise masking the more subtle cognitively-driven effects, such as cognitive load and emotional state. We explore multiple calibration sequences to find individual mapping functions relating the luminance to pupil dilation that can be employed in real-time during a VR experience. The resulting mapping functions are evaluated in a VR-based n-back task and in free exploration of a six-degrees-of-freedom VR scene. Our results show estimating luminance from a weighted average of the fixation area and the background yields the best performance. Calibration sequence composed of either solid gray or realistic scene brightness levels shown for 6 s in a pseudo-random order proved most robust.
带有集成眼动仪的虚拟现实(VR)头戴式设备可以测量虚拟现实体验中与认知相关的瞳孔大小波动。我们提出了一种方法来纠正光引起的瞳孔大小变化,否则掩盖了更微妙的认知驱动效应,如认知负荷和情绪状态。我们探索了多个校准序列,以找到与亮度和瞳孔扩张相关的单个映射函数,这些函数可以在VR体验中实时使用。生成的映射函数在基于VR的n-back任务和六自由度VR场景的自由探索中进行评估。我们的结果表明,从固定区域和背景的加权平均估计亮度产生最佳的性能。由实体灰度或真实场景亮度水平组成的校准序列以伪随机顺序显示6 s,证明其鲁棒性最强。
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引用次数: 0
Investigating the Performance of Various Deep Neural Networks-based Approaches Designed to Identify Game Events in Gameplay Footage 研究各种基于深度神经网络的方法的性能,这些方法旨在识别游戏玩法镜头中的游戏事件
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-05-04 DOI: 10.1145/3522624
Matheus Prado Prandini Faria, E. Julia, M. Z. Nascimento, Rita Maria Silva Julia
Video games, in addition to representing an extremely relevant field of entertainment and market, have been widely used as a case study in artificial intelligence for representing a problem with a high degree of complexity. In such studies, the investigation of approaches that endow player agents with the ability to retrieve relevant information from game scenes stands out, since such information can be very useful to improve their learning ability. This work proposes and analyses new deep learning-based models to identify game events occurring in Super Mario Bros gameplay footage. The architecture of each model is composed of a feature extractor convolutional neural network (CNN) and a classifier neural network (NN). The extracting CNN aims to produce a feature-based representation for game scenes and submit it to the classifier, so that the latter can identify the game event present in each scene. The models differ from each other according to the following elements: the type of the CNN; the type of the NN classifier; and the type of the game scene representation at the CNN input, being either single frames, or chunks, which are n-sequential frames (in this paper 6 frames were used per chunk) grouped into a single input. The main contribution of this article is to demonstrate the greater performance reached by the models which combines the chunk representation for the game scenes with the resources of the classifier recurrent neural networks (RNN).
电子游戏除了代表了一个与娱乐和市场极其相关的领域外,还被广泛用作人工智能的案例研究,因为它代表了一个高度复杂的问题。在这些研究中,对赋予玩家代理从游戏场景中检索相关信息的能力的方法的研究非常突出,因为这些信息对于提高他们的学习能力非常有用。这项工作提出并分析了新的基于深度学习的模型,以识别发生在超级马里奥兄弟游戏玩法镜头中的游戏事件。每个模型的体系结构由特征提取器卷积神经网络(CNN)和分类器神经网络(NN)组成。提取CNN的目的是对游戏场景产生基于特征的表示,并提交给分类器,使分类器能够识别每个场景中存在的游戏事件。模型之间的差异主要体现在以下几个方面:CNN的类型;NN分类器的类型;以及CNN输入的游戏场景表示类型,要么是单帧,要么是块,即n个连续帧(在本文中每个块使用6帧)分组到单个输入中。本文的主要贡献是展示了将游戏场景的块表示与分类器递归神经网络(RNN)的资源相结合的模型所达到的更高性能。
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引用次数: 0
Training and Predicting Visual Error for Real-Time Applications 实时应用中视觉误差的训练与预测
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-05-04 DOI: 10.1145/3522625
Joao Liborio Cardoso, B. Kerbl, Lei Yang, Yury Uralsky, M. Wimmer
Visual error metrics play a fundamental role in the quantification of perceived image similarity. Most recently, use cases for them in real-time applications have emerged, such as content-adaptive shading and shading reuse to increase performance and improve efficiency. A wide range of different metrics has been established, with the most sophisticated being capable of capturing the perceptual characteristics of the human visual system. However, their complexity, computational expense, and reliance on reference images to compare against prevent their generalized use in real-time, restricting such applications to using only the simplest available metrics. In this work, we explore the abilities of convolutional neural networks to predict a variety of visual metrics without requiring either reference or rendered images. Specifically, we train and deploy a neural network to estimate the visual error resulting from reusing shading or using reduced shading rates. The resulting models account for 70%-90% of the variance while achieving up to an order of magnitude faster computation times. Our solution combines image-space information that is readily available in most state-of-the-art deferred shading pipelines with reprojection from previous frames to enable an adequate estimate of visual errors, even in previously unseen regions. We describe a suitable convolutional network architecture and considerations for data preparation for training. We demonstrate the capability of our network to predict complex error metrics at interactive rates in a real-time application that implements content-adaptive shading in a deferred pipeline. Depending on the portion of unseen image regions, our approach can achieve up to 2x performance compared to state-of-the-art methods.
视觉误差度量在感知图像相似性的量化中起着重要作用。最近,它们在实时应用程序中的用例已经出现,例如内容自适应着色和着色重用,以提高性能和效率。已经建立了各种不同的度量标准,其中最复杂的是能够捕捉人类视觉系统的感知特征。然而,它们的复杂性、计算费用和对参考图像的依赖阻碍了它们在实时中的广泛使用,限制了这些应用程序只能使用最简单的可用度量。在这项工作中,我们探索了卷积神经网络在不需要参考或渲染图像的情况下预测各种视觉指标的能力。具体来说,我们训练并部署了一个神经网络来估计由于重复使用阴影或使用降低的阴影率而导致的视觉误差。所得到的模型占方差的70%-90%,同时实现了高达一个数量级的计算时间。我们的解决方案结合了图像空间信息,这些信息在大多数最先进的延迟阴影管道中都很容易获得,并且从以前的帧中重新投影,从而能够充分估计视觉误差,即使是在以前看不见的区域。我们描述了一个合适的卷积网络架构和训练数据准备的注意事项。我们展示了我们的网络在延迟管道中实现内容自适应着色的实时应用程序中以交互速率预测复杂错误度量的能力。根据未见图像区域的部分,我们的方法可以实现比最先进的方法高2倍的性能。
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引用次数: 1
EasyVRModeling: Easily Create 3D Models by an Immersive VR System EasyVRModeling:通过沉浸式VR系统轻松创建3D模型
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2022-05-04 DOI: 10.1145/3522613
Zhiying Fu, Rui Xu, Shiqing Xin, Shuangmin Chen, Changhe Tu, Chenglei Yang, Lin Lu
The latest innovations of VR make it possible to construct 3D models in a holographic immersive simulation environment. In this paper, we develop a user-friendly mid-air interactive modeling system named EasyVRModeling. We first prepare a dataset consisting of diverse components and precompute the discrete signed distance function (SDF) for each component. During the modeling phase, users can freely design complicated shapes with a pair of VR controllers. Based on the discrete SDF representation, any CSG-like operation (union, intersect, subtract) can be performed voxel-wise. Throughout the modeling process, we maintain one single dynamic SDF for the whole scene so that the zero-level set surface of the SDF exactly encodes the up-to-date constructed shape. Both SDF fusion and surface extraction are implemented via GPU to allow for smooth user experience. We asked 34 volunteers to create their favorite models using EasyVRModeling. With a simple training process for several minutes, most of them can create a fascinating shape or even a descriptive scene very quickly.
VR的最新创新使得在全息沉浸式仿真环境中构建3D模型成为可能。在本文中,我们开发了一个用户友好的空中交互建模系统EasyVRModeling。我们首先准备了一个由不同组件组成的数据集,并为每个组件预先计算离散符号距离函数(SDF)。在建模阶段,用户可以通过一对VR控制器自由地设计复杂的形状。基于离散的SDF表示,任何类似csg的操作(合并、相交、相减)都可以按体素执行。在整个建模过程中,我们为整个场景保持一个单一的动态SDF,以便SDF的零水平集表面准确地编码最新构造的形状。SDF融合和表面提取都是通过GPU实现的,以允许平滑的用户体验。我们要求34名志愿者使用EasyVRModeling创建他们最喜欢的模型。通过几分钟的简单训练过程,他们中的大多数人可以很快创建一个迷人的形状,甚至是一个描述性的场景。
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引用次数: 2
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Proceedings of the ACM on computer graphics and interactive techniques
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