首页 > 最新文献

Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games最新文献

英文 中文
DenseGATs: A Graph-Attention-Based Network for Nonlinear Character Deformation DenseGATs:一种基于图注意力的非线性字符变形网络
Pub Date : 2020-05-05 DOI: 10.1145/3384382.3384525
Tianxing Li, Rui Shi, T. Kanai
In animation production, animators always spend significant time and efforts to develop quality deformation systems for characters with complex appearances and details. In order to decrease the time spent repetitively skinning and fine-tuning work, we propose an end-to-end approach to automatically compute deformations for new characters based on existing graph information of high-quality skinned character meshes. We adopt the idea of regarding mesh deformations as a combination of linear and nonlinear parts and propose a novel architecture for approximating complex nonlinear deformations. Linear deformations on the other hand are simple and therefore can be directly computed, although not precisely. To enable our network handle complicated graph data and inductively predict nonlinear deformations, we design the graph-attention-based (GAT) block to consist of an aggregation stream and a self-reinforced stream in order to aggregate the features of the neighboring nodes and strengthen the features of a single graph node. To reduce the difficulty of learning huge amount of mesh features, we introduce a dense connection pattern between a set of GAT blocks called “dense module” to ensure the propagation of features in our deep frameworks. These strategies allow the sharing of deformation features of existing well-skinned character models with new ones, which we call densely connected graph attention network (DenseGATs). We tested our DenseGATs and compared it with classical deformation methods and other graph-learning-based strategies. Experiments confirm that our network can predict highly plausible deformations for unseen characters.
在动画制作中,动画师总是花费大量的时间和精力为具有复杂外观和细节的角色开发高质量的变形系统。为了减少重复蒙皮和微调工作所花费的时间,我们提出了一种基于高质量蒙皮字符网格的现有图形信息自动计算新字符变形的端到端方法。我们采用将网格变形视为线性和非线性部分的结合的思想,并提出了一种新的结构来近似复杂的非线性变形。另一方面,线性变形很简单,因此可以直接计算,尽管不精确。为了使我们的网络能够处理复杂的图数据并归纳预测非线性变形,我们设计了基于图注意力(GAT)的块,由聚合流和自增强流组成,以聚合相邻节点的特征并增强单个图节点的特征。为了降低学习大量网格特征的难度,我们在一组GAT块之间引入了一种称为“密集模块”的密集连接模式,以确保特征在我们的深度框架中传播。这些策略允许与新模型共享现有的良好蒙皮角色模型的变形特征,我们称之为密集连接图注意网络(densegat)。我们测试了我们的densegat,并将其与经典的变形方法和其他基于图学习的策略进行了比较。实验证实,我们的网络可以预测看不见的字符高度可信的变形。
{"title":"DenseGATs: A Graph-Attention-Based Network for Nonlinear Character Deformation","authors":"Tianxing Li, Rui Shi, T. Kanai","doi":"10.1145/3384382.3384525","DOIUrl":"https://doi.org/10.1145/3384382.3384525","url":null,"abstract":"In animation production, animators always spend significant time and efforts to develop quality deformation systems for characters with complex appearances and details. In order to decrease the time spent repetitively skinning and fine-tuning work, we propose an end-to-end approach to automatically compute deformations for new characters based on existing graph information of high-quality skinned character meshes. We adopt the idea of regarding mesh deformations as a combination of linear and nonlinear parts and propose a novel architecture for approximating complex nonlinear deformations. Linear deformations on the other hand are simple and therefore can be directly computed, although not precisely. To enable our network handle complicated graph data and inductively predict nonlinear deformations, we design the graph-attention-based (GAT) block to consist of an aggregation stream and a self-reinforced stream in order to aggregate the features of the neighboring nodes and strengthen the features of a single graph node. To reduce the difficulty of learning huge amount of mesh features, we introduce a dense connection pattern between a set of GAT blocks called “dense module” to ensure the propagation of features in our deep frameworks. These strategies allow the sharing of deformation features of existing well-skinned character models with new ones, which we call densely connected graph attention network (DenseGATs). We tested our DenseGATs and compared it with classical deformation methods and other graph-learning-based strategies. Experiments confirm that our network can predict highly plausible deformations for unseen characters.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"133 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79389774","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Progressive Regularization of Satellite-Based 3D Buildings for Interactive Rendering 基于卫星的三维建筑交互式渲染的逐步正则化
Pub Date : 2020-05-05 DOI: 10.1145/3384382.3384526
Xiaowei Zhang, C. May, G. Nishida, Daniel G. Aliaga
Automatic creation of lightweight 3D building models from satellite image data enables large and widespread 3D interactive urban rendering. Towards this goal, we present an inverse procedural modeling method to automatically create building envelopes from satellite imagery. Our key observation is that buildings exhibit regular properties. Hence, we can overcome the low-resolution, noisy, and partial building data obtained from satellite by using a two stage inverse procedural modeling technique. Our method takes in point cloud data obtained from multi-view satellite stereo processing and produces a crisp and regularized building envelope suitable for fast rendering and optional projective texture mapping. Further, our results show highly complete building models with quality superior to that of other compared-to approaches.
从卫星图像数据自动创建轻量级3D建筑模型,实现大规模和广泛的3D交互式城市渲染。为了实现这一目标,我们提出了一种逆过程建模方法来自动从卫星图像中创建建筑围护结构。我们的主要观察是,建筑物表现出规律的特性。因此,我们可以通过使用两阶段逆程序建模技术来克服从卫星获得的低分辨率,噪声和部分建筑数据。我们的方法采用多视角卫星立体处理获得的点云数据,生成适合快速渲染和可选投影纹理映射的清晰规则的建筑围护结构。此外,我们的结果显示高度完整的建筑模型,质量优于其他比较方法。
{"title":"Progressive Regularization of Satellite-Based 3D Buildings for Interactive Rendering","authors":"Xiaowei Zhang, C. May, G. Nishida, Daniel G. Aliaga","doi":"10.1145/3384382.3384526","DOIUrl":"https://doi.org/10.1145/3384382.3384526","url":null,"abstract":"Automatic creation of lightweight 3D building models from satellite image data enables large and widespread 3D interactive urban rendering. Towards this goal, we present an inverse procedural modeling method to automatically create building envelopes from satellite imagery. Our key observation is that buildings exhibit regular properties. Hence, we can overcome the low-resolution, noisy, and partial building data obtained from satellite by using a two stage inverse procedural modeling technique. Our method takes in point cloud data obtained from multi-view satellite stereo processing and produces a crisp and regularized building envelope suitable for fast rendering and optional projective texture mapping. Further, our results show highly complete building models with quality superior to that of other compared-to approaches.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89348800","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
RANDM: Random Access Depth Map Compression Using Range-Partitioning and Global Dictionary 随机访问深度图压缩使用范围分区和全局字典
Pub Date : 2020-05-05 DOI: 10.1145/3384382.3384524
Srihari Pratapa, Dinesh Manocha
We present a novel random-access depth map compression algorithm (RANDM) for interactive rendering. Our compressed representation provides random access to the depth values and enables real-time parallel decompression on commodity hardware. Our method partitions the depth range captured in a given scene into equal-sized intervals and uses this partition to generate three separate components that exhibit higher coherence. Each of these components is processed independently to generate the compressed stream. Our decompression algorithm is simple and performs prefix-sum computations while also decoding the entropy compressed blocks. We have evaluated the performance on large databases on depth maps and obtain a compression ratio of 20 − 100 × with a root-means-square (RMS) error of 0.05 − 2 in the disparity values of the depth map. The decompression algorithm is fast and takes about 1 microsecond per block on a single thread on an Intel Xeon CPU. To the best of our knowledge, RANDM is the first depth map compression algorithm that provides random access capability for interactive applications.
提出了一种新的随机访问深度图压缩算法(RANDM)。我们的压缩表示提供了对深度值的随机访问,并支持在商用硬件上进行实时并行解压缩。我们的方法将在给定场景中捕获的深度范围划分为相等大小的间隔,并使用该分区生成三个具有更高相干性的独立组件。这些组件中的每一个都被独立处理以生成压缩流。我们的解压缩算法简单,在解码熵压缩块的同时进行前缀和计算。我们评估了深度图在大型数据库上的性能,并获得了20 - 100 ×的压缩比,深度图的视差值的均方根误差为0.05 - 2。解压缩算法很快,在Intel Xeon CPU上的单个线程上每个块大约需要1微秒。据我们所知,RANDM是第一个为交互式应用程序提供随机访问能力的深度图压缩算法。
{"title":"RANDM: Random Access Depth Map Compression Using Range-Partitioning and Global Dictionary","authors":"Srihari Pratapa, Dinesh Manocha","doi":"10.1145/3384382.3384524","DOIUrl":"https://doi.org/10.1145/3384382.3384524","url":null,"abstract":"We present a novel random-access depth map compression algorithm (RANDM) for interactive rendering. Our compressed representation provides random access to the depth values and enables real-time parallel decompression on commodity hardware. Our method partitions the depth range captured in a given scene into equal-sized intervals and uses this partition to generate three separate components that exhibit higher coherence. Each of these components is processed independently to generate the compressed stream. Our decompression algorithm is simple and performs prefix-sum computations while also decoding the entropy compressed blocks. We have evaluated the performance on large databases on depth maps and obtain a compression ratio of 20 − 100 × with a root-means-square (RMS) error of 0.05 − 2 in the disparity values of the depth map. The decompression algorithm is fast and takes about 1 microsecond per block on a single thread on an Intel Xeon CPU. To the best of our knowledge, RANDM is the first depth map compression algorithm that provides random access capability for interactive applications.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"38 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80326944","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Interactive Inverse Spatio-Temporal Crowd Motion Design 交互式逆时空人群运动设计
Pub Date : 2020-05-05 DOI: 10.1145/3384382.3384528
T. Mathew, Bedrich Benes, Daniel G. Aliaga
We introduce a new inverse modeling method to interactively design crowd animations. Few works focus on providing succinct high-level and large-scale crowd motion modeling. Our methodology is to read in real or virtual agent trajectory data and automatically infer a set of parameterized crowd motion models. Then, components of the motion models can be mixed, matched, and altered enabling rapidly producing new crowd motions. Our results show novel animations using real-world data, using synthetic data, and imitating real-world scenarios. Moreover, by combining our method with our interactive crowd trajectory sketching tool, we can create complex spatio-temporal crowd animations in about a minute.
提出了一种新的逆建模方法,用于人群动画的交互设计。很少有作品专注于提供简洁的高层次和大规模的人群运动建模。我们的方法是读取真实或虚拟的智能体轨迹数据,并自动推断出一组参数化的人群运动模型。然后,运动模型的组件可以混合,匹配和改变,从而快速产生新的人群运动。我们的研究结果展示了使用真实世界数据、合成数据和模仿真实世界场景的新颖动画。此外,通过将我们的方法与我们的交互式人群轨迹素描工具相结合,我们可以在大约一分钟内创建复杂的时空人群动画。
{"title":"Interactive Inverse Spatio-Temporal Crowd Motion Design","authors":"T. Mathew, Bedrich Benes, Daniel G. Aliaga","doi":"10.1145/3384382.3384528","DOIUrl":"https://doi.org/10.1145/3384382.3384528","url":null,"abstract":"We introduce a new inverse modeling method to interactively design crowd animations. Few works focus on providing succinct high-level and large-scale crowd motion modeling. Our methodology is to read in real or virtual agent trajectory data and automatically infer a set of parameterized crowd motion models. Then, components of the motion models can be mixed, matched, and altered enabling rapidly producing new crowd motions. Our results show novel animations using real-world data, using synthetic data, and imitating real-world scenarios. Moreover, by combining our method with our interactive crowd trajectory sketching tool, we can create complex spatio-temporal crowd animations in about a minute.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"53 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73405047","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
The Effect of Lighting, Landmarks and Auditory Cues on Human Performance in Navigating a Virtual Maze 灯光、地标和听觉线索对人类在虚拟迷宫中导航表现的影响
Pub Date : 2020-05-05 DOI: 10.1145/3384382.3384527
Daryl Marples, Duke Gledhill, P. Carter
The human visual and auditory systems are attentive to variations in both lighting and sound, and changes in either are used in audiovisual media to draw attention. In video games specifically, many embedded navigational cues are utilised to subtly suggest navigational choices to players. Both lighting and audio cues are commonly utilised by game designers to signal specific events or to draw player focus and therefore influence navigational decisions. We analyse the influence that combinations of landmark, auditory and illumination cues have on player navigation. 134 participants navigated through a randomly assigned subset of thirty structurally similar virtual mazes with variations of lighting, spatial audio and landmark cues. The solve times for these mazes were analysed to determine the influence of each individual cue and evaluate any cue competition or interactions effects detected. The findings demonstrate that auditory and subtle lighting had distinct effects on navigation and maze solve times and that interactions and cue competition effects were also evident.
人类的视觉和听觉系统对光线和声音的变化都很注意,而在视听媒体中使用任何一种变化来引起注意。特别是在电子游戏中,许多嵌入式导航线索被用来巧妙地向玩家提示导航选择。游戏设计师通常使用灯光和音频线索来指示特定事件或吸引玩家的注意力,从而影响导航决策。我们分析了地标、听觉和照明线索的组合对玩家导航的影响。134名参与者通过一个随机分配的30个结构相似的虚拟迷宫子集,这些迷宫具有不同的照明、空间音频和地标提示。分析了这些迷宫的解决时间,以确定每个线索的影响,并评估任何线索竞争或相互作用的影响。研究结果表明,听觉和微妙的灯光对导航和迷宫解决时间有不同的影响,互动和线索竞争的影响也很明显。
{"title":"The Effect of Lighting, Landmarks and Auditory Cues on Human Performance in Navigating a Virtual Maze","authors":"Daryl Marples, Duke Gledhill, P. Carter","doi":"10.1145/3384382.3384527","DOIUrl":"https://doi.org/10.1145/3384382.3384527","url":null,"abstract":"The human visual and auditory systems are attentive to variations in both lighting and sound, and changes in either are used in audiovisual media to draw attention. In video games specifically, many embedded navigational cues are utilised to subtly suggest navigational choices to players. Both lighting and audio cues are commonly utilised by game designers to signal specific events or to draw player focus and therefore influence navigational decisions. We analyse the influence that combinations of landmark, auditory and illumination cues have on player navigation. 134 participants navigated through a randomly assigned subset of thirty structurally similar virtual mazes with variations of lighting, spatial audio and landmark cues. The solve times for these mazes were analysed to determine the influence of each individual cue and evaluate any cue competition or interactions effects detected. The findings demonstrate that auditory and subtle lighting had distinct effects on navigation and maze solve times and that interactions and cue competition effects were also evident.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"233 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81661543","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Stochastic Substitute Trees for Real-Time Global Illumination 实时全局照明的随机替代树
Pub Date : 2020-05-05 DOI: 10.1145/3384382.3384521
W. Tatzgern, B. Mayr, B. Kerbl, M. Steinberger
With the introduction of hardware-supported ray tracing and deep learning for denoising, computer graphics has made a considerable step toward real-time global illumination. In this work, we present an alternative global illumination method: The stochastic substitute tree (SST), a hierarchical structure inspired by lightcuts with light probability distributions as inner nodes. Our approach distributes virtual point lights (VPLs) in every frame and efficiently constructs the SST over those lights by clustering according to Morton codes. Global illumination is approximated by sampling the SST and considers the BRDF at the hit location as well as the SST nodes’ intensities for importance sampling directly from inner nodes of the tree. To remove the introduced Monte Carlo noise, we use a recurrent autoencoder. In combination with temporal filtering, we deliver real-time global illumination for complex scenes with challenging light distributions.
随着硬件支持的光线追踪和深度学习去噪的引入,计算机图形学已经向实时全局照明迈出了相当大的一步。在这项工作中,我们提出了一种可替代的全局照明方法:随机替代树(SST),这是一种受光切割启发的分层结构,光概率分布作为内部节点。该方法将虚拟点光(vpl)分布在每一帧中,并根据Morton编码通过聚类有效地构建这些光的SST。全局照明是通过采样海表温度来逼近的,并考虑命中位置的BRDF以及直接从树的内部节点进行重要采样的海表温度节点的强度。为了去除引入的蒙特卡洛噪声,我们使用了一个循环自编码器。结合时间滤波,我们为具有挑战性光分布的复杂场景提供实时全局照明。
{"title":"Stochastic Substitute Trees for Real-Time Global Illumination","authors":"W. Tatzgern, B. Mayr, B. Kerbl, M. Steinberger","doi":"10.1145/3384382.3384521","DOIUrl":"https://doi.org/10.1145/3384382.3384521","url":null,"abstract":"With the introduction of hardware-supported ray tracing and deep learning for denoising, computer graphics has made a considerable step toward real-time global illumination. In this work, we present an alternative global illumination method: The stochastic substitute tree (SST), a hierarchical structure inspired by lightcuts with light probability distributions as inner nodes. Our approach distributes virtual point lights (VPLs) in every frame and efficiently constructs the SST over those lights by clustering according to Morton codes. Global illumination is approximated by sampling the SST and considers the BRDF at the hit location as well as the SST nodes’ intensities for importance sampling directly from inner nodes of the tree. To remove the introduced Monte Carlo noise, we use a recurrent autoencoder. In combination with temporal filtering, we deliver real-time global illumination for complex scenes with challenging light distributions.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"56 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91211598","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
User-guided 3D reconstruction using multi-view stereo 用户引导三维重建使用多视图立体
Pub Date : 2020-05-05 DOI: 10.1145/3384382.3384530
Sverker Rasmuson, Erik Sintorn, Ulf Assarsson
We present a user-guided system for accessible 3D reconstruction and modeling of real-world objects using multi-view stereo. The system is an interactive tool where the user models the object on top of multiple selected photographs. Our tool helps the user place quads correctly aligned to the photographs using a multi-view stereo algorithm. This algorithm in combination with user-provided information about topology, visibility, and how to separate foreground from background, creates favorable conditions in successfully reconstructing the object. The user only needs to manually specify a coarse topology which, followed by subdivision and a global optimization algorithm, creates an accurate model with the desired mesh density. This global optimization algorithm has a higher probability of converging to an accurate result than a fully automatic system. With our proposed tool, we lower the barrier of entry for creating high-quality 3D reconstructions of real-world objects with a desirable topology. Our interactive tool separates the most tedious and difficult parts of modeling to the computer, while giving the user control over the most common robustness issues in automatic 3D reconstruction. The provided workflow can be a preferable alternative to using automatic scanning techniques followed by re-topologization.
我们提出了一个用户导向的系统,可访问的三维重建和建模的现实世界的对象使用多视图立体。该系统是一个交互式工具,用户可以在多个选定的照片上对对象进行建模。我们的工具可以帮助用户使用多视图立体算法将四边形正确对齐到照片上。该算法结合用户提供的拓扑、可见性、前景与背景分离等信息,为成功重建目标创造了有利条件。用户只需要手动指定一个粗略的拓扑结构,然后进行细分和全局优化算法,创建一个具有所需网格密度的精确模型。与全自动系统相比,这种全局优化算法收敛到精确结果的概率更高。通过我们提出的工具,我们降低了使用理想拓扑创建高质量现实世界物体3D重建的门槛。我们的交互式工具将建模的最繁琐和最困难的部分分离到计算机,同时让用户控制自动3D重建中最常见的鲁棒性问题。所提供的工作流可以是使用自动扫描技术然后进行重新拓扑化的更可取的替代方案。
{"title":"User-guided 3D reconstruction using multi-view stereo","authors":"Sverker Rasmuson, Erik Sintorn, Ulf Assarsson","doi":"10.1145/3384382.3384530","DOIUrl":"https://doi.org/10.1145/3384382.3384530","url":null,"abstract":"We present a user-guided system for accessible 3D reconstruction and modeling of real-world objects using multi-view stereo. The system is an interactive tool where the user models the object on top of multiple selected photographs. Our tool helps the user place quads correctly aligned to the photographs using a multi-view stereo algorithm. This algorithm in combination with user-provided information about topology, visibility, and how to separate foreground from background, creates favorable conditions in successfully reconstructing the object. The user only needs to manually specify a coarse topology which, followed by subdivision and a global optimization algorithm, creates an accurate model with the desired mesh density. This global optimization algorithm has a higher probability of converging to an accurate result than a fully automatic system. With our proposed tool, we lower the barrier of entry for creating high-quality 3D reconstructions of real-world objects with a desirable topology. Our interactive tool separates the most tedious and difficult parts of modeling to the computer, while giving the user control over the most common robustness issues in automatic 3D reconstruction. The provided workflow can be a preferable alternative to using automatic scanning techniques followed by re-topologization.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"55 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79086301","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Automatic GPU Data Compression and Address Swizzling for CPUs via Modified Virtual Address Translation 自动GPU数据压缩和地址转换的cpu通过修改虚拟地址转换
Pub Date : 2020-05-05 DOI: 10.1145/3384382.3384533
L. Seiler, Daqi Lin, Cem Yuksel
We describe how to modify hardware page translation to enable CPU software access to compressed and swizzled GPU data arrays as if they were decompressed and stored in row-major order. In a shared memory system, this allows CPU to directly access the GPU data without copying the data or losing the performance and bandwidth benefits of using compression and swizzling on the GPU. Our method is flexible enough to support a wide variety of existing and future swizzling and compression schemes, including block-based lossless compression that requires per-block meta-data. Providing automatic compression can improve performance, even without considering the cost of copying data. In our experiments, we observed up to 33% reduction in CPU/memory energy use and up to 35% reduction in CPU computation time.
我们描述了如何修改硬件页面转换,以使CPU软件能够访问压缩和混合的GPU数据数组,就好像它们被解压缩并按行主顺序存储一样。在共享内存系统中,这允许CPU直接访问GPU数据,而无需复制数据或失去在GPU上使用压缩和搅拌的性能和带宽优势。我们的方法足够灵活,可以支持各种现有和未来的混合和压缩方案,包括需要每个块元数据的基于块的无损压缩。提供自动压缩可以提高性能,即使不考虑复制数据的成本。在我们的实验中,我们观察到CPU/内存能耗减少了33%,CPU计算时间减少了35%。
{"title":"Automatic GPU Data Compression and Address Swizzling for CPUs via Modified Virtual Address Translation","authors":"L. Seiler, Daqi Lin, Cem Yuksel","doi":"10.1145/3384382.3384533","DOIUrl":"https://doi.org/10.1145/3384382.3384533","url":null,"abstract":"We describe how to modify hardware page translation to enable CPU software access to compressed and swizzled GPU data arrays as if they were decompressed and stored in row-major order. In a shared memory system, this allows CPU to directly access the GPU data without copying the data or losing the performance and bandwidth benefits of using compression and swizzling on the GPU. Our method is flexible enough to support a wide variety of existing and future swizzling and compression schemes, including block-based lossless compression that requires per-block meta-data. Providing automatic compression can improve performance, even without considering the cost of copying data. In our experiments, we observed up to 33% reduction in CPU/memory energy use and up to 35% reduction in CPU computation time.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"25 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82121317","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Computing Centroidal Voronoi Tessellation Using the GPU 使用GPU计算质心Voronoi镶嵌
Pub Date : 2020-05-04 DOI: 10.1145/3384382.3384520
Jiaqi Zheng, T. Tan
We propose a novel algorithm to compute centroidal Voronoi tessellation using the GPU. It is based on the iterative approach of Lloyd’s method while having good considerations to address the two major challenges of achieving fast convergence with few iterations, and at the same time achieving fast computation within each iteration. Our implementation of the algorithm can complete the computation for a large image in the order of hundreds of milliseconds and is faster than all prior work on a state-of-the-art GPU. As such, it is now easier to integrate centroidal Voronoi tessellations into interactive applications.
提出了一种利用GPU计算质心Voronoi镶嵌的新算法。它以Lloyd方法的迭代方法为基础,同时很好地考虑了用较少的迭代实现快速收敛和在每次迭代内实现快速计算这两大挑战。我们的算法实现可以在数百毫秒的时间内完成大图像的计算,并且比之前在最先进的GPU上的所有工作都要快。因此,现在更容易将质心Voronoi镶嵌集成到交互式应用程序中。
{"title":"Computing Centroidal Voronoi Tessellation Using the GPU","authors":"Jiaqi Zheng, T. Tan","doi":"10.1145/3384382.3384520","DOIUrl":"https://doi.org/10.1145/3384382.3384520","url":null,"abstract":"We propose a novel algorithm to compute centroidal Voronoi tessellation using the GPU. It is based on the iterative approach of Lloyd’s method while having good considerations to address the two major challenges of achieving fast convergence with few iterations, and at the same time achieving fast computation within each iteration. Our implementation of the algorithm can complete the computation for a large image in the order of hundreds of milliseconds and is faster than all prior work on a state-of-the-art GPU. As such, it is now easier to integrate centroidal Voronoi tessellations into interactive applications.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"23 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88885455","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Generalized Microscropic Crowd Simulation using Costs in Velocity Space 基于速度空间代价的广义微观人群模拟
Pub Date : 2020-05-04 DOI: 10.1145/3384382.3384532
W. V. Toll, F. Grzeskowiak, Axel López-Gandía, Javad Amirian, Florian Berton, Julien Bruneau, Beatriz Cabrero Daniel, Alberto Jovane, J. Pettré
To simulate the low-level (‘microscopic’) behavior of human crowds, a local navigation algorithm computes how a single person (‘agent’) should move based on its surroundings. Many algorithms for this purpose have been proposed, each using different principles and implementation details that are difficult to compare. This paper presents a novel framework that describes local agent navigation generically as optimizing a cost function in a velocity space. We show that many state-of-the-art algorithms can be translated to this framework, by combining a particular cost function with a particular optimization method. As such, we can reproduce many types of local algorithms using a single general principle. Our implementation of this framework, named umans(Unified Microscopic Agent Navigation Simulator), is freely available online. This software enables easy experimentation with different algorithms and parameters. We expect that our work will help understand the true differences between navigation methods, enable honest comparisons between them, simplify the development of new local algorithms, make techniques available to other communities, and stimulate further research on crowd simulation.
为了模拟人类群体的低级(“微观”)行为,一个局部导航算法计算一个人(“代理”)应该如何根据周围环境移动。为此提出了许多算法,每种算法使用不同的原理和实现细节,很难进行比较。本文提出了一个新的框架,将局部智能体导航一般描述为在速度空间中优化成本函数。我们表明,通过将特定的成本函数与特定的优化方法相结合,许多最先进的算法可以转化为这个框架。因此,我们可以使用单一的一般原理再现许多类型的局部算法。我们实现这个框架,命名为人类(统一微观代理导航模拟器),是免费在线提供。该软件使不同的算法和参数易于实验。我们期望我们的工作将有助于理解导航方法之间的真正差异,使它们之间能够进行诚实的比较,简化新的局部算法的开发,使技术可用于其他社区,并促进对人群模拟的进一步研究。
{"title":"Generalized Microscropic Crowd Simulation using Costs in Velocity Space","authors":"W. V. Toll, F. Grzeskowiak, Axel López-Gandía, Javad Amirian, Florian Berton, Julien Bruneau, Beatriz Cabrero Daniel, Alberto Jovane, J. Pettré","doi":"10.1145/3384382.3384532","DOIUrl":"https://doi.org/10.1145/3384382.3384532","url":null,"abstract":"To simulate the low-level (‘microscopic’) behavior of human crowds, a local navigation algorithm computes how a single person (‘agent’) should move based on its surroundings. Many algorithms for this purpose have been proposed, each using different principles and implementation details that are difficult to compare. This paper presents a novel framework that describes local agent navigation generically as optimizing a cost function in a velocity space. We show that many state-of-the-art algorithms can be translated to this framework, by combining a particular cost function with a particular optimization method. As such, we can reproduce many types of local algorithms using a single general principle. Our implementation of this framework, named umans(Unified Microscopic Agent Navigation Simulator), is freely available online. This software enables easy experimentation with different algorithms and parameters. We expect that our work will help understand the true differences between navigation methods, enable honest comparisons between them, simplify the development of new local algorithms, make techniques available to other communities, and stimulate further research on crowd simulation.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"2015 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86998553","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 28
期刊
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1