PainterAR:移动设备的自绘 AR 界面

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Animation and Virtual Worlds Pub Date : 2024-11-07 DOI:10.1002/cav.2296
Yuan Ma, Yinghan Shi, Lizhi Zhao, Xuequan Lu, Been-Lirn Duh, Meili Wang
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引用次数: 0

摘要

绘画是一个复杂而富有创造性的过程,需要运用各种绘画技巧来创作艺术作品。训练人工智能模型来模仿这一过程的概念被称为神经绘画。为了让普通人也能参与绘画过程,我们提出了一个新颖的界面--PainterAR,它能在一个身临其境、逼真的增强现实(AR)环境中逐笔渲染任何绘画作品。PainterAR 由两部分组成:神经绘画模型和 AR 界面。在神经绘画模型方面,与以往模型不同的是,我们引入了库尔贝-莱布勒发散法(Kullback-Leibler divergence),取代了基线绘画转换器模型中原有的瓦瑟斯坦距离(Wasserstein distance),解决了绘画过程中遇到不同尺度(大或小)笔触的重要问题。然后,我们设计了一个交互式 AR 界面,允许用户上传图像,并在虚拟画板上显示神经绘画模型的创作过程。实验证明,与以前的神经绘画模型相比,我们改进的神经绘画模型生成的绘画作品更加逼真生动。用户研究表明,用户更喜欢在我们的 AR 环境中交互式地控制绘画过程。
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PainterAR: A Self-Painting AR Interface for Mobile Devices

Painting is a complex and creative process that involves the use of various drawing skills to create artworks. The concept of training artificial intelligence models to imitate this process is referred to as neural painting. To enable ordinary people to engage in the process of painting, we propose PainterAR, a novel interface that renders any paintings stroke-by-stroke in an immersive and realistic augmented reality (AR) environment. PainterAR is composed of two components: the neural painting model and the AR interface. Regarding the neural painting model, unlike previous models, we introduce the Kullback–Leibler divergence to replace the original Wasserstein distance existed in the baseline paint transformer model, which solves an important problem of encountering different scales of strokes (big or small) during painting. We then design an interactive AR interface, which allows users to upload an image and display the creation process of the neural painting model on the virtual drawing board. Experiments demonstrate that the paintings generated by our improved neural painting model are more realistic and vivid than previous neural painting models. The user study demonstrates that users prefer to control the painting process interactively in our AR environment.

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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
期刊最新文献
A Facial Motion Retargeting Pipeline for Appearance Agnostic 3D Characters Enhancing Front-End Security: Protecting User Data and Privacy in Web Applications Virtual Roaming of Cultural Heritage Based on Image Processing PainterAR: A Self-Painting AR Interface for Mobile Devices Decoupled Edge Physics Algorithms for Collaborative XR Simulations
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