{"title":"Weighted Squared Volume Minimization (WSVM) for Generating Uniform Tetrahedral Meshes","authors":"Kaixin Yu, Yifu Wang, Peng Song, Xiangqiao Meng, Ying He, Jianjun Chen","doi":"arxiv-2409.05525","DOIUrl":"https://doi.org/arxiv-2409.05525","url":null,"abstract":"This paper presents a new algorithm, Weighted Squared Volume Minimization\u0000(WSVM), for generating high-quality tetrahedral meshes from closed triangle\u0000meshes. Drawing inspiration from the principle of minimal surfaces that\u0000minimize squared surface area, WSVM employs a new energy function integrating\u0000weighted squared volumes for tetrahedral elements. When minimized with constant\u0000weights, this energy promotes uniform volumes among the tetrahedra. Adjusting\u0000the weights to account for local geometry further achieves uniform dihedral\u0000angles within the mesh. The algorithm begins with an initial tetrahedral mesh\u0000generated via Delaunay tetrahedralization and proceeds by sequentially\u0000minimizing volume-oriented and then dihedral angle-oriented energies. At each\u0000stage, it alternates between optimizing vertex positions and refining mesh\u0000connectivity through the iterative process. The algorithm operates fully\u0000automatically and requires no parameter tuning. Evaluations on a variety of 3D\u0000models demonstrate that WSVM consistently produces tetrahedral meshes of higher\u0000quality, with fewer slivers and enhanced uniformity compared to existing\u0000methods. Check out further details at the project webpage:\u0000https://kaixinyu-hub.github.io/WSVM.github.io.","PeriodicalId":501174,"journal":{"name":"arXiv - CS - Graphics","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142221823","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}
Xiangjun Tang, Linjun Wu, He Wang, Yiqian Wu, Bo Hu, Songnan Li, Xu Gong, Yuchen Liao, Qilong Kou, Xiaogang Jin
{"title":"Decoupling Contact for Fine-Grained Motion Style Transfer","authors":"Xiangjun Tang, Linjun Wu, He Wang, Yiqian Wu, Bo Hu, Songnan Li, Xu Gong, Yuchen Liao, Qilong Kou, Xiaogang Jin","doi":"arxiv-2409.05387","DOIUrl":"https://doi.org/arxiv-2409.05387","url":null,"abstract":"Motion style transfer changes the style of a motion while retaining its\u0000content and is useful in computer animations and games. Contact is an essential\u0000component of motion style transfer that should be controlled explicitly in\u0000order to express the style vividly while enhancing motion naturalness and\u0000quality. However, it is unknown how to decouple and control contact to achieve\u0000fine-grained control in motion style transfer. In this paper, we present a\u0000novel style transfer method for fine-grained control over contacts while\u0000achieving both motion naturalness and spatial-temporal variations of style.\u0000Based on our empirical evidence, we propose controlling contact indirectly\u0000through the hip velocity, which can be further decomposed into the trajectory\u0000and contact timing, respectively. To this end, we propose a new model that\u0000explicitly models the correlations between motions and trajectory/contact\u0000timing/style, allowing us to decouple and control each separately. Our approach\u0000is built around a motion manifold, where hip controls can be easily integrated\u0000into a Transformer-based decoder. It is versatile in that it can generate\u0000motions directly as well as be used as post-processing for existing methods to\u0000improve quality and contact controllability. In addition, we propose a new\u0000metric that measures a correlation pattern of motions based on our empirical\u0000evidence, aligning well with human perception in terms of motion naturalness.\u0000Based on extensive evaluation, our method outperforms existing methods in terms\u0000of style expressivity and motion quality.","PeriodicalId":501174,"journal":{"name":"arXiv - CS - Graphics","volume":"284 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142221826","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}
Sheng Ye, Yuze He, Matthieu Lin, Jenny Sheng, Ruoyu Fan, Yiheng Han, Yubin Hu, Ran Yi, Yu-Hui Wen, Yong-Jin Liu, Wenping Wang
{"title":"PVP-Recon: Progressive View Planning via Warping Consistency for Sparse-View Surface Reconstruction","authors":"Sheng Ye, Yuze He, Matthieu Lin, Jenny Sheng, Ruoyu Fan, Yiheng Han, Yubin Hu, Ran Yi, Yu-Hui Wen, Yong-Jin Liu, Wenping Wang","doi":"arxiv-2409.05474","DOIUrl":"https://doi.org/arxiv-2409.05474","url":null,"abstract":"Neural implicit representations have revolutionized dense multi-view surface\u0000reconstruction, yet their performance significantly diminishes with sparse\u0000input views. A few pioneering works have sought to tackle the challenge of\u0000sparse-view reconstruction by leveraging additional geometric priors or\u0000multi-scene generalizability. However, they are still hindered by the imperfect\u0000choice of input views, using images under empirically determined viewpoints to\u0000provide considerable overlap. We propose PVP-Recon, a novel and effective\u0000sparse-view surface reconstruction method that progressively plans the next\u0000best views to form an optimal set of sparse viewpoints for image capturing.\u0000PVP-Recon starts initial surface reconstruction with as few as 3 views and\u0000progressively adds new views which are determined based on a novel warping\u0000score that reflects the information gain of each newly added view. This\u0000progressive view planning progress is interleaved with a neural SDF-based\u0000reconstruction module that utilizes multi-resolution hash features, enhanced by\u0000a progressive training scheme and a directional Hessian loss. Quantitative and\u0000qualitative experiments on three benchmark datasets show that our framework\u0000achieves high-quality reconstruction with a constrained input budget and\u0000outperforms existing baselines.","PeriodicalId":501174,"journal":{"name":"arXiv - CS - Graphics","volume":"60 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142221824","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}
Congyi Zhang, Jinfan Yang, Eric Hedlin, Suzuran Takikawa, Nicholas Vining, Kwang Moo Yi, Wenping Wang, Alla Sheffer
{"title":"NESI: Shape Representation via Neural Explicit Surface Intersection","authors":"Congyi Zhang, Jinfan Yang, Eric Hedlin, Suzuran Takikawa, Nicholas Vining, Kwang Moo Yi, Wenping Wang, Alla Sheffer","doi":"arxiv-2409.06030","DOIUrl":"https://doi.org/arxiv-2409.06030","url":null,"abstract":"Compressed representations of 3D shapes that are compact, accurate, and can\u0000be processed efficiently directly in compressed form, are extremely useful for\u0000digital media applications. Recent approaches in this space focus on learned\u0000implicit or parametric representations. While implicits are well suited for\u0000tasks such as in-out queries, they lack natural 2D parameterization,\u0000complicating tasks such as texture or normal mapping. Conversely, parametric\u0000representations support the latter tasks but are ill-suited for occupancy\u0000queries. We propose a novel learned alternative to these approaches, based on\u0000intersections of localized explicit, or height-field, surfaces. Since explicits\u0000can be trivially expressed both implicitly and parametrically, NESI directly\u0000supports a wider range of processing operations than implicit alternatives,\u0000including occupancy queries and parametric access. We represent input shapes\u0000using a collection of differently oriented height-field bounded half-spaces\u0000combined using volumetric Boolean intersections. We first tightly bound each\u0000input using a pair of oppositely oriented height-fields, forming a Double\u0000Height-Field (DHF) Hull. We refine this hull by intersecting it with additional\u0000localized height-fields (HFs) that capture surface regions in its interior. We\u0000minimize the number of HFs necessary to accurately capture each input and\u0000compactly encode both the DHF hull and the local HFs as neural functions\u0000defined over subdomains of R^2. This reduced dimensionality encoding delivers\u0000high-quality compact approximations. Given similar parameter count, or storage\u0000capacity, NESI significantly reduces approximation error compared to the state\u0000of the art, especially at lower parameter counts.","PeriodicalId":501174,"journal":{"name":"arXiv - CS - Graphics","volume":"26 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142221821","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}
Benjamin Attal, Dor Verbin, Ben Mildenhall, Peter Hedman, Jonathan T. Barron, Matthew O'Toole, Pratul P. Srinivasan
{"title":"Flash Cache: Reducing Bias in Radiance Cache Based Inverse Rendering","authors":"Benjamin Attal, Dor Verbin, Ben Mildenhall, Peter Hedman, Jonathan T. Barron, Matthew O'Toole, Pratul P. Srinivasan","doi":"arxiv-2409.05867","DOIUrl":"https://doi.org/arxiv-2409.05867","url":null,"abstract":"State-of-the-art techniques for 3D reconstruction are largely based on\u0000volumetric scene representations, which require sampling multiple points to\u0000compute the color arriving along a ray. Using these representations for more\u0000general inverse rendering -- reconstructing geometry, materials, and lighting\u0000from observed images -- is challenging because recursively path-tracing such\u0000volumetric representations is expensive. Recent works alleviate this issue\u0000through the use of radiance caches: data structures that store the\u0000steady-state, infinite-bounce radiance arriving at any point from any\u0000direction. However, these solutions rely on approximations that introduce bias\u0000into the renderings and, more importantly, into the gradients used for\u0000optimization. We present a method that avoids these approximations while\u0000remaining computationally efficient. In particular, we leverage two techniques\u0000to reduce variance for unbiased estimators of the rendering equation: (1) an\u0000occlusion-aware importance sampler for incoming illumination and (2) a fast\u0000cache architecture that can be used as a control variate for the radiance from\u0000a high-quality, but more expensive, volumetric cache. We show that by removing\u0000these biases our approach improves the generality of radiance cache based\u0000inverse rendering, as well as increasing quality in the presence of challenging\u0000light transport effects such as specular reflections.","PeriodicalId":501174,"journal":{"name":"arXiv - CS - Graphics","volume":"30 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142221825","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}
{"title":"DreamMapping: High-Fidelity Text-to-3D Generation via Variational Distribution Mapping","authors":"Zeyu Cai, Duotun Wang, Yixun Liang, Zhijing Shao, Ying-Cong Chen, Xiaohang Zhan, Zeyu Wang","doi":"arxiv-2409.05099","DOIUrl":"https://doi.org/arxiv-2409.05099","url":null,"abstract":"Score Distillation Sampling (SDS) has emerged as a prevalent technique for\u0000text-to-3D generation, enabling 3D content creation by distilling\u0000view-dependent information from text-to-2D guidance. However, they frequently\u0000exhibit shortcomings such as over-saturated color and excess smoothness. In\u0000this paper, we conduct a thorough analysis of SDS and refine its formulation,\u0000finding that the core design is to model the distribution of rendered images.\u0000Following this insight, we introduce a novel strategy called Variational\u0000Distribution Mapping (VDM), which expedites the distribution modeling process\u0000by regarding the rendered images as instances of degradation from\u0000diffusion-based generation. This special design enables the efficient training\u0000of variational distribution by skipping the calculations of the Jacobians in\u0000the diffusion U-Net. We also introduce timestep-dependent Distribution\u0000Coefficient Annealing (DCA) to further improve distilling precision. Leveraging\u0000VDM and DCA, we use Gaussian Splatting as the 3D representation and build a\u0000text-to-3D generation framework. Extensive experiments and evaluations\u0000demonstrate the capability of VDM and DCA to generate high-fidelity and\u0000realistic assets with optimization efficiency.","PeriodicalId":501174,"journal":{"name":"arXiv - CS - Graphics","volume":"284 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142221833","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}
{"title":"Ultron: Enabling Temporal Geometry Compression of 3D Mesh Sequences using Temporal Correspondence and Mesh Deformation","authors":"Haichao Zhu","doi":"arxiv-2409.05151","DOIUrl":"https://doi.org/arxiv-2409.05151","url":null,"abstract":"With the advancement of computer vision, dynamic 3D reconstruction techniques\u0000have seen significant progress and found applications in various fields.\u0000However, these techniques generate large amounts of 3D data sequences,\u0000necessitating efficient storage and transmission methods. Existing 3D model\u0000compression methods primarily focus on static models and do not consider\u0000inter-frame information, limiting their ability to reduce data size. Temporal\u0000mesh compression, which has received less attention, often requires all input\u0000meshes to have the same topology, a condition rarely met in real-world\u0000applications. This research proposes a method to compress mesh sequences with\u0000arbitrary topology using temporal correspondence and mesh deformation. The\u0000method establishes temporal correspondence between consecutive frames, applies\u0000a deformation model to transform the mesh from one frame to subsequent frames,\u0000and replaces the original meshes with deformed ones if the quality meets a\u0000tolerance threshold. Extensive experiments demonstrate that this method can\u0000achieve state-of-the-art performance in terms of compression performance. The\u0000contributions of this paper include a geometry and motion-based model for\u0000establishing temporal correspondence between meshes, a mesh quality assessment\u0000for temporal mesh sequences, an entropy-based encoding and corner table-based\u0000method for compressing mesh sequences, and extensive experiments showing the\u0000effectiveness of the proposed method. All the code will be open-sourced at\u0000https://github.com/lszhuhaichao/ultron.","PeriodicalId":501174,"journal":{"name":"arXiv - CS - Graphics","volume":"25 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142221828","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}
Zimu Liao, Siyan Chen, Rong Fu, Yi Wang, Zhongling Su, Hao Luo, Linning Xu, Bo Dai, Hengjie Li, Zhilin Pei, Xingcheng Zhang
{"title":"Fisheye-GS: Lightweight and Extensible Gaussian Splatting Module for Fisheye Cameras","authors":"Zimu Liao, Siyan Chen, Rong Fu, Yi Wang, Zhongling Su, Hao Luo, Linning Xu, Bo Dai, Hengjie Li, Zhilin Pei, Xingcheng Zhang","doi":"arxiv-2409.04751","DOIUrl":"https://doi.org/arxiv-2409.04751","url":null,"abstract":"Recently, 3D Gaussian Splatting (3DGS) has garnered attention for its high\u0000fidelity and real-time rendering. However, adapting 3DGS to different camera\u0000models, particularly fisheye lenses, poses challenges due to the unique 3D to\u00002D projection calculation. Additionally, there are inefficiencies in the\u0000tile-based splatting, especially for the extreme curvature and wide field of\u0000view of fisheye lenses, which are crucial for its broader real-life\u0000applications. To tackle these challenges, we introduce Fisheye-GS.This\u0000innovative method recalculates the projection transformation and its gradients\u0000for fisheye cameras. Our approach can be seamlessly integrated as a module into\u0000other efficient 3D rendering methods, emphasizing its extensibility,\u0000lightweight nature, and modular design. Since we only modified the projection\u0000component, it can also be easily adapted for use with different camera models.\u0000Compared to methods that train after undistortion, our approach demonstrates a\u0000clear improvement in visual quality.","PeriodicalId":501174,"journal":{"name":"arXiv - CS - Graphics","volume":"6 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142221829","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}
Yotam Erel, Or Kozlovsky-Mordenfeld, Daisuke Iwai, Kosuke Sato, Amit H. Bermano
{"title":"Casper DPM: Cascaded Perceptual Dynamic Projection Mapping onto Hands","authors":"Yotam Erel, Or Kozlovsky-Mordenfeld, Daisuke Iwai, Kosuke Sato, Amit H. Bermano","doi":"arxiv-2409.04397","DOIUrl":"https://doi.org/arxiv-2409.04397","url":null,"abstract":"We present a technique for dynamically projecting 3D content onto human hands\u0000with short perceived motion-to-photon latency. Computing the pose and shape of\u0000human hands accurately and quickly is a challenging task due to their\u0000articulated and deformable nature. We combine a slower 3D coarse estimation of\u0000the hand pose with high speed 2D correction steps which improve the alignment\u0000of the projection to the hands, increase the projected surface area, and reduce\u0000perceived latency. Since our approach leverages a full 3D reconstruction of the\u0000hands, any arbitrary texture or reasonably performant effect can be applied,\u0000which was not possible before. We conducted two user studies to assess the\u0000benefits of using our method. The results show subjects are less sensitive to\u0000latency artifacts and perform faster and with more ease a given associated task\u0000over the naive approach of directly projecting rendered frames from the 3D pose\u0000estimation. We demonstrate several novel use cases and applications.","PeriodicalId":501174,"journal":{"name":"arXiv - CS - Graphics","volume":"60 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142221832","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}
Stephan Olbrich, Andreas Beckert, Cécile Michel, Christian Schroer, Samaneh Ehteram, Andreas Schropp, Philipp Paetzold
{"title":"Efficient Analysis and Visualization of High-Resolution Computed Tomography Data for the Exploration of Enclosed Cuneiform Tablets","authors":"Stephan Olbrich, Andreas Beckert, Cécile Michel, Christian Schroer, Samaneh Ehteram, Andreas Schropp, Philipp Paetzold","doi":"arxiv-2409.04236","DOIUrl":"https://doi.org/arxiv-2409.04236","url":null,"abstract":"Cuneiform is the earliest known system of writing, first developed for the\u0000Sumerian language of southern Mesopotamia in the second half of the 4th\u0000millennium BC. Cuneiform signs are obtained by impressing a stylus on fresh\u0000clay tablets. For certain purposes, e.g. authentication by seal imprint, some\u0000cuneiform tablets were enclosed in clay envelopes, which cannot be opened\u0000without destroying them. The aim of our interdisciplinary project is the\u0000non-invasive study of clay tablets. A portable X-ray micro-CT scanner is\u0000developed to acquire density data of such artifacts on a high-resolution,\u0000regular 3D grid at collection sites. The resulting volume data is processed\u0000through feature-preserving denoising, extraction of high-accuracy surfaces\u0000using a manifold dual marching cubes algorithm and extraction of local features\u0000by enhanced curvature rendering and ambient occlusion. For the non-invasive\u0000study of cuneiform inscriptions, the tablet is virtually separated from its\u0000envelope by curvature-based segmentation. The computational- and data-intensive\u0000algorithms are optimized or near-real-time offline usage with limited resources\u0000at collection sites. To visualize the complexity-reduced and octree-based\u0000compressed representation of surfaces, we develop and implement an interactive\u0000application. To facilitate the analysis of such clay tablets, we implement\u0000shape-based feature extraction algorithms to enhance cuneiform recognition. Our\u0000workflow supports innovative 3D display and interaction techniques such as\u0000autostereoscopic displays and gesture control.","PeriodicalId":501174,"journal":{"name":"arXiv - CS - Graphics","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142221872","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}