ACM Transactions on Graphics最新文献

筛选
英文 中文
Differentiable Owen Scrambling 可微分欧文扰频
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2024-11-19 DOI: 10.1145/3687764
Bastien Doignies, David Coeurjolly, Nicolas Bonneel, Julie Digne, Jean-Claude Iehl, Victor Ostromoukhov
{"title":"Differentiable Owen Scrambling","authors":"Bastien Doignies, David Coeurjolly, Nicolas Bonneel, Julie Digne, Jean-Claude Iehl, Victor Ostromoukhov","doi":"10.1145/3687764","DOIUrl":"https://doi.org/10.1145/3687764","url":null,"abstract":"Quasi-Monte Carlo integration is at the core of rendering. This technique estimates the value of an integral by evaluating the integrand at well-chosen sample locations. These sample points are designed to cover the domain as uniformly as possible to achieve better convergence rates than purely random points. Deterministic low-discrepancy sequences have been shown to outperform many competitors by guaranteeing good uniformity as measured by the so-called discrepancy metric, and, indirectly, by an integer <jats:italic>t</jats:italic> value relating the number of points falling into each domain stratum with the stratum area (lower <jats:italic>t</jats:italic> is better). To achieve randomness, scrambling techniques produce multiple realizations preserving the <jats:italic>t</jats:italic> value, making the construction stochastic. Among them, Owen scrambling is a popular approach that recursively permutes intervals for each dimension. However, relying on permutation trees makes it incompatible with smooth optimization frameworks. We present a differentiable Owen scrambling that regularizes permutations. We show that it can effectively be used with automatic differentiation tools for optimizing low-discrepancy sequences to improve metrics such as optimal transport uniformity, integration error, designed power spectra or projective properties, while maintaining their initial <jats:italic>t</jats:italic> -value as guaranteed by Owen scrambling. In some rendering settings, we show that our optimized sequences improve the rendering error.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"22 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142672829","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Skeleton-Driven Inbetweening of Bitmap Character Drawings 位图字符绘图的骨架驱动夹层技术
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2024-11-19 DOI: 10.1145/3687955
Kirill Brodt, Mikhail Bessmeltsev
{"title":"Skeleton-Driven Inbetweening of Bitmap Character Drawings","authors":"Kirill Brodt, Mikhail Bessmeltsev","doi":"10.1145/3687955","DOIUrl":"https://doi.org/10.1145/3687955","url":null,"abstract":"One of the primary reasons for the high cost of traditional animation is the inbetweening process, where artists manually draw each intermediate frame necessary for smooth motion. Making this process more efficient has been at the core of computer graphics research for years, yet the industry has adopted very few solutions. Most existing solutions either require vector input or resort to tight inbetweening; often, they attempt to fully automate the process. In industry, however, keyframes are often spaced far apart, drawn in raster format, and contain occlusions. Moreover, inbetweening is fundamentally an artistic process, so the artist should maintain high-level control over it. We address these issues by proposing a novel inbetweening system for bitmap character drawings, supporting both <jats:italic>tight</jats:italic> and <jats:italic>far</jats:italic> inbetweening. In our setup, the artist can control motion by animating a skeleton between the keyframe poses. Our system then performs skeleton-based deformation of the bitmap drawings into the same pose and employs discrete optimization and deep learning to blend the deformed images. Besides the skeleton and the two drawn bitmap keyframes, we require very little annotation. However, deforming drawings with occlusions is complex, as it requires a piecewise smooth deformation field. To address this, we observe that this deformation field is smooth when the drawing is lifted into 3D. Our system therefore optimizes topology of a 2.5D partially layered template that we use to lift the drawing into 3D and get the final piecewise-smooth deformaton, effectively resolving occlusions. We validate our system through a series of animations, qualitative and quantitative comparisons, and user studies, demonstrating that our approach consistently outperforms the state of the art and our results are consistent with the viewers' perception. Code and data for our paper are available at http://www-labs.iro.umontreal.ca/~bmpix/inbetweening/.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"69 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142673047","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Stochastic Normal Orientation for Point Clouds 点云的随机正态定向
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2024-11-19 DOI: 10.1145/3687944
Guojin Huang, Qing Fang, Zheng Zhang, Ligang Liu, Xiao-Ming Fu
{"title":"Stochastic Normal Orientation for Point Clouds","authors":"Guojin Huang, Qing Fang, Zheng Zhang, Ligang Liu, Xiao-Ming Fu","doi":"10.1145/3687944","DOIUrl":"https://doi.org/10.1145/3687944","url":null,"abstract":"We propose a simple yet effective method to orient normals for point clouds. Central to our approach is a novel optimization objective function defined from global and local perspectives. Globally, we introduce a signed uncertainty function that distinguishes the inside and outside of the underlying surface. Moreover, benefiting from the statistics of our global term, we present a local orientation term instead of a global one. The optimization problem can be solved by the commonly used numerical optimization solver, such as L-BFGS. The capability and feasibility of our approach are demonstrated over various complex point clouds. We achieve higher practical robustness and normal quality than the state-of-the-art methods.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"70 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142673090","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Mesh-based Simulation Framework using Automatic Code Generation 使用自动代码生成的基于网格的仿真框架
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2024-11-19 DOI: 10.1145/3687986
Philipp Herholz, Tuur Stuyck, Ladislav Kavan
{"title":"A Mesh-based Simulation Framework using Automatic Code Generation","authors":"Philipp Herholz, Tuur Stuyck, Ladislav Kavan","doi":"10.1145/3687986","DOIUrl":"https://doi.org/10.1145/3687986","url":null,"abstract":"Optimized parallel implementations on GPU or CPU have dramatically enhanced the fidelity, resolution and accuracy of physical simulations and mesh-based algorithms. However, attaining optimal performance requires expert knowledge and might demand complex code and memory layout optimizations. This adds to the fact that physical simulation algorithms require the implementation of derivatives, which can be a tedious and error-prone process. In recent years, researchers and practitioners have investigated the concept of designing systems that allow for a more expressive definition of mesh-based simulation code. These systems leverage domain-specific languages (DSL), automatic differentiation or symbolic computing to enhance readability of implementations without compromising performance. We follow this line of work and propose a symbolic code generation approach tailored to mesh-based computations on parallel devices. Our system extends related work by incorporating collision handling and a data access synchronization approach, enabling rapid sparse matrix assembly.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"55 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142673098","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Quad mesh mechanisms 四网格机制
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2024-11-19 DOI: 10.1145/3687939
Caigui Jiang, Dmitry Lyakhov, Florian Rist, Helmut Pottmann, Johannes Wallner
{"title":"Quad mesh mechanisms","authors":"Caigui Jiang, Dmitry Lyakhov, Florian Rist, Helmut Pottmann, Johannes Wallner","doi":"10.1145/3687939","DOIUrl":"https://doi.org/10.1145/3687939","url":null,"abstract":"This paper provides computational tools for the modeling and design of quad mesh mechanisms, which are meshes allowing continuous flexions under the assumption of rigid faces and hinges in the edges. We combine methods and results from different areas, namely differential geometry of surfaces, rigidity and flexibility of bar and joint frameworks, algebraic geometry, and optimization. The basic idea to achieve a time-continuous flexion is time-discretization justified by an algebraic degree argument. We are able to prove computationally feasible bounds on the number of required time instances we need to incorporate in our optimization. For optimization to succeed, an informed initialization is crucial. We present two computational pipelines to achieve that: one based on remeshing isometric surface pairs, another one based on iterative refinement. A third manner of initialization proved very effective: We interactively design meshes which are close to a narrow known class of flexible meshes, but not contained in it. Having enjoyed sufficiently many degrees of freedom during design, we afterwards optimize towards flexibility.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"7 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142673116","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
StyleTex: Style Image-Guided Texture Generation for 3D Models StyleTex:三维模型的样式图像引导纹理生成
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2024-11-19 DOI: 10.1145/3687931
Zhiyu Xie, Yuqing Zhang, Xiangjun Tang, Yiqian Wu, Dehan Chen, Gongsheng Li, Xiaogang Jin
{"title":"StyleTex: Style Image-Guided Texture Generation for 3D Models","authors":"Zhiyu Xie, Yuqing Zhang, Xiangjun Tang, Yiqian Wu, Dehan Chen, Gongsheng Li, Xiaogang Jin","doi":"10.1145/3687931","DOIUrl":"https://doi.org/10.1145/3687931","url":null,"abstract":"Style-guided texture generation aims to generate a texture that is harmonious with both the style of the reference image and the geometry of the input mesh, given a reference style image and a 3D mesh with its text description. Although diffusion-based 3D texture generation methods, such as distillation sampling, have numerous promising applications in stylized games and films, it requires addressing two challenges: 1) decouple style and content completely from the reference image for 3D models, and 2) align the generated texture with the color tone, style of the reference image, and the given text prompt. To this end, we introduce StyleTex, an innovative diffusion-model-based framework for creating stylized textures for 3D models. Our key insight is to decouple style information from the reference image while disregarding content in diffusion-based distillation sampling. Specifically, given a reference image, we first decompose its style feature from the image CLIP embedding by subtracting the embedding's orthogonal projection in the direction of the content feature, which is represented by a text CLIP embedding. Our novel approach to disentangling the reference image's style and content information allows us to generate distinct style and content features. We then inject the style feature into the cross-attention mechanism to incorporate it into the generation process, while utilizing the content feature as a negative prompt to further dissociate content information. Finally, we incorporate these strategies into StyleTex to obtain stylized textures. We utilize Interval Score Matching to address over-smoothness and over-saturation, in combination with a geometry-aware ControlNet that ensures consistent geometry throughout the generative process. The resulting textures generated by StyleTex retain the style of the reference image, while also aligning with the text prompts and intrinsic details of the given 3D mesh. Quantitative and qualitative experiments show that our method outperforms existing baseline methods by a significant margin.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"99 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142673121","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
GaussianObject: High-Quality 3D Object Reconstruction from Four Views with Gaussian Splatting 高斯对象利用高斯拼接技术从四个视角重建高质量三维物体
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2024-11-19 DOI: 10.1145/3687759
Chen Yang, Sikuang Li, Jiemin Fang, Ruofan Liang, Lingxi Xie, Xiaopeng Zhang, Wei Shen, Qi Tian
{"title":"GaussianObject: High-Quality 3D Object Reconstruction from Four Views with Gaussian Splatting","authors":"Chen Yang, Sikuang Li, Jiemin Fang, Ruofan Liang, Lingxi Xie, Xiaopeng Zhang, Wei Shen, Qi Tian","doi":"10.1145/3687759","DOIUrl":"https://doi.org/10.1145/3687759","url":null,"abstract":"Reconstructing and rendering 3D objects from highly sparse views is of critical importance for promoting applications of 3D vision techniques and improving user experience. However, images from sparse views only contain very limited 3D information, leading to two significant challenges: 1) Difficulty in building multi-view consistency as images for matching are too few; 2) Partially omitted or highly compressed object information as view coverage is insufficient. To tackle these challenges, we propose GaussianObject, a framework to represent and render the 3D object with Gaussian splatting that achieves high rendering quality with only 4 input images. We first introduce techniques of visual hull and floater elimination, which explicitly inject structure priors into the initial optimization process to help build multi-view consistency, yielding a coarse 3D Gaussian representation. Then we construct a Gaussian repair model based on diffusion models to supplement the omitted object information, where Gaussians are further refined. We design a self-generating strategy to obtain image pairs for training the repair model. We further design a COLMAP-free variant, where pre-given accurate camera poses are not required, which achieves competitive quality and facilitates wider applications. GaussianObject is evaluated on several challenging datasets, including MipNeRF360, OmniObject3D, OpenIllumination, and our-collected unposed images, achieving superior performance from only four views and significantly outperforming previous SOTA methods.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"33 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142673038","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
MVImgNet2.0: A Larger-scale Dataset of Multi-view Images MVImgNet2.0:更大规模的多视角图像数据集
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2024-11-19 DOI: 10.1145/3687973
Yushuang Wu, Luyue Shi, Haolin Liu, Hongjie Liao, Lingteng Qiu, Weihao Yuan, Xiaodong Gu, Zilong Dong, Shuguang Cui, Xiaoguang Han
{"title":"MVImgNet2.0: A Larger-scale Dataset of Multi-view Images","authors":"Yushuang Wu, Luyue Shi, Haolin Liu, Hongjie Liao, Lingteng Qiu, Weihao Yuan, Xiaodong Gu, Zilong Dong, Shuguang Cui, Xiaoguang Han","doi":"10.1145/3687973","DOIUrl":"https://doi.org/10.1145/3687973","url":null,"abstract":"MVImgNet is a large-scale dataset that contains multi-view images of ~220k real-world objects in 238 classes. As a counterpart of ImageNet, it introduces 3D visual signals via multi-view shooting, making a soft bridge between 2D and 3D vision. This paper constructs the MVImgNet2.0 dataset that expands MVImgNet into a total of ~520k objects and 515 categories, which derives a 3D dataset with a larger scale that is more comparable to ones in the 2D domain. In addition to the expanded dataset scale and category range, MVImgNet2.0 is of a higher quality than MVImgNet owing to four new features: (i) most shoots capture 360° views of the objects, which can support the learning of object reconstruction with completeness; (ii) the segmentation manner is advanced to produce foreground object masks of higher accuracy; (iii) a more powerful structure-from-motion method is adopted to derive the camera pose for each frame of a lower estimation error; (iv) higher-quality dense point clouds are reconstructed via advanced methods for objects captured in 360 <jats:sup>°</jats:sup> views, which can serve for downstream applications. Extensive experiments confirm the value of the proposed MVImgNet2.0 in boosting the performance of large 3D reconstruction models. MVImgNet2.0 will be public at <jats:italic>luyues.github.io/mvimgnet2</jats:italic> , including multi-view images of all 520k objects, the reconstructed high-quality point clouds, and data annotation codes, hoping to inspire the broader vision community.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"80 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142673040","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Polarimetric BSSRDF Acquisition of Dynamic Faces 动态人脸的偏振 BSSRDF 采集
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2024-11-19 DOI: 10.1145/3687767
Hyunho Ha, Inseung Hwang, Nestor Monzon, Jaemin Cho, Donggun Kim, Seung-Hwan Baek, Adolfo Muñoz, Diego Gutierrez, Min H. Kim
{"title":"Polarimetric BSSRDF Acquisition of Dynamic Faces","authors":"Hyunho Ha, Inseung Hwang, Nestor Monzon, Jaemin Cho, Donggun Kim, Seung-Hwan Baek, Adolfo Muñoz, Diego Gutierrez, Min H. Kim","doi":"10.1145/3687767","DOIUrl":"https://doi.org/10.1145/3687767","url":null,"abstract":"Acquisition and modeling of polarized light reflection and scattering help reveal the shape, structure, and physical characteristics of an object, which is increasingly important in computer graphics. However, current polarimetric acquisition systems are limited to static and opaque objects. Human faces, on the other hand, present a particularly difficult challenge, given their complex structure and reflectance properties, the strong presence of spatially-varying subsurface scattering, and their dynamic nature. We present a new polarimetric acquisition method for dynamic human faces, which focuses on capturing spatially varying appearance and precise geometry, across a wide spectrum of skin tones and facial expressions. It includes both single and heterogeneous subsurface scattering, index of refraction, and specular roughness and intensity, among other parameters, while revealing biophysically-based components such as inner- and outer-layer hemoglobin, eumelanin and pheomelanin. Our method leverages such components' unique multispectral absorption profiles to quantify their concentrations, which in turn inform our model about the complex interactions occurring within the skin layers. To our knowledge, our work is the first to simultaneously acquire polarimetric and spectral reflectance information alongside biophysically-based skin parameters and geometry of dynamic human faces. Moreover, our polarimetric skin model integrates seamlessly into various rendering pipelines.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"14 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142672841","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
GPU Coroutines for Flexible Splitting and Scheduling of Rendering Tasks 用于灵活拆分和调度渲染任务的 GPU 例行程序
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2024-11-19 DOI: 10.1145/3687766
Shaokun Zheng, Xin Chen, Zhong Shi, Ling-Qi Yan, Kun Xu
{"title":"GPU Coroutines for Flexible Splitting and Scheduling of Rendering Tasks","authors":"Shaokun Zheng, Xin Chen, Zhong Shi, Ling-Qi Yan, Kun Xu","doi":"10.1145/3687766","DOIUrl":"https://doi.org/10.1145/3687766","url":null,"abstract":"We introduce <jats:italic>coroutines</jats:italic> into GPU kernel programming, providing an automated solution for flexible splitting and scheduling of rendering tasks. This approach addresses a prevalent challenge in harnessing the power of modern GPUs for complex, imbalanced graphics workloads like path tracing. Usually, to accommodate the SIMT execution model and latency-hiding architecture, developers have to decompose a monolithic mega-kernel into smaller sub-tasks for improved thread coherence and reduced register pressure. However, involving the handling of intricate nested control flows and numerous interdependent program states, this process can be exceedingly tedious and error-prone when performed manually. Coroutines, a building block for asynchronous programming in many high-level CPU languages, exhibit untapped potential for restructuring GPU kernels due to their versatility in control representation. By extending Luisa [Zheng et al. 2022], we implement an asymmetric, stackless coroutine model with programming language support and multiple built-in schedulers for modern GPUs. To showcase the effectiveness of our model and implementation, we examine them in different application scenarios, including path tracing, SDF rendering, and incorporation with custom passes.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"22 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2024-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142673037","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
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
确定
请完成安全验证×
相关产品
×
本文献相关产品
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 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信