ACM Transactions on Graphics (TOG)最新文献

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MetaLayer: A Meta-Learned BSDF Model for Layered Materials MetaLayer:层状材料的元学习 BSDF 模型
ACM Transactions on Graphics (TOG) Pub Date : 2023-12-04 DOI: 10.1145/3618365
Jie Guo, Zeru Li, Xueyan He, Beibei Wang, Wenbin Li, Yanwen Guo, Ling-Qi Yan
{"title":"MetaLayer: A Meta-Learned BSDF Model for Layered Materials","authors":"Jie Guo, Zeru Li, Xueyan He, Beibei Wang, Wenbin Li, Yanwen Guo, Ling-Qi Yan","doi":"10.1145/3618365","DOIUrl":"https://doi.org/10.1145/3618365","url":null,"abstract":"Reproducing the appearance of arbitrary layered materials has long been a critical challenge in computer graphics, with regard to the demanding requirements of both physical accuracy and low computation cost. Recent studies have demonstrated promising results by learning-based representations that implicitly encode the appearance of complex (layered) materials by neural networks. However, existing generally-learned models often struggle between strong representation ability and high runtime performance, and also lack physical parameters for material editing. To address these concerns, we introduce MetaLayer, a new methodology leveraging meta-learning for modeling and rendering layered materials. MetaLayer contains two networks: a BSDFNet that compactly encodes layered materials into implicit neural representations, and a MetaNet that establishes the mapping between the physical parameters of each material and the weights of its corresponding implicit neural representation. A new positional encoding method and a well-designed training strategy are employed to improve the performance and quality of the neural model. As a new learning-based representation, the proposed MetaLayer model provides both fast responses to material editing and high-quality results for a wide range of layered materials, outperforming existing layered BSDF models.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"32 4","pages":"1 - 15"},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138603795","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: 0
VASCO: Volume and Surface Co-Decomposition for Hybrid Manufacturing VASCO:用于混合制造的体积和表面共分解技术
ACM Transactions on Graphics (TOG) Pub Date : 2023-12-04 DOI: 10.1145/3618324
Fanchao Zhong, Haisen Zhao, Haochen Li, Xin Yan, Jikai Liu, Baoquan Chen, Lin Lu
{"title":"VASCO: Volume and Surface Co-Decomposition for Hybrid Manufacturing","authors":"Fanchao Zhong, Haisen Zhao, Haochen Li, Xin Yan, Jikai Liu, Baoquan Chen, Lin Lu","doi":"10.1145/3618324","DOIUrl":"https://doi.org/10.1145/3618324","url":null,"abstract":"Additive and subtractive hybrid manufacturing (ASHM) involves the alternating use of additive and subtractive manufacturing techniques, which provides unique advantages for fabricating complex geometries with otherwise inaccessible surfaces. However, a significant challenge lies in ensuring tool accessibility during both fabrication procedures, as the object shape may change dramatically, and different parts of the shape are interdependent. In this study, we propose a computational framework to optimize the planning of additive and subtractive sequences while ensuring tool accessibility. Our goal is to minimize the switching between additive and subtractive processes to achieve efficient fabrication while maintaining product quality. We approach the problem by formulating it as a Volume-And-Surface-CO-decomposition (VASCO) problem. First, we slice volumes into slabs and build a dynamic-directed graph to encode manufacturing constraints, with each node representing a slab and direction reflecting operation order. We introduce a novel geometry property called hybrid-fabricability for a pair of additive and subtractive procedures. Then, we propose a beam-guided top-down block decomposition algorithm to solve the VASCO problem. We apply our solution to a 5-axis hybrid manufacturing platform and evaluate various 3D shapes. Finally, we assess the performance of our approach through both physical and simulated manufacturing evaluations.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"23 11","pages":"1 - 17"},"PeriodicalIF":0.0,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138604319","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: 0
Enhancing Diffusion Models with 3D Perspective Geometry Constraints 利用三维透视几何约束增强扩散模型
ACM Transactions on Graphics (TOG) Pub Date : 2023-12-01 DOI: 10.1145/3618389
Rishi Upadhyay, Howard Zhang, Yunhao Ba, Ethan Yang, Blake Gella, Sicheng Jiang, Alex Wong, A. Kadambi
{"title":"Enhancing Diffusion Models with 3D Perspective Geometry Constraints","authors":"Rishi Upadhyay, Howard Zhang, Yunhao Ba, Ethan Yang, Blake Gella, Sicheng Jiang, Alex Wong, A. Kadambi","doi":"10.1145/3618389","DOIUrl":"https://doi.org/10.1145/3618389","url":null,"abstract":"While perspective is a well-studied topic in art, it is generally taken for granted in images. However, for the recent wave of high-quality image synthesis methods such as latent diffusion models, perspective accuracy is not an explicit requirement. Since these methods are capable of outputting a wide gamut of possible images, it is difficult for these synthesized images to adhere to the principles of linear perspective. We introduce a novel geometric constraint in the training process of generative models to enforce perspective accuracy. We show that outputs of models trained with this constraint both appear more realistic and improve performance of downstream models trained on generated images. Subjective human trials show that images generated with latent diffusion models trained with our constraint are preferred over images from the Stable Diffusion V2 model 70% of the time. SOTA monocular depth estimation models such as DPT and PixelFormer, fine-tuned on our images, outperform the original models trained on real images by up to 7.03% in RMSE and 19.3% in SqRel on the KITTI test set for zero-shot transfer.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"57 3","pages":"1 - 15"},"PeriodicalIF":0.0,"publicationDate":"2023-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138627617","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: 0
An Adaptive Fast-Multipole-Accelerated Hybrid Boundary Integral Equation Method for Accurate Diffusion Curves 精确扩散曲线的自适应快速多极-加速混合边界积分方程法
ACM Transactions on Graphics (TOG) Pub Date : 2023-11-24 DOI: 10.1145/3618374
Seungbae Bang, Kirill Serkh, Oded Stein, Alec Jacobson
{"title":"An Adaptive Fast-Multipole-Accelerated Hybrid Boundary Integral Equation Method for Accurate Diffusion Curves","authors":"Seungbae Bang, Kirill Serkh, Oded Stein, Alec Jacobson","doi":"10.1145/3618374","DOIUrl":"https://doi.org/10.1145/3618374","url":null,"abstract":"In theory, diffusion curves promise complex color gradations for infinite-resolution vector graphics. In practice, existing realizations suffer from poor scaling, discretization artifacts, or insufficient support for rich boundary conditions. Previous applications of the boundary element method to diffusion curves have relied on polygonal approximations, which either forfeit the high-order smoothness of Bézier curves, or, when the polygonal approximation is extremely detailed, result in large and costly systems of equations that must be solved. In this paper, we utilize the boundary integral equation method to accurately and efficiently solve the underlying partial differential equation. Given a desired resolution and viewport, we then interpolate this solution and use the boundary element method to render it. We couple this hybrid approach with the fast multipole method on a non-uniform quadtree for efficient computation. Furthermore, we introduce an adaptive strategy to enable truly scalable infinite-resolution diffusion curves.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"48 84","pages":"1 - 28"},"PeriodicalIF":0.0,"publicationDate":"2023-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139240081","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: 0
ART-Owen Scrambling ART-Owen Scrambling
ACM Transactions on Graphics (TOG) Pub Date : 2023-11-20 DOI: 10.1145/3618307
Abdalla G. M. Ahmed, Matt Pharr, Peter Wonka
{"title":"ART-Owen Scrambling","authors":"Abdalla G. M. Ahmed, Matt Pharr, Peter Wonka","doi":"10.1145/3618307","DOIUrl":"https://doi.org/10.1145/3618307","url":null,"abstract":"We present a novel algorithm for implementing Owen-scrambling, combining the generation and distribution of the scrambling bits in a single self-contained compact process. We employ a context-free grammar to build a binary tree of symbols, and equip each symbol with a scrambling code that affects all descendant nodes. We nominate the grammar of adaptive regular tiles (ART) derived from the repetition-avoiding Thue-Morse word, and we discuss its potential advantages and shortcomings. Our algorithm has many advantages, including random access to samples, fixed time complexity, GPU friendliness, and scalability to any memory budget. Further, it provides two unique features over known methods: it admits optimization, and it is in-vertible, enabling screen-space scrambling of the high-dimensional Sobol sampler.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"5 1","pages":"1 - 11"},"PeriodicalIF":0.0,"publicationDate":"2023-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139256651","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: 0
Adaptive Shells for Efficient Neural Radiance Field Rendering 用于高效神经辐照场渲染的自适应外壳
ACM Transactions on Graphics (TOG) Pub Date : 2023-11-16 DOI: 10.1145/3618390
Zian Wang, Tianchang Shen, Merlin Nimier-David, Nicholas Sharp, Jun Gao, Alexander Keller, Sanja Fidler, Thomas Muller, Zan Gojcic
{"title":"Adaptive Shells for Efficient Neural Radiance Field Rendering","authors":"Zian Wang, Tianchang Shen, Merlin Nimier-David, Nicholas Sharp, Jun Gao, Alexander Keller, Sanja Fidler, Thomas Muller, Zan Gojcic","doi":"10.1145/3618390","DOIUrl":"https://doi.org/10.1145/3618390","url":null,"abstract":"Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS [Wang et al. 2021] formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"IA-22 5","pages":"1 - 15"},"PeriodicalIF":0.0,"publicationDate":"2023-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139270315","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: 0
Controllable Group Choreography Using Contrastive Diffusion 利用对比扩散进行可控的群体编舞
ACM Transactions on Graphics (TOG) Pub Date : 2023-10-29 DOI: 10.1145/3618356
Nhat Le, Tuong Khanh Long Do, Khoa Do, Hien Nguyen, Erman Tjiputra, Quang D. Tran, Anh Nguyen
{"title":"Controllable Group Choreography Using Contrastive Diffusion","authors":"Nhat Le, Tuong Khanh Long Do, Khoa Do, Hien Nguyen, Erman Tjiputra, Quang D. Tran, Anh Nguyen","doi":"10.1145/3618356","DOIUrl":"https://doi.org/10.1145/3618356","url":null,"abstract":"Music-driven group choreography poses a considerable challenge but holds significant potential for a wide range of industrial applications. The ability to generate synchronized and visually appealing group dance motions that are aligned with music opens up opportunities in many fields such as entertainment, advertising, and virtual performances. However, most of the recent works are not able to generate high-fidelity long-term motions, or fail to enable controllable experience. In this work, we aim to address the demand for high-quality and customizable group dance generation by effectively governing the consistency and diversity of group choreographies. In particular, we utilize a diffusion-based generative approach to enable the synthesis of flexible number of dancers and long-term group dances, while ensuring coherence to the input music. Ultimately, we introduce a Group Contrastive Diffusion (GCD) strategy to enhance the connection between dancers and their group, presenting the ability to control the consistency or diversity level of the synthesized group animation via the classifier-guidance sampling technique. Through intensive experiments and evaluation, we demonstrate the effectiveness of our approach in producing visually captivating and consistent group dance motions. The experimental results show the capability of our method to achieve the desired levels of consistency and diversity, while maintaining the overall quality of the generated group choreography.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"30 1","pages":"1 - 14"},"PeriodicalIF":0.0,"publicationDate":"2023-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139311679","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: 0
Neural Packing: from Visual Sensing to Reinforcement Learning 神经打包:从视觉传感到强化学习
ACM Transactions on Graphics (TOG) Pub Date : 2023-10-17 DOI: 10.1145/3618354
Juzhan Xu, Minglun Gong, Hao Zhang, Hui Huang, Ruizhen Hu
{"title":"Neural Packing: from Visual Sensing to Reinforcement Learning","authors":"Juzhan Xu, Minglun Gong, Hao Zhang, Hui Huang, Ruizhen Hu","doi":"10.1145/3618354","DOIUrl":"https://doi.org/10.1145/3618354","url":null,"abstract":"We present a novel learning framework to solve the transport-and-packing (TAP) problem in 3D. It constitutes a full solution pipeline from partial observations of input objects via RGBD sensing and recognition to final box placement, via robotic motion planning, to arrive at a compact packing in a target container. The technical core of our method is a neural network for TAP, trained via reinforcement learning (RL), to solve the NP-hard combinatorial optimization problem. Our network simultaneously selects an object to pack and determines the final packing location, based on a judicious encoding of the continuously evolving states of partially observed source objects and available spaces in the target container, using separate encoders both enabled with attention mechanisms. The encoded feature vectors are employed to compute the matching scores and feasibility masks of different pairings of box selection and available space configuration for packing strategy optimization. Extensive experiments, including ablation studies and physical packing execution by a real robot (Universal Robot UR5e), are conducted to evaluate our method in terms of its design choices, scalability, generalizability, and comparisons to baselines, including the most recent RL-based TAP solution. We also contribute the first benchmark for TAP which covers a variety of input settings and difficulty levels.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"7 1","pages":"1 - 11"},"PeriodicalIF":0.0,"publicationDate":"2023-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139318076","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: 0
Variational Barycentric Coordinates 变分重心坐标
ACM Transactions on Graphics (TOG) Pub Date : 2023-10-06 DOI: 10.1145/3618403
Ana Dodik, Oded Stein, Vincent Sitzmann, Justin Solomon
{"title":"Variational Barycentric Coordinates","authors":"Ana Dodik, Oded Stein, Vincent Sitzmann, Justin Solomon","doi":"10.1145/3618403","DOIUrl":"https://doi.org/10.1145/3618403","url":null,"abstract":"We propose a variational technique to optimize for generalized barycentric coordinates that offers additional control compared to existing models. Prior work represents barycentric coordinates using meshes or closed-form formulae, in practice limiting the choice of objective function. In contrast, we directly parameterize the continuous function that maps any coordinate in a polytope's interior to its barycentric coordinates using a neural field. This formulation is enabled by our theoretical characterization of barycentric coordinates, which allows us to construct neural fields that parameterize the entire function class of valid coordinates. We demonstrate the flexibility of our model using a variety of objective functions, including multiple smoothness and deformation-aware energies; as a side contribution, we also present mathematically-justified means of measuring and minimizing objectives like total variation on discontinuous neural fields. We offer a practical acceleration strategy, present a thorough validation of our algorithm, and demonstrate several applications.","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"75 1","pages":"1 - 16"},"PeriodicalIF":0.0,"publicationDate":"2023-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139322445","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: 0
Decaf: Monocular Deformation Capture for Face and Hand Interactions Decaf:用于面部和手部交互的单目变形捕捉
ACM Transactions on Graphics (TOG) Pub Date : 2023-09-28 DOI: 10.1145/3618329
Soshi Shimada, Vladislav Golyanik, Patrick P'erez, C. Theobalt
{"title":"Decaf: Monocular Deformation Capture for Face and Hand Interactions","authors":"Soshi Shimada, Vladislav Golyanik, Patrick P'erez, C. Theobalt","doi":"10.1145/3618329","DOIUrl":"https://doi.org/10.1145/3618329","url":null,"abstract":"Existing methods for 3D tracking from monocular RGB videos predominantly consider articulated and rigid objects (e.g., two hands or humans interacting with rigid environments). Modelling dense non-rigid object deformations in this setting (e.g. when hands are interacting with a face), remained largely unaddressed so far, although such effects can improve the realism of the downstream applications such as AR/VR, 3D virtual avatar communications, and character animations. This is due to the severe ill-posedness of the monocular view setting and the associated challenges (e.g., in acquiring a dataset for training and evaluation or obtaining the reasonable non-uniform stiffness of the deformable object). While it is possible to naïvely track multiple non-rigid objects independently using 3D templates or parametric 3D models, such an approach would suffer from multiple artefacts in the resulting 3D estimates such as depth ambiguity, unnatural intra-object collisions and missing or implausible deformations. Hence, this paper introduces the first method that addresses the fundamental challenges depicted above and that allows tracking human hands interacting with human faces in 3D from single monocular RGB videos. We model hands as articulated objects inducing non-rigid face deformations during an active interaction. Our method relies on a new hand-face motion and interaction capture dataset with realistic face deformations acquired with a markerless multi-view camera system. As a pivotal step in its creation, we process the reconstructed raw 3D shapes with position-based dynamics and an approach for non-uniform stiffness estimation of the head tissues, which results in plausible annotations of the surface deformations, hand-face contact regions and head-hand positions. At the core of our neural approach are a variational auto-encoder supplying the hand-face depth prior and modules that guide the 3D tracking by estimating the contacts and the deformations. Our final 3D hand and face reconstructions are realistic and more plausible compared to several baselines applicable in our setting, both quantitatively and qualitatively. https://vcai.mpi-inf.mpg.de/projects/Decaf","PeriodicalId":7077,"journal":{"name":"ACM Transactions on Graphics (TOG)","volume":"42 1","pages":"1 - 16"},"PeriodicalIF":0.0,"publicationDate":"2023-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139335218","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: 0
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