3D打印中的照明模拟

Denis Sumin, K. Myszkowski, A. Voloboy
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Ideally, it should be possible now to produce photorealistic appearances or visually indistinguishable objects copies for, e.g., cultural-heritage applications.However, the resins used as print materials in commercial devices are inherently translucent, i.e., exhibit significant sub-surface scattering. This serves effective colour mixing in full-colour print processes, thus commercial printer drivers offer high-quality colour reproduction. At the same time, the resulting light diffusion leads to over-blurring and potential colour bleeding when printingspatially-varying colour textures. This translucent ‘crosstalk’ between surface points also strongly depends on the internal structure of the volume surrounding each surface point.Previously existing scattering-aware methods used simplified models for light diffusion and accepted the visual blur as an immutable property of the print medium.In this talk, we present the series of works conducted by a consortium of several institutes (Max-Planck Institute for Informatics, Germany; Charles University in Prague, Czech Republic; Institute of Science and Technology, Austria; University Col-lege London, United Kingdom; Universita della Svizzera Italiana, Switzerland; The Keldysh Institute of Applied Mathematics RAS, Russia). 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引用次数: 0

摘要

用于快速成型和生产独特物体的3D打印正在积极发展。消费级打印机现在通常用于各种用途,而越来越先进的技术使我们能够制造出新颖的形状、机械性能和外观。打印机的能力已经大大提高,从打印单一材料的物体到生产具有过体素材料变化的详细结构。自2010年代以来,可以制造分辨率为数百DPI(体素尺寸为10 μm)的全彩色3D物体。这种能力在基于光聚合物喷射工艺的打印机中最为突出。理想情况下,现在应该可以制作逼真的外观或视觉上无法区分的物体副本,例如文化遗产申请。然而,在商业设备中用作打印材料的树脂本质上是半透明的,即表现出显著的次表面散射。这有助于在全彩色打印过程中有效地混合色彩,因此商用打印机驱动程序提供高质量的色彩再现。同时,在打印空间变化的颜色纹理时,由此产生的光扩散会导致过度模糊和潜在的色彩流失。表面点之间的半透明“串扰”也强烈依赖于每个表面点周围体积的内部结构。现有的散射感知方法采用简化的光扩散模型,并将视觉模糊视为印刷介质的一种不可改变的特性。在这次演讲中,我们将介绍由几个研究所(德国马克斯-普朗克信息学研究所;捷克布拉格查尔斯大学;奥地利科学技术研究所;英国伦敦大学学院;瑞士意大利大学;Keldysh应用数学研究所,俄罗斯)。我们的工作抵消了非均匀散射,通过优化完全体积的材料分布来保持目标外观,从而获得3D打印顶部清晰的反照率纹理的印象。我们在非均匀散射的一般蒙特卡罗模拟的基础上建立了我们的迭代方法。我们发现,某种材料的排列扩大了可实现外观的范围,并使产生尖锐的纹理成为可能。卷更新步骤中内置的这一知识可以在10-15次迭代之后实现收敛。我们验证这些发现使用建立的随机梯度下降优化小规范对象,它是可行的计算。将我们的方法扩展到用半透明树脂制造任意3D物体,在薄形状的两侧,在极端的凸形和凹形中,产生了一系列可实现的颜色组合问题。物理上正确的照明模拟可以探索这些没有理想解决方案的极端情况。结果表明,对于具有固有串扰特性的介质,如现代全彩3D打印机的散射树脂,需要重新制定既定的色域映射方法。我们还提出了一种基于神经网络的物体表面外观的快速预测器,以取代蒙特卡罗模拟,从而将模型的准备速度提高300倍。实现的加速允许减少模拟时间到分钟为一个单一的,gpu配备工作站。这使得打印准备时间切合实际。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Lighting Simulation in 3D Printing
3D printing for rapid prototyping and production of unique objects is being actively developed. Consumer-grade printers are now commonly available for a range of purposes, while increasingly advanced techniques allow us to fabricate novel shapes, mechanical properties, and appearances. The printers’ capabilities have improved dramatically from printing single-material objects to producing detailed structures with pervoxel material variation. Since the 2010s, it is possible to fabricate full-colour 3D objects with resolutions of hundreds of DPI (voxels’ dimensions are in the order of 10 μm). Such capabilities are most prominent in printers based on the photo-polymer jetting process. Ideally, it should be possible now to produce photorealistic appearances or visually indistinguishable objects copies for, e.g., cultural-heritage applications.However, the resins used as print materials in commercial devices are inherently translucent, i.e., exhibit significant sub-surface scattering. This serves effective colour mixing in full-colour print processes, thus commercial printer drivers offer high-quality colour reproduction. At the same time, the resulting light diffusion leads to over-blurring and potential colour bleeding when printingspatially-varying colour textures. This translucent ‘crosstalk’ between surface points also strongly depends on the internal structure of the volume surrounding each surface point.Previously existing scattering-aware methods used simplified models for light diffusion and accepted the visual blur as an immutable property of the print medium.In this talk, we present the series of works conducted by a consortium of several institutes (Max-Planck Institute for Informatics, Germany; Charles University in Prague, Czech Republic; Institute of Science and Technology, Austria; University Col-lege London, United Kingdom; Universita della Svizzera Italiana, Switzerland; The Keldysh Institute of Applied Mathematics RAS, Russia). Our work counteracts heterogeneous scattering to obtain the impression of a crisp albedo texture on top of the 3D print, by optimizing for a fully volumetric material distribution that preserves the target appearance.We build our iterative method on top of a general Monte-Carlo simulation of heterogeneous scattering. We find out that a certain arrangement of materials expands the gamut of achievable appearances and makes it possible to produce sharp textures. This knowledge built-in into the volume-update step enables convergence justafter 10–15 iterations. We verify these findings using an established stochastic gradient-descent optimization for small canonical objects where it is feasible computationally.Expansion of our method to fabrication of arbitrary 3D objects with the translucent resins opens a set of problems of achievable colour combinations on the two sides of thin shapes, in the extreme convex and concave shapes. Physically correct lighting simulation enables exploration of these extreme cases where no ideal solution is possible. It turns out that a re-formulation of established gamut-mapping methods is needed for the medium with the inherent cross-talk properties such as the scattering resins of the modern full-colour 3D printers.Elaborating further ideas from we also propose a fast forward predictor of the object's surface appearance based on a neural network to replace the Monte-Carlo simulation in order to speed up the preparation of the model by 300 times. The achieved acceleration allows to reduce simulation time to minutes for a single, GPU-equipped workstation.Thismakesthe print preparation timings practical.
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