鱼类程序建模

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Chia-Hsing Chiu, Yu-Chi Lai, Shang-Yen Swen, Zhong-Qi Cai, Wen-Kai Tai
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引用次数: 0

摘要

为水下动画和游戏制作各种鱼类需要耗费大量的时间和人力。即使是专业人士也要花费数小时至数天的时间来制作。因此,我们提出了 "程序化鱼类生成"(Procedural Fish Generation)技术,该技术采用创新的自动方法,只需一张侧向图像即可生成三维鱼类模型。其核心在于用曲线对射线鳍鱼进行参数化,并用纹理对其进行优化,以适应使用可微分渲染的输入,从而大大减少手动建模工作。与需要单幅图像的多幅图像重建相比,我们的方法具有优势,而最先进的方法在这种情况下难以实现信息重建。此外,我们的方法输出的是多边形网格,与现代图形硬件和软件广泛兼容,因此便于进一步编辑。此外,我们还对稳定扩散的提示进行了微调,用户可以输入名称来查找高质量的横向图像。广泛的消融研究和比较证明了该方法对专家和非专业人员的有效性和效率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Procedural Fish Modeling.

It is time- and man-power intensive to craft various fish species for underwater animations and games. Even professionals spend hours to days for one. Therefore, we propose Procedural Fish Generation, which presents an innovative and automatic approach to generate 3D fish models with one lateral image. The core lies in parameterizing the ray-finned fish with curves and optimizing them with textures to fit the input using differentiable rendering, greatly reducing the manual modeling work. It presents advantages over multi-image reconstruction in requiring single image, while state-of-the-art methods suffer from such a scenario to achieve informative reconstruction. Also, our method outputs a polygon mesh, widely compatible with modern graphics hardware and software, thus facilitating further editing. Furthermore, we fine tune the prompts for Stable Diffusion while users can type a name to find high-quality lateral images. Extensive ablation studies and comparisons have proved its effectiveness and efficiency for experts and non-experts.

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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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