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We present a probabilistic framework to generate character animations based on weak control signals, such that the synthesized motions are realistic while retaining the stochastic nature of human movement. The proposed architecture, which is designed as a hierarchical recurrent model, maps each sub-sequence of motions into a stochastic latent code using a variational autoencoder extended over the temporal domain. We also propose an objective function which respects the impact of each joint on the pose and compares the joint angles based on angular distance. We use two novel quantitative protocols and human qualitative assessment to demonstrate the ability of our model to generate convincing and diverse periodic and non-periodic motion sequences without the need for strong control signals.
Probabilistic Character Motion Synthesis using a Hierarchical Deep Latent Variable Model
10,600
Additive manufacturing technologies are positioned to provide an unprecedented innovative transformation in how products are designed and manufactured. Due to differences in the technical specifications of AM technologies, the final fabricated parts can vary significantly from the original CAD models, therefore raising issues regarding accuracy, surface finish, robustness, mechanical properties, functional and geometrical constraints. Various researchers have studied the correlation between AM technologies and design rules. In this work we propose a novel approach to assessing the capability of a 3D model to be printed successfully (a.k.a printability) on a specific AM machine. This is utilized by taking into consideration the model mesh complexity and certain part characteristics. A printability score is derived for a model in reference to a specific 3D printing technology, expressing the probability of obtaining a robust and accurate end result for 3D printing on a specific AM machine. The printability score can be used either to determine which 3D technology is more suitable for manufacturing a specific model or as a guide to redesign the model to ensure printability. We verify this framework by conducting 3D printing experiments for benchmark models which are printed on three AM machines employing different technologies: Fused Deposition Modeling (FDM), Binder Jetting (3DP), and Material Jetting (Polyjet).
A Characterization of 3D Printability
10,601
This paper presents a light-weight, high-quality texture synthesis algorithm that easily generalizes to other applications such as style transfer and texture mixing. We represent texture features through the deep neural activation vectors within the bottleneck layer of an auto-encoder and frame the texture synthesis problem as optimal transport between the activation values of the image being synthesized and those of an exemplar texture. To find this optimal transport mapping, we utilize an N-dimensional probability density function (PDF) transfer process that iterates over multiple random rotations of the PDF basis and matches the 1D marginal distributions across each dimension. This achieves quality and flexibility on par with expensive back-propagation based neural texture synthesis methods, but with the potential of achieving interactive rates. We demonstrate that first order statistics offer a more robust representation for texture than the second order statistics that are used today. We propose an extension of this algorithm that reduces the dimensionality of the neural feature space. We utilize a multi-scale coarse-to-fine synthesis pyramid to capture and preserve larger image features; unify color and style transfer under one framework; and further augment this system with a novel masking scheme that re-samples and re-weights the feature distribution for user-guided texture painting and targeted style transfer.
Optimal Textures: Fast and Robust Texture Synthesis and Style Transfer through Optimal Transport
10,602
Marching Cube algorithm is currently one of the most popular 3D reconstruction surface rendering algorithms. It forms cube voxels through the input image, and then uses 15 basic topological configurations to extract the iso-surfaces in the voxels. It processes each cube voxel in a traversal manner, but it does not consider the relationship between iso-surfaces in adjacent cubes. Due to ambiguity, the final reconstructed model may have holes. We propose a Marching Cube algorithm based on edge growth. The algorithm first extracts seed triangles, then grows the seed triangles and reconstructs the entire 3D model. According to the position of the growth edge, we propose 17 topological configurations with iso-surfaces. From the reconstruction results, the algorithm can reconstruct the 3D model well. When only the main contour of the 3D model needs to be organized, the algorithm performs well. In addition, when there are multiple scattered parts in the data, the algorithm can extract only the 3D contours of the parts connected to the seed by setting the region selected by the seed.
A Marching Cube Algorithm Based on Edge Growth
10,603
Direct Delta Mush is a novel skinning deformation technique introduced by Le and Lewis (2019). It generalizes the iterative Delta Mush algorithm of Mancewicz et al (2014), providing a direct solution with improved efficiency and control. Compared to Linear Blend Skinning, Direct Delta Mush offers better quality of deformations and ease of authoring at comparable performance. However, Direct Delta Mush does not handle non-rigid joint transformations correctly which limits its application for most production environments. This paper presents an extension to Direct Delta Mush that integrates the non-rigid part of joint transformations into the algorithm. In addition, the paper also describes practical considerations for computing the orthogonal component of the transformation and stability issues observed during the implementation and testing.
Enhanced Direct Delta Mush
10,604
Most commercially available optical see-through head-mounted displays (OST-HMDs) utilize optical combiners to simultaneously visualize the physical background and virtual objects. The displayed images perceived by users are a blend of rendered pixels and background colors. Enabling high fidelity color perception in mixed reality (MR) scenarios using OST-HMDs is an important but challenging task. We propose a real-time rendering scheme to enhance the color contrast between virtual objects and the surrounding background for OST-HMDs. Inspired by the discovery of color perception in psychophysics, we first formulate the color contrast enhancement as a constrained optimization problem. We then design an end-to-end algorithm to search the optimal complementary shift in both chromaticity and luminance of the displayed color. This aims at enhancing the contrast between virtual objects and the real background as well as keeping the consistency with the original color. We assess the performance of our approach using a simulated OST-HMD environment and an off-the-shelf OST-HMD. Experimental results from objective evaluations and subjective user studies demonstrate that the proposed approach makes rendered virtual objects more distinguishable from the surrounding background, thereby bringing a better visual experience.
Color Contrast Enhanced Rendering for Optical See-through Head-mounted Displays
10,605
Recent studies show increasing demands and interests in automatically generating layouts, while there is still much room for improving the plausibility and robustness. In this paper, we present a data-driven layout framework without model formulation and loss term optimization. We achieve and organize priors directly based on samples from datasets instead of sampling probabilistic models. Therefore, our method enables expressing and generating mathematically inexpressible relations among three or more objects. Subsequently, a non-learning geometric algorithm attempts arranging objects plausibly considering constraints such as walls, windows, etc. Experiments would show our generated layouts outperform the state-of-art and our framework is competitive to human designers.
Geometry-Based Layout Generation with Hyper-Relations AMONG Objects
10,606
We present a real-time cloth animation method for dressing virtual humans of various shapes and poses. Our approach formulates the clothing deformation as a high-dimensional function of body shape parameters and pose parameters. In order to accelerate the computation, our formulation factorizes the clothing deformation into two independent components: the deformation introduced by body pose variation (Clothing Pose Model) and the deformation from body shape variation (Clothing Shape Model). Furthermore, we sample and cluster the poses spanning the entire pose space and use those clusters to efficiently calculate the anchoring points. We also introduce a sensitivity-based distance measurement to both find nearby anchoring points and evaluate their contributions to the final animation. Given a query shape and pose of the virtual agent, we synthesize the resulting clothing deformation by blending the Taylor expansion results of nearby anchoring points. Compared to previous methods, our approach is general and able to add the shape dimension to any clothing pose model. %and therefore it is more general. Furthermore, we can animate clothing represented with tens of thousands of vertices at 50+ FPS on a CPU. Moreover, our example database is more representative and can be generated in parallel, and thereby saves the training time. We also conduct a user evaluation and show that our method can improve a user's perception of dressed virtual agents in an immersive virtual environment compared to a conventional linear blend skinning method.
Example-based Real-time Clothing Synthesis for Virtual Agents
10,607
Machine knitted textiles are complex multi-scale material structures increasingly important in many industries, including consumer products, architecture, composites, medical, and military. Computational modeling, simulation, and design of industrial fabrics require efficient representations of the spatial, material, and physical properties of such structures. We propose a process-oriented representation, TopoKnit, that defines a foundational data structure for representing the topology of weft-knitted textiles at the yarn scale. Process space serves as an intermediary between the machine and fabric spaces, and supports a concise, computationally efficient evaluation approach based on on-demand, near constant-time queries. In this paper, we define the properties of the process space, and design a data structure to represent it and algorithms to evaluate it. We demonstrate the effectiveness of the representation scheme by providing results of evaluations of the data structure in support of common topological operations in the fabric space.
TopoKnit : A Process-Oriented Representation for Modeling the Topology of Yarns in Weft-Knitted Textiles
10,608
Understanding design decisions in relation to the future occupants of a building is a crucial part of good design. However, limitations in tools and expertise hinder meaningful human-centric decisions during the design process. In this paper, a novel Spatial Human Accessibility graph for Planning and Environment Analysis (SHAPE) is introduced that brings together the technical challenges of discrete representations of digital models, with human-based metrics for evaluating the environment. SHAPE: does not need labeled geometry as input, works with multi-level buildings, captures surface variations (e.g., slopes in a terrain), and can be used with existing graph theory (e.g., gravity, centrality) techniques. SHAPE uses ray-casting to perform a search, generating a dense graph of all accessible locations within the environment and storing the type of travel required in a graph (e.g., up a slope, down a step). The ability to simultaneously evaluate and plan paths from multiple human factors is shown to work on digital models across room, building, and topography scales. The results enable designers and planners to evaluate options of the built environment in new ways, and at higher fidelity, that will lead to more human-friendly and accessible environments.
Human Centric Accessibility Graph For Environment Analysis
10,609
Inspired by the success of WaveNet in multi-subject speech synthesis, we propose a novel neural network based on causal convolutions for multi-subject motion modeling and generation. The network can capture the intrinsic characteristics of the motion of different subjects, such as the influence of skeleton scale variation on motion style. Moreover, after fine-tuning the network using a small motion dataset for a novel skeleton that is not included in the training dataset, it is able to synthesize high-quality motions with a personalized style for the novel skeleton. The experimental results demonstrate that our network can model the intrinsic characteristics of motions well and can be applied to various motion modeling and synthesis tasks.
A causal convolutional neural network for multi-subject motion modeling and generation
10,610
We introduce an algorithm to remesh triangle meshes representing developable surfaces to planar quad dominant meshes. The output of our algorithm consists of planar quadrilateral (PQ) strips that are aligned to principal curvature directions and closely approximate the curved parts of the input developable, and planar polygons representing the flat parts of the input. Developable PQ-strip meshes are useful in many areas of shape modeling, thanks to the simplicity of fabrication from flat sheet material. Unfortunately, they are difficult to model due to their restrictive combinatorics and locking issues. Other representations of developable surfaces, such as arbitrary triangle or quad meshes, are more suitable for interactive freeform modeling, but generally have non-planar faces or are not aligned to principal curvatures. Our method leverages the modeling flexibility of non-ruling based representations of developable surfaces, while still obtaining developable, curvature aligned PQ-strip meshes. Our algorithm optimizes for a scalar function on the input mesh, such that its level sets are extrinsically straight and align well to the locally estimated ruling directions. The condition that guarantees straight level sets is nonlinear of high order and numerically difficult to enforce in a straightforward manner. We devise an alternating optimization method that makes our problem tractable and practical to compute. Our method works automatically on any developable input, including multiple patches and curved folds, without explicit domain decomposition. We demonstrate the effectiveness of our approach on a variety of developable surfaces and show how our remeshing can be used alongside handle based interactive freeform modeling of developable shapes.
Dev2PQ: Planar Quadrilateral Strip Remeshing of Developable Surfaces
10,611
With the popularization of game and VR/AR devices, there is a growing need for capturing human motion with a sparse set of tracking data. In this paper, we introduce a deep neural-network (DNN) based method for real-time prediction of the lower-body pose only from the tracking signals of the upper-body joints. Specifically, our Gated Recurrent Unit (GRU)-based recurrent architecture predicts the lower-body pose and feet contact probability from past sequence of tracking signals of the head, hands and pelvis. A major feature of our method is that the input signal is represented with the velocity of tracking signals. We show that the velocity representation better models the correlation between the upper-body and lower-body motions and increase the robustness against the diverse scales and proportions of the user body than position-orientation representations. In addition, to remove foot-skating and floating artifacts, our network predicts feet contact state, which is used to post-process the lower-body pose with inverse kinematics to preserve the contact. Our network is lightweight so as to run in real-time applications. We show the effectiveness of our method through several quantitative evaluations against other architectures and input representations, with respect to wild tracking data obtained from commercial VR devices.
LoBSTr: Real-time Lower-body Pose Prediction from Sparse Upper-body Tracking Signals
10,612
We present a new analytic BRDF for porous materials comprised of spherical Lambertian scatterers. The BRDF has a single parameter: the albedo of the Lambertian particles. The resulting appearance exhibits strong back scattering and saturation effects that height-field-based models such as Oren-Nayar cannot reproduce.
An analytic BRDF for materials with spherical Lambertian scatterers
10,613
3D shape editing is widely used in a range of applications such as movie production, computer games and computer aided design. It is also a popular research topic in computer graphics and computer vision. In past decades, researchers have developed a series of editing methods to make the editing process faster, more robust, and more reliable. Traditionally, the deformed shape is determined by the optimal transformation and weights for an energy term. With increasing availability of 3D shapes on the Internet, data-driven methods were proposed to improve the editing results. More recently as the deep neural networks became popular, many deep learning based editing methods have been developed in this field, which is naturally data-driven. We mainly survey recent research works from the geometric viewpoint to those emerging neural deformation techniques and categorize them into organic shape editing methods and man-made model editing methods. Both traditional methods and recent neural network based methods are reviewed.
A Revisit of Shape Editing Techniques: from the Geometric to the Neural Viewpoint
10,614
We propose a compact and efficient tetrahedral mesh representation to improve the ray-tracing performance. We reorder tetrahedral mesh data using a space-filling curve to improve cache locality. Most importantly, we propose an efficient ray traversal algorithm. We provide details of common ray tracing operations on tetrahedral meshes and give the GPU implementation of our traversal method. We demonstrate our findings through a set of comprehensive experiments. Our method outperforms existing tetrahedral mesh-based traversal methods and yields comparable results to the traversal methods based on the state of the art acceleration structures such as k-dimensional (k-d) trees and Bounding Volume Hierarchies (BVHs).
Compact Tetrahedralization-based Acceleration Structure for Ray Tracing
10,615
We present Clusterplot, a multi-class high-dimensional data visualization tool designed to visualize cluster-level information offering an intuitive understanding of the cluster inter-relations. Our unique plots leverage 2D blobs devised to convey the geometrical and topological characteristics of clusters within the high-dimensional data, and their pairwise relations, such that general inter-cluster behavior is easily interpretable in the plot. Class identity supervision is utilized to drive the measuring of relations among clusters in high-dimension, particularly, proximity and overlap, which are then reflected spatially through the 2D blobs. We demonstrate the strength of our clusterplots and their ability to deliver a clear and intuitive informative exploration experience for high-dimensional clusters characterized by complex structure and significant overlap.
Clusterplot: High-dimensional Cluster Visualization
10,616
The present paper deals with the generalization of Midpoint Ellipse Drawing Algorithm (MPEDA) to minimize the error in the existing MPEDA in cartesian form. In this method, we consider three different values of h, i.e., 1, 0.5 and 0.1. For h = 1, all the results of MPEDA have been verified. For other values of h it is observed that as the value of h decreases, the number of iteration increases but the error between the points generated and the original ellipse points decreases and vice-versa.
An Effective Approach to Minimize Error in Midpoint Ellipse Drawing Algorithm
10,617
In this work, we propose an automatic mesh generation algorithm, FlowMesher, which can be used to generate unstructured meshes for mesh domains in any shape with minimum (or even no) user intervention. The approach can generate high-quality simplex meshes directly from scanned images in OBJ format in 2D and 3D or just from a line drawing in 2-D. Mesh grading can be easily controlled also. The FlowMesher is robust and easy to be implemented and is useful for a variety of applications including surgical simulators. The core idea of the FlowMesher is that a mesh domain is considered as an "airtight container" into which fluid particles are "injected" at one or multiple selected interior points. The particles repel each other and occupy the whole domain somewhat like blowing up a balloon. When the container is full of fluid particles and the flow is stopped, a Delaunay triangulation algorithm is employed to link the fluid particles together to generate an unstructured mesh (which is then optimized using a combination of automated mesh smoothing and element removal in 3D). The performance of the FlowMesher is demonstrated by generating meshes for several 2D and 3D mesh domains including a scanned image of a bone.
FlowMesher: An automatic unstructured mesh generation algorithm with applications from finite element analysis to medical simulations
10,618
Hexahedral meshes are an ubiquitous domain for the numerical resolution of partial differential equations. Computing a pure hexahedral mesh from an adaptively refined grid is a prominent approach to automatic hexmeshing, and requires the ability to restore the all hex property around the hanging nodes that arise at the interface between cells having different size. The most advanced tools to accomplish this task are based on mesh dualization. These approaches use topological schemes to regularize the valence of inner vertices and edges, such that dualizing the grid yields a pure hexahedral mesh. In this paper we study in detail the dual approach, and propose four main contributions to it: (i) we enumerate all the possible transitions that dual methods must be able to handle, showing that prior schemes do not natively cover all of them; (ii) we show that schemes are internally asymmetric, therefore not only their implementation is ambiguous, but different implementation choices lead to hexahedral meshes with different singular structure; (iii) we explore the combinatorial space of dual schemes, selecting the minimum set that covers all the possible configurations and also yields the simplest singular structure in the output hexmesh; (iv) we enlarge the class of adaptive grids that can be transformed into pure hexahedral meshes, relaxing one of the tight requirements imposed by previous approaches, and ultimately permitting to obtain much coarser meshes for same geometric accuracy. Last but not least, for the first time we make grid-based hexmeshing truly reproducible, releasing our code and also revealing a conspicuous amount of technical details that were always overlooked in previous literature, creating an entry barrier that was hard to overcome for practitioners in the field.
Optimal Dual Schemes for Adaptive Grid Based Hexmeshing
10,619
Mesh distortion optimization is a popular research topic and has wide range of applications in computer graphics, including geometry modeling, variational shape interpolation, UV parameterization, elastoplastic simulation, etc. In recent years, many solvers have been proposed to solve this nonlinear optimization efficiently, among which projected Newton has been shown to have best convergence rate and work well in both 2D and 3D applications. Traditional Newton approach suffers from ill conditioning and indefiniteness of local energy approximation. A crucial step in projected Newton is to fix this issue by projecting energy Hessian onto symmetric positive definite (SPD) cone so as to guarantee the search direction always pointing to decrease the energy locally. Such step relies on time consuming eigen decomposition of element Hessian, which has been addressed by several work before on how to obtain a conjugacy that is as diagonal as possible. In this report, we demonstrate an analytic form of Hessian eigen system for distortion energy defined using principal stretches, which is the most general representation. Compared with existing projected Newton diagonalization approaches, our formulation is more general as it doesn't require the energy to be representable by tensor invariants. In this report, we will only show the derivation for 3D and the extension to 2D case is straightforward.
Eigen Space of Mesh Distortion Energy Hessian
10,620
How to automatically generate a realistic large-scale 3D road network is a key point for immersive and credible traffic simulations. Existing methods cannot automatically generate various kinds of intersections in 3D space based on GIS data. In this paper, we propose a method to generate complex and large-scale 3D road networks automatically with the open source GIS data, including satellite imagery, elevation data and two-dimensional(2D) road center axis data, as input. We first introduce a semantic structure of road network to obtain high-detailed and well-formed networks in a 3D scene. We then generate 2D shapes and topological data of the road network according to the semantic structure and 2D road center axis data. At last, we segment the elevation data and generate the surface of the 3D road network according to the 2D semantic data and satellite imagery data. Results show that our method does well in the generation of various types of intersections and the high-detailed features of roads. The traffic semantic structure, which must be provided in traffic simulation, can also be generated automatically according to our method.
Automatic Generation of Large-scale 3D Road Networks based on GIS Data
10,621
Curve reconstruction from unstructured points in a plane is a fundamental problem with many applications that has generated research interest for decades. Involved aspects like handling open, sharp, multiple and non-manifold outlines, run-time and provability as well as potential extension to 3D for surface reconstruction have led to many different algorithms. We survey the literature on 2D curve reconstruction and then present an open-sourced benchmark for the experimental study. Our unprecedented evaluation on a selected set of planar curve reconstruction algorithms aims to give an overview of both quantitative analysis and qualitative aspects for helping users to select the right algorithm for specific problems in the field. Our benchmark framework is available online to permit reproducing the results, and easy integration of new algorithms.
2D Points Curve Reconstruction Survey and Benchmark
10,622
We present an innovative framework, Crowdsourcing Autonomous Traffic Simulation (CATS) framework, in order to safely implement and realize orderly traffic flows. We firstly provide a semantic description of the CATS framework using theories of economics to construct coupling constraints among drivers, in which drivers monitor each other by making use of transportation resources and driving credit. We then introduce an emotion-based traffic simulation, which utilizes the Weber-Fechner law to integrate economic factors into drivers' behaviors. Simulation results show that the CATS framework can significantly reduce traffic accidents and improve urban traffic conditions.
Crowdsourcing Autonomous Traffic Simulation
10,623
Character rigging is universally needed in computer graphics but notoriously laborious. We present a new method, HeterSkinNet, aiming to fully automate such processes and significantly boost productivity. Given a character mesh and skeleton as input, our method builds a heterogeneous graph that treats the mesh vertices and the skeletal bones as nodes of different types and uses graph convolutions to learn their relationships. To tackle the graph heterogeneity, we propose a new graph network convolution operator that transfers information between heterogeneous nodes. The convolution is based on a new distance HollowDist that quantifies the relations between mesh vertices and bones. We show that HeterSkinNet is robust for production characters by providing the ability to incorporate meshes and skeletons with arbitrary topologies and morphologies (e.g., out-of-body bones, disconnected mesh components, etc.). Through exhaustive comparisons, we show that HeterSkinNet outperforms state-of-the-art methods by large margins in terms of rigging accuracy and naturalness. HeterSkinNet provides a solution for effective and robust character rigging.
HeterSkinNet: A Heterogeneous Network for Skin Weights Prediction
10,624
Create an articulated and realistic human 3D model is a complicated task, not only get a model with the right body proportions but also to the whole process of rigging the model with correct articulation points and vertices weights. Having a tool that can create such a model with just a few clicks will be very advantageous for amateurs developers to use in their projects, researchers to easily generate datasets to train neural networks and industry for game development. We present a software that is integrated in Blender in form of add-on that allows us to design and animate a dressed 3D human models based on Makehuman with just a few clicks. Moreover, as it is already integrated in Blender, python scripts can be created to animate, render and further customize the current available options.
AVATAR: Blender add-on for fast creation of 3D human models
10,625
BrainPainter is a software for the 3D visualization of human brain structures; it generates colored brain images using user-defined biomarker data for each brain region. However, BrainPainter is only able to generate human brain images. In this paper, we present updates to the existing BrainPainter software which enables the generation of mouse brain images. We load meshes for each mouse brain region, based on the Allen Mouse Brain Atlas, into Blender, a powerful 3D computer graphics engine. We then use Blender to color each region and generate images of subcortical, outer-cortical, inner-cortical, top and bottom view renders. In addition to those views, we add new render angles and separate visualization settings for the left and right hemispheres. While BrainPainter traditionally ran from the browser ( https://brainpainter.csail.mit.edu ), we also created a graphical user interface that launches image-generation requests in a user-friendly way, by connecting to the Blender backend via a Docker API. We illustrate a use case of BrainPainter for modeling the progression of tau protein accumulation in a mouse study. Our contributions can help neuroscientists visualize brains in mouse studies and show disease progression. In addition, integration into Blender can subsequently enable the generation of complex animations using a moving camera, generation of complex mesh deformations that simulate tumors and other pathologies, as well as visualization of toxic proteins using Blender's particle system.
BrainPainter v2: Mouse Brain Visualization Software
10,626
Fracture produces new mesh fragments that introduce additional degrees of freedom in the system dynamics. Existing finite element method (FEM) based solutions suffer from an explosion in computational cost as the system matrix size increases. We solve this problem by presenting a graph-based FEM model for fracture simulation that is remeshing-free and easily scales to high-resolution meshes. Our algorithm models fracture on the graph induced in a volumetric mesh with tetrahedral elements. We relabel the edges of the graph using a computed damage variable to initialize and propagate fracture. We prove that non-linear, hyper-elastic strain energy is expressible entirely in terms of the edge lengths of the induced graph. This allows us to reformulate the system dynamics for the relabeled graph without changing the size of system dynamics matrix and thus prevents the computational cost from blowing up. The fractured surface has to be reconstructed explicitly only for visualization purposes. We simulate standard laboratory experiments from structural mechanics and compare the results with corresponding real-world experiments. We fracture objects made of a variety of brittle and ductile materials, and show that our technique offers stability and speed that is unmatched in current literature.
Remeshing-Free Graph-Based Finite Element Method for Ductile and Brittle Fracture
10,627
Current computer graphics research practices contain racial biases that have resulted in investigations into "skin" and "hair" that focus on the hegemonic visual features of Europeans and East Asians. To broaden our research horizons to encompass all of humanity, we propose a variety of improvements to quantitative measures and qualitative practices, and pose novel, open research problems.
Countering Racial Bias in Computer Graphics Research
10,628
2.5D cartoon models are methods to simulate three-dimensional (3D)-like movements, such as out-of-plane rotation, from two-dimensional (2D) shapes in different views. However, cartoon objects and characters have several distorted parts which do not correspond to any real 3D positions (e.g., Mickey Mouse's ears), that implies that existing systems are not suitable for designing such representations. Hence, we formulate it as a view-dependent deformation (VDD) problem, which has been proposed in the field of 3D character animation. The distortions in an arbitrary viewpoint are automatically obtained by blending the user-specified 2D shapes of key views. This model is simple enough to easily implement in an existing animation system. Several examples demonstrate the robustness of our method over previous methods. In addition, we conduct a user study and confirm that the proposed system is effective for animating classic cartoon characters.
View-Dependent Formulation of 2.5D Cartoon Models
10,629
Equipping characters with diverse motor skills is the current bottleneck of physics-based character animation. We propose a Deep Reinforcement Learning (DRL) framework that enables physics-based characters to learn and explore motor skills from reference motions. The key insight is to use loose space-time constraints, termed spacetime bounds, to limit the search space in an early termination fashion. As we only rely on the reference to specify loose spacetime bounds, our learning is more robust with respect to low quality references. Moreover, spacetime bounds are hard constraints that improve learning of challenging motion segments, which can be ignored by imitation-only learning. We compare our method with state-of-the-art tracking-based DRL methods. We also show how to guide style exploration within the proposed framework
Learning and Exploring Motor Skills with Spacetime Bounds
10,630
When obtaining interior 3D voxel data from triangular meshes, most existing methods fail to handle low quality meshes which happens to take up a big portion on the internet. In this work we present a robust voxelization method that is based on tetrahedral mesh generation within a user defined error bound. Comparing to other tetrahedral mesh generation methods, our method produces much higher quality tetrahedral meshes as the intermediate outcome, which allows us to utilize a faster voxelization algorithm that is based on a stronger assumption. We show the results comparing to various methods including the state-of-the-art. Our contribution includes a framework which takes triangular mesh as an input and produces voxelized data, a proof to an unproved algorithm that performs better than the state-of-the-art, and various experiments including parallelization built on the GPU and CPU. We further tested our method on various dataset including Princeton ModelNet and Thingi10k to show the robustness of the framework, where near 100% availability is achieved, while others can only achieve around 50%.
Robust Voxelization and Visualization by Improved Tetrahedral Mesh Generation
10,631
This paper presents a novel deep learning-based approach for automatically vectorizing and synthesizing the clipart of man-made objects. Given a raster clipart image and its corresponding object category (e.g., airplanes), the proposed method sequentially generates new layers, each of which is composed of a new closed path filled with a single color. The final result is obtained by compositing all layers together into a vector clipart image that falls into the target category. The proposed approach is based on an iterative generative model that (i) decides whether to continue synthesizing a new layer and (ii) determines the geometry and appearance of the new layer. We formulated a joint loss function for training our generative model, including the shape similarity, symmetry, and local curve smoothness losses, as well as vector graphics rendering accuracy loss for synthesizing clipart recognizable by humans. We also introduced a collection of man-made object clipart, ClipNet, which is composed of closed-path layers, and two designed preprocessing tasks to clean up and enrich the original raw clipart. To validate the proposed approach, we conducted several experiments and demonstrated its ability to vectorize and synthesize various clipart categories. We envision that our generative model can facilitate efficient and intuitive clipart designs for novice users and graphic designers.
ClipGen: A Deep Generative Model for Clipart Vectorization and Synthesis
10,632
Direct Volume Rendering (DVR) using Volumetric Path Tracing (VPT) is a scientific visualization technique that simulates light transport with objects' matter using physically-based lighting models. Monte Carlo (MC) path tracing is often used with surface models, yet its application for volumetric models is difficult due to the complexity of integrating MC light-paths in volumetric media with none or smooth material boundaries. Moreover, auxiliary geometry-buffers (G-buffers) produced for volumes are typically very noisy, failing to guide image denoisers relying on that information to preserve image details. This makes existing real-time denoisers, which take noise-free G-buffers as their input, less effective when denoising VPT images. We propose the necessary modifications to an image-based denoiser previously used when rendering surface models, and demonstrate effective denoising of VPT images. In particular, our denoising exploits temporal coherence between frames, without relying on noise-free G-buffers, which has been a common assumption of existing denoisers for surface-models. Our technique preserves high-frequency details through a weighted recursive least squares that handles heterogeneous noise for volumetric models. We show for various real data sets that our method improves the visual fidelity and temporal stability of VPT during classic DVR operations such as camera movements, modifications of the light sources, and editions to the volume transfer function.
Real-Time Denoising of Volumetric Path Tracing for Direct Volume Rendering
10,633
In this paper, we present an algorithmic approach to design and construct planar truss structures based on symmetric lattices using modular elements. The method of assembly is similar to Leonardo grids as they both rely on the property of interlocking. In theory, our modular elements can be assembled by the same type of binary operations. Our modular elements embody the principle of geometric interlocking, a principle recently introduced in literature that allows for pieces of an assembly to be interlocked in a way that they can neither be assembled nor disassembled unless the pieces are subjected to deformation or breakage. We demonstrate that breaking the pieces can indeed facilitate the effective assembly of these pieces through the use of a simple key-in-hole concept. As a result, these modular elements can be assembled together to form an interlocking structure, in which the locking pieces apply the force necessary to hold the entire assembly together.
Construction of Planar and Symmetric Truss Structures with Interlocking Edge Elements
10,634
In exploratory tasks involving high-dimensional datasets, dimensionality reduction (DR) techniques help analysts to discover patterns and other useful information. Although scatter plot representations of DR results allow for cluster identification and similarity analysis, such a visual metaphor presents problems when the number of instances of the dataset increases, resulting in cluttered visualizations. In this work, we propose a scatter plot-based multilevel approach to display DR results and address clutter-related problems when visualizing large datasets, together with the definition of a methodology to use focus+context interaction on non-hierarchical embeddings. The proposed technique, called ExplorerTree, uses a sampling selection technique on scatter plots to reduce visual clutter and guide users through exploratory tasks. We demonstrate ExplorerTree's effectiveness through a use case, where we visually explore activation images of the convolutional layers of a neural network. Finally, we also conducted a user experiment to evaluate ExplorerTree's ability to convey embedding structures using different sampling strategies.
ExplorerTree: a focus+context exploration approach for 2D embeddings
10,635
Elastic geodesic grids (EGG) are lightweight structures that can be deployed to approximate designer-provided free-form surfaces. Initially, the grids are perfectly flat, during deployment, a curved shape emerges, as grid elements bend and twist. Their layout is based on networks of geodesic curves and is found geometrically. Encoded in the planar grids is the intrinsic shape of the design surface. Such structures may serve purposes like free-form sub-structures, panels, sun and rain protectors, pavilions, etc. However, so far the EGG have only been investigated using a generic set of design surfaces and small-scale desktop models. Some limitations become apparent when considering more sophisticated design surfaces, like from free-form architecture. Due to characteristics like high local curvature or non-geodesic boundaries, they may be captured only poorly by a single EGG. We show how decomposing such surfaces into smaller patches serves as an effective strategy to tackle these problems. We furthermore show that elastic geodesic grids are in fact well suited for this approach. Finally, we present a showcase model of some meters in size and discuss practical aspects concerning fabrication, size, and easy deployment.
Design and Fabrication of Multi-Patch Elastic Geodesic Grid Structures
10,636
We present a neural-based model for relighting a half-body portrait image by simply referring to another portrait image with the desired lighting condition. Rather than following classical inverse rendering methodology that involves estimating normals, albedo and environment maps, we implicitly encode the subject and lighting in a latent space, and use these latent codes to generate relighted images by neural rendering. A key technical innovation is the use of a novel overcomplete lighting representation, which facilitates lighting interpolation in the latent space, as well as helping regularize the self-organization of the lighting latent space during training. In addition, we propose a novel multiplicative neural render that more effectively combines the subject and lighting latent codes for rendering. We also created a large-scale photorealistic rendered relighting dataset for training, which allows our model to generalize well to real images. Extensive experiments demonstrate that our system not only outperforms existing methods for referral-based portrait relighting, but also has the capability generate sequences of relighted images via lighting rotations.
Half-body Portrait Relighting with Overcomplete Lighting Representation
10,637
Differential operators are widely used in geometry processing for problem domains like spectral shape analysis, data interpolation, parametrization and mapping, and meshing. In addition to the ubiquitous cotangent Laplacian, anisotropic second-order operators, as well as higher-order operators such as the Bilaplacian, have been discretized for specialized applications. In this paper, we study a class of operators that generalizes the fourth-order Bilaplacian to support anisotropic behavior. The anisotropy is parametrized by a symmetric frame field, first studied in connection with quadrilateral and hexahedral meshing, which allows for fine-grained control of local directions of variation. We discretize these operators using a mixed finite element scheme, verify convergence of the discretization, study the behavior of the operator under pullback, and present potential applications.
Frame Field Operators
10,638
Color sequences, ordered sets of colors for data visualization, that balance aesthetics with accessibility considerations are presented. In order to model aesthetic preference, data were collected with an online survey, and the results were used to train a machine-learning model. To ensure accessibility, this model was combined with minimum-perceptual-distance constraints, including for simulated color-vision deficiencies, as well as with minimum-lightness-distance constraints for grayscale printing, maximum-lightness constraints for maintaining contrast with a white background, and scores from a color-saliency model for ease of use of the colors in verbal and written descriptions. Optimal color sequences containing six, eight, and ten colors were generated using the data-driven aesthetic-preference model and accessibility constraints. Due to the balance of aesthetics and accessibility considerations, the resulting color sequences can serve as reasonable defaults in data-plotting codes, e.g., for use in scatter plots and line plots.
Accessible Color Sequences for Data Visualization
10,639
This paper demonstrates that parallel vector curves are piecewise cubic rational curves in 3D piecewise linear vector fields. Parallel vector curves -- loci of points where two vector fields are parallel -- have been widely used to extract features including ridges, valleys, and vortex core lines in scientific data. We define the term \emph{generalized and underdetermined eigensystem} in the form of $\mathbf{A}\mathbf{x}+\mathbf{a}=\lambda(\mathbf{B}\mathbf{x}+\mathbf{b})$ in order to derive the piecewise rational representation of 3D parallel vector curves. We discuss how singularities of the rationals lead to different types of intersections with tetrahedral cells.
Exact Analytical Parallel Vectors
10,640
We introduce a robust optimization method for flip-free distortion energies used, for example, in parametrization, deformation, and volume correspondence. This method can minimize a variety of distortion energies, such as the symmetric Dirichlet energy and our new symmetric gradient energy. We identify and exploit the special structure of distortion energies to employ an operator splitting technique, leading us to propose a novel Alternating Direction Method of Multipliers (ADMM) algorithm to deal with the non-convex, non-smooth nature of distortion energies. The scheme results in an efficient method where the global step involves a single matrix multiplication and the local steps are closed-form per-triangle/per-tetrahedron expressions that are highly parallelizable. The resulting general-purpose optimization algorithm exhibits robustness to flipped triangles and tetrahedra in initial data as well as during the optimization. We establish the convergence of our proposed algorithm under certain conditions and demonstrate applications to parametrization, deformation, and volume correspondence.
A Splitting Scheme for Flip-Free Distortion Energies
10,641
We introduce CurveFusion, the first approach for high quality scanning of thin structures at interactive rates using a handheld RGBD camera. Thin filament-like structures are mathematically just 1D curves embedded in R^3, and integration-based reconstruction works best when depth sequences (from the thin structure parts) are fused using the object's (unknown) curve skeleton. Thus, using the complementary but noisy color and depth channels, CurveFusion first automatically identifies point samples on potential thin structures and groups them into bundles, each being a group of a fixed number of aligned consecutive frames. Then, the algorithm extracts per-bundle skeleton curves using L1 axes, and aligns and iteratively merges the L1 segments from all the bundles to form the final complete curve skeleton. Thus, unlike previous methods, reconstruction happens via integration along a data-dependent fusion primitive, i.e., the extracted curve skeleton. We extensively evaluate CurveFusion on a range of challenging examples, different scanner and calibration settings, and present high fidelity thin structure reconstructions previously just not possible from raw RGBD sequences.
CurveFusion: Reconstructing Thin Structures from RGBD Sequences
10,642
Robustly handling collisions between individual particles in a large particle-based simulation has been a challenging problem. We introduce particle merging-and-splitting, a simple scheme for robustly handling collisions between particles that prevents inter-penetrations of separate objects without introducing numerical instabilities. This scheme merges colliding particles at the beginning of the time-step and then splits them at the end of the time-step. Thus, collisions last for the duration of a time-step, allowing neighboring particles of the colliding particles to influence each other. We show that our merging-and-splitting method is effective in robustly handling collisions and avoiding penetrations in particle-based simulations. We also show how our merging-and-splitting approach can be used for coupling different simulation systems using different and otherwise incompatible integrators. We present simulation tests involving complex solid-fluid interactions, including solid fractures generated by fluid interactions.
Particle Merging-and-Splitting
10,643
Computer graphics seeks to deliver compelling images, generated within a computing budget, targeted at a specific display device, and ultimately viewed by an individual user. The foveated nature of human vision offers an opportunity to efficiently allocate computation and compression to appropriate areas of the viewer's visual field, especially with the rise of high resolution and wide field-of-view display devices. However, while the ongoing study of foveal vision is advanced, much less is known about how humans process imagery in the periphery of their vision -- which comprises, at any given moment, the vast majority of the pixels in the image. We advance computational models for peripheral vision aimed toward their eventual use in computer graphics. In particular, we present a dataflow computational model of peripheral encoding that is more efficient than prior pooling - based methods and more compact than contrast sensitivity-based methods. Further, we account for the explicit encoding of "end stopped" features in the image, which was missing from previous methods. Finally, we evaluate our model in the context of perception of textures in the periphery. Our improved peripheral encoding may simplify development and testing of more sophisticated, complete models in more robust and realistic settings relevant to computer graphics.
Efficient Dataflow Modeling of Peripheral Encoding in the Human Visual System
10,644
Past work on optimizing fabrication plans given a carpentry design can provide Pareto-optimal plans trading off between material waste, fabrication time, precision, and other considerations. However, when developing fabrication plans, experts rarely restrict to a single design, instead considering families of design variations, sometimes adjusting designs to simplify fabrication. Jointly exploring the design and fabrication plan spaces for each design is intractable using current techniques. We present a new approach to jointly optimize design and fabrication plans for carpentered objects. To make this bi-level optimization tractable, we adapt recent work from program synthesis based on equality graphs (e-graphs), which encode sets of equivalent programs. Our insight is that subproblems within our bi-level problem share significant substructures. By representing both designs and fabrication plans in a new bag of parts(BOP) e-graph, we amortize the cost of optimizing design components shared among multiple candidates. Even using BOP e-graphs, the optimization space grows quickly in practice. Hence, we also show how a feedback-guided search strategy dubbed Iterative Contraction and Expansion on E-graphs(ICEE) can keep the size of the e-graph manage-able and direct the search toward promising candidates. We illustrate the advantages of our pipeline through examples from the carpentry domain.
Co-Optimization of Design and Fabrication Plans for Carpentry
10,645
We present a differentiable volume rendering solution that provides differentiability of all continuous parameters of the volume rendering process. This differentiable renderer is used to steer the parameters towards a setting with an optimal solution of a problem-specific objective function. We have tailored the approach to volume rendering by enforcing a constant memory footprint via analytic inversion of the blending functions. This makes it independent of the number of sampling steps through the volume and facilitates the consideration of small-scale changes. The approach forms the basis for automatic optimizations regarding external parameters of the rendering process and the volumetric density field itself. We demonstrate its use for automatic viewpoint selection using differentiable entropy as objective, and for optimizing a transfer function from rendered images of a given volume. Optimization of per-voxel densities is addressed in two different ways: First, we mimic inverse tomography and optimize a 3D density field from images using an absorption model. This simplification enables comparisons with algebraic reconstruction techniques and state-of-the-art differentiable path tracers. Second, we introduce a novel approach for tomographic reconstruction from images using an emission-absorption model with post-shading via an arbitrary transfer function.
Differentiable Direct Volume Rendering
10,646
In projection mapping from a projector to a non-planar surface, the pixel density on the surface becomes uneven. This causes the critical problem of local spatial resolution degradation. We confirmed that the pixel density uniformity on the surface was improved by redirecting projected rays using a phase-only spatial light modulator.
Projector Pixel Redirection Using Phase-Only Spatial Light Modulator
10,647
In this paper, we propose a stochastic geometric iterative method to approximate the high-resolution 3D models by finite Loop subdivision surfaces. Given an input mesh as the fitting target, the initial control mesh is generated using the mesh simplification algorithm. Then, our method adjusts the control mesh iteratively to make its finite Loop subdivision surface approximates the input mesh. In each geometric iteration, we randomly select part of points on the subdivision surface to calculate the difference vectors and distribute the vectors to the control points. Finally, the control points are updated by adding the weighted average of these difference vectors. We prove the convergence of our method and verify it by demonstrating error curves in the experiment. In addition, compared with an existing geometric iterative method, our method has a faster fitting speed and higher fitting precision.
Stochastic Geometric Iterative Method for Loop Subdivision Surface Fitting
10,648
We use spherical cap harmonic (SCH) basis functions to analyse and reconstruct the morphology of scanned genus-0 rough surface patches with open edges. We first develop a novel one-to-one conformal mapping algorithm with minimal area distortion for parameterising a surface onto a polar spherical cap with a prescribed half angle. We then show that as a generalisation of the hemispherical harmonic analysis, the SCH analysis provides the most added value for small half angles, i.e., for nominally flat surfaces where the distortion introduced by the parameterisation algorithm is smaller when the surface is projected onto a spherical cap with a small half angle than onto a hemisphere. From the power spectral analysis of the expanded SCH coefficients, we estimate a direction-independent Hurst exponent. We also estimate the wavelengths associated with the orders of the SCH basis functions from the dimensions of the first degree ellipsoidal cap. By windowing the spectral domain, we limit the bandwidth of wavelengths included in a reconstructed surface geometry. This bandlimiting can be used for modifying surfaces, such as for generating finite or discrete element meshes for contact problems. The codes and data developed in this paper are made available under the GNU LGPLv2.1 license.
Spherical Cap Harmonic Analysis (SCHA) for Characterising the Morphology of Rough Surface Patches
10,649
Past work on optimizing fabrication plans given a carpentry design can provide Pareto-optimal plans trading off between material waste, fabrication time, precision, and other considerations. However, when developing fabrication plans, experts rarely restrict to a single design, instead considering families of design variations, sometimes adjusting designs to simplify fabrication. Jointly exploring the design and fabrication plan spaces for each design is intractable using current techniques. We present a new approach to jointly optimize design and fabrication plans for carpentered objects. To make this bi-level optimization tractable, we adapt recent work from program synthesis based on equality graphs (e-graphs), which encode sets of equivalent programs. Our insight is that subproblems within our bi-level problem share significant substructures. By representing both designs and fabrication plans in a new bag of parts(BOP) e-graph, we amortize the cost of optimizing design components shared among multiple candidates. Even using BOP e-graphs, the optimization space grows quickly in practice. Hence, we also show how a feedback-guided search strategy dubbed Iterative Contraction and Expansion on E-graphs (ICEE) can keep the size of the e-graph manage-able and direct the search toward promising candidates. We illustrate the advantages of our pipeline through examples from the carpentry domain.
Co-Optimization of Design and Fabrication Plans for Carpentry: Supplemental Material
10,650
We present an arbitrary updated Lagrangian Material Point Method (A-ULMPM) to alleviate issues, such as the cell-crossing instability and numerical fracture, that plague state of the art Eulerian formulations of MPM, while still allowing for large deformations that arise in fluid simulations. Our proposed framework spans MPM discretizations from total Lagrangian formulations to Eulerian formulations. We design an easy-to-implement physics-based criterion that allows A-ULMPM to update the reference configuration adaptively for measuring physical states including stress, strain, interpolation kernels and their derivatives. For better efficiency and conservation of angular momentum, we further integrate the APIC[Jiang et al. 2015] and MLS-MPM[Hu et al. 2018] formulations in A-ULMPM by augmenting the accuracy of velocity rasterization using both the local velocity and its first-order derivatives. Our theoretical derivations use a nodal discretized Lagrangian, instead of the weak form discretization in MLS-MPM[Hu et al. 2018], and naturally lead to a "modified" MLS-MPM in A-ULMPM, which can recover MLS-MPM using a completely Eulerian formulation. A-ULMPM does not require significant changes to traditional Eulerian formulations of MPM, and is computationally more efficient since it only updates interpolation kernels and their derivatives when large topology changes occur. We present end-to-end 3D simulations of stretching and twisting hyperelastic solids, splashing liquids, and multi-material interactions with large deformations to demonstrate the efficacy of our novel A-ULMPM framework.
A-ULMPM: An Arbitrary Updated Lagrangian Material Point Method for Efficient Simulation of Solids and Fluids
10,651
N-ary relationships, which relate N entities where N is not necessarily two, can be visually represented as polygons whose vertices are the entities of the relationships. Manually generating a high-quality layout using this representation is labor-intensive. In this paper, we provide an automatic polygon layout generation algorithm for the visualization of N-ary relationships. At the core of our algorithm is a set of objective functions motivated by a number of design principles that we have identified. These objective functions are then used in an optimization framework that we develop to achieve high-quality layouts. Recognizing the duality between entities and relationships in the data, we provide a second visualization in which the roles of entities and relationships in the original data are reversed. This can lead to additional insight about the data. Furthermore, we enhance our framework for a joint optimization on the primal layout (original data) and the dual layout (where the roles of entities and relationships are reversed). This allows users to inspect their data using two complementary views. We apply our visualization approach to a number of datasets that include co-authorship data and social contact pattern data.
Automatic Polygon Layout for Primal-Dual Visualization of Hypergraphs
10,652
3D asymmetric tensor fields have found many applications in science and engineering domains, such as fluid dynamics and solid mechanics. 3D asymmetric tensors can have complex eigenvalues, which makes their analysis and visualization more challenging than 3D symmetric tensors. Existing research in tensor field visualization focuses on 2D asymmetric tensor fields and 3D symmetric tensor fields. In this paper, we address the analysis and visualization of 3D asymmetric tensor fields. We introduce six topological surfaces and one topological curve, which lead to an eigenvalue space based on the tensor mode that we define. In addition, we identify several non-topological feature surfaces that are nonetheless physically important. Included in our analysis are the realizations that triple degenerate tensors are structurally stable and form curves, unlike the case for 3D symmetric tensors fields. Furthermore, there are two different ways of measuring the relative strengths of rotation and angular deformation in the tensor fields, unlike the case for 2D asymmetric tensor fields. We extract these feature surfaces using the A-patches algorithm. However, since three of our feature surfaces are quadratic, we develop a method to extract quadratic surfaces at any given accuracy. To facilitate the analysis of eigenvector fields, we visualize a hyperstreamline as a tree stem with the other two eigenvectors represented as thorns in the real domain or the dual-eigenvectors as leaves in the complex domain. To demonstrate the effectiveness of our analysis and visualization, we apply our approach to datasets from solid mechanics and fluid dynamics.
Feature Curves and Surfaces of 3D Asymmetric Tensor Fields
10,653
Marching squares (MS) and marching cubes (MC) are widely used algorithms for level-set visualization of scientific data. In this paper, we address the challenge of uncertainty visualization of the topology cases of the MS and MC algorithms for uncertain scalar field data sampled on a uniform grid. The visualization of the MS and MC topology cases for uncertain data is challenging due to their exponential nature and the possibility of multiple topology cases per cell of a grid. We propose the topology case count and entropy-based techniques for quantifying uncertainty in the topology cases of the MS and MC algorithms when noise in data is modeled with probability distributions. We demonstrate the applicability of our techniques for independent and correlated uncertainty assumptions. We visualize the quantified topological uncertainty via color mapping proportional to uncertainty, as well as with interactive probability queries in the MS case and entropy isosurfaces in the MC case. We demonstrate the utility of our uncertainty quantification framework in identifying the isovalues exhibiting relatively high topological uncertainty. We illustrate the effectiveness of our techniques via results on synthetic, simulation, and hixel datasets.
Uncertainty Visualization of the Marching Squares and Marching Cubes Topology Cases
10,654
In this paper, we present GCN-Denoiser, a novel feature-preserving mesh denoising method based on graph convolutional networks (GCNs). Unlike previous learning-based mesh denoising methods that exploit hand-crafted or voxel-based representations for feature learning, our method explores the structure of a triangular mesh itself and introduces a graph representation followed by graph convolution operations in the dual space of triangles. We show such a graph representation naturally captures the geometry features while being lightweight for both training and inference. To facilitate effective feature learning, our network exploits both static and dynamic edge convolutions, which allow us to learn information from both the explicit mesh structure and potential implicit relations among unconnected neighbors. To better approximate an unknown noise function, we introduce a cascaded optimization paradigm to progressively regress the noise-free facet normals with multiple GCNs. GCN-Denoiser achieves the new state-of-the-art results in multiple noise datasets, including CAD models often containing sharp features and raw scan models with real noise captured from different devices. We also create a new dataset called PrintData containing 20 real scans with their corresponding ground-truth meshes for the research community. Our code and data are available in https://github.com/Jhonve/GCN-Denoiser.
GCN-Denoiser: Mesh Denoising with Graph Convolutional Networks
10,655
Graphs effectively communicate data because they capitalize on the visual system's ability to rapidly extract patterns. Yet, this pattern extraction does not occur in a single glance. Instead, research on visual attention suggests that the visual system iteratively applies a sequence of filtering operations on an image, extracting patterns from subsets of visual information over time, while selectively inhibiting other information at each of these moments. To demonstrate that this powerful series of filtering operations also occurs during the perception of visualized data, we designed a task where participants made judgments from one class of marks on a scatterplot, presumably incentivizing them to relatively ignore other classes of marks. Participants consistently missed a conspicuous dinosaur in the ignored collection of marks (93% for a 1s presentation, and 61% for 2.5s), but not in a control condition where the incentive to ignore that collection was removed (25% for a 1s presentation, and 11% for 2.5s), revealing that data visualizations are not "seen" in a single glance, and instead require an active process of exploration.
Jurassic Mark: Inattentional Blindness for a Datasaurus Reveals that Visualizations are Explored, not Seen
10,656
Interactive global illumination remains a challenge in radiometrically- and geometrically-complex scenes. Specialized sampling strategies are effective for specular and near-specular transport because the scattering has relatively low directional variance per scattering event. In contrast, the high variance from transport paths comprising multiple rough glossy or diffuse scattering events remains notoriously difficult to resolve with a small number of samples. We extend unidirectional path tracing to address this by combining screen-space reservoir resampling and sparse world-space probes, significantly improving sample efficiency for transport contributions that terminate on diffuse scattering events. Our experiments demonstrate a clear improvement -- at equal time and equal quality -- over purely path traced and purely probe-based baselines. Moreover, when combined with commodity denoisers, we are able to interactively render global illumination in complex scenes.
Dynamic Diffuse Global Illumination Resampling
10,657
Edge bundling techniques cluster edges with similar attributes (i.e. similarity in direction and proximity) together to reduce the visual clutter. All edge bundling techniques to date implicitly or explicitly cluster groups of individual edges, or parts of them, together based on these attributes. These clusters can result in ambiguous connections that do not exist in the data. Confluent drawings of networks do not have these ambiguities, but require the layout to be computed as part of the bundling process. We devise a new bundling method, Edge-Path bundling, to simplify edge clutter while greatly reducing ambiguities compared to previous bundling techniques. Edge-Path bundling takes a layout as input and clusters each edge along a weighted, shortest path to limit its deviation from a straight line. Edge-Path bundling does not incur independent edge ambiguities typically seen in all edge bundling methods, and the level of bundling can be tuned through shortest path distances, Euclidean distances, and combinations of the two. Also, directed edge bundling naturally emerges from the model. Through metric evaluations, we demonstrate the advantages of Edge-Path bundling over other techniques.
Edge-Path Bundling: A Less Ambiguous Edge Bundling Approach
10,658
We present a new method for computing a smooth minimum distance function based on the LogSumExp function for point clouds, edge meshes, triangle meshes, and combinations of all three. We derive blending weights and a modified Barnes-Hut acceleration approach that ensure our method approximates the true distance, and is conservative (points outside the zero isosurface are guaranteed to be outside the surface) and efficient to evaluate for all the above data types. This, in combination with its ability to smooth sparsely sampled and noisy data, like point clouds, shortens the gap between data acquisition and simulation, and thereby enables new applications such as direct, co-dimensional rigid body simulation using unprocessed lidar data.
Fast Evaluation of Smooth Distance Constraints on Co-Dimensional Geometry
10,659
The animation community has spent significant effort trying to ease rigging procedures. This is necessitated because the increasing availability of 3D data makes manual rigging infeasible. However, object animations involve understanding elaborate geometry and dynamics, and such knowledge is hard to infuse even with modern data-driven techniques. Automatic rigging methods do not provide adequate control and cannot generalize in the presence of unseen artifacts. As an alternative, one can design a system for one shape and then transfer it to other objects. In previous work, this has been implemented by solving the dense point-to-point correspondence problem. Such an approach requires a significant amount of supervision, often placing hundreds of landmarks by hand. This paper proposes a functional approach for skeleton transfer that uses limited information and does not require a complete match between the geometries. To do so, we suggest a novel representation for the skeleton properties, namely the functional regressor, which is compact and invariant to different discretizations and poses. We consider our functional regressor a new operator to adopt in intrinsic geometry pipelines for encoding the pose information, paving the way for several new applications. We numerically stress our method on a large set of different shapes and object classes, providing qualitative and numerical evaluations of precision and computational efficiency. Finally, we show a preliminar transfer of the complete rigging scheme, introducing a promising direction for future explorations.
A functional skeleton transfer
10,660
In this paper, we develop a novel method for fast geodesic distance queries. The key idea is to embed the mesh into a high-dimensional space, such that the Euclidean distance in the high-dimensional space can induce the geodesic distance in the original manifold surface. However, directly solving the high-dimensional embedding problem is not feasible due to the large number of variables and the fact that the embedding problem is highly nonlinear. We overcome the challenges with two novel ideas. First, instead of taking all vertices as variables, we embed only the saddle vertices, which greatly reduces the problem complexity. We then compute a local embedding for each non-saddle vertex. Second, to reduce the large approximation error resulting from the purely Euclidean embedding, we propose a cascaded optimization approach that repeatedly introduces additional embedding coordinates with a non-Euclidean function to reduce the approximation residual. Using the precomputation data, our approach can determine the geodesic distance between any two vertices in near-constant time. Computational testing results show that our method is more desirable than previous geodesic distance queries methods.
GeodesicEmbedding (GE): A High-Dimensional Embedding Approach for Fast Geodesic Distance Queries
10,661
The movements of individuals are fundamental to building and maintaining social connections. This pictorial presents Wanderlust, an experimental three-dimensional data visualization on the universal visitation pattern revealed from large-scale mobile phone tracking data. It explores ways of visualizing recurrent flows and the attractive places they implied. Inspired by the 19th-century art movement Impressionism, we develop a multi-layered effect, an impression, of mountains emerging from consolidated flows, to capture the essence of human journeys and urban spatial structure.
Wanderlust: 3D Impressionism in Human Journeys
10,662
Simulation of human soft tissues in contact with their environment is essential in many fields, including visual effects and apparel design. Biological tissues are nearly incompressible. However, standard methods employ compressible elasticity models and achieve incompressibility indirectly by setting Poisson's ratio to be close to 0.5. This approach can produce results that are plausible qualitatively but inaccurate quantatively. This approach also causes numerical instabilities and locking in coarse discretizations or otherwise poses a prohibitive restriction on the size of the time step. We propose a novel approach to alleviate these issues by replacing indirect volume preservation using Poisson's ratios with direct enforcement of zonal volume constraints, while controlling fine-scale volumetric deformation through a cell-wise compression penalty. To increase realism, we propose an epidermis model to mimic the dramatically higher surface stiffness on real skinned bodies. We demonstrate that our method produces stable realistic deformations with precise volume preservation but without locking artifacts. Due to the volume preservation not being tied to mesh discretization, our method also allows a resolution consistent simulation of incompressible materials. Our method improves the stability of the standard neo-Hookean model and the general compression recovery in the Stable neo-Hookean model.
Volume Preserving Simulation of Soft Tissue with Skin
10,663
This study introduces an approximation for rendering one bounce glossy interreflection in real time. The solution is based on the most representative point (MRP) and extends to a sampling disk near the MRP. Our algorithm represents geometry as rectangle proxies and specular reflections using a spherical Gaussian. The reflected radiance from the disk was efficiently approximated by selecting a representative attenuation axis in the sampling disk. We provide an efficient approximation of the glossy interreflection and can efficiently perform the approximation at runtime. Our method uses forward rendering (without using GBuffer), which is more suitable for platforms that favor forward rendering, such as mobile applications and virtual reality.
Rectangle-based Approximation for Rendering Glossy Interreflections
10,664
Standard PolyCube-based hexahedral (hex) meshing methods aim to deform the input domain into an axis-aligned PolyCube volume with integer corners; if this deformation is bijective, then applying the inverse map to the voxelized PolyCube yields a valid hex mesh. A key challenge in these methods is to maintain the bijectivity of the PolyCube deformation, thus reducing the robustness of these algorithms. In this work, we present an interactive pipeline for hex meshing that sidesteps this challenge by using a new representation of PolyCubes as unions of cuboids. We begin by deforming the input tetrahedral mesh into a near-PolyCube domain whose faces are close but not perfectly aligned to the major axis directions. We then build a PolyCube by optimizing the layout of a set of cuboids with user guidance to closely fit the deformed domain. Finally, we construct an inversion-free pullback map from the voxelized PolyCube to the input domain while optimizing for mesh quality metrics. We allow extensive user control over each stage, such as editing the voxelized PolyCube, positioning surface vertices, and exploring the trade-off among competing quality metrics, while also providing automatic alternatives. We validate our method on over one hundred shapes, including models that are challenging for past PolyCube-based and frame-field-based methods. Our pipeline reliably produces hex meshes with quality on par with or better than state-of-the-art. We additionally conduct a user study with 20 participants in which the majority prefer hex meshes they make using our tool to the ones from automatic state-of-the-art methods. This demonstrates the need for intuitive interactive hex meshing tools where the user can dictate the priorities of their mesh.
Interactive All-Hex Meshing via Cuboid Decomposition
10,665
Procedural modeling is now the de facto standard of material modeling in industry. Procedural models can be edited and are easily extended, unlike pixel-based representations of captured materials. In this paper, we present a semi-automatic pipeline for general material proceduralization. Given Spatially-Varying Bidirectional Reflectance Distribution Functions (SVBRDFs) represented as sets of pixel maps, our pipeline decomposes them into a tree of sub-materials whose spatial distributions are encoded by their associated mask maps. This semi-automatic decomposition of material maps progresses hierarchically, driven by our new spectrum-aware material matting and instance-based decomposition methods. Each decomposed sub-material is proceduralized by a novel multi-layer noise model to capture local variations at different scales. Spatial distributions of these sub-materials are modeled either by a by-example inverse synthesis method recovering Point Process Texture Basis Functions (PPTBF) or via random sampling. To reconstruct procedural material maps, we propose a differentiable rendering-based optimization that recomposes all generated procedures together to maximize the similarity between our procedural models and the input material pixel maps. We evaluate our pipeline on a variety of synthetic and real materials. We demonstrate our method's capacity to process a wide range of material types, eliminating the need for artist designed material graphs required in previous work. As fully procedural models, our results expand to arbitrary resolution and enable high level user control of appearance.
An Inverse Procedural Modeling Pipeline for SVBRDF Maps
10,666
Robust 3D mesh watermarking is a traditional research topic in computer graphics, which provides an efficient solution to the copyright protection for 3D meshes. Traditionally, researchers need manually design watermarking algorithms to achieve sufficient robustness for the actual application scenarios. In this paper, we propose the first deep learning-based 3D mesh watermarking framework, which can solve this problem once for all. In detail, we propose an end-to-end network, consisting of a watermark embedding sub-network, a watermark extracting sub-network and attack layers. We adopt the topology-agnostic graph convolutional network (GCN) as the basic convolution operation for 3D meshes, so our network is not limited by registered meshes (which share a fixed topology). For the specific application scenario, we can integrate the corresponding attack layers to guarantee adaptive robustness against possible attacks. To ensure the visual quality of watermarked 3D meshes, we design a curvature-based loss function to constrain the local geometry smoothness of watermarked meshes. Experimental results show that the proposed method can achieve more universal robustness and faster watermark embedding than baseline methods while guaranteeing comparable visual quality.
Deep 3D Mesh Watermarking with Self-Adaptive Robustness
10,667
We propose a novel and flexible roof modeling approach that can be used for constructing planar 3D polygon roof meshes. Our method uses a graph structure to encode roof topology and enforces the roof validity by optimizing a simple but effective planarity metric we propose. This approach is significantly more efficient than using general purpose 3D modeling tools such as 3ds Max or SketchUp, and more powerful and expressive than specialized tools such as the straight skeleton. Our optimization-based formulation is also flexible and can accommodate different styles and user preferences for roof modeling. We showcase two applications. The first application is an interactive roof editing framework that can be used for roof design or roof reconstruction from aerial images. We highlight the efficiency and generality of our approach by constructing a mesh-image paired dataset consisting of 2539 roofs. Our second application is a generative model to synthesize new roof meshes from scratch. We use our novel dataset to combine machine learning and our roof optimization techniques, by using transformers and graph convolutional networks to model roof topology, and our roof optimization methods to enforce the planarity constraint.
Intuitive and Efficient Roof Modeling for Reconstruction and Synthesis
10,668
To exploit the potential of immersive network analytics for engaging and effective exploration, we promote the metaphor of "egocentrism", where data depiction and interaction are adapted to the perspective of the user within a 3D network. Egocentrism has the potential to overcome some of the inherent downsides of virtual environments, e.g., visual clutter and cyber-sickness. To investigate the effect of this metaphor on immersive network exploration, we designed and evaluated interfaces of varying degrees of egocentrism. In a user study, we evaluated the effect of these interfaces on visual search tasks, efficiency of network traversal, spatial orientation, as well as cyber-sickness. Results show that a simple egocentric interface considerably improves visual search efficiency and navigation performance, yet does not decrease spatial orientation or increase cyber-sickness. An occlusion-free Ego-Bubble view of the neighborhood only marginally improves the user's performance. We tie our findings together in an open online tool for egocentric network exploration, providing actionable insights on the benefits of the egocentric network exploration metaphor.
Egocentric Network Exploration for Immersive Analytics
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This paper extends an existing visualization, the Parallel Coordinates Plot (PCP), specifically its polar coordinate representation, the $\textit{Polar Parallel Coordinates Plot (P2CP)}$. With the additional incorporation of techniques borrowed from Hive Plot network visualizations, we demonstrate improved capabilities to explore multidimensional data in flatland, with a particular emphasis on the unique ability to represent 3-dimensional data. To demonstrate these techniques on P2CPs, we consider toy data, the Iris dataset, and socioeconomic data for counties in the United States. We conclude with an exploration of Covid-19 data from counties in the contiguous United States.
The Parallel Coordinates Plot Revisited: Visual Extensions from Hive Plots, Heterogeneous Correlations, and an Exploration of Covid-19 Data in the United States
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Direct Volume Rendering is a popular and powerful visualization method for voxel data and other volumetric scalar data sets. Particularly, in medical applications volume rendering is very commonly used, and has become one of the state of the art methods for 3D visualization of medical data. In this article, some of the most common artifacts encountered will be discussed, and their possible remedies.
Common Artifacts in Volume Rendering
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Bidirectional Scattering Distribution Functions (BSDFs) encode how a material reflects or transmits the incoming light. The most commonly used model is the Microfacet BSDF. It computes material response from the micro-geometry of the surface assuming a single bounce on specular microfacets. The original model ignores multiple bounces on the micro-geometry, resulting in energy loss, especially with large roughness. In this paper, we present a position-free formulation of multiple bounces inside the micro-geometry, which eliminates this energy loss. We use an explicit mathematical definition of path space that describes single and multiple bounces in a uniform way. We then study the behavior of light on the different vertices and segments in path space, leading to an accurate and reciprocal multiple-bounce description of BSDFs. We also present practical, unbiased Monte-Carlo estimators to compute multiple scattering. Our method is less noisy than existing algorithms for computing multiple scattering. It is almost noise-free with a very-low sampling rate, from 2 to 4 samples per pixel.
Position-free Multiple-bounce Computations for Smith Microfacet BSDFs
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We introduce a new technique to create a mesh of convex polyhedra representing the interior volume of a triangulated input surface. Our approach is particularly tolerant to defects in the input, which is allowed to self-intersect, to be non-manifold, disconnected, and to contain surface holes and gaps. We guarantee that the input surface is exactly represented as the union of polygonal facets of the output volume mesh. Thanks to our algorithm, traditionally difficult solid modeling operations such as mesh booleans and Minkowski sums become surprisingly robust and easy to implement, even if the input has defects. Our technique leverages on the recent concept of indirect geometric predicate to provide an unprecedented combination of guaranteed robustness and speed, thus enabling the practical implementation of robust though flexible solid modeling systems. We have extensively tested our method on all the 10000 models of the Thingi10k dataset, and concluded that no existing method provides comparable robustness, precision and performances.
Convex polyhedral meshing for robust solid modeling
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The detailed glinty appearance from complex surface microstructures enhances the level of realism, but is both space- and time-consuming to render, especially when viewed from far away (large spatial coverage) and/or illuminated by area lights (large angular coverage). In this paper, we formulate the glinty appearance rendering process as a spatio-angular range query problem of the Normal Distribution Functions (NDFs), and introduce an efficient spatio-angular prefiltering solution to it. We start by exhaustively precomputing all possible NDFs with differently sized positional coverages. Then we compress the precomputed data using tensor rank decomposition, which enables accurate and fast angular range queries. With our spatio-angular prefiltering scheme, we are able to solve both the storage and performance issues at the same time, leading to efficient rendering of glinty appearance with both constant storage and constant performance, regardless of the range of spatio-angular queries. Finally, we demonstrate that our method easily applies to practical rendering applications that were traditionally considered difficult. For example, efficient bidirectional reflection distribution function (BRDF) evaluation accurate NDF importance sampling, fast global illumination between glinty objects, high-frequency preserving rendering with environment lighting, and tile-based synthesis of glinty appearance.
Constant-Cost Spatio-Angular Prefiltering of Glinty Appearance Using Tensor Decomposition
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In this paper, we present a simple yet effective formulation called Coverage Axis for 3D shape skeletonization. Inspired by the set cover problem, our key idea is to cover all the surface points using as few inside medial balls as possible. This formulation inherently induces a compact and expressive approximation of the Medial Axis Transform (MAT) of a given shape. Different from previous methods that rely on local approximation error, our method allows a global consideration of the overall shape structure, leading to an efficient high-level abstraction and superior robustness to noise. Another appealing aspect of our method is its capability to handle more generalized input such as point clouds and poor-quality meshes. Extensive comparisons and evaluations demonstrate the remarkable effectiveness of our method for generating compact and expressive skeletal representation to approximate the MAT.
Coverage Axis: Inner Point Selection for 3D Shape Skeletonization
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Modern CAD tools represent 3D designs not only as geometry, but also as a program composed of geometric operations, each of which depends on a set of parameters. Program representations enable meaningful and controlled shape variations via parameter changes. However, achieving desired modifications solely through parameter editing is challenging when CAD models have not been explicitly authored to expose select degrees of freedom in advance. We introduce a novel bidirectional editing system for 3D CAD programs. In addition to editing the CAD program, users can directly manipulate 3D geometry and our system infers parameter updates to keep both representations in sync. We formulate inverse edits as a set of constrained optimization objectives, returning plausible updates to program parameters that both match user intent and maintain program validity. Our approach implements an automatically differentiable domain-specific language for CAD programs, providing derivatives for this optimization to be performed quickly on any expressed program. Our system enables rapid, interactive exploration of a constrained 3D design space by allowing users to manipulate the program and geometry interchangeably during design iteration. While our approach is not designed to optimize across changes in geometric topology, we show it is expressive and performant enough for users to produce a diverse set of design variants, even when the CAD program contains a large number of parameters.
Differentiable 3D CAD Programs for Bidirectional Editing
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Human character animation is often critical in entertainment content production, including video games, virtual reality or fiction films. To this end, deep neural networks drive most recent advances through deep learning and deep reinforcement learning. In this article, we propose a comprehensive survey on the state-of-the-art approaches based on either deep learning or deep reinforcement learning in skeleton-based human character animation. First, we introduce motion data representations, most common human motion datasets and how basic deep models can be enhanced to foster learning of spatial and temporal patterns in motion data. Second, we cover state-of-the-art approaches divided into three large families of applications in human animation pipelines: motion synthesis, character control and motion editing. Finally, we discuss the limitations of the current state-of-the-art methods based on deep learning and/or deep reinforcement learning in skeletal human character animation and possible directions of future research to alleviate current limitations and meet animators' needs.
A Survey on Deep Learning for Skeleton-Based Human Animation
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In this paper, we propose SpongeCake: a layered BSDF model where each layer is a volumetric scattering medium, defined using microflake or other phase functions. We omit any reflecting and refracting interfaces between the layers. The first advantage of this formulation is that an exact and analytic solution for single scattering, regardless of the number of volumetric layers, can be derived. We propose to approximate multiple scattering by an additional single-scattering lobe with modified parameters and a Lambertian lobe. We use a parameter mapping neural network to find the parameters of the newly added lobes to closely approximate the multiple scattering effect. Despite the absence of layer interfaces, we demonstrate that many common material effects can be achieved with layers of SGGX microflake and other volumes with appropriate parameters. A normal mapping effect can also be achieved through mapping of microflake orientations, which avoids artifacts common in standard normal maps. Thanks to the analytical formulation, our model is very fast to evaluate and sample. Through various parameter settings, our model is able to handle many types of materials, like plastics, wood, cloth, etc., opening a number of practical applications.
SpongeCake: A Layered Microflake Surface Appearance Model
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The modern supervised approaches for human image relighting rely on training data generated from 3D human models. However, such datasets are often small (e.g., Light Stage data with a small number of individuals) or limited to diffuse materials (e.g., commercial 3D scanned human models). Thus, the human relighting techniques suffer from the poor generalization capability and synthetic-to-real domain gap. In this paper, we propose a two-stage method for single-image human relighting with domain adaptation. In the first stage, we train a neural network for diffuse-only relighting. In the second stage, we train another network for enhancing non-diffuse reflection by learning residuals between real photos and images reconstructed by the diffuse-only network. Thanks to the second stage, we can achieve higher generalization capability against various cloth textures, while reducing the domain gap. Furthermore, to handle input videos, we integrate illumination-aware deep video prior to greatly reduce flickering artifacts even with challenging settings under dynamic illuminations.
Relighting Humans in the Wild: Monocular Full-Body Human Relighting with Domain Adaptation
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Photorealistic rendering effects are common in films, but most real time graphics today still rely on scan-line based multi-pass rendering to deliver rich visual experiences. While there have been prior works in distributed path tracing for static scene and objects under rigid motion, real time path tracing of deforming characters has to support per-frame dynamic BVH changes. We present the architecture and implementation of the first real-time production quality cluster path tracing renderer that supports film quality animation and deformation. We build our cluster path tracing system using the open source Blender and its GPU accelerated production quality renderer Cycles. Our system's rendering performance and quality scales linearly with the number of RTX cluster nodes used. It is able to generate and deliver path traced images with global illumination effects to remote light-weight client systems at 15-30 frames per second for a variety of Blender scenes including animated digital human characters with skin deformation and virtual objects.
Real Time Cluster Path Tracing
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Flow maps are thematic maps that visualize object movements across space with a tree layout, in which the underlying tree structure is similar to a natural river system. In this paper, we present a novel and automated approach named RFDA-FM for flow maps from one origin to multiple destinations using a river extraction algorithm in digital elevation models (DEM). The RFDA-FM first models the mapping space as a flat surface by a DEM. A maze-solving algorithm (MSA) for river extraction is then adapted to calculate the flow path from one destination to the origin by constraining its searching directions, direction weights, and searching ranges according to the quality criteria of flow maps. All flow paths from the destinations to the origin are obtained iteratively based on the MSA according to their importance, which is defined by considering their length. Finally, these paths are smoothly rendered with varying widths according to their volume using B\'ezier curves. A comparison with existing approaches indicates that the flow maps generated by RFDA-FM can be better at keeping nodes away from edges without node overlaps and edge crosses. Two extension experiments demonstrate that RFDA-FM is applicable to heterogeneous mapping space or mapping space with obstacle areas. The parameter analysis shows that RFDA-FM can intuitively control the layouts of flow maps. Project website: https://github.com/TrentonWei/FlowMap
From river flow to spatial flow: flow map via river flow directions assignment algorithm
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We present a physics-based framework to simulate porous, deformable materials and interactive tools with haptic feedback that can reshape it. In order to allow the material to be moulded non-homogeneously, we propose an algorithm to change the material properties of the object depending on its water content. We present a multi-resolution, multi-timescale simulation framework to enable stable visual and haptic feedback at interactive rates. We test our model for physical consistency, accuracy, interactivity and appeal through a user study and quantitative performance evaluation.
Physics-based Mesh Deformation with Haptic Feedback and Material Anisotropy
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The kd-tree and Bounding Volume Hierarchy (BVH) are well-known data structures for computing ray-object intersections. Less known is the Constrained Convex Space Partitioning (CCSP), which partitions space and makes the geometric primitives exactly overlap with the boundaries of its cells. Consequently, it is robust against ill-fitting cells that plague methods with axis-aligned cells (kd-tree, BVH) and it permits an efficient, stackless traversal. Within computer graphics, CCSPs have received some attention in both 2D and 3D, but their construction methods were never directly aimed at minimizing their traversal cost -- even having fundamentally opposing goals for Delaunay-type methods. Instead, for an isotropic and translation-invariant ray distribution the traversal cost is minimized by minimizing the weight: the total boundary size of all cells in the structure. We study the 2D case using triangulations as CCSPs and minimize their total edge length using a simulated annealing process that allows for topological changes and varying vertex count. Standard Delaunay-based triangulation techniques show total edge lengths ranging from 10% higher to twice as high as our optimized triangulations for a variety of scenes, with a similar difference in traversal cost when using the triangulations for ray tracing. Compared to a roped kd-tree, our triangulations require less traversal steps for all scenes that we tested and they are robust against the kd-tree's pathological behaviour when geometry becomes misaligned with the world axes. Moreover, the stackless traversal strongly outperforms a BVH, which always requires a top-down descent in the hierarchy. In fact, we show several scenes where the number of traversal operations for our triangulations decreases(!) as the number of geometric primitives $N$ increases, in contrast to the increasing $\log N$ behaviour of a BVH.
Stackless Ray-Object Intersections Using Approximate Minimum Weight Triangulations: Results in 2D That Outperform Roped KD-Trees (And Massively Outperform BVHs)
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The so-called motorcycle graph has been employed in recent years for various purposes in the context of structured and aligned block decomposition of 2D shapes and 2-manifold surfaces. Applications are in the fields of surface parametrization, spline space construction, semi-structured quad mesh generation, or geometry data compression. We describe a generalization of this motorcycle graph concept to the three-dimensional volumetric setting. Through careful extensions aware of topological intricacies of this higher-dimensional setting, we are able to guarantee important block decomposition properties also in this case. We describe algorithms for the construction of this 3D motorcycle complex on the basis of either hexahedral meshes or seamless volumetric parametrizations. Its utility is illustrated on examples in hexahedral mesh generation and volumetric T-spline construction.
The 3D Motorcycle Complex for Structured Volume Decomposition
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With the recent success of deep learning algorithms, many researchers have focused on generative models for human motion animation. However, the research community lacks a platform for training and benchmarking various algorithms, and the animation industry needs a toolkit for implementing advanced motion synthesizing techniques. To facilitate the study of deep motion synthesis methods for skeleton-based human animation and their potential applications in practical animation making, we introduce \genmotion: a library that provides unified pipelines for data loading, model training, and animation sampling with various deep learning algorithms. Besides, by combining Python coding in the animation software \genmotion\ can assist animators in creating real-time 3D character animation. Source code is available at https://github.com/realvcla/GenMotion/.
GenMotion: Data-driven Motion Generators for Real-time Animation Synthesis
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We introduce a large-scale benchmark for broad- and narrow-phase continuous collision detection (CCD) over linearized trajectories with exact time of impacts and use it to evaluate the accuracy, correctness, and efficiency of 13 state-of-the-art CCD algorithms. Our analysis shows that several methods exhibit problems either in efficiency or accuracy. To overcome these limitations, we introduce an algorithm for CCD designed to be scalable on modern parallel architectures and provably correct when implemented using floating point arithmetic. We integrate our algorithm within the Incremental Potential Contact solver [Li et al . 2021] and evaluate its impact on various simulation scenarios. Our approach includes a broad-phase CCD to quickly filter out primitives having disjoint bounding boxes and a narrow-phase CCD that establishes whether the remaining primitive pairs indeed collide. Our broad-phase algorithm is efficient and scalable thanks to the experimental observation that sweeping along a coordinate axis performs surprisingly well on modern parallel architectures. For narrow-phase CCD, we re-design the recently proposed interval-based algorithm of Wang et al. [2021] to work on massively parallel hardware. To foster the adoption and development of future linear CCD algorithms, and to evaluate their correctness, scalability, and overall performance, we release the dataset with analytic ground truth, the implementation of all the algorithms tested, and our testing framework.
Time of Impact Dataset for Continuous Collision Detection and a Scalable Conservative Algorithm
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Blue noise error patterns are well suited to human perception, and when applied to stochastic rendering techniques, blue noise masks (blue noise textures) minimize unwanted low-frequency noise in the final image. Current methods of applying blue noise masks at each frame independently produce white noise frequency spectra temporally. This white noise results in slower integration convergence over time and unstable results when filtered temporally. Unfortunately, achieving temporally stable blue noise distributions is non-trivial since 3D blue noise does not exhibit the desired 2D blue noise properties, and alternative approaches degrade the spatial blue noise qualities. We propose novel blue noise patterns that, when animated, produce values at a pixel that are well distributed over time, converge rapidly for Monte Carlo integration, and are more stable under TAA, while still retaining spatial blue noise properties. To do so, we propose an extension to the well-known void and cluster algorithm that reformulates the underlying energy function to produce spatiotemporal blue noise masks. These masks exhibit blue noise frequency spectra in both the spatial and temporal domains, resulting in visually pleasing error patterns, rapid convergence speeds, and increased stability when filtered temporally. We demonstrate these improvements on a variety of applications, including dithering, stochastic transparency, ambient occlusion, and volumetric rendering. By extending spatial blue noise to spatiotemporal blue noise, we overcome the convergence limitations of prior blue noise works, enabling new applications for blue noise distributions.
Scalar Spatiotemporal Blue Noise Masks
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Path-Guiding algorithms for sampling scattering directions can drastically decrease the variance of Monte Carlo estimators of Light Transport Equation, but their usage was limited to offline rendering because of memory and computational limitations. We introduce a new robust screen-space technique that is based on online learning of parametric mixture models for guiding the real-time path-tracing algorithm. It requires storing of 8 parameters for every pixel, achieves a reduction of FLIP metric up to 4 times with 1 spp rendering. Also, it consumes less than 1.5ms on RTX 2070 for 1080p and reduces path-tracing timings by generating more coherent rays by about 5% on average. Moreover, it leads to significant bias reduction and a lower level of flickering of SVGF output.
Real-Time Path-Guiding Based on Parametric Mixture Models
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We present a field-based method of toolpath generation for 3D printing continuous fibre reinforced thermoplastic composites. Our method employs the strong anisotropic material property of continuous fibres by generating toolpaths along the directions of tensile stresses in the critical regions. Moreover, the density of toolpath distribution is controlled in an adaptive way proportionally to the values of stresses. Specifically, a vector field is generated from the stress tensors under given loads and processed to have better compatibility between neighboring vectors. An optimal scalar field is computed later by making its gradients approximate the vector field. After that, isocurves of the scalar field are extracted to generate the toolpaths for continuous fibre reinforcement, which are also integrated with the boundary conformal toolpaths in user selected regions. The performance of our method has been verified on a variety of models in different loading conditions. Experimental tests are conducted on specimens by 3D printing continuous carbon fibres (CCF) in a polylactic acid (PLA) matrix. Compared to reinforcement by load-independent toolpaths, the specimens fabricated by our method show up to 71.4% improvement on the mechanical strength in physical tests when using the same (or even slightly smaller) amount of continuous fibres.
Field-Based Toolpath Generation for 3D Printing Continuous Fibre Reinforced Thermoplastic Composites
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Order-independent transparency schemes rely on low-order approximations of transmittance as a function of depth. We introduce a new wavelet representation of this function and an algorithm for building and evaluating it efficiently on a GPU. We then extend the order-independent Phenomenological Transparency algorithm to our representation and introduce a new phenomenological approximation of chromatic aberration under refraction. This generates comparable image quality to reference A-buffering for challenging cases such as smoke coverage, more realistic refraction, and comparable or better performance and bandwidth to the state-of-the-art Moment transparency with a simpler implementation.
Wavelet Transparency
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We present a novel metric to analyze the similarity between the physical environment and the virtual environment for natural walking in virtual reality. Our approach is general and can be applied to any pair of physical and virtual environments. We use geometric techniques based on conforming constrained Delaunay triangulations and visibility polygons to compute the Environment Navigation Incompatibility (ENI) metric that can be used to measure the complexity of performing simultaneous navigation. We demonstrate applications of ENI for highlighting regions of incompatibility for a pair of environments, guiding the design of the virtual environments to make them more compatible with a fixed physical environment, and evaluating the performance of different redirected walking controllers. We validate the ENI metric using simulations and two user studies. Results of our simulations and user studies show that in the environment pair that our metric identified as more navigable, users were able to walk for longer before colliding with objects in the physical environment. Overall, ENI is the first general metric that can automatically identify regions of high and low compatibility in physical and virtual environments. Our project website is available at https://gamma.umd.edu/eni/.
ENI: Quantifying Environment Compatibility for Natural Walking in Virtual Reality
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In this paper, we introduce Harmonics Virtual Lights (HVL), to model indirect light sources for interactive global illumination of dynamic 3D scenes. Virtual Point Lights (VPL) are an efficient approach to define indirect light sources and to evaluate the resulting indirect lighting. Nonetheless, VPL suffer from disturbing artifacts, especially with high frequency materials. Virtual Spherical Lights (VSL) avoid these artifacts by considering spheres instead of points but estimates the lighting integral using Monte Carlo which results to noise in the final image. We define HVL as an extension of VSL in a Spherical Harmonics (SH) framework, defining a closed form of the lighting integral evaluation. We propose an efficient SH projection of spherical lights contribution faster than existing methods. Computing the outgoing luminance requires $\mathcal{O}(n)$ operations when using materials with circular symmetric lobes, and $\mathcal{O}(n^2)$ operations for the general case, where $n$ is the number of SH bands. HVL can be used with either parametric or measured BRDF without extra cost and offers control over rendering time and image quality, by either decreasing or increasing the band limit used for SH projection. Our approach is particularly well designed to render medium-frequency one-bounce global illumination with arbitrary BRDF in interactive time.
Harmonics Virtual Lights : fast projection of luminance field on spherical harmonics for efficient rendering
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We propose a novel computational framework for optimizing the toolpath continuity in fabricating surface models on an extrusion-based 3D printer. Toolpath continuity has been a critical issue for extrusion-based fabrications that affects both quality and efficiency. Transfer moves cause non-smoothor bumpy surfaces and get worse for materials with large inertia like clay. For surface models, the effects of continuity are even more severe, in terms of surface quality and model stability. In this paper, we introduce an original criterion "one-path-patch" (OPP), for representing a shell surface patch that can be traversed in one path considering fabrication constraints. We study the properties of an OPP and the merging operations for OPPs, and propose a bottom-up OPP merging procedure for decomposing the given shell surface into a minimal number of OPPs and generating the "as-continuous-as-possible" (ACAP) toolpath. Furthermore, we customize the path planning algorithm with a curved layer printing scheme, which reduces the staircase defect and improves the toolpath continuity via possibly connecting multiple segments. We evaluate the ACAP algorithm for both ceramic and thermoplastic materials, and results demonstrate that it improves the fabrication of surface models in both surface quality and efficiency.
As-Continuous-As-Possible Extrusion Fabrication of Surface Models
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In this paper, we introduce the JavaScript Open-source Library (\libname), a high-level grammar for representing data in visualization graphs and plots. \libname~perspective on the grammar of graphics is unique; it provides state-of-art rules for encoding visual primitives that can be used to generate a known scene or to invent a new one. \libname~has ton rules developed specifically for data-munging, mapping, and visualization through many layers, such as algebra, scales, and geometries. Additionally, it has a compiler that incorporates and combines all rules specified by a user and put them in a flow to validate it as a visualization grammar and check its requisites. Users can customize scenes through a pipeline that either puts customized rules or comes with new ones. We evaluated \libname~on a multitude of plots to check rules specification of customizing a specific plot. Although the project is still under development and many enhancements are under construction, this paper describes the first developed version of \libname, circa 2016, where an open-source version of it is available. One immediate practical deployment for JSOl is to be integrated with the open-source version of the Data Visualization Platform (DVP) \citep{Yousef2019DVP-arxiv}
JSOL: JavaScript Open-source Library for Grammar of Graphics
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The creation of a volumetric mesh representing the interior of an input polygonal mesh is a common requirement in graphics and computational mechanics applications. Most mesh creation techniques assume that the input surface is not self-intersecting. However, due to numerical and/or user error, input surfaces are commonly self-intersecting to some degree. The removal of self-intersection is a burdensome task that complicates workflow and generally slows down the process of creating simulation-ready digital assets. We present a method for the creation of a volumetric embedding hexahedron mesh from a self-intersecting input triangle mesh. Our method is designed for efficiency by minimizing use of computationally expensive exact/adaptive precision arithmetic. Although our approach allows for nearly no limit on the degree of self-intersection in the input surface, our focus is on efficiency in the most common case: many minimal self-intersections. The embedding hexahedron mesh is created from a uniform background grid and consists of hexahedron elements that are geometrical copies of grid cells. Multiple copies of a single grid cell are used to resolve regions of self-intersection/overlap. Lastly, we develop a novel topology-aware embedding mesh coarsening technique to allow for user-specified mesh resolution as well as a topology-aware tetrahedralization of the hexahedron mesh.
A Robust Grid-Based Meshing Algorithm for Embedding Self-Intersecting Surfaces
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In this paper, we present a new approach for decomposing scan paths and its utility for generating new scan paths. For this purpose, we use the K-Means clustering procedure to the raw gaze data and subsequently iteratively to find more clusters in the found clusters. The found clusters are grouped for each level in the hierarchy, and the most important principal components are computed from the data contained in them. Using this tree hierarchy and the principal components, new scan paths can be generated that match the human behavior of the original data. We show that this generated data is very useful for generating new data for scan path classification but can also be used to generate fake scan paths.
HPCGen: Hierarchical K-Means Clustering and Level Based Principal Components for Scan Path Genaration
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We introduce a novel approach for rendering static and dynamic 3D neural signed distance functions (SDF) in real-time. We rely on nested neighborhoods of zero-level sets of neural SDFs, and mappings between them. This framework supports animations and achieves real-time performance without the use of spatial data-structures. It consists of three uncoupled algorithms representing the rendering steps. The multiscale sphere tracing focuses on minimizing iteration time by using coarse approximations on earlier iterations. The neural normal mapping transfers details from a fine neural SDF to a surface nested on a neighborhood of its zero-level set. It is smooth and it does not depend on surface parametrizations. As a result, it can be used to fetch smooth normals for discrete surfaces such as meshes and to skip later iterations when sphere tracing level sets. Finally, we propose an algorithm for analytic normal calculation for MLPs and describe ways to obtain sequences of neural SDFs to use with the algorithms.
Neural Implicit Mapping via Nested Neighborhoods
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The elemental image array (EIA) for light field display, especially integral imaging light field display, was reliant on a virtual camera array, novel sampling algorithms, high-performance hardware or corresponding complex algorithms, which hinder its application. Without sacrificing accuracy and precision, we innovate a novel algorithm set to achieve video-level EIA generation. The invariable voxel to pixel relationship is pre-calculated and pre-stored as a lookup table or mapping. Benefiting from the very lookup table, the voxel array could be fast mapped to an EIA without contingent upon any high-end hardware.
Real-Time Computer-Generated EIA for Light Field Display by Pre-Calculating and Pre-Storing the Invariable Voxel-Pixel Mapping
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Simulating stiff materials in applications where deformations are either not significant or can safely be ignored is a pivotal task across fields. Rigid body modeling has thus long remained a fundamental tool and is, by far, the most popular simulation strategy currently employed for modeling stiff solids. At the same time, numerical models of a rigid body continue to pose a number of known challenges and trade-offs including intersections, instabilities, inaccuracies, and/or slow performances that grow with contact-problem complexity. In this paper we revisit this problem and present ABD, a simple and highly effective affine body dynamics framework, which significantly improves state-of-the-art stiff simulations. We trace the challenges in the rigid-body IPC (incremental potential contact) method to the necessity of linearizing piecewise-rigid (SE(3)) trajectories and subsequent constraints. ABD instead relaxes the unnecessary (and unrealistic) constraint that each body's motion be exactly rigid with a stiff orthogonality potential, while preserving the rigid body model's key feature of a small coordinate representation. In doing so ABD replaces piecewise linearization with piecewise linear trajectories. This, in turn, combines the best from both parties: compact coordinates ensure small, sparse system solves, while piecewise-linear trajectories enable efficient and accurate constraint (contact and joint) evaluations. Beginning with this simple foundation, ABD preserves all guarantees of the underlying IPC model e.g., solution convergence, guaranteed non-intersection, and accurate frictional contact. Over a wide range and scale of simulation problems we demonstrate that ABD brings orders of magnitude performance gains (two- to three-order on the CPU and an order more utilizing the GPU, which is 10,000x speedups) over prior IPC-based methods with a similar or higher simulation quality.
Affine Body Dynamics: Fast, Stable & Intersection-free Simulation of Stiff Materials
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