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1.
We present a procedural method for authoring synthetic tectonic planets. Instead of relying on computationally demanding physically‐based simulations, we capture the fundamental phenomena into a procedural method that faithfully reproduces large‐scale planetary features generated by the movement and collision of the tectonic plates. We approximate complex phenomena such as plate subduction or collisions to deform the lithosphere, including the continental and oceanic crusts. The user can control the movement of the plates, which dynamically evolve and generate a variety of landforms such as continents, oceanic ridges, large scale mountain ranges or island arcs. Finally, we amplify the large‐scale planet model with either procedurally‐defined or real‐world elevation data to synthesize coherent detailed reliefs. Our method allows the user to control the evolution of an entire planet interactively, and to trigger specific events such as catastrophic plate rifting. 相似文献
2.
Example‐based Authoring of Procedural Modeling Programs with Structural and Continuous Variability
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Procedural models are a powerful tool for quickly creating a variety of computer graphics content. However, authoring them is challenging, requiring both programming and artistic expertise. In this paper, we present a method for learning procedural models from a small number of example objects. We focus on the modular design setting, where objects are constructed from a common library of parts. Our procedural representation is a probabilistic program that models both the discrete, hierarchical structure of the examples as well as the continuous variability in their spatial arrangements of parts. We develop an algorithm for learning such programs from examples, using combinatorial search over program structures and variational inference to estimate continuous program parameters. We evaluate our method by demonstrating its ability to learn programs from examples of ornamental designs, spaceships, space stations, and castles. Experiments suggest that our learned programs can reliably generate a variety of new objects that are perceptually indistinguishable from hand‐crafted examples. 相似文献
3.
We propose a novel framework to generate a global texture atlas for a deforming geometry. Our approach distinguishes from prior arts in two aspects. First, instead of generating a texture map for each timestamp to color a dynamic scene, our framework reconstructs a global texture atlas that can be consistently mapped to a deforming object. Second, our approach is based on a single RGB‐D camera, without the need of a multiple‐camera setup surrounding a scene. In our framework, the input is a 3D template model with an RGB‐D image sequence, and geometric warping fields are found using a state‐of‐the‐art non‐rigid registration method [GXW*15] to align the template mesh to noisy and incomplete input depth images. With these warping fields, our multi‐scale approach for texture coordinate optimization generates a sharp and clear texture atlas that is consistent with multiple color observations over time. Our approach is accelerated by graphical hardware and provides a handy configuration to capture a dynamic geometry along with a clean texture atlas. We demonstrate our approach with practical scenarios, particularly human performance capture. We also show that our approach is resilient on misalignment issues caused by imperfect estimation of warping fields and inaccurate camera parameters. 相似文献
4.
We introduce an interactive tool for novice users to design mechanical objects made of 2.5D linkages. Users simply draw the shape of the object and a few key poses of its multiple moving parts. Our approach automatically generates a one‐degree‐of freedom linkage that connects the fixed and moving parts, such that the moving parts traverse all input poses in order without any collision with the fixed and other moving parts. In addition, our approach avoids common linkage defects and favors compact linkages and smooth motion trajectories. Finally, our system automatically generates the 3D geometry of the object and its links, allowing the rapid creation of a physical mockup of the designed object. 相似文献
5.
We present a novel method to compute bijective PolyCube‐maps with low isometric distortion. Given a surface and its pre‐axis‐aligned shape that is not an exact PolyCube shape, the algorithm contains two steps: (i) construct a PolyCube shape to approximate the pre‐axis‐aligned shape; and (ii) generate a bijective, low isometric distortion mapping between the constructed PolyCube shape and the input surface. The PolyCube construction is formulated as a constrained optimization problem, where the objective is the number of corners in the constructed PolyCube, and the constraint is to bound the approximation error between the constructed PolyCube and the input pre‐axis‐aligned shape while ensuring topological validity. A novel erasing‐and‐filling solver is proposed to solve this challenging problem. Centeral to the algorithm for computing bijective PolyCube‐maps is a quad mesh optimization process that projects the constructed PolyCube onto the input surface with high‐quality quads. We demonstrate the efficacy of our algorithm on a data set containing 300 closed meshes. Compared to state‐of‐the‐art methods, our method achieves higher practical robustness and lower mapping distortion. 相似文献
6.
In this paper, we present a practically robust method for computing foldover‐free volumetric mappings with hard linear constraints. Central to this approach is a projection algorithm that monotonically and efficiently decreases the distance from the mapping to the bounded conformal distortion mapping space. After projection, the conformal distortion of the updated mapping tends to be below the given bound, thereby significantly reducing foldovers. Since it is non‐trivial to define an optimal bound, we introduce a practical conformal distortion bound generation scheme to facilitate subsequent projections. By iteratively generating conformal distortion bounds and trying to project mappings into bounded conformal distortion spaces monotonically, our algorithm achieves high‐quality foldover‐free volumetric mappings with strong practical robustness and high efficiency. Compared with existing methods, our method computes mesh‐based and meshless volumetric mappings with no prescribed conformal distortion bounds. We demonstrate the efficacy and efficiency of our method through a variety of geometric processing tasks. 相似文献
7.
Procedural modeling is used across many industries for rapid 3D content creation. However, professional procedural tools often lack artistic control, requiring manual edits on baked results, diminishing the advantages of a procedural modeling pipeline. Previous approaches to enable local artistic control require special annotations of the procedural system and manual exploration of potential edit locations. Therefore, we propose a novel approach to discover meaningful and non‐redundant good edit locations (GELs). We introduce a bottom‐up algorithm for finding GELs directly from the attributes in procedural models, without special annotations. To make attribute edits at GELs persistent, we analyze their local spatial context and construct a meta‐locator to uniquely specify their structure. Meta‐locators are calculated independently per attribute, making them robust against changes in the procedural system. Functions on meta‐locators enable intuitive and robust multi‐selections. Finally, we introduce an algorithm to transfer meta‐locators to a different procedural model. We show that our approach greatly simplifies the exploration of the local edit space, and we demonstrate its usefulness in a user study and multiple real‐world examples. 相似文献
8.
Procedural textile models are compact, easy to edit, and can achieve state‐of‐the‐art realism with fiber‐level details. However, these complex models generally need to be fully instantiated (aka. realized ) into 3D volumes or fiber meshes and stored in memory, We introduce a novel realization‐minimizing technique that enables physically based rendering of procedural textiles, without the need of full model realizations. The key ingredients of our technique are new data structures and search algorithms that look up regular and flyaway fibers on the fly, efficiently and consistently. Our technique works with compact fiber‐level procedural yarn models in their exact form with no approximation imposed. In practice, our method can render very large models that are practically unrenderable using existing methods, while using considerably less memory (60–200× less) and achieving good performance. 相似文献
9.
We propose an efficient method for topology‐preserving simplification of medial axes of 3D models. Existing methods either cannot preserve the topology during medial axes simplification or have the problem of being geometrically inaccurate or computationally expensive. To tackle these issues, we restrict our topology‐checking to the areas around the topological holes to avoid unnecessary checks in other areas. Our algorithm can keep high precision even when the medial axis is simplified to be in very few vertices. Furthermore, we parallelize the medial axes simplification procedure to enhance the performance significantly. Experimental results show that our method can preserve the topology with highly efficient performance, much superior to the existing methods in terms of topology preservation, accuracy and performance. 相似文献
10.
We consider the problem of non‐rigid shape matching using the functional map framework. Specifically, we analyze a commonly used approach for regularizing functional maps, which consists in penalizing the failure of the unknown map to commute with the Laplace‐Beltrami operators on the source and target shapes. We show that this approach has certain undesirable fundamental theoretical limitations, and can be undefined even for trivial maps in the smooth setting. Instead we propose a novel, theoretically well‐justified approach for regularizing functional maps, by using the notion of the resolvent of the Laplacian operator. In addition, we provide a natural one‐parameter family of regularizers, that can be easily tuned depending on the expected approximate isometry of the input shape pair. We show on a wide range of shape correspondence scenarios that our novel regularization leads to an improvement in the quality of the estimated functional, and ultimately pointwise correspondences before and after commonly‐used refinement techniques. 相似文献
11.
Feature curves on 3D shapes provide important hints about significant parts of the geometry and reveal their underlying structure. However, when we process real world data, automatically detected feature curves are affected by measurement uncertainty, missing data, and sampling resolution, leading to noisy, fragmented, and incomplete feature curve networks. These artifacts make further processing unreliable. In this paper we analyze the global co‐occurrence information in noisy feature curve networks to fill in missing data and suppress weakly supported feature curves. For this we propose an unsupervised approach to find meaningful structure within the incomplete data by detecting multiple occurrences of feature curve configurations (co‐occurrence analysis). We cluster and merge these into feature curve templates, which we leverage to identify strongly supported feature curve segments as well as to complete missing data in the feature curve network. In the presence of significant noise, previous approaches had to resort to user input, while our method performs fully automatic feature curve co‐completion. Finding feature reoccurrences however, is challenging since naïve feature curve comparison fails in this setting due to fragmentation and partial overlaps of curve segments. To tackle this problem we propose a robust method for partial curve matching. This provides us with the means to apply symmetry detection methods to identify co‐occurring configurations. Finally, Bayesian model selection enables us to detect and group re‐occurrences that describe the data well and with low redundancy. 相似文献
12.
M. Wei X. Guo J. Huang H. Xie H. Zong R. Kwan F. L. Wang J. Qin 《Computer Graphics Forum》2019,38(7):591-605
13.
Smoothing noises while preserving strong edges in images is an important problem in image processing. Image smoothing filters can be either explicit (based on local weighted average) or implicit (based on global optimization). Implicit methods are usually time‐consuming and cannot be applied to joint image filtering tasks, i.e., leveraging the structural information of a guidance image to filter a target image. Previous deep learning based image smoothing filters are all implicit and unavailable for joint filtering. In this paper, we propose to learn explicit guidance feature maps as well as offset maps from the guidance image and smoothing parameter that can be utilized to smooth the input itself or to filter images in other target domains. We design a deep convolutional neural network consisting of a fully‐convolution block for guidance and offset maps extraction together with a stacked spatially varying deformable convolution block for joint image filtering. Our models can approximate several representative image smoothing filters with high accuracy comparable to state‐of‐the‐art methods, and serve as general tools for other joint image filtering tasks, such as color interpolation, depth map upsampling, saliency map upsampling, flash/non‐flash image denoising and RGB/NIR image denoising. 相似文献
14.
Estimating the correspondence between the images using optical flow is the key component for image fusion, however, computing optical flow between a pair of facial images including backgrounds is challenging due to large differences in illumination, texture, color and background in the images. To improve optical flow results for image fusion, we propose a novel flow estimation method, wavelet flow, which can handle both the face and background in the input images. The key idea is that instead of computing flow directly between the input image pair, we estimate the image flow by incorporating multi‐scale image transfer and optical flow guided wavelet fusion. Multi‐scale image transfer helps to preserve the background and lighting detail of input, while optical flow guided wavelet fusion produces a series of intermediate images for further fusion quality optimizing. Our approach can significantly improve the performance of the optical flow algorithm and provide more natural fusion results for both faces and backgrounds in the images. We evaluate our method on a variety of datasets to show its high outperformance. 相似文献
15.
Despite recent advances in surveying techniques, publicly available Digital Elevation Models (DEMs) of terrains are low‐resolution except for selected places on Earth. In this paper we present a new method to turn low‐resolution DEMs into plausible and faithful high‐resolution terrains. Unlike other approaches for terrain synthesis/amplification (fractal noise, hydraulic and thermal erosion, multi‐resolution dictionaries), we benefit from high‐resolution aerial images to produce highly‐detailed DEMs mimicking the features of the real terrain. We explore different architectures for Fully Convolutional Neural Networks to learn upsampling patterns for DEMs from detailed training sets (high‐resolution DEMs and orthophotos), yielding up to one order of magnitude more resolution. Our comparative results show that our method outperforms competing data amplification approaches in terms of elevation accuracy and terrain plausibility. 相似文献
16.
K. Allahverdi H. Djavaherpour A. Mahdavi‐Amiri F. Samavati 《Computer Graphics Forum》2018,37(3):439-451
Landscape models of geospatial regions provide an intuitive mechanism for exploring complex geospatial information. However, the methods currently used to create these scale models require a large amount of resources, which restricts the availability of these models to a limited number of popular public places, such as museums and airports. In this paper, we have proposed a system for creating these physical models using an affordable 3D printer in order to make the creation of these models more widely accessible. Our system retrieves GIS relevant to creating a physical model of a geospatial region and then addresses the two major limitations of affordable 3D printers, namely the limited number of materials and available printing volume. This is accomplished by separating features into distinct extruded layers and splitting large models into smaller pieces, allowing us to employ different methods for the visualization of different geospatial features, like vegetation and residential areas, in a 3D printing context. We confirm the functionality of our system by printing two large physical models of relatively complex landscape regions. 相似文献
17.
This paper proposes a deep learning‐based image tone enhancement approach that can maximally enhance the tone of an image while preserving the naturalness. Our approach does not require carefully generated ground‐truth images by human experts for training. Instead, we train a deep neural network to mimic the behavior of a previous classical filtering method that produces drastic but possibly unnatural‐looking tone enhancement results. To preserve the naturalness, we adopt the generative adversarial network (GAN) framework as a regularizer for the naturalness. To suppress artifacts caused by the generative nature of the GAN framework, we also propose an imbalanced cycle‐consistency loss. Experimental results show that our approach can effectively enhance the tone and contrast of an image while preserving the naturalness compared to previous state‐of‐the‐art approaches. 相似文献
18.
We present a novel example‐based material appearance modeling method suitable for rapid digital content creation. Our method only requires a single HDR photograph of a homogeneous isotropic dielectric exemplar object under known natural illumination. While conventional methods for appearance modeling require prior knowledge on the object shape, our method does not, nor does it recover the shape explicitly, greatly simplifying on‐site appearance acquisition to a lightweight photography process suited for non‐expert users. As our central contribution, we propose a shape‐agnostic BRDF estimation procedure based on binary RGB profile matching. We also model the appearance of materials exhibiting a regular or stationary texture‐like appearance, by synthesizing appropriate mesostructure from the same input HDR photograph and a mesostructure exemplar with (roughly) similar features. We believe our lightweight method for on‐site shape‐agnostic appearance acquisition presents a suitable alternative for a variety of applications that require plausible “rapid‐appearance‐modeling”. 相似文献
19.
An appearance model for materials adhered with massive collections of special effect pigments has to take both high‐frequency spatial details (e.g., glints) and wave‐optical effects (e.g., iridescence) due to thin‐film interference into account. However, either phenomenon is challenging to characterize and simulate in a physically accurate way. Capturing these fascinating effects in a unified framework is even harder as the normal distribution function and the reflectance term are highly correlated and cannot be treated separately. In this paper, we propose a multi‐scale BRDF model for reproducing the main visual effects generated by the discrete assembly of special effect pigments, enabling a smooth transition from fine‐scale surface details to large‐scale iridescent patterns. We demonstrate that the wavelength‐dependent reflectance inside the pixel's footprint follows a Gaussian distribution according to the central limit theorem, and is closely related to the distribution of the thin‐film's thickness. We efficiently determine the mean and the variance of this Gaussian distribution for each pixel whose closed‐form expressions can be derived by assuming that the thin‐film's thickness is uniformly distributed. To validate its effectiveness, the proposed model is compared against some previous methods and photographs of actual materials. Furthermore, since our method does not require any scene‐dependent precomputation, the distribution of thickness is allowed to be spatially‐varying. 相似文献
20.
We introduce a bidirectional reflectance distribution function (BRDF) model for the rendering of materials that exhibit hazy reflections, whereby the specular reflections appear to be flanked by a surrounding halo. The focus of this work is on artistic control and ease of implementation for real‐time and off‐line rendering. We propose relying on a composite material based on a pair of arbitrary BRDF models; however, instead of controlling their physical parameters, we expose perceptual parameters inspired by visual experiments [ VBF17 ]. Our main contribution then consists in a mapping from perceptual to physical parameters that ensures the resulting composite BRDF is valid in terms of reciprocity, positivity and energy conservation. The immediate benefit of our approach is to provide direct artistic control over both the intensity and extent of the haze effect, which is not only necessary for editing purposes, but also essential to vary haziness spatially over an object surface. Our solution is also simple to implement as it requires no new importance sampling strategy and relies on existing BRDF models. Such a simplicity is key to approximating the method for the editing of hazy gloss in real‐time and for compositing. 相似文献