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1.
A 3D human skeleton plays important roles in human shape reconstruction and human animation. Remarkable advances have been achieved recently in 3D human skeleton estimation from color and depth images via a powerful deep convolutional neural network. However, applying deep learning frameworks to 3D human skeleton extraction from point clouds remains challenging because of the sparsity of point clouds and the high nonlinearity of human skeleton regression. In this study, we develop a deep learning-based approach for 3D human skeleton extraction from point clouds. We convert 3D human skeleton extraction into offset vector regression and human body segmentation via deep learning-based point cloud contraction. Furthermore, a disambiguation strategy is adopted to improve the robustness of joint points regression. Experiments on the public human pose dataset UBC3V and the human point cloud skeleton dataset 3DHumanSkeleton compiled by the authors show that the proposed approach outperforms the state-of-the-art methods.  相似文献   

2.
Commonly used linear and nonlinear constitutive material models in deformation simulation contain many simplifications and only cover a tiny part of possible material behavior. In this work we propose a framework for learning customized models of deformable materials from example surface trajectories. The key idea is to iteratively improve a correction to a nominal model of the elastic and damping properties of the object, which allows new forward simulations with the learned correction to more accurately predict the behavior of a given soft object. Space-time optimization is employed to identify gentle control forces with which we extract necessary data for model inference and to finally encapsulate the material correction into a compact parametric form. Furthermore, a patch based position constraint is proposed to tackle the challenge of handling incomplete and noisy observations arising in real-world examples. We demonstrate the effectiveness of our method with a set of synthetic examples, as well with data captured from real world homogeneous elastic objects.  相似文献   

3.
Selecting informative and visually appealing views for 3D indoor scenes is beneficial for the housing, decoration, and entertainment industries. A set of views that exhibit comfort, aesthetics, and functionality of a particular scene can attract customers and facilitate business transactions. However, selecting views for an indoor scene is challenging because the system has to consider not only the need to reveal as much information as possible, but also object arrangements, occlusions, and characteristics. Since there can be many principles utilized to guide the view selection, and various principles to follow under different circumstances, we achieve the goal by imitating popular photos on the Internet. Specifically, we select the view that can optimize the contour similarity of corresponding objects to the photo. Because the selected view can be inadequate if object arrangements in the 3D scene and the photo are different, our system imitates many popular photos and selects a certain number of views. After that, it clusters the selected views and determines the view/cluster centers by the weighted average to finally exhibit the scene. Experimental results demonstrate that the views selected by our method are visually appealing.  相似文献   

4.
A camera's shutter controls the incoming light that is reaching the camera sensor. Different shutters lead to wildly different results, and are often used as a tool in movies for artistic purpose, e.g., they can indirectly control the effect of motion blur. However, a physical camera is limited to a single shutter setting at any given moment. ShutterApp enables users to define spatio‐temporally‐varying virtual shutters that go beyond the options available in real‐world camera systems. A user provides a sparse set of annotations that define shutter functions at selected locations in key frames. From this input, our solution defines shutter functions for each pixel of the video sequence using a suitable interpolation technique, which are then employed to derive the output video. Our solution performs in real‐time on commodity hardware. Hereby, users can explore different options interactively, leading to a new level of expressiveness without having to rely on specialized hardware or laborious editing.  相似文献   

5.
Computer graphics artists often resort to compositing to rework light effects in a synthetic image without requiring a new render. Shadows are primary subjects of artistic manipulation as they carry important stylistic information while our perception is tolerant with their editing. In this paper we formalize the notion of global shadow, generalizing direct shadow found in previous work to a global illumination context. We define an object's shadow layer as the difference between two altered renders of the scene. A shadow layer contains the radiance lost on the camera film because of a given object. We translate this definition in the theoretical framework of Monte‐Carlo integration, obtaining a concise expression of the shadow layer. Building on it, we propose a path tracing algorithm that renders both the original image and any number of shadow layers in a single pass: the user may choose to separate shadows on a per‐object and per‐light basis, enabling intuitive and decoupled edits.  相似文献   

6.
We present a real‐time approach for acquiring 3D objects with high fidelity using hand‐held consumer‐level RGB‐D scanning devices. Existing real‐time reconstruction methods typically do not take the point of interest into account, and thus might fail to produce clean reconstruction results of desired objects due to distracting objects or backgrounds. In addition, any changes in background during scanning, which can often occur in real scenarios, can easily break up the whole reconstruction process. To address these issues, we incorporate visual saliency into a traditional real‐time volumetric fusion pipeline. Salient regions detected from RGB‐D frames suggest user‐intended objects, and by understanding user intentions our approach can put more emphasis on important targets, and meanwhile, eliminate disturbance of non‐important objects. Experimental results on real‐world scans demonstrate that our system is capable of effectively acquiring geometric information of salient objects in cluttered real‐world scenes, even if the backgrounds are changing.  相似文献   

7.
Removing specular highlight in an image is a fundamental research problem in computer vision and computer graphics. While various methods have been proposed, they typically do not work well for real‐world images due to the presence of rich textures, complex materials, hard shadows, occlusions and color illumination, etc. In this paper, we present a novel specular highlight removal method for real‐world images. Our approach is based on two observations of the real‐world images: (i) the specular highlight is often small in size and sparse in distribution; (ii) the remaining diffuse image can be represented by linear combination of a small number of basis colors with the sparse encoding coefficients. Based on the two observations, we design an optimization framework for simultaneously estimating the diffuse and specular highlight images from a single image. Specifically, we recover the diffuse components of those regions with specular highlight by encouraging the encoding coefficients sparseness using L0 norm. Moreover, the encoding coefficients and specular highlight are also subject to the non‐negativity according to the additive color mixing theory and the illumination definition, respectively. Extensive experiments have been performed on a variety of images to validate the effectiveness of the proposed method and its superiority over the previous methods.  相似文献   

8.
Bounding volume hierarchy (BVH) has been widely adopted as the acceleration structure in broad‐phase collision detection. Previous state‐of‐the‐art BVH‐based collision detection approaches exploited the spatio‐temporal coherence of simulations by maintaining a bounding volume test tree (BVTT) front. A major drawback of these algorithms is that large deformations in the scenes decrease culling efficiency and slow down collision queries. Moreover, for front‐based methods, the inefficient caching on GPU caused by the arbitrary layout of BVH and BVTT front nodes becomes a critical performance issue. We present a fast and robust BVH‐based collision detection scheme on GPU that addresses the above problems by ordering and restructuring BVHs and BVTT fronts. Our techniques are based on the use of histogram sort and an auxiliary structure BVTT front log, through which we analyze the dynamic status of BVTT front and BVH quality. Our approach efficiently handles inter‐ and intra‐object collisions and performs especially well in simulations where there is considerable spatio‐temporal coherence. The benchmark results demonstrate that our approach is significantly faster than the previous BVH‐based method, and also outperforms other state‐of‐the‐art spatial subdivision schemes in terms of speed.  相似文献   

9.
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   

10.
We present a new outlier removal technique for a gradient‐domain path tracing (G‐PT) that computes image gradients as well as colors. Our approach rejects gradient outliers whose estimated errors are much higher than those of the other gradients for improving reconstruction quality for the G‐PT. We formulate our outlier removal problem as a least trimmed squares optimization, which employs only a subset of gradients so that a final image can be reconstructed without including the gradient outliers. In addition, we design this outlier removal process so that the chosen subset of gradients maintains connectivity through gradients between pixels, preventing pixels from being isolated. Lastly, the optimal number of inlier gradients is estimated to minimize our reconstruction error. We have demonstrated that our reconstruction with robustly rejecting gradient outliers produces visually and numerically improved results, compared to the previous screened Poisson reconstruction that uses all the gradients.  相似文献   

11.
Power saving is a prevailing concern in desktop computers and, especially, in battery‐powered devices such as mobile phones. This is generating a growing demand for power‐aware graphics applications that can extend battery life, while preserving good quality. In this paper, we address this issue by presenting a real‐time power‐efficient rendering framework, able to dynamically select the rendering configuration with the best quality within a given power budget. Different from the current state of the art, our method does not require precomputation of the whole camera‐view space, nor Pareto curves to explore the vast power‐error space; as such, it can also handle dynamic scenes. Our algorithm is based on two key components: our novel power prediction model, and our runtime quality error estimation mechanism. These components allow us to search for the optimal rendering configuration at runtime, being transparent to the user. We demonstrate the performance of our framework on two different platforms: a desktop computer, and a mobile device. In both cases, we produce results close to the maximum quality, while achieving significant power savings.  相似文献   

12.
Indirect illumination involving with visually rich participating media such as turbulent smoke and loud explosions contributes significantly to the appearances of other objects in a rendering scene. However, previous real‐time techniques have focused only on the appearances of the media directly visible from the viewer. Specifically, appearances that can be indirectly seen over reflective surfaces have not attracted much attention. In this paper, we present a real‐time rendering technique for such indirect views that involves the participating media. To achieve real‐time performance for computing indirect views, we leverage layered polygonal area lights (LPALs) that can be obtained by slicing the media into multiple flat layers. Using this representation, radiance entering each surface point from each slice of the volume is analytically evaluated to achieve instant calculation. The analytic solution can be derived for standard bidirectional reflectance distribution functions (BRDFs) based on the microfacet theory. Accordingly, our method is sufficiently robust to work on surfaces with arbitrary shapes and roughness values. In addition, we propose a quadrature method for more accurate rendering of scenes with dense volumes, and a transformation of the domain of volumes to simplify the calculation and implementation of the proposed method. By taking advantage of these computation techniques, the proposed method achieves real‐time rendering of indirect illumination for emissive volumes.  相似文献   

13.
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   

14.
Distributions of samples play a very important role in rendering, affecting variance, bias and aliasing in Monte‐Carlo and Quasi‐Monte Carlo evaluation of the rendering equation. In this paper, we propose an original sampler which inherits many important features of classical low‐discrepancy sequences (LDS): a high degree of uniformity of the achieved distribution of samples, computational efficiency and progressive sampling capability. At the same time, we purposely tailor our sampler in order to improve its spectral characteristics, which in turn play a crucial role in variance reduction, anti‐aliasing and improving visual appearance of rendering. Our sampler can efficiently generate sequences of multidimensional points, whose power spectra approach so‐called Blue‐Noise (BN) spectral property while preserving low discrepancy (LD) in certain 2‐D projections. In our tile‐based approach, we perform permutations on subsets of the original Sobol LDS. In a large space of all possible permutations, we select those which better approach the target BN property, using pair‐correlation statistics. We pre‐calculate such “good” permutations for each possible Sobol pattern, and store them in a lookup table efficiently accessible in runtime. We provide a complete and rigorous proof that such permutations preserve dyadic partitioning and thus the LDS properties of the point set in 2‐D projections. Our construction is computationally efficient, has a relatively low memory footprint and supports adaptive sampling. We validate our method by performing spectral/discrepancy/aliasing analysis of the achieved distributions, and provide variance analysis for several target integrands of theoretical and practical interest.  相似文献   

15.
In this paper, we propose a novel motion controller for the online generation of natural character locomotion that adapts to new situations such as changing user control or applying external forces. This controller continuously estimates the next footstep while walking and running, and automatically switches the stepping strategy based on situational changes. To develop the controller, we devise a new physical model called an inverted‐pendulum‐based abstract model (IPAM). The proposed abstract model represents high‐dimensional character motions, inheriting the naturalness of captured motions by estimating the appropriate footstep location, speed and switching time at every frame. The estimation is achieved by a deep learning based regressor that extracts important features in captured motions. To validate the proposed controller, we train the model using captured motions of a human stopping, walking, and running in a limited space. Then, the motion controller generates human‐like locomotion with continuously varying speeds, transitions between walking and running, and collision response strategies in a cluttered space in real time.  相似文献   

16.
Normal vectors are essential for many point cloud operations, including segmentation, reconstruction and rendering. The robust estimation of normal vectors from 3D range scans is a challenging task due to undersampling and noise, specially when combining points sampled from multiple sensor locations. Our error model assumes a Gaussian distribution of the range error with spatially‐varying variances that depend on sensor distance and reflected intensity, mimicking the features of Lidar equipment. In this paper we study the impact of measurement errors on the covariance matrices of point neighborhoods. We show that covariance matrices of the true surface points can be estimated from those of the acquired points plus sensor‐dependent directional terms. We derive a lower bound on the neighbourhood size to guarantee that estimated matrix coefficients will be within a predefined error with a prescribed probability. This bound is key for achieving an optimal trade‐off between smoothness and fine detail preservation. We also propose and compare different strategies for handling neighborhoods with samples coming from multiple materials and sensors. We show analytically that our method provides better normal estimates than competing approaches in noise conditions similar to those found in Lidar equipment.  相似文献   

17.
This paper proposes a scale‐adaptive filtering method to improve the performance of structure‐preserving texture filtering for image smoothing. With classical texture filters, it usually is challenging to smooth texture at multiple scales while preserving salient structures in an image. We address this issue in the concept of adaptive bilateral filtering, where the scales of Gaussian range kernels are allowed to vary from pixel to pixel. Based on direction‐wise statistics, our method distinguishes texture from structure effectively, identifies appropriate scope around a pixel to be smoothed and thus infers an optimal smoothing scale for it. Filtering an image with varying‐scale kernels, the image is smoothed according to the distribution of texture adaptively. With commendable experimental results, we show that, needing less iterations, our proposed scheme boosts texture filtering performance in terms of preserving the geometric structures of multiple scales even after aggressive smoothing of the original image.  相似文献   

18.
Real world dendritic growths show charming structures by their exquisite balance between the symmetry and randomness in the crystal formation. Other than the variety in the natural crystals, richer visual appearance of crystals can benefit from artificially controlling of the crystal growth on its growing directions and shapes. In this paper, by introducing one extra dimension of freedom, i.e. the orientation field, into the simulation, we propose an efficient algorithm for dendritic crystal simulation that is able to reproduce arbitrary symmetry patterns with different levels of asymmetry breaking effect on general grids or meshes, including spreading on curved surfaces and growth in 3D. Flexible artistic control is also enabled in a unified manner by exploiting and guiding the orientation field in the visual simulation. We show the effectiveness of our approach by various demonstrations of simulation results.  相似文献   

19.
Displacement mapping is routinely used to add geometric details in a fast and easy‐to‐control way, both in offline rendering as well as recently in interactive applications such as games. However, it went largely unnoticed (with the exception of McGuire and Whitson [MW08]) that, when applying displacement mapping to a surface with a low‐distortion parametrization, this parametrization is distorted as the geometry was changed by the displacement mapping. Typical resulting artifacts are “rubber band”‐like distortion patterns in areas of strong displacement change where a small isotropic area in texture space is mapped to a large anisotropic area in world space. We describe a fast, fully GPU‐based two‐step procedure to resolve this problem. First, a correction deformation is computed from the displacement map. Second, two variants to apply this correction when computing displacement mapping are proposed. The first variant is backward‐compatible and can resolve the artifact in any rendering pipeline without modifying it and without requiring additional computation at render time, but only works for bijective parametrizations. The second variant works for more general parametrizations, but requires to modify the rendering code and incurs a very small computational overhead.  相似文献   

20.
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   

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