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机器学习与综合 AI

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306篇论文
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Lei Lan, Zixuan Lu, Chun Yuan 0001, Weiwei Xu 0003, Hao Su 0001, Huamin Wang 0001, Chenfanfu Jiang, Yin Yang 0002

In parallel simulation, convergence and parallelism are often seen as inherently conflicting objectives. Improved parallelism typically entails lighter local computation and weaker coupling, which unavoidably slow the global convergence. This paper presents a novel GPU algorithm that achieves convergence rates comparable to fullspace Newton's method while maintaining good parallelizability just like the Jacobi method. Our approach is built on a key insight into the phenomenon of overshoot. Overshoot occurs when a local solver aggressively minimizes its local energy without accounting for the global context, resulting in a local update that undermines global convergence. To address this, we derive a theoretically second-order optimal solution to mitigate overshoot. Furthermore, we adapt this solution into a pre-computable form. Leveraging Cubature sampling, our runtime cost is only marginally higher than the Jacobi method, yet our algorithm converges nearly quadratically as Newton's method. We also introduce a novel full-coordinate formulation for more efficient pre-computation. Our method integrates seamlessly with the incremental potential contact method and achieves second-order convergence for both stiff and soft materials. Experimental results demonstrate that our approach delivers high-quality simulations and outperforms state-of-the-art GPU methods with 50× to 100× better convergence.

Siyuan Chen, Yixin Chen 0006, Jonathan Panuelos, Otman Benchekroun, Yue Chang, Eitan Grinspun, Zhecheng Wang 0001

We present a novel reduced-order fluid simulation technique leveraging Dynamic Mode Decomposition (DMD) to achieve fast, memory-efficient, and user-controllable subspace simulation. We demonstrate that our approach combines the strengths of both spatial reduced order models (ROMs) as well as spectral decompositions. By optimizing for the operator that evolves a system state from one timestep to the next, rather than the system state itself, we gain both the compressive power of spatial ROMs as well as the intuitive physical dynamics of spectral methods. The latter property is of particular interest in graphics applications, where user control of fluid phenomena is of high demand. We demonstrate this in various applications including spatial and temporal modulation tools and fluid upscaling with added turbulence. We adapt DMD for graphics applications by reducing computational overhead, incorporating user-defined force inputs, and optimizing memory usage with randomized SVD. The integration of OptDMD and DMD with Control (DMDc) facilitates noise-robust reconstruction and real-time user interaction. We demonstrate the technique's robustness across diverse simulation scenarios, including artistic editing, time-reversal, and super-resolution. Through experimental validation on challenging scenarios, such as colliding vortex rings and boundary-interacting plumes, our method also exhibits superior performance and fidelity with significantly fewer basis functions compared to existing spatial ROMs. Leveraging the inherent linearity of the DMD formulation, we demonstrate a range of diverse applications. This work establishes another avenue for developing real-time, high-quality fluid simulations, enriching the space of fluid simulation techniques in interactive graphics and animation.

Daniel Garibi, Shahar Yadin, Roni Paiss, Omer Tov, Shiran Zada, Ariel Ephrat, Tomer Michaeli, Inbar Mosseri, Tali Dekel

We present TokenVerse - a method for multi-concept personalization, leveraging a pre-trained text-to-image diffusion model. Our framework can disentangle complex visual elements and attributes from as little as a single image, while enabling seamless plug-and-play generation of combinations of concepts extracted from multiple images. As opposed to existing works, TokenVerse can handle multiple images with multiple concepts each, and supports a wide-range of concepts, including objects, accessories, materials, pose, and lighting. Our work exploits a DiT-based text-to-image model, in which the input text affects the generation through both attention and modulation (shift and scale). We observe that the modulation space is semantic and enables localized control over complex concepts. Building on this insight, we devise an optimization-based framework that takes as input an image and a text description, and finds for each word a distinct direction in the modulation space. These directions can then be used to generate new images that combine the learned concepts in a desired configuration. We demonstrate the effectiveness of TokenVerse in challenging personalization settings, and showcase its advantages over existing methods.

Paul Himmler, Tobias Günther

In recent years, grid-free Monte Carlo methods have gained increasing popularity for solving fundamental partial differential equations. For a given point in the domain, the Walk-on-Spheres method solves a boundary integral equation by integrating recursively over the largest possible sphere. When the walks approach boundaries with Dirichlet conditions, the number of path vertices increases considerably, since the step size becomes smaller with decreasing distance to the boundary. In practice, the walks are terminated once they reach an epsilon-shell around the boundary. This, however, introduces bias, leading to a trade-off between accuracy and performance. Instead of using spheres, we propose to utilize geometric primitives that share more than one point with the boundary to increase the likelihood of immediately terminating. Along the boundary of those new geometric primitives a sampling probability is needed, which corresponds to the exit probability of a Brownian motion. This is known as a first passage problem. Utilizing that Laplace equations are invariant under conformal maps, we transform exit points from unit circles to the exit points of our geometric primitives, for which we describe a suitable placement strategy. With this, we obtain a novel approach to solve the Laplace equation in two dimensions, which does not require an epsilon-shell, significantly reduces the number of path vertices, and reduces inaccuracies near Dirichlet boundaries.

Bailey Miller, Rohan Sawhney, Keenan Crane, Ioannis Gkioulekas

We consider the problem of solving partial differential equations (PDEs) in domains with complex microparticle geometry that is impractical, or intractable, to model explicitly. Drawing inspiration from volume rendering, we propose tackling this problem by treating the domain as a participating medium that models microparticle geometry stochastically, through aggregate statistical properties (e.g., particle density). We first introduce the problem setting of PDE simulation in participating media. We then specialize to exponential media and describe the properties that make them an attractive model of microparticle geometry for PDE simulation problems. We use these properties to develop two new algorithms, volumetric walk on spheres and volumetric walk on stars, that generalize previous Monte Carlo algorithms to enable efficient and discretization-free simulation of linear elliptic PDEs (e.g., Laplace) in participating media. We demonstrate experimentally that our algorithms can solve Laplace boundary value problems with complex microparticle geometry more accurately and more efficiently than previous approaches, such as ensemble averaging and homogenization.

Jiong Chen 0001, Florian Schäfer 0001, Mathieu Desbrun

Boundary element methods (BEM) for solving linear elliptic partial differential equations have gained traction in a wide range of graphics applications: they eliminate the need for volumetric meshing by solving for variables exclusively on the domain boundary through a linear boundary integral equation (BIE). However, BEM often generate dense and ill-conditioned linear systems that lead to poor computational scalability and substantial memory demands for large-scale problems, limiting their applicability and efficiency in practice. In this paper, we address these limitations by generalizing the Kaporin-based approach to asymmetric preconditioning: we construct a sparse approximation of the inverse-LU factorization of arbitrary BIE matrices in a massively parallel manner. Our sparse inverse-LU factorization, when employed as a preconditioner for the generalized minimal residual (GMRES) method, significantly enhances the efficiency of BIE solves, often yielding orders-of-magnitude speedups in solving times.

Davide Sforza, Marzia Riso, Filippo Muzzini, Nicola Capodieci, Fabio Pellacini

A procedural program is the representation of a family of assets that share the same structural or semantic properties, whose final appearance is determined by different parameter assignments. Identifying the parameter values that define a desired asset is usually a time-consuming operation, since it requires manually tuning parameters separately and in a non-intuitive manner. In the domain of procedural patterns, recent works focused on estimating parameter values to match a target render or sketch, using parameter optimization or inference via neural networks. However, these approaches are neither fast enough for interactive design nor precise enough to give direct control. In this work, we propose an interactive method for procedural parameter estimation based on the idea of scaffolded procedural patterns. A scaffolded procedural pattern is a sequence of procedural programs that model a pattern in a coarse-to-fine manner, in which the desired pattern appearance is reached step-by-step by inheriting previously optimized parameters. Through scaffolding, patterns are more straightforward to sketch for users and easier to optimize for most algorithms. In our implementation, patterns are represented as procedural signed distance functions whose parameters are estimated with a gradient-free optimization method that runs in real-time on the GPU. We show that scaffolded patterns can be created with a node-based interface familiar to artists. We validate our approach by creating and interactively editing several scaffolded patterns. We show the effectiveness of scaffolding through a user study, where scaffolding enhances both the output quality and the editing experience with respect to approaches that optimize the procedural parameters all at once. We also perform a comparison with previous strategies and provide several recordings of real-time editing sessions in the accompanying materials.

Junming Huang 0002, Chi Wang 0004, Letian Li, Changxin Huang, Qiang Dai, Weiwei Xu 0003

Three-dimensional building generation is vital for applications in gaming, virtual reality, and digital twins, yet current methods face challenges in producing diverse, structured, and hierarchically coherent buildings. We propose BuildingBlock, a hybrid approach that integrates generative models, procedural content generation (PCG), and large language models (LLMs) to address these limitations. Specifically, our method introduces a two-phase pipeline: the Layout Generation Phase (LGP) and the Building Construction Phase (BCP). LGP reframes box-based layout generation as a point-cloud generation task, utilizing a newly constructed architectural dataset and a Transformer-based diffusion model to create globally consistent layouts. With LLMs, these layouts are extended into rule-based hierarchical designs, seamlessly incorporating component styles and spatial structures. The BCP leverages these layouts to guide PCG, enabling local-customizable, high-quality structured building generation. Experimental results demonstrate BuildingBlock ’s effectiveness in generating diverse and hierarchically structured buildings, achieving state-of-the-art results on multiple benchmarks, and paving the way for scalable and intuitive architectural workflows.

Zhenyu Wang, Min Lu 0002

Collage and packing techniques are widely used to organize geometric shapes into cohesive visual representations, facilitating the representation of visual features holistically, as seen in image collages and word clouds. Traditional methods often rely on object-space optimization, requiring intricate geometric descriptors and energy functions to handle complex shapes. In this paper, we introduce a versatile image-space collage technique. Leveraging a differentiable renderer, our method effectively optimizes the object layout with image-space losses, bringing the benefit of fixed complexity and easy accommodation of various shapes. Applying a hierarchical resolution strategy in image space, our method efficiently optimizes the collage with fast convergence, large coarse steps first and then small precise steps. The diverse visual expressiveness of our approach is demonstrated through various examples. Experimental results show that our method achieves an order of magnitude speedup performance compared to state-of-the-art techniques.

Jingwen Ye, Yuze He, Yanning Zhou 0003, Yiqin Zhu, Kaiwen Xiao, Yong-Jin Liu 0001, Wei Yang 0032, Xiao Han 0011

Shape primitive abstraction, which decomposes complex 3D shapes into simple geometric elements, plays a crucial role in human visual cognition and has broad applications in computer vision and graphics. While recent advances in 3D content generation have shown remarkable progress, existing primitive abstraction methods either rely on geometric optimization with limited semantic understanding or learn from small-scale, category-specific datasets, struggling to generalize across diverse shape categories. We present PrimitiveAnything, a novel framework that reformulates shape primitive abstraction as a primitive assembly generation task. PrimitiveAnything includes a shape-conditioned primitive transformer for auto-regressive generation and an ambiguity-free parameterization scheme to represent multiple types of primitives in a unified manner. The proposed framework directly learns the process of primitive assembly from large-scale human-crafted abstractions, enabling it to capture how humans decompose complex shapes into primitive elements. Through extensive experiments, we demonstrate that PrimitiveAnything can generate high-quality primitive assemblies that better align with human perception while maintaining geometric fidelity across diverse shape categories. It benefits various 3D applications and shows potential for enabling primitive-based user-generated content (UGC) in games. Project page: https://primitiveanything.github.io

Rachel McDonnell, Bharat Vyas, Uros Sikimic, Pisut Wisessing

Cinematic lighting is a powerful tool used in film-making to create a mood or atmosphere and to influence the audience’s perception and emotional response to a scene. For example, red can be used to increase feelings of anxiety or excitement, while blue might have a more calming effect. These responses can be harnessed to enhance the storytelling. Previous studies in Psychology have shown that light color has a direct impact on the perception of emotions and feelings. However, there is a lack of controlled empirical studies for understanding if lighting alone can alter the interpretation of emotion. Realistic virtual humans are an underused tool to study these effects in a controlled manner as they retain the same emotional expression across lighting conditions, and can display the same emotion across different genders and races. In this paper, we focus on studying the effect of light temperature, color, and shadow on the interpretation of emotions of realistic virtual humans, and compare to a human photo baseline. We are particularly interested in recognition of emotion, emotion intensity, and genuineness of the emotion. Our findings can be used by developers to increase the emotional intensity and genuineness of their virtual humans.

Ruben Wiersma, Julien Philip, Milos Hasan, Krishna Mullia, Fujun Luan, Elmar Eisemann, Valentin Deschaintre

This paper aims to quantify uncertainty for SVBRDF acquisition in multi-view captures. Under uncontrolled illumination and unstructured viewpoints, there is no guarantee that the observations contain enough information to reconstruct the appearance properties of a captured object. We study this ambiguity, or uncertainty, using entropy and accelerate the analysis by using the frequency domain, rather than the domain of incoming and outgoing viewing angles. The result is a method that computes a map of uncertainty over an entire object within a millisecond. We find that the frequency model allows us to recover SVBRDF parameters with competitive performance, that the accelerated entropy computation matches results with a physically-based path tracer, and that there is a positive correlation between error and uncertainty. We then show that the uncertainty map can be applied to improve SVBRDF acquisition using capture guidance, sharing information on the surface, and using a diffusion model to inpaint uncertain regions. Our code is available at https://github.com/rubenwiersma/svbrdf_uncertainty.

Pengfei Zhu 0001, Jie Guo 0001, Yifan Liu, Qi Sun 0003, Yanxiang Wang, Keheng Xu, Ligang Liu 0001, Yanwen Guo 0001

Recent advancements in deep learning have revolutionized the reconstruction of spatially-varying surface reflectance of real-world objects. Many existing methods have successfully recovered high-quality reflectance maps using a remarkably limited number of images captured by a lightweight handheld camera and a flash-like light source. As the samples become sparse, the choice of the sampling set has a significant impact on the results. To determine the best sampling set for each material while ensuring minimal capture costs, we introduce an appearance-aware adaptive sampling method in this paper. We model the sampling process as a sequential decision-making problem, and employ a deep reinforcement learning (DRL) framework to solve it. At each step, an agent (NBVL Planner), after trained on a specially designed dataset, plans the next best view-lighting (NBVL) pair based on the appearance of the material recognized so far. Once stopped, the sequence of the NBVLs constitutes the best sampling set for the material. We show, through extensive experiments on both synthetic materials and real-world cases, that the best sampling set extracted by our method outperforms other sampling sets, especially for challenging materials featuring globally-varying specular reflectance.

Kechun Wang, Renjie Chen 0001

The advantages of higher-order surfaces, such as their ability to represent complex geometry compactly and smoothly, have led to their increasing use in computer graphics. This trend underscores the importance of developing efficient rendering algorithms tailored for these representations. We introduce PaRas, a highly performant rasterizer for real-time rendering of large-scale parametric surfaces with high precision. Unlike conventional graphics pipelines that rely on hardware tessellation to convert smooth surfaces into numerous flat triangles, our method provides a highly efficient and parallel approach to directly rasterize parametric surfaces. PaRas seamlessly integrates into existing workflows, enabling smooth surfaces to be handled with the same ease as triangle meshes. To accomplish this, we formulate the rasterization of parametric surfaces as a point inversion problem, employing a Newton-type iteration on the GPU to compute precise solutions. The framework’s effectiveness is demonstrated on quartic triangular Bézier patches and rational Bézier patches, both commonly used in high-precision modeling and industrial applications. Experimental results indicate that our rendering pipeline achieves higher efficiency and greater accuracy compared to traditional hardware tessellation techniques.