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3,314篇论文匹配“Physical Models”
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Ryan D. Burgert, Xiang Li 0109, Abe Leite, Kanchana Ranasinghe, Michael S. Ryoo

We explore the problem of computationally generating special images that produce multi-arrangement optical illusions when physically arranged and viewed in a certain way, which we call ‘prime’ images. First, we propose a formal definition for this problem. Next, we introduce Diffusion Illusions, the first comprehensive pipeline designed to automatically generate a wide range of these multi-arrangement illusions. Specifically, we both adapt the existing ‘score distillation loss’ and propose a new ‘dream target loss’ to optimize a group of differentially parametrized prime images, using a frozen text-to-image diffusion model. We study three types of illusions, each where the prime images are arranged in different ways and optimized using the aforementioned losses such that images derived from them align with user-chosen text prompts or images. We conduct comprehensive experiments on these illusions and verify the effectiveness of our proposed method qualitatively and quantitatively. Additionally, we showcase the successful physical fabrication of our illusions — as they are all designed to work in the real world. Code and examples are publicly available at our interactive project website: https://diffusionillusion.github.io/

David Borts, Erich Liang, Tim Broedermann, Andrea Ramazzina, Stefanie Walz, Edoardo Palladin, Jipeng Sun, David Brüggemann, Christos Sakaridis, Luc Van Gool 等

Neural fields have been broadly investigated as scene representations for the reproduction and novel generation of diverse outdoor scenes, including those autonomous vehicles and robots must handle. While successful approaches for RGB and LiDAR data exist, neural reconstruction methods for radar as a sensing modality have been largely unexplored. Operating at millimeter wavelengths, radar sensors are robust to scattering in fog and rain, and, as such, offer a complementary modality to active and passive optical sensing techniques. Moreover, existing radar sensors are highly cost-effective and deployed broadly in robots and vehicles that operate outdoors. We introduce Radar Fields –- a neural scene reconstruction method designed for active radar imagers. Our approach unites an explicit, physics-informed sensor model with an implicit neural geometry and reflectance model to directly synthesize raw radar measurements and extract scene occupancy. The proposed method does not rely on volume rendering. Instead, we learn fields in Fourier frequency space, supervised with raw radar data. We validate our method’s effectiveness across diverse outdoor scenarios, including urban scenes with dense vehicles and infrastructure, and harsh weather scenarios, where mm-wavelength sensing is favorable.

Xutong Jin, Chenxi Xu, Ruohan Gao, Jiajun Wu 0001, Guoping Wang, Sheng Li 0008

Accurately estimating and simulating the physical properties of objects from real-world sound recordings is of great practical importance in the fields of vision, graphics, and robotics. However, the progress in these directions has been limited—prior differentiable rigid or soft body simulation techniques cannot be directly applied to modal sound synthesis due to the high sampling rate of audio, while previous audio synthesizers often do not fully model the accurate physical properties of the sounding objects. We propose DiffSound, a differentiable sound rendering framework for physics-based modal sound synthesis, which is based on an implicit shape representation, a new high-order finite element analysis module, and a differentiable audio synthesizer. Our framework can solve a wide range of inverse problems thanks to the differentiability of the entire pipeline, including physical parameter estimation, geometric shape reasoning, and impact position prediction. Experimental results demonstrate the effectiveness of our approach, highlighting its ability to accurately reproduce the target sound in a physics-based manner. DiffSound serves as a valuable tool for various sound synthesis and analysis applications.

Jordan Juravsky, Yunrong Guo, Sanja Fidler, Xue Bin Peng

Physically-simulated models for human motion can generate high-quality responsive character animations, often in real-time. Natural language serves as a flexible interface for controlling these models, allowing expert and non-expert users to quickly create and edit their animations. Many recent physics-based animation methods, including those that use text interfaces, train control policies using reinforcement learning (RL). However, scaling these methods beyond several hundred motions has remained challenging. Meanwhile, kinematic animation models are able to successfully learn from thousands of diverse motions by leveraging supervised learning methods. Inspired by these successes, in this work we introduce SuperPADL, a scalable framework for physics-based text-to-motion that leverages both RL and supervised learning to train controllers on thousands of diverse motion clips. SuperPADL is trained in stages using progressive distillation, starting with a large number of specialized experts using RL. These experts are then iteratively distilled into larger, more robust policies using a combination of reinforcement learning and supervised learning. Our final SuperPADL controller is trained on a dataset containing over 5000 skills and runs in real time on a consumer GPU. Moreover, our policy can naturally transition between skills, allowing for users to interactively craft multi-stage animations. We experimentally demonstrate that SuperPADL significantly outperforms RL-based baselines at this large data scale.

Arvi Gjoka, Espen Knoop, Moritz Bächer, Denis Zorin, Daniele Panozzo

We propose a computational design pipeline for pneumatically-actuated soft robots interacting with their environment through contact. We optimize the shape of the robot with a shape optimization approach, using a physically-accurate high-order finite element model for the forward simulation. Our approach enables fine-grained control over both deformation and contact forces by optimizing the shape of internal cavities, which we exploit to design pneumatically-actuated robots that can assume user-prescribed poses, or apply user-controlled forces. We demonstrate the efficacy of our method on two artistic and two functional examples.

Yiming Wang 0009, Siyu Tang 0001, Mengyu Chu

We delve into the physics-informed neural reconstruction of smoke and obstacles through sparse-view RGB videos, tackling challenges arising from limited observation of complex dynamics. Existing physics-informed neural networks often emphasize short-term physics constraints, leaving the proper preservation of long-term conservation less explored. We introduce Neural Characteristic Trajectory Fields, a novel representation utilizing Eulerian neural fields to implicitly model Lagrangian fluid trajectories. This topology-free, auto-differentiable representation facilitates efficient flow map calculations between arbitrary frames as well as efficient velocity extraction via auto-differentiation. Consequently, it enables end-to-end supervision covering long-term conservation and short-term physics priors. Building on the representation, we propose physics-informed trajectory learning and integration into NeRF-based scene reconstruction. We enable advanced obstacle handling through self-supervised scene decomposition and seamless integrated boundary constraints. Our results showcase the ability to overcome challenges like occlusion uncertainty, density-color ambiguity, and static-dynamic entanglements. Code and sample tests are at https://github.com/19reborn/PICT_smoke.

Haoyu Hu, Xinyu Yi, Zhe Cao 0003, Jun-Hai Yong, Feng Xu 0005

Hand manipulating objects is an important interaction motion in our daily activities. We faithfully reconstruct this motion with a single RGBD camera by a novel deep reinforcement learning method to leverage physics. Firstly, we propose object compensation control which establishes direct object control to make the network training more stable. Meanwhile, by leveraging the compensation force and torque, we seamlessly upgrade the simple point contact model to a more physical-plausible surface contact model, further improving the reconstruction accuracy and physical correctness. Experiments indicate that without involving any heuristic physical rules, this work still successfully involves physics in the reconstruction of hand-object interactions which are complex motions hard to imitate with deep reinforcement learning. Our code and data are available at https://github.com/hu-hy17/HOIC.

Xinyu Yi, Yuxiao Zhou 0001, Feng Xu 0005

Existing inertial motion capture techniques use the human root coordinate frame to estimate local poses and treat it as an inertial frame by default. We argue that when the root has linear acceleration or rotation, the root frame should be considered non-inertial theoretically. In this paper, we model the fictitious forces that are non-neglectable in a non-inertial frame by an auto-regressive estimator delicately designed following physics. With the fictitious forces, the force-related IMU measurement (accelerations) can be correctly compensated in the non-inertial frame and thus Newton’s laws of motion are satisfied. In this case, the relationship between the accelerations and body motions is deterministic and learnable, and we train a neural network to model it for better motion capture. Furthermore, to train the neural network with synthetic data, we develop an IMU synthesis by simulation strategy to better model the noise model of IMU hardware and allow parameter tuning to fit different hardware. This strategy not only establishes the network training with synthetic data but also enables calibration error modeling to handle bad motion capture calibration, increasing the robustness of the system. Code is available at https://xinyu-yi.github.io/PNP/.

Jingwang Ling, Ruihan Yu, Feng Xu 0005, Chun Du, Shuang Zhao

Physics-based inverse rendering enables joint optimization of shape, material, and lighting based on captured 2D images. To ensure accurate reconstruction, using a light model that closely resembles the captured environment is essential. Although the widely adopted distant environmental lighting model is adequate in many cases, we demonstrate that its inability to capture spatially varying illumination can lead to inaccurate reconstructions in many real-world inverse rendering scenarios. To address this limitation, we incorporate NeRF as a non-distant environment emitter into the inverse rendering pipeline. Additionally, we introduce an emitter importance sampling technique for NeRF to reduce the rendering variance. Through comparisons on both real and synthetic datasets, our results demonstrate that our NeRF-based emitter offers a more precise representation of scene lighting, thereby improving the accuracy of inverse rendering.

Pranav Jain, Ziyin Qu, Peter Yichen Chen, Oded Stein

The idea of using a neural network to represent continuous vector fields (i.e., neural fields) has become popular for solving PDEs arising from physics simulations. Here, the classical spatial discretization (e.g., finite difference) of PDE solvers is replaced with a neural network that models a differentiable function, so the spatial gradients of the PDEs can be readily computed via autodifferentiation. When used in fluid simulation, however, neural fields fail to capture many important phenomena, such as the vortex shedding experienced in the von Kármán vortex street experiment. We present a novel neural network representation for fluid simulation that augments neural fields with explicitly enforced boundary conditions as well as a Monte Carlo pressure solver to get rid of all weakly enforced boundary conditions. Our method, the Neural Monte Carlo method (NMC), is completely mesh-free, i.e., it doesn’t depend on any grid-based discretization. While NMC does not achieve the state-of-the-art accuracy of the well-established grid-based methods, it significantly outperforms previous mesh-free neural fluid methods on fluid flows involving intricate boundaries and turbulence regimes.

Jiarui Sun, Girish Chowdhary

Stochastic Human Motion Prediction (HMP) aims to predict multiple possible future pose sequences from observed ones. Most prior works learn motion distributions through encoding-decoding in latent space, which does not preserve motion’s spatial-temporal structure. While effective, these methods often require complex, multi-stage training and yield predictions that are inconsistent with the provided history and can be physically unrealistic. To address these issues, we propose CoMusion, a single-stage, end-to-end diffusion-based stochastic HMP framework. CoMusion is inspired from the insight that a smooth future pose initialization improves prediction performance, a strategy not previously utilized in stochastic models but evidenced in deterministic works. To generate such initialization, CoMusion's motion predictor starts with a Transformer-based network for initial reconstruction of corrupted motion. Then, a graph convolutional network (GCN) is employed to refine the prediction considering past observations in the discrete cosine transformation (DCT) space. Our method, facilitated by the Transformer-GCN module design and a proposed variance scheduler, excels in predicting accurate, realistic, and consistent motion, while maintaining an appropriate level of diversity. Experimental results on benchmark datasets demonstrate that CoMusion surpasses prior methods in both accuracy and fidelity, achieving at least a 35% relative improvement in fidelity metrics, while demonstrating superior robustness. Our method, facilitated by the Transformer-GCN module design and a proposed variance scheduler, excels in predicting accurate, realistic, and consistent motions, while maintaining an appropriate level of diversity. Experimental results on benchmark datasets demonstrate that CoMusion surpasses prior methods in both accuracy and fidelity, achieving at least a 35% relative improvement in fidelity metrics, while demonstrating superior robustness.

Licheng Zhong, Hong-Xing Yu, Jiajun Wu, Yunzhu Li

Reconstructing and simulating elastic objects from visual observations is crucial for applications in computer vision and robotics. Existing methods, such as 3D Gaussians, provide modeling for 3D appearance and geometry but lack the ability to simulate physical properties or optimize parameters for heterogeneous objects. We propose Spring-Gaus, a novel framework that integrates 3D Gaussians with physics-based simulation for reconstructing and simulating elastic objects from multi-view videos. Our method utilizes a 3D Spring-Mass model, enabling the optimization of physical parameters at the individual point level while decoupling the learning of physics and appearance. This approach achieves great sample efficiency, enhances generalization, and reduces sensitivity to the distribution of simulation particles. We evaluate Spring-Gaus on both synthetic and real-world datasets, demonstrating accurate reconstruction and simulation of elastic objects. This includes future prediction and simulation under varying initial states and environmental parameters.

Shuangzhi Li, Lei Ma, Xingyu Li

Point-cloud-based 3D object detection suffers from performance degradation when encountering data with novel domain gaps. To tackle it, single-domain generalization (SDG) aims to generalize the detection model trained in a limited single source domain to perform robustly on unexplored domains. Through analysis of errors and missed detections in 3D point clouds, it has become evident that challenges predominantly arise from variations in point cloud density, especially the sparsity of point cloud data. Thus in this paper, we propose an SDG method centered around the theme of point cloud density resampling, which involves using data augmentation to simulate point clouds of different densities and developing a novel point cloud densification algorithm to enhance the detection accuracy of low-density point clouds. Specifically, our physical-aware density-resampling data augmentation (PDDA) is the first to consider the physical constraints on point density distribution in data augmentation, leading to a more realistic simulation of variation in cloud density. In systematic design, an auxiliary self-supervised point cloud densification task is incorporated into the detection framework, forming a basis for test-time model update. By manipulating point cloud density, our method not only increases the model's adaptability to point clouds of different densities but also allows the self-supervised densification algorithm to serve as a metric for assessing the model's understanding of the environment and semantic information. This, in turn, enables a test-time adjustment of the model to better adapt to varying domains. Extensive cross-dataset experiments covering "Car", "Pedestrian", and "Cyclist" detections demonstrate our method outperforms state-of-the-art SDG methods and even overpass unsupervised domain adaptation methods under some circumstances. The code will be made publicly available.

Lorenzo Mur Labadia, Ruben Martinez-Cantin, Jose J Guerrero, Giovanni Maria Farinella, Antonino Furnari

Short-Term object-interaction Anticipation (STA) consists of detecting the location of the next-active objects, the noun and verb categories of the interaction, and the time to contact from the observation of egocentric video. This ability is fundamental for wearable assistants or human-robot interaction to understand the user’s goals, but there is still room for improvement to perform STA in a precise and reliable way. In this work, we improve the performance of STA predictions with two contributions: 1) We propose STAformer, a novel attention-based architecture integrating frame-guided temporal pooling, dual image-video attention, and multiscale feature fusion to support STA predictions from an image-input video pair; 2) We introduce two novel modules to ground STA predictions on human behavior by modeling affordances. First, we integrate an environment affordance model which acts as a persistent memory of interactions that can take place in a given physical scene. Second, we predict interaction hotspots from the observation of hands and object trajectories, increasing confidence in STA predictions localized around the hotspot. Our results show significant relative Overall Top-5 mAP improvements of up to +45% on Ego4D and +42% on a novel set of curated EPIC-Kitchens STA labels. We will release the code, annotations, and pre-extracted affordances on Ego4D and EPIC-Kitchens to encourage future research in this area

Muyao Niu, Tong Chen, Yifan Zhan, Zhuoxiao Li, Xiang Ji, zheng yinqiang

Neural Radiance Fields (NeRF) have become increasingly popular for their ability to reconstruct 3D scenes and create new viewpoints with outstanding quality. However, their effectiveness is hindered by rolling shutter (RS) effects commonly found in most camera systems. To solve this, we present RS-NeRF, a method designed to synthesize normal images from novel views using input with RS distortions. This involves a physical model that replicates the image formation process under RS conditions and jointly optimizes NeRF parameters and camera extrinsic for each image row. We further address the inherent shortcomings of the basic RS-NeRF model by delving into RS characteristics and developing algorithms to enhance its functionality. First, we impose a smoothness regularization to better estimate trajectories and improve synthesis quality, in line with the camera movement prior. We also identify and address a fundamental flaw in the vanilla RS model by introducing a multi-sampling algorithm. This new approach greatly improves the model's performance by comprehensively exploiting the RGB data across different rows for each intermediate camera pose. Through rigorous experimentation, we demonstrate that RS-NeRF surpasses previous methods in both synthetic and real-world scenarios, proving its ability to correct RS-related distortions effectively.

Alper Canberk, Maksym Bondarenko, Ege Ozguroglu, Ruoshi Liu, Carl Vondrick

Creative processes such as painting often involve creating different components of an image one by one. Can we build a computational model to perform this task? Prior works often fail by making global changes to the image, inserting objects in unrealistic spatial locations, and generating inaccurate lighting details. We observe that while state-of-the-art models perform poorly on object insertion, they can remove objects and erase the background in natural images very well. Inverting the direction of object removal, we obtain high-quality data for learning to insert objects that are spatially, physically, and optically consistent with the surroundings. With this scalable automatic data generation pipeline, we can create a dataset for learning object insertion, which is used to train our proposed text-conditioned diffusion model. Qualitative and quantitative experiments have shown that our model achieves state-of-the-art results in object insertion, particularly for in-the-wild images. We show compelling results on diverse insertion prompts and images across various domains. In addition, we automate iterative insertion by combining our insertion model with beam search guided by CLIP.

Ri-Zhao Qiu, Ge Yang, Weijia Zeng, Xiaolong Wang

Scene representations using 3D Gaussian primitives have produced excellent results in modeling the appearance of static and dynamic 3D scenes. Many graphics applications, however, demand the ability to manipulate both the appearance and the physical properties of objects. We introduce Feature Splatting, an approach that unifies physics-based dynamic scene synthesis with rich semantics from vision language foundation models that are grounded by natural language. Our first contribution is a way to distill high-quality, object-centric vision-language features into 3D Gaussians, that enables semi-automatic scene decomposition using text queries. Our second contribution is a way to synthesize physics-based dynamics from an otherwise static scene using a particle-based simulator, in which material properties are assigned automatically via text queries. We ablate key techniques used in this pipeline, to illustrate the challenge and opportunities in using feature-carrying 3D Gaussians as a unified format for appearance, geometry, material properties and semantics grounded on natural language.

Shun Iwase, Katherine Liu, Vitor Guizilini, Adrien Gaidon, Kris Kitani, Rares Ambrus, Sergey Zakharov

We present a 3D scene completion method that recovers the complete geometry of multiple unseen objects in complex scenes from a single RGB-D image. Despite notable advancements in single-object 3D shape completion, high-quality reconstructions in highly cluttered real-world multi-object scenes remains a challenge. To address this issue, we propose OctMAE, an architecture that leverages an Octree U-Net and a latent 3D MAE to achieve high-quality and near real-time multi-object scene completion through both local and global geometric reasoning. Because a naive 3D MAE can be computationally intractable and memory intensive even in the latent space, we introduce a novel occlusion masking strategy and adopt 3D rotary embeddings, which significantly improves the runtime and scene completion quality. To generalize to a wide range of objects in diverse scenes, we create a large-scale photorealistic dataset, featuring a diverse set of 12K 3D object models from the Objaverse dataset which are rendered in multi-object scenes with physics-based positioning. Our method outperforms the current state-of-the-art on both synthetic and real-world datasets and demonstrates a strong zero-shot capability.

Yang Zheng, Qingqing Zhao, Guandao Yang, Wang Yifan, Donglai Xiang, Florian Dubost, Dmitry Lagun, Thabo Beeler, Federico Tombari, Leonidas Guibas 等

Modeling and rendering photorealistic avatars is of crucial importance in many applications. Existing methods that build a 3D avatar from visual observations, however, struggle to reconstruct clothed humans. We introduce PhysAvatar, a novel framework that combines inverse rendering with inverse physics to automatically estimate the shape and appearance of a human from multi-view video data along with the physical parameters of the fabric of their clothes. For this purpose, we adopt a mesh-aligned 4D Gaussian technique for spatio-temporal mesh tracking as well as a physically based inverse renderer to estimate the intrinsic material properties. PhysAvatar integrates a physics simulator to estimate the physical parameters of the garments using gradient-based optimization in a principled manner. These novel capabilities enable PhysAvatar to create high-quality novel-view renderings of avatars dressed in loose-fitting clothes under motions and lighting conditions not seen in the training data. This marks a significant advancement towards modeling photorealistic digital humans using physically based inverse rendering with physics in the loop.

Xi Chen, Sida Peng, Dongchen Yang, Yuan Liu, Bowen Pan, Chengfei Lyu, Xiaowei Zhou

This paper aims to recover object materials from posed images captured under an unknown static lighting condition. Recent methods solve this task by representing materials using neural networks and optimizing model parameters through differentiable physically based rendering. However, due to the coupling between object geometry, materials, and environment lighting, there is inherent ambiguity during the inverse rendering process, preventing previous methods from obtaining accurate results. To overcome this ill-posed problem, our key idea is to learn the material prior with a generative model for regularizing the optimization process. We observe that the general rendering equation can be split into diffuse and specular shading terms, and thus formulate the material prior as diffusion models of albedo and specular. Thanks to this design, our model can be trained using the existing abundant 3D object data, and naturally acts as a versatile tool to resolve the ambiguity when recovering many material representations from RGB images. In addition, we develop a coarse-to-fine training strategy that leverages estimated materials to guide diffusion models to produce multi-view consistent constraints, leading to more stable and accurate results. Extensive experiments on real-world and synthetic datasets demonstrate that our approach achieves state-of-the-art performance on material recovery. The code will be released upon acceptance.