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4,294篇论文匹配“Physics”
第 154 / 215 页

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.

Mohamad Qadri, Kevin Zhang 0003, Akshay Hinduja, Michael Kaess, Adithya Pediredla, Christopher A. Metzler

Underwater perception and 3D surface reconstruction are challenging problems with broad applications in construction, security, marine archaeology, and environmental monitoring. Treacherous operating conditions, fragile surroundings, and limited navigation control often dictate that submersibles restrict their range of motion and, thus, the baseline over which they can capture measurements. In the context of 3D scene reconstruction, it is well-known that smaller baselines make reconstruction more challenging. Our work develops a physics-based multimodal acoustic-optical neural surface reconstruction framework (AONeuS) capable of effectively integrating high-resolution RGB measurements with low-resolution depth-resolved imaging sonar measurements. By fusing these complementary modalities, our framework can reconstruct accurate high-resolution 3D surfaces from measurements captured over heavily-restricted baselines. Through extensive simulations and in-lab experiments, we demonstrate that AONeuS dramatically outperforms recent RGB-only and sonar-only inverse-differentiable-rendering–based surface reconstruction methods.

Jiashun Wang, Jessica K. Hodgins, Jungdam Won

Recent advancements in physics-based character animation leverage deep learning to generate agile and natural motion, enabling characters to execute movements such as backflips, boxing, and tennis. However, reproducing the selection and use of diverse motor skills in dynamic environments to solve complex tasks, as humans do, still remains a challenge. We present a strategy and skill learning approach for physics-based table tennis animation. Our method addresses the issue of mode collapse, where the characters do not fully utilize the motor skills they need to perform to execute complex tasks. More specifically, we demonstrate a hierarchical control system for diversified skill learning and a strategy learning framework for effective decision-making. We showcase the efficacy of our method through comparative analysis with state-of-the-art methods, demonstrating its capabilities in executing various skills for table tennis. Our strategy learning framework is validated through both agent-agent interaction and human-agent interaction in Virtual Reality, handling both competitive and cooperative tasks.

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.

Xing Shen, Runyuan Cai, Mengxiao Bi, Tangjie Lv

The linear conjugate gradient method is widely used in physical simulation, particularly for solving large-scale linear systems derived from Newton’s method. The nonlinear conjugate gradient method generalizes the conjugate gradient method to nonlinear optimization, which is extensively utilized in solving practical large-scale unconstrained optimization problems. However, it is rarely discussed in physical simulation due to the requirement of multiple vector-vector dot products. Fortunately, with the advancement of GPU-parallel acceleration techniques, it is no longer a bottleneck. In this paper, we propose a Jacobi preconditioned nonlinear conjugate gradient method for elastic deformation using interior-point methods. Our method is straightforward, GPU-parallelizable, and exhibits fast convergence and robustness against large time steps. The employment of the barrier function in interior-point methods necessitates continuous collision detection per iteration to obtain a penetration-free step size, which is computationally expensive and challenging to parallelize on GPUs. To address this issue, we introduce a line search strategy that deduces an appropriate step size in a single pass, eliminating the need for additional collision detection. Furthermore, we simplify and accelerate the computations of Jacobi preconditioning and Hessian-vector product for hyperelasticity and barrier function. Our method can accurately simulate objects comprising over 100,000 tetrahedra in complex self-collision scenarios at real-time speeds.

Ying Jiang, Chang Yu 0005, Tianyi Xie, Xuan Li 0015, Yutao Feng, Huamin Wang 0001, Minchen Li, Henry Y. K. Lau, Feng Gao 0013, Yin Yang 0002 等

As 3D content becomes increasingly prevalent, there’s a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for creating, editing, and interacting with this content are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting (GS) in a Virtual Reality (VR) setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.

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/.

Pengbin Tang, Ronan Hinchet, Roi Poranne, Bernhard Thomaszewski, Stelian Coros

Folding can transform mundane objects such as napkins into stunning works of art. However, finding new folding transformations for sheet materials is a challenging problem that requires expertise and real-world experimentation. In this paper, we present Modal Folding—an automated approach for discovering energetically optimal folding transformations, i.e., large deformations that require little mechanical work. For small deformations, minimizing internal energy for fixed displacement magnitudes leads to the well-known elastic eigenmodes. While linear modes provide promising directions for bending, they cannot capture the rotational motion required for folding. To overcome this limitation, we introduce strain-space modes—nonlinear analogues of elastic eigenmodes that operate on per-element curvatures instead of vertices. Using strain-space modes to determine target curvatures for bending elements, we can generate complex nonlinear folding motions by simply minimizing the sheet’s internal energy. Our modal folding approach offers a systematic and automated way to create complex designs. We demonstrate the effectiveness of our method with simulation results for a range of shapes and materials, and validate our designs with physical prototypes.

Jianan Li 0006, Tao Huang, Qingxu Zhu 0001, Tien-Tsin Wong

Creating scenes for captured motions that achieve realistic human-scene interaction is crucial for 3D animation in movies or video games. As character motion is often captured in a blue-screened studio without real furniture or objects in place, there may be a discrepancy between the planned motion and the captured one. This gives rise to the need for automatic scene layout generation to relieve the burdens of selecting and positioning furniture and objects. Previous approaches cannot avoid artifacts like penetration and floating due to the lack of physical constraints. Furthermore, some heavily rely on specific data to learn the contact affordances, restricting the generalization ability to different motions. In this work, we present a physics-based approach that simultaneously optimizes a scene layout generator and simulates a moving human in a physics simulator. To attain plausible and realistic interaction motions, our method explicitly introduces physical constraints. To automatically recover and generate the scene layout, we minimize the motion tracking errors to identify the objects that can afford interaction. We use reinforcement learning to perform a dual-optimization of both the character motion imitation controller and the scene layout generator. To facilitate the optimization, we reshape the tracking rewards and devise pose prior guidance obtained from our estimated pseudo-contact labels. We evaluate our method using motions from SAMP and PROX, and demonstrate physically plausible scene layout reconstruction compared with the previous kinematics-based method.

Yixin Chen 0006, David I. W. Levin, Timothy R. Langlois

Physics-based fluid control has long been a challenging problem in balancing efficiency and accuracy. We introduce a novel physics-based fluid control pipeline using Laplacian Eigenfluids. Utilizing the adjoint method with our provided analytical gradient expressions, the derivative computation of the control problem is efficient and easy to formulate. We demonstrate that our method is fast enough to support real-time fluid simulation, editing, control, and optimal animation generation. Our pipeline naturally supports multi-resolution and frequency control of fluid simulations. The effectiveness and efficiency of our fluid control pipeline are validated through a variety of 2D examples and comparisons.

Zhiqi Li 0004, Barnabás Börcsök, Duowen Chen 0003, Yutong Sun, Bo Zhu 0002, Greg Turk

This paper introduces a novel Lagrangian fluid solver based on covector flow maps. We aim to address the challenges of establishing a robust flow-map solver for incompressible fluids under complex boundary conditions. Our key idea is to use particle trajectories to establish precise flow maps and tailor path integrals of physical quantities along these trajectories to reformulate the Poisson problem during the projection step. We devise a decoupling mechanism based on path-integral identities from flow-map theory. This mechanism integrates long-range flow maps for the main fluid body into a short-range projection framework, ensuring a robust treatment of free boundaries. We show that our method can effectively transform a long-range projection problem with integral boundaries into a Poisson problem with standard boundary conditions — specifically, zero Dirichlet on the free surface and zero Neumann on solid boundaries. This transformation significantly enhances robustness and accuracy, extending the applicability of flow-map methods to complex free-surface problems.

Pramod Rao, Gereon Fox, Abhimitra Meka, Mallikarjun B. R. 0001, Fangneng Zhan, Tim Weyrich, Bernd Bickel, Hanspeter Pfister, Wojciech Matusik, Mohamed A. Elgharib 等

Achieving photorealistic 3D view synthesis and relighting of human portraits is pivotal for advancing AR/VR applications. Existing methodologies in portrait relighting demonstrate substantial limitations in terms of generalization and 3D consistency, coupled with inaccuracies in physically realistic lighting and identity preservation. Furthermore, personalization from a single view is difficult to achieve and often requires multiview images during the testing phase or involves slow optimization processes. This paper introduces Lite2Relight , a novel technique that can predict 3D consistent head poses of portraits while performing physically plausible light editing at interactive speed. Our method uniquely extends the generative capabilities and efficient volumetric representation of EG3D, leveraging a lightstage dataset to implicitly disentangle face reflectance and perform relighting under target HDRI environment maps. By utilizing a pre-trained geometry-aware encoder and a feature alignment module, we map input images into a relightable 3D space, enhancing them with a strong face geometry and reflectance prior. Through extensive quantitative and qualitative evaluations, we show that our method outperforms the state-of-the-art methods in terms of efficacy, photorealism, and practical application. This includes producing 3D-consistent results of the full head, including hair, eyes, and expressions. Lite2Relight paves the way for large-scale adoption of photorealistic portrait editing in various domains, offering a robust, interactive solution to a previously constrained problem.

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.

Siwei Zhou, Youngha Chang, Nobuhiko Mukai, Hiroaki Santo, Fumio Okura, Yasuyuki Matsushita, Shuang Zhao

Physics-based differentiable rendering is a key ingredient for integrating forward rendering into probabilistic inference and machine learning pipelines. As a state-of-the-art formulation for differentiable rendering, differential path integrals have enabled the development of efficient Monte Carlo estimators for both interior and boundary integrals. Unfortunately, this formulation has been designed mostly for explicit geometries like polygonal meshes. In this paper, we generalize the theory of differential path integrals to support implicit geometries like level sets and signed-distance functions (SDFs). In addition, we introduce new Monte Carlo estimators for efficiently sampling discontinuity boundaries that are also implicitly specified. We demonstrate the effectiveness of our theory and algorithms using several differentiable-rendering and inverse-rendering examples.

Zihan Yu, Lifan Wu, Zhiqian Zhou, Shuang Zhao

The Poisson equation is an important partial differential equation (PDE) with numerous applications in physics, engineering, and computer graphics. Conventional solutions to the Poisson equation require discretizing the domain or its boundary, which can be very expensive for domains with detailed geometries. To overcome this challenge, a family of grid-free Monte Carlo solutions has recently been developed. By utilizing walk-on-sphere (WoS) processes, these techniques are capable of efficiently solving the Poisson equation over complex domains. In this paper, we introduce a general technique that differentiates solutions to the Poisson equation with Dirichlet boundary conditions. Specifically, we devise a new boundary-integral formulation for the derivatives with respect to arbitrary parameters including shapes of the domain. Further, we develop an efficient walk-on-spheres technique based on our new formulation—including a new approach to estimate normal derivatives of the solution field. We demonstrate the effectiveness of our technique over baseline methods using several synthetic examples.