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4,294篇论文匹配“Physics”
第 167 / 215 页

Guangyang Wu, Xiaohong Liu, Jun Jia, Xuehao Cui, Guangtao Zhai

In the digital era QR codes serve as a linchpin connecting virtual and physical realms. Their pervasive integration across various applications highlights the demand for aesthetically pleasing codes without compromised scannability. However prevailing methods grapple with the intrinsic challenge of balancing customization and scannability. Notably stable-diffusion models have ushered in an epoch of high-quality customizable content generation. This paper introduces Text2QR a pioneering approach leveraging these advancements to address a fundamental challenge: concurrently achieving user-defined aesthetics and scanning robustness. To ensure stable generation of aesthetic QR codes we introduce the QR Aesthetic Blueprint (QAB) module generating a blueprint image exerting control over the entire generation process. Subsequently the Scannability Enhancing Latent Refinement (SELR) process refines the output iteratively in the latent space enhancing scanning robustness. This approach harnesses the potent generation capabilities of stable-diffusion models navigating the trade-off between image aesthetics and QR code scannability. Our experiments demonstrate the seamless fusion of visual appeal with the practical utility of aesthetic QR codes markedly outperforming prior methods. Codes are available at https://github.com/mulns/Text2QR

Ivan Lopes, Fabio Pizzati, Raoul de Charette

Physically-Based Rendering (PBR) is key to modeling the interaction between light and materials and finds extensive applications across computer graphics domains. However acquiring PBR materials is costly and requires special apparatus. In this paper we propose a method to extract PBR materials from a single real-world image. We do so in two steps: first we map regions of the image to material concept tokens using a diffusion model allowing the sampling of texture images resembling each material in the scene. Second we leverage a separate network to decompose the generated textures into spatially varying BRDFs (SVBRDFs) offering us readily usable materials for rendering applications. Our approach relies on existing synthetic material libraries with SVBRDF ground truth. It exploits a diffusion-generated RGB texture dataset to allow generalization to new samples using unsupervised domain adaptation (UDA). Our contributions are thoroughly evaluated on synthetic and real-world datasets. We further demonstrate the applicability of our method for editing 3D scenes with materials estimated from real photographs. Along with video we share code and models as open-source on the project page: https://github.com/astra-vision/MaterialPalette

Weijian Deng, Dylan Campbell, Chunyi Sun, Shubham Kanitkar, Matthew E. Shaffer, Stephen Gould

Neural implicit surface reconstruction leveraging volume rendering has led to significant advances in multi-view reconstruction. However results for transparent objects can be very poor primarily because the rendering function fails to account for the intricate light transport induced by refraction and reflection. In this study we introduce transparent neural surface refinement (TNSR) a novel surface reconstruction framework that explicitly incorporates physical refraction and reflection tracing. Beginning with an initial approximate surface our method employs sphere tracing combined with Snell's law to cast both reflected and refracted rays. Central to our proposal is an innovative differentiable technique devised to allow signals from the photometric evidence to propagate back to the surface model by considering how the surface bends and reflects light rays. This allows us to connect surface refinement with volume rendering enabling end-to-end optimization solely on multi-view RGB images. In our experiments TNSR demonstrates significant improvements in novel view synthesis and geometry estimation of transparent objects without prior knowledge of the refractive index.

Yandan Yang, Baoxiong Jia, Peiyuan Zhi, Siyuan Huang

With recent developments in Embodied Artificial Intelligence (EAI) research there has been a growing demand for high-quality large-scale interactive scene generation. While prior methods in scene synthesis have prioritized the naturalness and realism of the generated scenes the physical plausibility and interactivity of scenes have been largely left unexplored. To address this disparity we introduce PhyScene a novel method dedicated to generating interactive 3D scenes characterized by realistic layouts articulated objects and rich physical interactivity tailored for embodied agents. Based on a conditional diffusion model for capturing scene layouts we devise novel physics- and interactivity-based guidance mechanisms that integrate constraints from object collision room layout and object reachability. Through extensive experiments we demonstrate that PhyScene effectively leverages these guidance functions for physically interactable scene synthesis outperforming existing state-of-the-art scene synthesis methods by a large margin. Our findings suggest that the scenes generated by PhyScene hold considerable potential for facilitating diverse skill acquisition among agents within interactive environments thereby catalyzing further advancements in embodied AI research.

Kei Ikemura, Yiming Huang, Felix Heide, Zhaoxiang Zhang, Qifeng Chen, Chenyang Lei

Existing depth sensors are imperfect and may provide inaccurate depth values in challenging scenarios such as in the presence of transparent or reflective objects. In this work we present a general framework that leverages polarization imaging to improve inaccurate depth measurements from various depth sensors. Previous polarization-based depth enhancement methods focus on utilizing pure physics-based formulas for a single sensor. In contrast our method first adopts a learning-based strategy where a neural network is trained to estimate a dense and complete depth map from polarization data and a sensor depth map from different sensors. To further improve the performance we propose a Polarization Prompt Fusion Tuning (PPFT) strategy to effectively utilize RGB-based models pre-trained on large-scale datasets as the size of the polarization dataset is limited to train a strong model from scratch. We conducted extensive experiments on a public dataset and the results demonstrate that the proposed method performs favorably compared to existing depth enhancement baselines. Code and demos are available at https://lastbasket.github.io/PPFT/.

Zhaoxi Chen, Gyeongsik Moon, Kaiwen Guo, Chen Cao, Stanislav Pidhorskyi, Tomas Simon, Rohan Joshi, Yuan Dong, Yichen Xu, Bernardo Pires 等

Existing photorealistic relightable hand models require extensive identity-specific observations in different views poses and illuminations and face challenges in generalizing to natural illuminations and novel identities. To bridge this gap we present URHand the first universal relightable hand model that generalizes across viewpoints poses illuminations and identities. Our model allows few-shot personalization using images captured with a mobile phone and is ready to be photorealistically rendered under novel illuminations. To simplify the personalization process while retaining photorealism we build a powerful universal relightable prior based on neural relighting from multi-view images of hands captured in a light stage with hundreds of identities. The key challenge is scaling the cross-identity training while maintaining personalized fidelity and sharp details without compromising generalization under natural illuminations. To this end we propose a spatially varying linear lighting model as the neural renderer that takes physics-inspired shading as input feature. By removing non-linear activations and bias our specifically designed lighting model explicitly keeps the linearity of light transport. This enables single-stage training from light-stage data while generalizing to real-time rendering under arbitrary continuous illuminations across diverse identities. In addition we introduce the joint learning of a physically based model and our neural relighting model which further improves fidelity and generalization. Extensive experiments show that our approach achieves superior performance over existing methods in terms of both quality and generalizability. We also demonstrate quick personalization of URHand from a short phone scan of an unseen identity.

Jun Wang, Yuzhe Qin, Kaiming Kuang, Yigit Korkmaz, Akhilan Gurumoorthy, Hao Su, Xiaolong Wang

We introduce CyberDemo a novel approach to robotic imitation learning that leverages simulated human demonstrations for real-world tasks. By incorporating extensive data augmentation in a simulated environment CyberDemo outperforms traditional in-domain real-world demonstrations when transferred to the real world handling diverse physical and visual conditions. Regardless of its affordability and convenience in data collection CyberDemo outperforms baseline methods in terms of success rates across various tasks and exhibits generalizability with previously unseen objects. For example it can rotate novel tetra-valve and penta-valve despite human demonstrations only involving tri-valves. Our research demonstrates the significant potential of simulated human demonstrations for real world dexterous manipulation tasks. More details can be found at https://cyber-demo.github.io/

Jin Gong, Runzhao Yang, Weihang Zhang, Jinli Suo, Qionghai Dai

High-end lenses although offering high-quality images suffer from both insufficient affordability and bulky design which hamper their applications in low-budget scenarios or on low-payload platforms. A flexible scheme is to tackle the optical aberration of low-end lenses computationally. However it is highly demanded but quite challenging to build a general model capable of handling non-stationary aberrations and covering diverse lenses especially in a blind manner. To address this issue we propose a universal solution by extensively utilizing the physical properties of camera lenses: (i) reducing the complexity of lens aberrations i.e. lens-specific non-stationary blur by warping annual-ring-shaped sub-images into rectangular stripes to transform non-uniform degenerations into a uniform one (ii) building a low-dimensional non-negative orthogonal representation of lens blur kernels to cover diverse lenses; (iii) designing a decoupling network to decompose the input low-quality image into several components degenerated by above kernel bases and applying corresponding pre-trained deconvolution networks to reverse the degeneration. Benefiting from the proper incorporation of lenses' physical properties and unique network design the proposed method achieves superb imaging quality wide applicability for various lenses high running efficiency and is totally free of kernel calibration. These advantages bring great potential for scenarios requiring lightweight high-quality photography.

Jiaqi Tang, Ruizheng Wu, Xiaogang Xu, Sixing Hu, Ying-Cong Chen

In this paper we study a new problem Film Removal (FR) which attempts to remove the interference of wrinkled transparent films and reconstruct the original information under films for industrial recognition systems. We first physically model the imaging of industrial materials covered by the film. Considering the specular highlight from the film can be effectively recorded by the polarized camera we build a practical dataset with polarization information containing paired data with and without transparent film. We aim to remove interference from the film (specular highlights and other degradations) with an end-to-end framework. To locate the specular highlight we use an angle estimation network to optimize the polarization angle with the minimized specular highlight. The image with minimized specular highlight is set as a prior for supporting the reconstruction network. Based on the prior and the polarized images the reconstruction network can decouple all degradations from the film. Extensive experiments show that our framework achieves SOTA performance in both image reconstruction and industrial downstream tasks. Our code will be released at https://github.com/jqtangust/FilmRemoval.

Christian Diller, Angela Dai

We propose CG-HOI the first method to address the task of generating dynamic 3D human-object interactions (HOIs) from text. We model the motion of both human and object in an interdependent fashion as semantically rich human motion rarely happens in isolation without any interactions. Our key insight is that explicitly modeling contact between the human body surface and object geometry can be used as strong proxy guidance both during training and inference. Using this guidance to bridge human and object motion enables generating more realistic and physically plausible interaction sequences where the human body and corresponding object move in a coherent manner. Our method first learns to model human motion object motion and contact in a joint diffusion process inter-correlated through cross-attention. We then leverage this learned contact for guidance during inference to synthesize realistic and coherent HOIs. Extensive evaluation shows that our joint contact-based human-object interaction approach generates realistic and physically plausible sequences and we show two applications highlighting the capabilities of our method. Conditioned on a given object trajectory we can generate the corresponding human motion without re-training demonstrating strong human-object interdependency learning. Our approach is also flexible and can be applied to static real-world 3D scene scans.

Wenfeng Song, Xinyu Zhang, Shuai Li, Yang Gao, Aimin Hao, Xia Hou, Chenglizhao Chen, Ning Li, Hong Qin

To date the quest to rapidly and effectively produce human-object interaction (HOI) animations directly from textual descriptions stands at the forefront of computer vision research. The underlying challenge demands both a discriminating interpretation of language and a comprehensive physics-centric model supporting real-world dynamics. To ameliorate this paper advocates HOIAnimator a novel and interactive diffusion model with perception ability and also ingeniously crafted to revolutionize the animation of complex interactions from linguistic narratives. The effectiveness of our model is anchored in two ground-breaking innovations: (1) Our Perceptive Diffusion Models (PDM) brings together two types of models: one focused on human movements and the other on objects. This combination allows for animations where humans and objects move in concert with each other making the overall motion more realistic. Additionally we propose a Perceptive Message Passing (PMP) mechanism to enhance the communication bridging the two models ensuring that the animations are smooth and unified; (2) We devise an Interaction Contact Field (ICF) a sophisticated model that implicitly captures the essence of HOIs. Beyond mere predictive contact points the ICF assesses the proximity of human and object to their respective environment informed by a probabilistic distribution of interactions learned throughout the denoising phase. Our comprehensive evaluation showcases HOIanimator's superior ability to produce dynamic context-aware animations that surpass existing benchmarks in text-driven animation synthesis.

Yufei Zhang, Jeffrey O. Kephart, Zijun Cui, Qiang Ji

While current methods have shown promising progress on estimating 3D human motion from monocular videos their motion estimates are often physically unrealistic because they mainly consider kinematics. In this paper we introduce Physics-aware Pretrained Transformer (PhysPT) which improves kinematics-based motion estimates and infers motion forces. PhysPT exploits a Transformer encoder-decoder backbone to effectively learn human dynamics in a self-supervised manner. Moreover it incorporates physics principles governing human motion. Specifically we build a physics-based body representation and contact force model. We leverage them to impose novel physics-inspired training losses (i.e. force loss contact loss and Euler-Lagrange loss) enabling PhysPT to capture physical properties of the human body and the forces it experiences. Experiments demonstrate that once trained PhysPT can be directly applied to kinematics-based estimates to significantly enhance their physical plausibility and generate favourable motion forces. Furthermore we show that these physically meaningful quantities translate into improved accuracy of an important downstream task: human action recognition.

Chenhao Li, Taishi Ono, Takeshi Uemori, Hajime Mihara, Alexander Gatto, Hajime Nagahara, Yusuke Moriuchi

Multi-view inverse rendering is the problem of estimating the scene parameters such as shapes materials or illuminations from a sequence of images captured under different viewpoints. Many approaches however assume single light bounce and thus fail to recover challenging scenarios like inter-reflections. On the other hand simply extending those methods to consider multi-bounced light requires more assumptions to alleviate the ambiguity. To address this problem we propose Neural Incident Stokes Fields (NeISF) a multi-view inverse rendering framework that reduces ambiguities using polarization cues. The primary motivation for using polarization cues is that it is the accumulation of multi-bounced light providing rich information about geometry and material. Based on this knowledge the proposed incident Stokes field efficiently models the accumulated polarization effect with the aid of an original physically-based differentiable polarimetric renderer. Lastly experimental results show that our method outperforms the existing works in synthetic and real scenarios.

Supreeth Narasimhaswamy, Uttaran Bhattacharya, Xiang Chen, Ishita Dasgupta, Saayan Mitra, Minh Hoai

Text-to-image generative models can generate high-quality humans but realism is lost when generating hands. Common artifacts include irregular hand poses shapes incorrect numbers of fingers and physically implausible finger orientations. To generate images with realistic hands we propose a novel diffusion-based architecture called HanDiffuser that achieves realism by injecting hand embeddings in the generative process. HanDiffuser consists of two components: a Text-to-Hand-Params diffusion model to generate SMPL-Body and MANO-Hand parameters from input text prompts and a Text-Guided Hand-Params-to-Image diffusion model to synthesize images by conditioning on the prompts and hand parameters generated by the previous component. We incorporate multiple aspects of hand representation including 3D shapes and joint-level finger positions orientations and articulations for robust learning and reliable performance during inference. We conduct extensive quantitative and qualitative experiments and perform user studies to demonstrate the efficacy of our method in generating images with high-quality hands.

Deshan Gong, Ningtao Mao, He Wang

We propose a new method for cloth digitalization. Deviating from existing methods which learn from data captured under relatively casual settings we propose to learn from data captured in strictly tested measuring protocols and find plausible physical parameters of the cloths. However such data is currently absent so we first propose a new dataset with accurate cloth measurements. Further the data size is considerably smaller than the ones in current deep learning due to the nature of the data capture process. To learn from small data we propose a new Bayesian differentiable cloth model to estimate the complex material heterogeneity of real cloths. It can provide highly accurate digitalization from very limited data samples. Through exhaustive evaluation and comparison we show our method is accurate in cloth digitalization efficient in learning from limited data samples and general in capturing material variations. Code and data are available in: https://github.com/realcrane/Bayesian-Differentiable-Physics-for-Cloth-Digitalization

Jieming Cui, Tengyu Liu, Nian Liu, Yaodong Yang, Yixin Zhu, Siyuan Huang

Traditional approaches in physics-based motion generation centered around imitation learning and reward shaping often struggle to adapt to new scenarios. To tackle this limitation we propose AnySkill a novel hierarchical method that learns physically plausible interactions following open-vocabulary instructions. Our approach begins by developing a set of atomic actions via a low-level controller trained via imitation learning. Upon receiving an open-vocabulary textual instruction AnySkill employs a high-level policy that selects and integrates these atomic actions to maximize the CLIP similarity between the agent's rendered images and the text. An important feature of our method is the use of image-based rewards for the high-level policy which allows the agent to learn interactions with objects without manual reward engineering. We demonstrate AnySkill's capability to generate realistic and natural motion sequences in response to unseen instructions of varying lengths marking it the first method capable of open-vocabulary physical skill learning for interactive humanoid agents.

Yifang Men, Biwen Lei, Yuan Yao, Miaomiao Cui, Zhouhui Lian, Xuansong Xie

We present En3D an enhanced generative scheme for sculpting high-quality 3D human avatars. Unlike previous works that rely on scarce 3D datasets or limited 2D collections with imbalanced viewing angles and imprecise pose priors our approach aims to develop a zero-shot 3D generative scheme capable of producing visually realistic geometrically accurate and content-wise diverse 3D humans without relying on pre-existing 3D or 2D assets. To address this challenge we introduce a meticulously crafted workflow that implements accurate physical modeling to learn the enhanced 3D generative model from synthetic 2D data. During inference we integrate optimization modules to bridge the gap between realistic appearances and coarse 3D shapes. Specifically En3D comprises three modules: a 3D generator that accurately models generalizable 3D humans with realistic appearance from synthesized balanced diverse and structured human images; a geometry sculptor that enhances shape quality using multi-view normal constraints for intricate human structure; and a texturing module that disentangles explicit texture maps with fidelity and editability leveraging semantical UV partitioning and a differentiable rasterizer. Experimental results show that our approach significantly outperforms prior works in terms of image quality geometry accuracy and content diversity. We also showcase the applicability of our generated avatars for animation and editing as well as the scalability of our approach for content-style free adaptation.

Boyuan Chen, Zhuo Xu, Sean Kirmani, Brain Ichter, Dorsa Sadigh, Leonidas Guibas, Fei Xia

Understanding and reasoning about spatial relationships is crucial for Visual Question Answering (VQA) and robotics. Vision Language Models (VLMs) have shown impressive performance in some VQA benchmarks but struggle with 3D spatial reasoning such as recognizing distances or size differences between physical objects. This limitation may stem from a lack of 3D spatial knowledge in their training data. To address this we propose training VLMs with extensive spatial reasoning data from the internet. Our approach includes developing an automatic 3D spatial VQA data generation framework capable of creating 2 billion VQA examples from 10 million real-world images. We explore various factors in the training process such as data quality training pipeline and VLM architecture. Our work introduces the first Internet-scale 3D spatial reasoning dataset in metric space. By co-training a VLM with this dataset we significantly improve its performance in both qualitative and quantitative spatial VQA. Additionally this enhanced VLM enables new applications in chain-of-thought spatial reasoning and robotics particularly in quantitative estimation.

Yixin Zeng, Zoubin Bi, Mingrui Yin, Xiang Feng, Kun Zhou, Hongzhi Wu

We propose a novel framework for real-time acquisition and reconstruction of temporally-varying 3D phenomena with high quality. The core of our framework is a deep neural network with an encoder that directly maps to the structured illumination during acquisition a decoder that predicts a 1D density distribution from single-pixel measurements under the optimized lighting and an aggregation module that combines the predicted densities for each camera into a single volume. It enables the automatic and joint optimization of physical acquisition and computational reconstruction and is flexible to adapt to different hardware configurations. The effectiveness of our framework is demonstrated on a lightweight setup with an off-the-shelf projector and one or multiple cameras achieving a performance of 40 volumes per second at a spatial resolution of 128^3. We compare favorably with state-of-the-art techniques in real and synthetic experiments and evaluate the impact of various factors over our pipeline.

Brandon Zhao, Aviad Levis, Liam Connor, Pratul P. Srinivasan, Katherine L. Bouman

Refractive Index Tomography is the inverse problem of reconstructing the continuously-varying 3D refractive index in a scene using 2D projected image measurements. Although a purely refractive field is not directly visible it bends light rays as they travel through space thus providing a signal for reconstruction. The effects of such fields appear in many scientific computer vision settings ranging from refraction due to transparent cells in microscopy to the lensing of distant galaxies caused by dark matter in astrophysics. Reconstructing these fields is particularly difficult due to the complex nonlinear effects of the refractive field on observed images. Furthermore while standard 3D reconstruction and tomography settings typically have access to observations of the scene from many viewpoints many refractive index tomography problem settings only have access to images observed from a single viewpoint. We introduce a method that leverages prior knowledge of light sources scattered throughout the refractive medium to help disambiguate the single-view refractive index tomography problem. We differentiably trace curved rays through a neural field representation of the refractive field and optimize its parameters to best reproduce the observed image. We demonstrate the efficacy of our approach by reconstructing simulated refractive fields analyze the effects of light source distribution on the recovered field and test our method on a simulated dark matter mapping problem where we successfully recover the 3D refractive field caused by a realistic dark matter distribution.