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8,216篇论文匹配“New Approaches”
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Yi Li 0058, Benjamin Tag, Shaozhang Dai, Robert George Crowther, Tim Dwyer, Pourang Irani, Barrett Ens

Natural gestures are crucial for mid-air interaction, but predicting and managing muscle fatigue is challenging. Existing torque-based models are limited in their ability to model above-shoulder interactions and to account for fatigue recovery. We introduce a new hybrid model, NICER, which combines a torque-based approach with a new term derived from the empirical measurement of muscle contraction and a recovery factor to account for decreasing fatigue during rest. We evaluated NICER in a mid-air selection task using two interaction methods with different degrees of perceived fatigue. Results show that NICER can accurately model above-shoulder interactions as well as reflect fatigue recovery during rest periods. Moreover, both interaction methods show a stronger correlation with subjective fatigue measurement (ρ = 0.978/0.976) than a previous model, Cumulative Fatigue (ρ = 0.966/0.923), confirming that NICER is a powerful analytical tool to predict fatigue across a variety of gesture-based interactive applications.

Yuichi Hirose, Mark Gillespie, Angelica M. Bonilla Fominaya, James McCann

We introduce solid knitting, a new fabrication technique that combines the layer-by-layer volumetric approach of 3D printing with the topologically-entwined stitch structure of knitting to produce solid 3D objects. We define the basic building blocks of solid knitting and demonstrate a working prototype of a solid knitting machine controlled by a low-level instruction language, along with a volumetric design tool for creating machine-knittable patterns. Solid knitting uses a course-wale-layer structure, where every loop in a solid-knit object passes through both a loop from the previous layer and a loop from the previous course. Our machine uses two beds of latch needles to create stitches like a conventional V-bed knitting machine, but augments these needles with a pair of rotating hook arrays to provide storage locations for all of the loops in one layer of the object. It can autonomously produce solid-knit prisms of arbitrary length, although it requires manual intervention to cast on the first layer and bind off the final row. Our design tool allows users to create solid knitting patterns by connecting elementary stitches; objects designed in our interface can---after basic topological checks and constraint propagation---be exported as a sequence of instructions for fabrication on the solid knitting machine. We validate our solid knitting hardware and software on prism examples, detail the mechanical errors which we have encountered, and discuss potential extensions to the capability of our solid knitting machine.

Tao Liu 0059, Tianyu Zhang 0007, Yongxue Chen, Yuming Huang 0003, Charlie C. L. Wang

We introduce a novel neural network-based computational pipeline as a representation-agnostic slicer for multi-axis 3D printing. This advanced slicer can work on models with diverse representations and intricate topology. The approach involves employing neural networks to establish a deformation mapping, defining a scalar field in the space surrounding an input model. Isosurfaces are subsequently extracted from this field to generate curved layers for 3D printing. Creating a differentiable pipeline enables us to optimize the mapping through loss functions directly defined on the field gradients as the local printing directions. New loss functions have been introduced to meet the manufacturing objectives of support-free and strength reinforcement. Our new computation pipeline relies less on the initial values of the field and can generate slicing results with significantly improved performance.

Zeyu Huang, Honghao Xu, Haibin Huang, Chongyang Ma, Hui Huang 0004, Ruizhen Hu

In this paper, we introduce a new method for the task of interaction transfer. Given an example interaction between a source object and an agent, our method can automatically infer both surface and spatial relationships for the agent and target objects within the same category, yielding more accurate and valid transfers. Specifically, our method characterizes the example interaction using a combined spatial and surface representation. We correspond the agent points and object points related to the representation to the target object space using a learned spatial and surface correspondence field, which represents objects as deformed and rotated signed distance fields. With the corresponded points, an optimization is performed under the constraints of our spatial and surface interaction representation and additional regularization. Experiments conducted on human-chair and hand-mug interaction transfer tasks show that our approach can handle larger geometry and topology variations between source and target shapes, significantly outperforming state-of-the-art methods.

Colin Groth, Marcus A. Magnor, Steve Grogorick, Martin Eisemann, Piotr Didyk

Virtual reality has ushered in a revolutionary era of immersive content perception. However, a persistent challenge in dynamic environments is the occurrence of cybersickness arising from a conflict between visual and vestibular cues. Prior techniques have demonstrated that limiting illusory self-motion, so-called vection, by blurring the peripheral part of images, introducing tunnel vision, or altering the camera path can effectively reduce the problem. Unfortunately, these methods often alter the user's experience with visible changes to the content. In this paper, we propose a new technique for reducing vection and combating cybersickness by subtly lowering the screen-space speed of objects in the user's peripheral vision. The method is motivated by our hypothesis that small modifications to the objects' velocity in the periphery and geometrical distortions in the peripheral vision can remain unnoticeable yet lead to reduced vection. This paper describes the experiments supporting this hypothesis and derives its limits. Furthermore, we present a method that exploits these findings by introducing subtle, screen-space geometrical distortions to animation frames to counteract the motion contributing to vection. We implement the method as a realtime post-processing step that can be integrated into existing rendering frameworks. The final validation of the technique and comparison to an alternative approach confirms its effectiveness in reducing cybersickness.

Aryamaan Jain, Bedrich Benes, Guillaume Cordonnier

Erosion simulation is a common approach used for generating and authoring mountainous terrains. While water is considered the primary erosion factor, its simulation fails to capture steep slopes near the ridges. In these low-drainage areas, erosion is often approximated with slope-reducing erosion, which yields unrealistically uniform slopes. However, geomorphology observed that another process dominates the low-drainage areas: erosion by debris flow, which is a mixture of mud and rocks triggered by strong climatic events. We propose a new method to capture the interactions between debris flow and fluvial erosion thanks to a new mathematical formulation for debris flow erosion derived from geomorphology and a unified GPU algorithm for erosion and deposition. In particular, we observe that sediment and debris deposition tend to intersect river paths, which motivates the design of a new, approximate flow routing algorithm on the GPU to estimate the water path out of these newly formed depressions. We demonstrate that debris flow carves distinct patterns in the form of erosive scars on steep slopes and cones of deposited debris competing with fluvial erosion downstream.

Yoad Tewel, Omri Kaduri, Rinon Gal, Yoni Kasten, Lior Wolf, Gal Chechik, Yuval Atzmon

Text-to-image models offer a new level of creative flexibility by allowing users to guide the image generation process through natural language. However, using these models to consistently portray the same subject across diverse prompts remains challenging. Existing approaches fine-tune the model to teach it new words that describe specific user-provided subjects or add image conditioning to the model. These methods require lengthy persubject optimization or large-scale pre-training. Moreover, they struggle to align generated images with text prompts and face difficulties in portraying multiple subjects. Here, we present ConsiStory, a training-free approach that enables consistent subject generation by sharing the internal activations of the pretrained model. We introduce a subject-driven shared attention block and correspondence-based feature injection to promote subject consistency between images. Additionally, we develop strategies to encourage layout diversity while maintaining subject consistency. We compare ConsiStory to a range of baselines, and demonstrate state-of-the-art performance on subject consistency and text alignment, without requiring a single optimization step. Finally, ConsiStory can naturally extend to multi-subject scenarios, and even enable training-free personalization for common objects.

Yuqing Zhang 0005, Yuan Liu 0025, Zhiyu Xie 0004, Lei Yang 0048, Zhongyuan Liu, Mengzhou Yang, Runze Zhang, Qilong Kou, Cheng Lin 0001, Wenping Wang 0001 等

Recent advancements in 2D diffusion models allow appearance generation on untextured raw meshes. These methods create RGB textures by distilling a 2D diffusion model, which often contains unwanted baked-in shading effects and results in unrealistic rendering effects in the downstream applications. Generating Physically Based Rendering (PBR) materials instead of just RGB textures would be a promising solution. However, directly distilling the PBR material parameters from 2D diffusion models still suffers from incorrect material decomposition, such as baked-in shading effects in albedo. We introduce DreamMat, an innovative approach to resolve the aforementioned problem, to generate high-quality PBR materials from text descriptions. We find out that the main reason for the incorrect material distillation is that large-scale 2D diffusion models are only trained to generate final shading colors, resulting in insufficient constraints on material decomposition during distillation. To tackle this problem, we first finetune a new light-aware 2D diffusion model to condition on a given lighting environment and generate the shading results on this specific lighting condition. Then, by applying the same environment lights in the material distillation, DreamMat can generate high-quality PBR materials that are not only consistent with the given geometry but also free from any baked-in shading effects in albedo. Extensive experiments demonstrate that the materials produced through our methods exhibit greater visual appeal to users and achieve significantly superior rendering quality compared to baseline methods, which are preferable for downstream tasks such as game and film production.

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.

Stavros Diolatzis, Tobias Zirr, Alexander Kuznetsov, Georgios Kopanas, Anton Kaplanyan

In the wake of many new ML-inspired approaches for reconstructing and representing high-quality 3D content, recent hybrid and explicitly learned representations exhibit promising performance and quality characteristics. However, their scaling to higher dimensions is challenging, e.g. when accounting for dynamic content with respect to additional parameters such as material properties, illumination, or time. In this paper, we tackle these challenges for an explicit representations based on Gaussian mixture models. With our solutions, we arrive at efficient fitting of compact N-dimensional Gaussian mixtures and enable efficient evaluation at render time: For fast fitting and evaluation, we introduce a high-dimensional culling scheme that efficiently bounds N-D Gaussians, inspired by Locality Sensitive Hashing. For adaptive refinement yet compact representation, we introduce a loss-adaptive density control scheme that incrementally guides the use of additional capacity towards missing details. With these tools we can for the first time represent complex appearance that depends on many input dimensions beyond position or viewing angle within a compact, explicit representation optimized in minutes and rendered in milliseconds.

Shiyuan Yang, Liang Hou, Haibin Huang, Chongyang Ma, Pengfei Wan 0001, Di Zhang 0026, Xiaodong Chen 0009, Jing Liao 0001

Recent text-to-video diffusion models have achieved impressive progress. In practice, users often desire the ability to control object motion and camera movement independently for customized video creation. However, current methods lack the focus on separately controlling object motion and camera movement in a decoupled manner, which limits the controllability and flexibility of text-to-video models. In this paper, we introduce Direct-a-Video, a system that allows users to independently specify motions for multiple objects as well as camera’s pan and zoom movements, as if directing a video. We propose a simple yet effective strategy for the decoupled control of object motion and camera movement. Object motion is controlled through spatial cross-attention modulation using the model’s inherent priors, requiring no additional optimization. For camera movement, we introduce new temporal cross-attention layers to interpret quantitative camera movement parameters. We further employ an augmentation-based approach to train these layers in a self-supervised manner on a small-scale dataset, eliminating the need for explicit motion annotation. Both components operate independently, allowing individual or combined control, and can generalize to open-domain scenarios. Extensive experiments demonstrate the superiority and effectiveness of our method. Project page and code are available at https://direct-a-video.github.io/.

Jingyu Hu 0001, Ka-Hei Hui, Zhengzhe Liu, Hao Zhang 0002, Chi-Wing Fu

This paper introduces a new approach based on a coupled representation and a neural volume optimization to implicitly perform 3D shape editing in latent space. This work has three innovations. First, we design the coupled neural shape (CNS) representation for supporting 3D shape editing. This representation includes a latent code, which captures high-level global semantics of the shape, and a 3D neural feature volume, which provides a spatial context to associate with the local shape changes given by the editing. Second, we formulate the coupled neural shape optimization procedure to co-optimize the two coupled components in the representation subject to the editing operation. Last, we offer various 3D shape editing operators, i.e., copy, resize, delete, and drag, and derive each into an objective for guiding the CNS optimization, such that we can iteratively co-optimize the latent code and neural feature volume to match the editing target. With our approach, we can achieve a rich variety of editing results that are not only aware of the shape semantics but are also not easy to achieve by existing approaches. Both quantitative and qualitative evaluations demonstrate the strong capabilities of our approach over the state-of-the-art solutions.

Zeqi Gu, Ethan Yang, Abe Davis

Recent advances in diffusion-based generative models have shown incredible promise for zero shot image-to-image translation and editing. Most of these approaches work by combining or replacing network-specific features used in the generation of new images with those taken from the inversion of some guide image. Methods of this type are considered the current state-of-the-art in training-free approaches, but have some notable limitations: they tend to be costly in runtime and memory, and often depend on deterministic sampling that limits variation in generated results. We propose Filter-Guided Diffusion (FGD), an alternative approach that leverages fast filtering operations during the diffusion process to support finer control over the strength and frequencies of guidance and can work with non-deterministic samplers to produce greater variety. With its efficiency, FGD can be sampled over multiple seeds and hyperparameters in less time than a single run of other SOTA methods to produce superior results based on structural and semantic metrics. We conduct extensive quantitative and qualitative experiments to evaluate the performance of FGD in translation tasks and also demonstrate its potential in localized editing when used with masks.

Marcelo Gomes Martins, Lucas Zanusso Morais, Rafael P. Torchelsen, Luciana P. Nedel, Anderson Maciel

Current endoscopy simulators oversimplify navigation and interaction within tubular anatomical structures to maintain interactive frame rates, neglecting the intricate dynamics of permanent contact between the organ and the medical tool. Traditional algorithms fail to represent the complexities of long, slender, deformable tools like endoscopes and hollow organs, such as the human colon, and their interaction. In this paper, we address longstanding challenges hindering the realism of surgery simulators, explicitly focusing on these structures. One of the main components we introduce is a new model for the overall shape of the organ, which is challenging to retain due to the complex surroundings inside the abdomen. Our approach uses eXtended Position-Based Dynamics (XPBD) with a Cosserat rod constraint combined with a mesh of tetrahedrons to retain the colon’s shape. We also introduce a novel contact detection algorithm for tubular structures, allowing for real-time performance. This comprehensive representation captures global deformations and local features, significantly enhancing simulation fidelity compared to previous works. Results showcase that navigating the endoscope through our simulated colon seemingly mirrors real-world operations. Additionally, we use real-patient data to generate the colon model, resulting in a highly realistic virtual colonoscopy simulation. Integrating efficient simulation techniques with practical medical applications arguably advances surgery simulation realism.

Deqi Li, Shi-Sheng Huang, Zhiyuan Lu, Xinran Duan, Hua Huang 0001

Dynamic scene rendering at any novel view continues to be a difficult but important task, especially for high-fidelity rendering quality with efficient rendering speed. The recent 3D Gaussian Splatting, i.e., 3DGS, shows great success for static scene rendering with impressive quality at a very efficient speed. However, the extension of 3DGS from static scene to dynamic 4DGS is still challenging, even for scenes with modest amounts of foreground object movement (such as a human moving an object). This paper proposes a novel spatial-temporally 4D Gaussian Splatting, i.e., ST-4DGS, which aims at the spatial-temporally persistent dynamic rendering quality and maintains real-time rendering efficiency. The key ideas of ST-4DGS are two novel mechanisms: (1) a novel spatial-temporal 4D Gaussian Splatting with a motion-aware shape regularization, and (2) a spatial-temporal joint density control mechanism. The proposed mechanisms efficiently prevent the compactness degeneration of the 4D Gaussian representation during dynamic scene learning, thus leading to spatial-temporally consistent dynamic rendering quality. With extensive evaluation on public datasets, our ST-4DGS can achieve much better dynamic rendering quality than previous approaches, such as 4DGS, HexPlane, K-Plane, 4K4D, etc, and in a more efficient rendering speed for persistent dynamic rendering. To our best knowledge, ST-4DGS is a new state-of-the-art 4D Gaussian Splatting for high-fidelity dynamic rendering, especially ensuring the spatial-temporally consistent rendering quality in scenes with modest movement. The code is available at https://github.com/wanglids/ST-4DGS.

Peizhuo Li, Sebastian Starke, Yuting Ye, Olga Sorkine-Hornung

We present a new approach for understanding the periodicity structure and semantics of motion datasets, independently of the morphology and skeletal structure of characters. Unlike existing methods using an overly sparse high-dimensional latent, we propose a phase manifold consisting of multiple closed curves, each corresponding to a latent amplitude. With our proposed vector quantized periodic autoencoder, we learn a shared phase manifold for multiple characters, such as a human and a dog, without any supervision. This is achieved by exploiting the discrete structure and a shallow network as bottlenecks, such that semantically similar motions are clustered into the same curve of the manifold, and the motions within the same component are aligned temporally by the phase variable. In combination with an improved motion matching framework, we demonstrate the manifold’s capability of timing and semantics alignment in several applications, including motion retrieval, transfer and stylization. Code and pre-trained models for this paper are available at peizhuoli.github.io/walkthedog.

James Andrews

Approximate convex decomposition – approximating a shape by a set of convex hulls – is a popular approach to creating efficient collision representations for games and simulations. Existing algorithms to construct such decompositions are typically driven by general surface- or volume-based error metrics that can’t ignore unreachable internal surfaces nor provide local control over the results. We introduce the problem of navigable approximate convex decomposition: First, define a navigable space for the input shape which other objects in the game or simulation must be able to move through, then find a decomposition which does not overlap that space. We show how to automatically find such navigable space, how to customize it, and we introduce an approximate convex decomposition algorithm that protects it. Our results demonstrate that this approach can generate decompositions that meet application requirements faster and with fewer convex hulls than previous methods, while providing a new level of flexibility in defining what those requirements are.

Weizhou Liu, Xingce Wang, Haichuan Zhao, Xingfei Xue, Zhongke Wu, Xuequan Lu, Ying He 0001

This paper introduces a new approach for generating globally consistent normals for point clouds sampled from manifold surfaces. Given that the generalized winding number (GWN) field generated by a point cloud with globally consistent normals is a solution to a PDE with jump boundary conditions and possesses harmonic properties, and the Dirichlet energy of the GWN field can be defined as an integral over the boundary surface, we formulate a boundary energy derived from the Dirichlet energy of the GWN. Taking as input a point cloud with randomly oriented normals, we optimize this energy to restore the global harmonicity of the GWN field, thereby recovering the globally consistent normals. Experiments show that our method outperforms state-of-the-art approaches, exhibiting enhanced robustness to noise, outliers, complex topologies, and thin structures. Our code can be found at https://github.com/liuweizhou319/BIM.

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.

Ladislav Kavan, John Doublestein, Martin Prazák, Matthew Cioffi, Doug Roble

We present a new method to bake classical facial animation blendshapes into a fast linear blend skinning representation. Previous work explored skinning decomposition methods that approximate general animated meshes using a dense set of bone transformations; these optimizers typically alternate between optimizing for the bone transformations and the skinning weights. We depart from this alternating scheme and propose a new approach based on proximal algorithms, which effectively means adding a projection step to the popular Adam optimizer. This approach is very flexible and allows us to quickly experiment with various additional constraints and/or loss functions. Specifically, we depart from the classical skinning paradigms and restrict the transformation coefficients to contain only about 90% non-zeros, while achieving similar accuracy and visual quality as the state-of-the-art. The sparse storage enables our method to deliver significant savings in terms of both memory and run-time speed. We include a compact implementation of our new skinning decomposition method in PyTorch, which is easy to experiment with and modify to related problems.