1,721,019 research outputs found

    EUROGRAPHICS 2024: CGF 43-2 Frontmatter

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    Computer Graphics Forum43

    Physically-based Analytical Erosion for fast Terrain Generation

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    Terrain generation methods have long been divided between procedural and physically-based. Procedural methods build upon the fast evaluation of a mathematical function but suffer from a lack of geological consistency, while physically-based simulation enforces this consistency at the cost of thousands of iterations unraveling the history of the landscape. In particular, the simulation of the competition between tectonic uplift and fluvial erosion expressed by the stream power law raised recent interest in computer graphics as this allows the generation and control of consistent large-scale mountain ranges, albeit at the cost of a lengthy simulation. In this paper, we explore the analytical solutions of the stream power law and propose a method that is both physically-based and procedural, allowing fast and consistent large-scale terrain generation. In our approach, time is no longer the stopping criterion of an iterative process but acts as the parameter of a mathematical function, a slider that controls the aging of the input terrain from a subtle erosion to the complete replacement by a fully formed mountain range. While analytical solutions have been proposed by the geomorphology community for the 1D case, extending them to a 2D heightmap proves challenging. We propose an efficient implementation of the analytical solutions with a multigrid accelerated iterative process and solutions to incorporate landslides and hillslope processes – two erosion factors that complement the stream power law.Computer Graphics ForumSimulating Natural Phenomena43

    Real-Time Underwater Spectral Rendering

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    The light field in an underwater environment is characterized by complex multiple scattering interactions and wavelengthdependent attenuation, requiring significant computational resources for the simulation of underwater scenes. We present a novel approach that makes it possible to simulate multi-spectral underwater scenes, in a physically-based manner, in real time. Our key observation is the following: In the vertical direction, the steady decay in irradiance as a function of depth is characterized by the diffuse downwelling attenuation coefficient, which oceanographers routinely measure for different types of waters. We rely on a database of such real-world measurements to obtain an analytical approximation to the Radiative Transfer Equation, allowing for real-time spectral rendering with results comparable to Monte Carlo ground-truth references, in a fraction of the time. We show results simulating underwater appearance for the different optical water types, including volumetric shadows and dynamic, spatially varying lighting near the water surface.Computer Graphics ForumRendering Natural Phenomena43

    3D Reconstruction and Semantic Modeling of Eyelashes

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    High-fidelity digital human modeling has become crucial in various applications, including gaming, visual effects and virtual reality. Despite the significant impact of eyelashes on facial aesthetics, their reconstruction and modeling have been largely unexplored. In this paper, we introduce the first data-driven generative model of eyelashes based on semantic features. This model is derived from real data by introducing a new 3D eyelash reconstruction method based on multi-view images. The reconstructed data is made available which constitutes the first dataset of 3D eyelashes ever published. Through an innovative extraction process, we determine the features of any set of eyelashes, and present detailed descriptive statistics of human eyelashes shapes. The proposed eyelashes model, which exclusively relies on semantic parameters, effectively captures the appearance of a set of eyelashes. Results show that the proposed model enables interactive, intuitive and realistic eyelashes modeling for non-experts, enriching avatar creation and synthetic data generation pipelines.Computer Graphics ForumFace Modeling and Reconstruction43

    Learning to Stabilize Faces

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    Nowadays, it is possible to scan faces and automatically register them with high quality. However, the resulting face meshes often need further processing: we need to stabilize them to remove unwanted head movement. Stabilization is important for tasks like game development or movie making which require facial expressions to be cleanly separated from rigid head motion. Since manual stabilization is labor-intensive, there have been attempts to automate it. However, previous methods remain impractical: they either still require some manual input, produce imprecise alignments, rely on dubious heuristics and slow optimization, or assume a temporally ordered input. Instead, we present a new learning-based approach that is simple and fully automatic. We treat stabilization as a regression problem: given two face meshes, our network directly predicts the rigid transform between them that brings their skulls into alignment. We generate synthetic training data using a 3D Morphable Model (3DMM), exploiting the fact that 3DMM parameters separate skull motion from facial skin motion. Through extensive experiments we show that our approach outperforms the state-of-the-art both quantitatively and qualitatively on the tasks of stabilizing discrete sets of facial expressions as well as dynamic facial performances. Furthermore, we provide an ablation study detailing the design choices and best practices to help others adopt our approach for their own uses.Computer Graphics ForumFace Modeling and Reconstruction43

    Physically-Based Lighting for 3D Generative Models of Cars

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    Recent work has demonstrated that Generative Adversarial Networks (GANs) can be trained to generate 3D content from 2D image collections, by synthesizing features for neural radiance field rendering. However, most such solutions generate radiance, with lighting entangled with materials. This results in unrealistic appearance, since lighting cannot be changed and view-dependent effects such as reflections do not move correctly with the viewpoint. In addition, many methods have difficulty for full, 360? rotations, since they are often designed for mainly front-facing scenes such as faces. We introduce a new 3D GAN framework that addresses these shortcomings, allowing multi-view coherent 360? viewing and at the same time relighting for objects with shiny reflections, which we exemplify using a car dataset. The success of our solution stems from three main contributions. First, we estimate initial camera poses for a dataset of car images, and then learn to refine the distribution of camera parameters while training the GAN. Second, we propose an efficient Image-Based Lighting model, that we use in a 3D GAN to generate disentangled reflectance, as opposed to the radiance synthesized in most previous work. The material is used for physically-based rendering with a dataset of environment maps. Third, we improve the 3D GAN architecture compared to previous work and design a careful training strategy that allows effective disentanglement. Our model is the first that generate a variety of 3D cars that are multi-view consistent and that can be relit interactively with any environment map.Computer Graphics ForumNeural 3D Shape Synthesis43

    Volcanic Skies: Coupling Explosive Eruptions with Atmospheric Simulation to Create Consistent Skyscapes

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    Explosive volcanic eruptions rank among the most terrifying natural phenomena, and are thus frequently depicted in films, games, and other media, usually with a bespoke once-off solution. In this paper, we introduce the first general-purpose model for bi-directional interaction between the atmosphere and a volcano plume. In line with recent interactive volcano models, we approximate the plume dynamics with Lagrangian disks and spheres and the atmosphere with sparse layers of 2D Eulerian grids, enabling us to focus on the transfer of physical quantities such as temperature, ash, moisture, and wind velocity between these sub-models. We subsequently generate volumetric animations by noise-based procedural upsampling keyed to aspects of advection, convection, moisture, and ash content to generate a fully-realized volcanic skyscape. Our model captures most of the visually salient features emerging from volcano-sky interaction, such as windswept plumes, enmeshed cap, bell and skirt clouds, shockwave effects, ash rain, and sheathes of lightning visible in the dark.Computer Graphics ForumSimulating Natural Phenomena43

    Real-Time Neural Materials using Block-Compressed Features

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    Neural materials typically consist of a collection of neural features along with a decoder network. The main challenge in integrating such models in real-time rendering pipelines lies in the large size required to store their features in GPU memory and the complexity of evaluating the network efficiently. We present a neural material model whose features and decoder are specifically designed to be used in real-time rendering pipelines. Our framework leverages hardware-based block compression (BC) texture formats to store the learned features and trains the model to output the material information continuously in space and scale. To achieve this, we organize the features in a block-based manner and emulate BC6 decompression during training, making it possible to export them as regular BC6 textures. This structure allows us to use high resolution features while maintaining a low memory footprint. Consequently, this enhances our model's overall capability, enabling the use of a lightweight and simple decoder architecture that can be evaluated directly in a shader. Furthermore, since the learned features can be decoded continuously, it allows for random uv sampling and smooth transition between scales without needing any subsequent filtering. As a result, our neural material has a small memory footprint, can be decoded extremely fast adding a minimal computational overhead to the rendering pipeline.Computer Graphics ForumReal-time Neural Rendering43

    Neural Denoising for Deep-Z Monte Carlo Renderings

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    We present a kernel-predicting neural denoising method for path-traced deep-Z images that facilitates their usage in animation and visual effects production. Deep-Z images provide enhanced flexibility during compositing as they contain color, opacity, and other rendered data at multiple depth-resolved bins within each pixel. However, they are subject to noise, and rendering until convergence is prohibitively expensive. The current state of the art in deep-Z denoising yields objectionable artifacts, and current neural denoising methods are incapable of handling the variable number of depth bins in deep-Z images. Our method extends kernel-predicting convolutional neural networks to address the challenges stemming from denoising deep-Z images. We propose a hybrid reconstruction architecture that combines the depth-resolved reconstruction at each bin with the flattened reconstruction at the pixel level. Moreover, we propose depth-aware neighbor indexing of the depth-resolved inputs to the convolution and denoising kernel application operators, which reduces artifacts caused by depth misalignment present in deep-Z images. We evaluate our method on a production-quality deep-Z dataset, demonstrating significant improvements in denoising quality and performance compared to the current state-of-the-art deep-Z denoiser. By addressing the significant challenge of the cost associated with rendering path-traced deep-Z images, we believe that our approach will pave the way for broader adoption of deep-Z workflows in future productions.Computer Graphics ForumSampling and Image Enhancement43

    Physically Based Real-Time Rendering of Atmospheres using Mie Theory

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    Most real-time rendering models for atmospheric effects have been designed and optimized for Earth's atmosphere. Some authors have proposed approaches for rendering other atmospheres, but these methods still use approximations that are only valid on Earth. For instance, the iconic blue glow of Martian sunsets can not be represented properly as the complex interference effects of light scattered at dust particles can not be captured by these approximations. In this paper, we present an approach for generalizing an existing model to make it capable of rendering extraterrestrial atmospheres. This is done by replacing the approximations with a physical model based on Mie Theory. We use the particle-size distribution, the particle-density distribution as well as the wavelength-dependent refractive index of atmospheric particles as input. To demonstrate the feasibility of this idea, we extend the model by Bruneton et al. [BN08] and implement it into CosmoScout VR, an open-source visualization of our Solar System. In a first step, we use Mie Theory to precompute the scattering behaviour of a particle mixture. Then, multi-scattering is simulated, and finally the precomputation results are used for real-time rendering. We demonstrate that this not only improves the visualization of the Martian atmosphere, but also creates more realistic results for our own atmosphere.Computer Graphics ForumRendering Natural Phenomena43
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