1,720,974 research outputs found
Numerical approximations for energy preserving microfacet models
Microfacet models suffer from a significant limitation: they are not energy preserving, resulting in an unexpected darkening of rough specular surfaces. Energy compensation methods face this limitation by adding to the BSDF a secondary component accounting for multiple scattering contributions. While these methods are fast, robust and can be added to a renderer with relatively minor modifications, they involve the computation of the directional albedo. This quantity is expressed as an integral that does not have a closed-form solution, but it needs to be precomputed and stored in tables. These look-up tables are notoriously cumbersome to use, in particular on GPUs. This work obviates the need of look-up tables by fitting an analytic approximation of the directional albedo, which is a more practical solution. We enforce energy preservation by rescaling the specular albedo, thus maintaining the same lobe shape. We propose a 2D rational polynomial of degree three to fit conductors and a 3D rational polynomial of degree three to fit dielectrics and materials composed of a specular layer on top of a diffuse one, such as plastics. As an alternative, multi-layer perceptrons can be used, ensuring a more accurate approximation for dielectrics at the expense of a larger number of parameters to store. We validated our results via the furnace test, highlighting that materials rendered using our analytic approximations almost exactly match the behavior of the ones rendered with the use of look-up tables, resulting in an energy-preserving model even at maximum roughness. The software we use to fit coefficients is open-source and can be used to fit other BSDF models as well
pOp: Parameter Optimization of Differentiable Vector Patterns
Procedural materials are extensively used in computer graphics, since they provide editable, resolution-independent representation of textures. However, tuning the parameters of procedural generators to achieve a desired result remains time-consuming for users. Recently, inverse procedural material algorithms have been developed, exploiting differentiable rendering methods to find the parameters of a procedural model that match a target image. These approaches focus on raster textures. We propose pOp, a practical method for estimating the parameters of vector patterns, that are formed by collections of vector shapes arranged by an arbitrary procedural program. In our approach, patterns are defined as arbitrary programs, that control the translation, rotation and scale or vector graphics elements. We support elements typical of vector graphics, namely points, lines, circle, rounded rectangles, and quadratic Bèzier drawings, in multiple colors. We optimize the program parameters by automatically differentiating the signed distance field of the drawing, which we found to be significantly more reliable than using differentiable rendering of the final image. We demonstrate our method on a variety of cases, representing the variations found in structured vector patterns
NodeGit: Diffing and Merging Node Graphs
The use of version control is pervasive in collaborative software projects. Version control systems are based on two primary operations: diffing two versions to compute the change between them and merging two versions edited concurrently. Recent works provide solutions to diff and merge graphics assets such as images, meshes and scenes. In this work, we present a practical algorithm to diff and merge procedural programs written as node graphs. To obtain more precise diffs, we version the graphs directly rather than their textual representations. Diffing graphs is equivalent to computing the graph edit distance, which is known to be computationally infeasible. Following prior work, we propose an approximate algorithm tailored to our problem domain. We validate the proposed algorithm by applying it both to manual edits and to a large set of randomized modifications of procedural shapes and materials. We compared our method with existing state-of-the-art algorithms, showing that our approach is the only one that reliably detects user edits
LevelMerge: Collaborative Game Level Editing by Merging Labeled Graphs
Game development is commonly seen as a collaborative effort, with teams cooperating on the same project. Nowadays, a variety of cloud-based services have shown the benefits of performing tasks in real-time collaboration with others. In this article, we present a system for collaborative game level editing. We model this problem as a special instance of merging labeled directed acyclic graphs. We propose an algorithm that guarantees that the shared game level is always coherent between edits, both hierarchically and semantically. We establish real-time collaboration by initiating merges automatically and by augmenting the game editor interface to allow users to monitor all others edits in real time. We validate our algorithm by merging complex edits and large game levels. We further validate the collaborative workflow by running a user study with expert game developers, showing that our system works well and collaborative workflows are beneficial to game development
PAVEL: decorative patterns with packed volumetric elements
Many real-world hand-crafted objects are decorated with elements that are packed onto the object's surface and deformed to cover it as much as possible. Examples are artisanal ceramics and metal jewelry. Inspired by these objects, we present a method to enrich surfaces with packed volumetric decorations. Our algorithm works by first determining the locations in which to add the decorative elements and then removing the non-physical overlap between them while preserving the decoration volume. For the placement, we support several strategies depending on the desired overall motif. To remove the overlap, we use an approach based on implicit deformable models creating the qualitative effect of plastic warping while avoiding expensive and hard-to-control physical simulations. Our decorative elements can be used to enhance virtual surfaces, as well as 3D-printed pieces, by assembling the decorations onto real surfaces to obtain tangible reproductions
b/Surf: Interactive Bézier Splines on Surface Meshes
We present a practical framework to port Bzier curves to surfaces. We support the interactive drawing and editing of Bzier splines on manifold meshes with millions of triangles, by relying on just repeated manifold averages. We show that direct extensions of the de Casteljau and Bernstein evaluation algorithms to the manifold setting are fragile, and prone to discontinuities when control polygons become large. Conversely, approaches based on subdivision are robust and can be implemented efficiently. We implement manifold extensions of the recursive de Casteljau bisection, and an open-uniform Lane-Riesenfeld subdivision scheme. For both schemes, we present algorithms for curve tracing, point evaluation, and approximated point insertion. We run bulk experiments to test our algorithms for robustness and performance, and we compare them with other methods at the state of the art, always achieving correct results and superior performance. For interactive editing, we port all the basic user interface interactions found in 2D tools directly to the mesh. We also support mapping complex SVG drawings to the mesh and their interactive editing
BoolSurf: Boolean Operations on Surfaces
We port Boolean set operations between 2D shapes to surfaces of any genus, with any number of open boundaries. We combine shapes bounded by sets of freely intersecting loops, consisting of geodesic lines and cubic Bézier splines lying on a surface. We compute the arrangement of shapes directly on the surface and assign integer labels to the cells of such arrangement. Differently from the Euclidean case, some arrangements on a manifold may be inconsistent. We detect inconsistent arrangements and help the user to resolve them. Also, we extend to the manifold setting recent work on Boundary-Sampled Halfspaces, thus supporting operations more general than standard Booleans, which are well defined on inconsistent arrangements, too. Our implementation discretizes the input shapes into polylines at an arbitrary resolution, independent of the level of resolution of the underlying mesh. We resolve the arrangement inside each triangle of the mesh independently and combine the results to reconstruct both the boundaries and the interior of each cell in the arrangement. We reconstruct the control points of curves bounding cells, in order to free the result from discretization and provide an output in vector format. We support interactive usage, editing shapes consisting up to 100k line segments on meshes of up to 1M triangles
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
XR-Cockpit: A comparison of VR and AR solutions on an interactive training station
One of the most challenging aspects of the implementation of Virtual/Mixed reality training systems is the effective simulation of real-world manipulation of the physical devices included in control interfaces like buttons, sliders, levers, knobs, etc. In this paper we describe a mockup airplane cockpit (XR-Cockpit), featuring interactive components of this kind that demonstrate the feasibility of effective simulations of device manipulation using low cost hand tracking technology and gesture recognition. Based on this system, we performed a user study to compare the effectiveness of the interaction with virtual tools using different visualization solutions: immersive VR, optical and video see-through based MR. In our study, we also checked how well it is possible to perform manipulation of real objects wearing the two video see-through solutions. The analysis of the experimental results provides useful guidelines for the design of Virtual and Mixed Reality training systems involving virtual and physical actions on manipulation devices
- …
