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Bedrich Benes

Publications and source records attributed to Bedrich Benes.

27 records · Page 2Linked to original sources

Controllable Shadow Generation Using Pixel Height Maps

Shadows are essential for realistic image compositing. Physics-based shadow rendering methods require 3D geometries, which are not always available. Deep learning-based shadow synthesis methods learn a mapping from the light information to an object's shadow without explicitly modeling the shadow geometry. Still, they lack control and are prone to visual artifacts. We introduce pixel heigh, a novel geometry representation that encodes the correlations between objects, ground, and camera pose. The pixel height can be calculated from 3D geometries, manually annotated on 2D images, and can also be predicted from a single-view RGB image by a supervised approach. It can be used to calculate hard shadows in a 2D image based on the projective geometry, providing precise control of the shadows' direction and shape. Furthermore, we propose a data-driven soft shadow generator to apply softness to a hard shadow based on a softness input parameter. Qualitative and quantitative evaluations demonstrate that the proposed pixel height significantly improves the quality of the shadow generation while allowing for controllability.

cs.CV↗

Co-design of Embodied Neural Intelligence via Constrained Evolution

We introduce a novel co-design method for autonomous moving agents' shape attributes and locomotion by combining deep reinforcement learning and evolution with user control. Our main inspiration comes from evolution, which has led to wide variability and adaptation in Nature and has the potential to significantly improve design and behavior simultaneously. Our method takes an input agent with optional simple constraints such as leg parts that should not evolve or allowed ranges of changes. It uses physics-based simulation to determine its locomotion and finds a behavior policy for the input design, later used as a baseline for comparison. The agent is then randomly modified within the allowed ranges creating a new generation of several hundred agents. The generation is trained by transferring the previous policy, which significantly speeds up the training. The best-performing agents are selected, and a new generation is formed using their crossover and mutations. The next generations are then trained until satisfactory results are reached. We show a wide variety of evolved agents, and our results show that even with only 10% of changes, the overall performance of the evolved agents improves 50%. If more significant changes to the initial design are allowed, our experiments' performance improves even more to 150%. Contrary to related work, our co-design works on a single GPU and provides satisfactory results by training thousands of agents within one hour.

cs.AI↗

SSN: Soft Shadow Network for Image Compositing

We introduce an interactive Soft Shadow Network (SSN) to generates controllable soft shadows for image compositing. SSN takes a 2D object mask as input and thus is agnostic to image types such as painting and vector art. An environment light map is used to control the shadow's characteristics, such as angle and softness. SSN employs an Ambient Occlusion Prediction module to predict an intermediate ambient occlusion map, which can be further refined by the user to provides geometric cues to modulate the shadow generation. To train our model, we design an efficient pipeline to produce diverse soft shadow training data using 3D object models. In addition, we propose an inverse shadow map representation to improve model training. We demonstrate that our model produces realistic soft shadows in real-time. Our user studies show that the generated shadows are often indistinguishable from shadows calculated by a physics-based renderer and users can easily use SSN through an interactive application to generate specific shadow effects in minutes.

cs.CV↗

Procedural Urban Forestry

The placement of vegetation plays a central role in the realism of virtual scenes. We introduce procedural placement models (PPMs) for vegetation in urban layouts. PPMs are environmentally sensitive to city geometry and allow identifying plausible plant positions based on structural and functional zones in an urban layout. PPMs can either be directly used by defining their parameters or can be learned from satellite images and land register data. Together with approaches for generating buildings and trees, this allows us to populate urban landscapes with complex 3D vegetation. The effectiveness of our framework is shown through examples of large-scale city scenes and close-ups of individually grown tree models; we also validate it by a perceptual user study.

cs.GR↗

LeRoP: A Learning-Based Modular Robot Photography Framework

We introduce a novel framework for automatic capturing of human portraits. The framework allows the robot to follow a person to the desired location using a Person Re-identification model. When composing is activated, the robot attempts to adjust its position to form the view that can best match the given template image, and finally takes a photograph. A template image can be predicted dynamically using an off-the-shelf photo evaluation model by the framework, or selected manually from a pre-defined set by the user. The template matching-based view adjustment is driven by a deep reinforcement learning network. Our framework lies on top of the Robot Operating System (ROS). The framework is designed to be modular so that all the models can be flexibly replaced based on needs. We show our framework on a variety of examples. In particular, we tested it in three indoor scenes and used it to take 20 photos of each scene: ten for the pre-defined template, ten for the dynamically generated ones. The average number of adjustment was $11.20$ for pre-defined templates and $12.76$ for dynamically generated ones; the average time spent was $22.11$ and $24.10$ seconds respectively.

cs.RO↗

PTRM: Perceived Terrain Realism Metrics

Terrains are visually important and commonly used in computer graphics. While many algorithms for their generation exist, it is difficult to assess the realism of a generated terrain. This paper presents a first step in the direction of perceptual evaluation of terrain models. We gathered and categorized several classes of real terrains and we generated synthetic terrains by using methods from computer graphics. We then conducted two large studies ranking the terrains perceptually and showing that the synthetic terrains are perceived as lacking realism as compared to the real ones. Then we provide insight into the features that affect the perceived realism by a quantitative evaluation based on localized geomorphology-based landform features (geomorphons) that categorize terrain structures such as valleys, ridges, hollows, etc. We show that the presence or absence of certain features have a significant perceptual effect. We then introduce Perceived Terrain Realism Metrics (PTRM); a perceptual metrics that estimates perceived realism of a terrain represented as a digital elevation map by relating distribution of terrain features with their perceived realism. We validated PTRM on real and synthetic data and compared it to the perceptual studies. To confirm the importance of the presence of these features, we used a generative deep neural network to transfer them between real terrains and synthetic ones and we performed another perceptual experiment that further confirmed their importance for perceived realism.

cs.GR↗

Efficient Project Gradient Descent for Ensemble Adversarial Attack

Recent advances show that deep neural networks are not robust to deliberately crafted adversarial examples which many are generated by adding human imperceptible perturbation to clear input. Consider $l_2$ norms attacks, Project Gradient Descent (PGD) and the Carlini and Wagner (C\&W) attacks are the two main methods, where PGD control max perturbation for adversarial examples while C\&W approach treats perturbation as a regularization term optimized it with loss function together. If we carefully set parameters for any individual input, both methods become similar. In general, PGD attacks perform faster but obtains larger perturbation to find adversarial examples than the C\&W when fixing the parameters for all inputs. In this report, we propose an efficient modified PGD method for attacking ensemble models by automatically changing ensemble weights and step size per iteration per input. This method generates smaller perturbation adversarial examples than PGD method while remains efficient as compared to C\&W method. Our method won the first place in IJCAI19 Targeted Adversarial Attack competition.

cs.LG↗

Understanding and Exploiting Object Interaction Landscapes

Interactions play a key role in understanding objects and scenes, for both virtual and real world agents. We introduce a new general representation for proximal interactions among physical objects that is agnostic to the type of objects or interaction involved. The representation is based on tracking particles on one of the participating objects and then observing them with sensors appropriately placed in the interaction volume or on the interaction surfaces. We show how to factorize these interaction descriptors and project them into a particular participating object so as to obtain a new functional descriptor for that object, its interaction landscape, capturing its observed use in a spatio-temporal framework. Interaction landscapes are independent of the particular interaction and capture subtle dynamic effects in how objects move and behave when in functional use. Our method relates objects based on their function, establishes correspondences between shapes based on functional key points and regions, and retrieves peer and partner objects with respect to an interaction.

cs.GR↗

Error-Bounded and Feature Preserving Surface Remeshing with Minimal Angle Improvement

The typical goal of surface remeshing consists in finding a mesh that is (1) geometrically faithful to the original geometry, (2) as coarse as possible to obtain a low-complexity representation and (3) free of bad elements that would hamper the desired application. In this paper, we design an algorithm to address all three optimization goals simultaneously. The user specifies desired bounds on approximation error δ, minimal interior angle θ and maximum mesh complexity N (number of vertices). Since such a desired mesh might not even exist, our optimization framework treats only the approximation error bound δ as a hard constraint and the other two criteria as optimization goals. More specifically, we iteratively perform carefully prioritized local operators, whenever they do not violate the approximation error bound and improve the mesh otherwise. In this way our optimization framework greedily searches for the coarsest mesh with minimal interior angle above θ and approximation error bounded by δ. Fast runtime is enabled by a local approximation error estimation, while implicit feature preservation is obtained by specifically designed vertex relocation operators. Experiments show that our approach delivers high-quality meshes with implicitly preserved features and better balances between geometric fidelity, mesh complexity and element quality than the state-of-the-art.

cs.GR↗