SearcharxivSearch

arXiv subjects

Loic Barthe

Publications and source records attributed to Loic Barthe.

4 recordsLinked to original sources

RING-NeRF : Rethinking Inductive Biases for Versatile and Efficient Neural Fields

Recent advances in Neural Fields mostly rely on developing task-specific supervision which often complicates the models. Rather than developing hard-to-combine and specific modules, another approach generally overlooked is to directly inject generic priors on the scene representation (also called inductive biases) into the NeRF architecture. Based on this idea, we propose the RING-NeRF architecture which includes two inductive biases : a continuous multi-scale representation of the scene and an invariance of the decoder's latent space over spatial and scale domains. We also design a single reconstruction process that takes advantage of those inductive biases and experimentally demonstrates on-par performances in terms of quality with dedicated architecture on multiple tasks (anti-aliasing, few view reconstruction, SDF reconstruction without scene-specific initialization) while being more efficient. Moreover, RING-NeRF has the distinctive ability to dynamically increase the resolution of the model, opening the way to adaptive reconstruction.

cs.CV

Challenges and Opportunities of Content Optimization for Freeform User Interfaces

While recent innovations on shape technologies allow for the creation of displays with almost unlimited form factors, current graphical user interfaces still rely on rectangular layouts and contents. This rectangular legacy hinders the progress of freeform displays, which are particularly relevant for pervasive scenarios to display interactive dynamic content where and when needed. By challenging the prevailing layout tradition on rectangular displays, freeform user interfaces raise design challenges which call for exploring the interlink between computational approaches and user interface generation and adaptation. In this position paper we report on previous work on content optimization for freeform user interfaces and anticipate the upcoming challenges and opportunities.

cs.HC

PCEDNet : A Lightweight Neural Network for Fast and Interactive Edge Detection in 3D Point Clouds

In recent years, Convolutional Neural Networks (CNN) have proven to be efficient analysis tools for processing point clouds, e.g., for reconstruction, segmentation and classification. In this paper, we focus on the classification of edges in point clouds, where both edges and their surrounding are described. We propose a new parameterization adding to each point a set of differential information on its surrounding shape reconstructed at different scales. These parameters, stored in a Scale-Space Matrix (SSM), provide a well suited information from which an adequate neural network can learn the description of edges and use it to efficiently detect them in acquired point clouds. After successfully applying a multi-scale CNN on SSMs for the efficient classification of edges and their neighborhood, we propose a new lightweight neural network architecture outperforming the CNN in learning time, processing time and classification capabilities. Our architecture is compact, requires small learning sets, is very fast to train and classifies millions of points in seconds.

cs.GR

VIPER: Volume Invariant Position-based Elastic Rods

We extend the formulation of position-based rods to include elastic volumetric deformations. We achieve this by introducing an additional degree of freedom per vertex -- isotropic scale (and its velocity). Including scale enriches the space of possible deformations, allowing the simulation of volumetric effects, such as a reduction in cross-sectional area when a rod is stretched. We rigorously derive the continuous formulation of its elastic energy potentials, and hence its associated position-based dynamics (PBD) updates to realize this model, enabling the simulation of up to 26000 DOFs at 140 Hz in our GPU implementation. We further show how rods can provide a compact alternative to tetrahedral meshes for the representation of complex muscle deformations, as well as providing a convenient representation for collision detection. This is achieved by modeling a muscle as a bundle of rods, for which we also introduce a technique to automatically convert a muscle surface mesh into a rods-bundle. Finally, we show how rods and/or bundles can be skinned to a surface mesh to drive its deformation, resulting in an alternative to cages for real-time volumetric deformation.

cs.GR