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Luiz Velho

Publications and source records attributed to Luiz Velho.

29 records · Page 2Linked to original sources

Exploring Differential Geometry in Neural Implicits

We introduce a neural implicit framework that exploits the differentiable properties of neural networks and the discrete geometry of point-sampled surfaces to approximate them as the level sets of neural implicit functions. To train a neural implicit function, we propose a loss functional that approximates a signed distance function, and allows terms with high-order derivatives, such as the alignment between the principal directions of curvature, to learn more geometric details. During training, we consider a non-uniform sampling strategy based on the curvatures of the point-sampled surface to prioritize points with more geometric details. This sampling implies faster learning while preserving geometric accuracy when compared with previous approaches. We also use the analytical derivatives of a neural implicit function to estimate the differential measures of the underlying point-sampled surface.

cs.GR↗

Can We Use Neural Regularization to Solve Depth Super-Resolution?

Depth maps captured with commodity sensors often require super-resolution to be used in applications. In this work we study a super-resolution approach based on a variational problem statement with Tikhonov regularization where the regularizer is parametrized with a deep neural network. This approach was previously applied successfully in photoacoustic tomography. We experimentally show that its application to depth map super-resolution is difficult, and provide suggestions about the reasons for that.

cs.CV↗

How to see the eight Thurston geometries

In this expository paper, we present a survey about the history of the geometrization conjecture and the background material on the classification of Thurston's eight geometries. We also discuss recent techniques for immersive visualization of relevant three-dimensional manifolds in the context of the Geometrization Conjecture.

math.GT↗

Proceduray -- A light-weight engine for procedural primitive ray tracing

We introduce Proceduray, an engine for real-time ray tracing of procedural geometry. Its motivation is the current lack of mid-level abstraction tools for scenes with primitives involving intersection shaders. Those scenes impose strict engine design choices since they need flexibility in the shader table setup. Proceduray aims at providing a fair tradeoff between that flexibility and productivity. It also aims to be didactic. Shader table behavior can be confusing because parameters for indexing come from different parts of a system, involving both host and device code. This is different in essence from ray tracing triangle meshes (which must use a built-in intersection shader for all objects) or rendering with the traditional graphics or compute pipelines. Additionals goals of the project include fomenting deeper discussions about DirectX RayTracing (DXR) host code and providing a good starting point for developers trying to deal with procedural geometry using DXR.

cs.GR↗

Real-time rendering of complex fractals

This chapter describes how to use intersection and closest-hit shaders to implement real-time visualizations of complex fractals using distance functions. The Mandelbulb and Julia Sets are used as examples.

cs.GR↗

Ray-VR: Ray Tracing Virtual Reality in Falcor

NVidia RTX platform has been changing and extending the possibilities for real time Computer Graphics applications. It is the first time in history that retail graphics cards have full hardware support for ray tracing primitives. It still a long way to fully understand and optimize its use and this task itself is a fertile field for scientific progression. However, another path is to explore the platform as an expansion of paradigms for other problems. For example, the integration of real time Ray Tracing and Virtual Reality can result in interesting applications for visualization of Non-Euclidean Geometry and 3D Manifolds. In this paper we present Ray-VR, a novel algorithm for real time stereo ray tracing, constructed on top of Falcor, NVidia's scientific prototyping framework.

cs.GR↗

Deep Reinforcement Learning for High Level Character Control

In this paper, we propose the use of traditional animations, heuristic behavior and reinforcement learning in the creation of intelligent characters for computational media. The traditional animation and heuristic gives artistic control over the behavior while the reinforcement learning adds generalization. The use case presented is a dog character with a high-level controller in a 3D environment which is built around the desired behaviors to be learned, such as fetching an item. As the development of the environment is the key for learning, further analysis is conducted of how to build those learning environments, the effects of environment and agent modeling choices, training procedures and generalization of the learned behavior. This analysis builds insight of the aforementioned factors and may serve as guide in the development of environments in general.

cs.LG↗

Design and visualization of Riemannian metrics

Local and global illumination were recently defined in Riemannian manifolds to visualize classical Non-Euclidean spaces. This work focuses on Riemannian metric construction in $\mathbb{R}^3$ to explore special effects like warping, mirages, and deformations. We investigate the possibility of using graphs of functions and diffeomorphism to produce such effects. For these, their Riemannian metrics and geodesics derivations are provided, and ways of accumulating such metrics. We visualize, in "real-time", the resulting Riemannian manifolds using a ray tracing implemented on top of Nvidia RTX GPUs.

cs.GR↗

Latent-Space Laplacian Pyramids for Adversarial Representation Learning with 3D Point Clouds

Constructing high-quality generative models for 3D shapes is a fundamental task in computer vision with diverse applications in geometry processing, engineering, and design. Despite the recent progress in deep generative modelling, synthesis of finely detailed 3D surfaces, such as high-resolution point clouds, from scratch has not been achieved with existing approaches. In this work, we propose to employ the latent-space Laplacian pyramid representation within a hierarchical generative model for 3D point clouds. We combine the recently proposed latent-space GAN and Laplacian GAN architectures to form a multi-scale model capable of generating 3D point clouds at increasing levels of detail. Our evaluation demonstrates that our model outperforms the existing generative models for 3D point clouds.

cs.CV↗

Real-time correction of panoramic images using hyperbolic Möbius transformations

Wide-angle images gained a huge popularity in the last years due to the development of computational photography and imaging technological advances. They present the information of a scene in a way which is more natural for the human eye but, on the other hand, they introduce artifacts such as bent lines. These artifacts become more and more unnatural as the field of view increases. In this work, we present a technique aimed to improve the perceptual quality of panorama visualization. The main ingredients of our approach are, on one hand, considering the viewing sphere as a Riemann sphere, what makes natural the application of Möbius (complex) transformations to the input image, and, on the other hand, a projection scheme which changes in function of the field of view used. We also introduce an implementation of our method, compare it against images produced with other methods and show that the transformations can be done in real-time, which makes our technique very appealing for new settings, as well as for existing interactive panorama applications.

cs.GR↗