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Michael Weinmann

Publications and source records attributed to Michael Weinmann.

30 records · Page 2Linked to original sources

Spline-PINN: Approaching PDEs without Data using Fast, Physics-Informed Hermite-Spline CNNs

Partial Differential Equations (PDEs) are notoriously difficult to solve. In general, closed-form solutions are not available and numerical approximation schemes are computationally expensive. In this paper, we propose to approach the solution of PDEs based on a novel technique that combines the advantages of two recently emerging machine learning based approaches. First, physics-informed neural networks (PINNs) learn continuous solutions of PDEs and can be trained with little to no ground truth data. However, PINNs do not generalize well to unseen domains. Second, convolutional neural networks provide fast inference and generalize but either require large amounts of training data or a physics-constrained loss based on finite differences that can lead to inaccuracies and discretization artifacts. We leverage the advantages of both of these approaches by using Hermite spline kernels in order to continuously interpolate a grid-based state representation that can be handled by a CNN. This allows for training without any precomputed training data using a physics-informed loss function only and provides fast, continuous solutions that generalize to unseen domains. We demonstrate the potential of our method at the examples of the incompressible Navier-Stokes equation and the damped wave equation. Our models are able to learn several intriguing phenomena such as Karman vortex streets, the Magnus effect, Doppler effect, interference patterns and wave reflections. Our quantitative assessment and an interactive real-time demo show that we are narrowing the gap in accuracy of unsupervised ML based methods to industrial CFD solvers while being orders of magnitude faster.

cs.LG↗

Occlusion Fields: An Implicit Representation for Non-Line-of-Sight Surface Reconstruction

Non-line-of-sight reconstruction (NLoS) is a novel indirect imaging modality that aims to recover objects or scene parts outside the field of view from measurements of light that is indirectly scattered off a directly visible, diffuse wall. Despite recent advances in acquisition and reconstruction techniques, the well-posedness of the problem at large, and the recoverability of objects and their shapes in particular, remains an open question. The commonly employed Fermat path criterion is rather conservative with this regard, as it classifies some surfaces as unrecoverable, although they contribute to the signal. In this paper, we use a simpler necessary criterion for an opaque surface patch to be recoverable. Such piece of surface must be directly visible from some point on the wall, and it must occlude the space behind itself. Inspired by recent advances in neural implicit representations, we devise a new representation and reconstruction technique for NLoS scenes that unifies the treatment of recoverability with the reconstruction itself. Our approach, which we validate on various synthetic and experimental datasets, exhibits interesting properties. Unlike memory-inefficient volumetric representations, ours allows to infer adaptively tessellated surfaces from time-of-flight measurements of moderate resolution. It can further recover features beyond the Fermat path criterion, and it is robust to significant amounts of self-occlusion. We believe that this is the first time that these properties have been achieved in one system that, as an additional benefit, is trainable and hence suited for data-driven approaches.

cs.CV↗

Teaching the Incompressible Navier-Stokes Equations to Fast Neural Surrogate Models in 3D

Physically plausible fluid simulations play an important role in modern computer graphics and engineering. However, in order to achieve real-time performance, computational speed needs to be traded-off with physical accuracy. Surrogate fluid models based on neural networks have the potential to achieve both, fast fluid simulations and high physical accuracy. However, these approaches rely on massive amounts of training data, require complex pipelines for training and inference or do not generalize to new fluid domains. In this work, we present significant extensions to a recently proposed deep learning framework, which addresses the aforementioned challenges in 2D. We go from 2D to 3D and propose an efficient architecture to cope with the high demands of 3D grids in terms of memory and computational complexity. Furthermore, we condition the neural fluid model on additional information about the fluid's viscosity and density which allows simulating laminar as well as turbulent flows based on the same surrogate model. Our method allows to train fluid models without requiring fluid simulation data beforehand. Inference is fast and simple, as the fluid model directly maps a fluid state and boundary conditions at a moment t to a subsequent fluid state at t+dt. We obtain real-time fluid simulations on a 128x64x64 grid that include various fluid phenomena such as the Magnus effect or Karman vortex streets and generalize to domain geometries not considered during training. Our method indicates strong improvements in terms of accuracy, speed and generalization capabilities over current 3D NN-based fluid models.

physics.flu-dyn↗

Learning Incompressible Fluid Dynamics from Scratch -- Towards Fast, Differentiable Fluid Models that Generalize

Fast and stable fluid simulations are an essential prerequisite for applications ranging from computer-generated imagery to computer-aided design in research and development. However, solving the partial differential equations of incompressible fluids is a challenging task and traditional numerical approximation schemes come at high computational costs. Recent deep learning based approaches promise vast speed-ups but do not generalize to new fluid domains, require fluid simulation data for training, or rely on complex pipelines that outsource major parts of the fluid simulation to traditional methods. In this work, we propose a novel physics-constrained training approach that generalizes to new fluid domains, requires no fluid simulation data, and allows convolutional neural networks to map a fluid state from time-point t to a subsequent state at time t + dt in a single forward pass. This simplifies the pipeline to train and evaluate neural fluid models. After training, the framework yields models that are capable of fast fluid simulations and can handle various fluid phenomena including the Magnus effect and Karman vortex streets. We present an interactive real-time demo to show the speed and generalization capabilities of our trained models. Moreover, the trained neural networks are efficient differentiable fluid solvers as they offer a differentiable update step to advance the fluid simulation in time. We exploit this fact in a proof-of-concept optimal control experiment. Our models significantly outperform a recent differentiable fluid solver in terms of computational speed and accuracy.

cs.LG↗

Towards Tangible Cultural Heritage Experiences -- Enriching VR-Based Object Inspection with Haptic Feedback

VR/AR technology is a key enabler for new ways of immersively experiencing cultural heritage artifacts based on their virtual counterparts obtained from a digitization process. In this paper, we focus on enriching VR-based object inspection by additional haptic feedback, thereby creating tangible cultural heritage experiences. For this purpose, we present an approach for interactive and collaborative VR-based object inspection and annotation. Our system supports high-quality 3D models with accurate reflectance characteristics while additionally providing haptic feedback regarding the object shape features based on a 3D printed replica. The digital object model in terms of a printable representation of the geometry as well as reflectance characteristics are stored in a compact and streamable representation on a central server, which streams the data to remotely connected users/clients. The latter can jointly perform an interactive inspection of the object in VR with additional haptic feedback through the 3D printed replica. Evaluations regarding system performance, visual quality of the considered models as well as insights from a user study indicate an improved interaction, assessment and experience of the considered objects.

cs.HC↗

A VR System for Immersive Teleoperation and Live Exploration with a Mobile Robot

Applications like disaster management and industrial inspection often require experts to enter contaminated places. To circumvent the need for physical presence, it is desirable to generate a fully immersive individual live teleoperation experience. However, standard video-based approaches suffer from a limited degree of immersion and situation awareness due to the restriction to the camera view, which impacts the navigation. In this paper, we present a novel VR-based practical system for immersive robot teleoperation and scene exploration. While being operated through the scene, a robot captures RGB-D data that is streamed to a SLAM-based live multi-client telepresence system. Here, a global 3D model of the already captured scene parts is reconstructed and streamed to the individual remote user clients where the rendering for e.g. head-mounted display devices (HMDs) is performed. We introduce a novel lightweight robot client component which transmits robot-specific data and enables a quick integration into existing robotic systems. This way, in contrast to first-person exploration systems, the operators can explore and navigate in the remote site completely independent of the current position and view of the capturing robot, complementing traditional input devices for teleoperation. We provide a proof-of-concept implementation and demonstrate the capabilities as well as the performance of our system regarding interactive object measurements and bandwidth-efficient data streaming and visualization. Furthermore, we show its benefits over purely video-based teleoperation in a user study revealing a higher degree of situation awareness and a more precise navigation in challenging environments.

cs.HC↗

Efficient 3D Reconstruction and Streaming for Group-Scale Multi-Client Live Telepresence

Sharing live telepresence experiences for teleconferencing or remote collaboration receives increasing interest with the recent progress in capturing and AR/VR technology. Whereas impressive telepresence systems have been proposed on top of on-the-fly scene capture, data transmission and visualization, these systems are restricted to the immersion of single or up to a low number of users into the respective scenarios. In this paper, we direct our attention on immersing significantly larger groups of people into live-captured scenes as required in education, entertainment or collaboration scenarios. For this purpose, rather than abandoning previous approaches, we present a range of optimizations of the involved reconstruction and streaming components that allow the immersion of a group of more than 24 users within the same scene - which is about a factor of 6 higher than in previous work - without introducing further latency or changing the involved consumer hardware setup. We demonstrate that our optimized system is capable of generating high-quality scene reconstructions as well as providing an immersive viewing experience to a large group of people within these live-captured scenes.

cs.HC↗

Computational Parquetry: Fabricated Style Transfer with Wood Pixels

Parquetry is the art and craft of decorating a surface with a pattern of differently colored veneers of wood, stone or other materials. Traditionally, the process of designing and making parquetry has been driven by color, using the texture found in real wood only for stylization or as a decorative effect. Here, we introduce a computational pipeline that draws from the rich natural structure of strongly textured real-world veneers as a source of detail in order to approximate a target image as faithfully as possible using a manageable number of parts. This challenge is closely related to the established problems of patch-based image synthesis and stylization in some ways, but fundamentally different in others. Most importantly, the limited availability of resources (any piece of wood can only be used once) turns the relatively simple problem of finding the right piece for the target location into the combinatorial problem of finding optimal parts while avoiding resource collisions. We introduce an algorithm that allows to efficiently solve an approximation to the problem. It further addresses challenges like gamut mapping, feature characterization and the search for fabricable cuts. We demonstrate the effectiveness of the system by fabricating a selection of "photo-realistic" pieces of parquetry from different kinds of unstained wood veneer.

cs.GR↗

Orthogonal Wasserstein GANs

Wasserstein-GANs have been introduced to address the deficiencies of generative adversarial networks (GANs) regarding the problems of vanishing gradients and mode collapse during the training, leading to improved convergence behaviour and improved image quality. However, Wasserstein-GANs require the discriminator to be Lipschitz continuous. In current state-of-the-art Wasserstein-GANs this constraint is enforced via gradient norm regularization. In this paper, we demonstrate that this regularization does not encourage a broad distribution of spectral-values in the discriminator weights, hence resulting in less fidelity in the learned distribution. We therefore investigate the possibility of substituting this Lipschitz constraint with an orthogonality constraint on the weight matrices. We compare three different weight orthogonalization techniques with regards to their convergence properties, their ability to ensure the Lipschitz condition and the achieved quality of the learned distribution. In addition, we provide a comparison to Wasserstein-GANs trained with current state-of-the-art methods, where we demonstrate the potential of solely using orthogonality-based regularization. In this context, we propose an improved training procedure for Wasserstein-GANs which utilizes orthogonalization to further increase its generalization capability. Finally, we provide a novel metric to evaluate the generalization capabilities of the discriminators of different Wasserstein-GANs.

cs.LG↗

Bonn Activity Maps: Dataset Description

The key prerequisite for accessing the huge potential of current machine learning techniques is the availability of large databases that capture the complex relations of interest. Previous datasets are focused on either 3D scene representations with semantic information, tracking of multiple persons and recognition of their actions, or activity recognition of a single person in captured 3D environments. We present Bonn Activity Maps, a large-scale dataset for human tracking, activity recognition and anticipation of multiple persons. Our dataset comprises four different scenes that have been recorded by time-synchronized cameras each only capturing the scene partially, the reconstructed 3D models with semantic annotations, motion trajectories for individual people including 3D human poses as well as human activity annotations. We utilize the annotations to generate activity likelihoods on the 3D models called activity maps.

cs.CV↗

SLAMCast: Large-Scale, Real-Time 3D Reconstruction and Streaming for Immersive Multi-Client Live Telepresence

Real-time 3D scene reconstruction from RGB-D sensor data, as well as the exploration of such data in VR/AR settings, has seen tremendous progress in recent years. The combination of both these components into telepresence systems, however, comes with significant technical challenges. All approaches proposed so far are extremely demanding on input and output devices, compute resources and transmission bandwidth, and they do not reach the level of immediacy required for applications such as remote collaboration. Here, we introduce what we believe is the first practical client-server system for real-time capture and many-user exploration of static 3D scenes. Our system is based on the observation that interactive frame rates are sufficient for capturing and reconstruction, and real-time performance is only required on the client site to achieve lag-free view updates when rendering the 3D model. Starting from this insight, we extend previous voxel block hashing frameworks by overcoming internal dependencies and introducing, to the best of our knowledge, the first thread-safe GPU hash map data structure that is robust under massively concurrent retrieval, insertion and removal of entries on a thread level. We further propose a novel transmission scheme for volume data that is specifically targeted to Marching Cubes geometry reconstruction and enables a 90% reduction in bandwidth between server and exploration clients. The resulting system poses very moderate requirements on network bandwidth, latency and client-side computation, which enables it to rely entirely on consumer-grade hardware, including mobile devices. We demonstrate that our technique achieves state-of-the-art representation accuracy while providing, for any number of clients, an immersive and fluid lag-free viewing experience even during network outages.

cs.HC↗

A Study of Material Sonification in Touchscreen Devices

Even in the digital age, designers largely rely on physical material samples to illustrate their products, as existing visual representations fail to sufficiently reproduce the look and feel of real world materials. Here, we investigate the use of interactive material sonification as an additional sensory modality for communicating well-established material qualities like softness, pleasantness or value. We developed a custom application for touchscreen devices that receives tactile input and translate it into material rubbing sound using granular synthesis. We used this system to perform a psychophysical study, in which the ability of the user to rate subjective material qualities is evaluated, with the actual material samples serving as reference stimulus. Our experimental results indicate that the considered audio cues do not significantly contribute to the perception of material qualities but are able to increase the level of immersion when interacting with digital samples.

cs.HC↗