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Nicholas Vining

Publications and source records attributed to Nicholas Vining.

11 recordsLinked to original sources

DJM: Compact Base Meshes for Displacement Mapping using Triangle Jacobians

Representing complex geometry as a displacement function defined over a coarse base mesh enables compact storage and accelerated rendering. The core challenge in converting detailed triangle meshes into this representation is computing base meshes that have as few triangles as possible, while also supporting displacement functions that accurately approximate the input. Accurate approximation requires the supported displacement functions to bijectively map the input surface onto the base with low parametric distortion. We observe that this distortion can be measured by evaluating the pointwise Jacobian of the displacement functions. Our new DJM (Displacement Jacobian Metric)-based base-mesh construction method uses the Jacobian of the displacement functions to guide base mesh computation, enabling us to outperform prior approaches in terms of accuracy to size trade-off. We achieve this goal by proposing a variant of the QEM-based simplification scheme that constrains the displacement mapping between the input and the base to be bijective and low distortion (defined as satisfying a lower bound on the mapping Jacobian). When evaluating and encoding the displacement maps, we avoid unreliable ray-mesh intersections by explicitly storing the mapping between the input mesh and the base throughout the construction process, and use this mapping within a robust inverse barycentric displacement solver to obtain dense base-to-mesh correspondences to assist all computations. We demonstrate DJM to outperform alternative schemes in terms of reconstruction accuracy to size trade-off, and demonstrate its robustness and usability for micromesh-based rendering and neural encoding.

cs.GR

ADS: Random Sampling of Occupancy Functions using Adaptive Delaunay Scaffolding

Dense random sampling and surfacing of shapes encoded via implicit occupancy functions (OFs) are critical elements of many applications. Existing methods largely provide either one or the other of random sampling or mesh surfaces: ray shooting approaches deliver random samples with no connectivity, and grid-based methods deliver mesh surfaces but their sampling is highly biased. We propose a new method which delivers both pseudo-random OF surface samples and an isosurface mesh connecting them. Our method achieves these goals while requiring an order of magnitude fewer function evaluations than prior approaches. Key to our Adaptive Delaunay Sampling (ADS) approach is a progressively computed Delaunay tetrahedralization of points in 3D space, which we use as a sampling and surfacing scaffold. Starting from an initial coarse Delaunay scaffold, we repeatedly refine crossing edges, ones whose end vertices lie on opposite sides of the surface, augmenting the scaffold with points closer and closer to the surface. Each refinement step uses the Delaunay criterion to incorporate the newly added vertices into the scaffold, introducing new crossing edges. We use the intersections of fine crossing edges with the OF surface as the output samples, and use the marching tetrahedra method to surface these samples. We subsequently use normal estimation to densify the sampling near fine features and in areas of high surface curvature. We validate ADS by sampling 150 inputs at different resolutions, and provide extensive comparisons to existing alternatives. Our experiments demonstrate significant improvement in accuracy/function evaluation count trade-off, and showcase downstream applications.

cs.GR

TABI: Tight and Balanced Interactive Atlas Packing

Atlas packing is a key step in many computer graphics applications. Packing algorithms seek to arrange a set of charts within a fixed-size atlas with as little downscaling as possible. Many packing applications such as content creation tools, dynamic atlas generation for video games, and texture space shading require on-the-fly interactive atlas packing. Unfortunately, while many methods have been developed for generating tight high-quality packings, they are designed for offline settings and have running times two or more orders of magnitude greater than what is required for interactive performance. While real-time GPU packing methods exist, they significantly downscale packed charts compared to offline methods. We introduce a GPU packing method that targets interactive speeds, provides packing quality approaching that of offline methods, and supports flexible user control over the tradeoff between performance and quality. We observe that current real-time packing methods leave large gaps between charts and often produce asymmetric, or poorly balanced, packings. These artifacts dramatically degrade packing quality. Our Tight And Balanced method eliminates these artifacts while retaining Interactive performance. TABI generates tight packings by compacting empty space between irregularly shaped charts both horizontally and vertically, using two approximations of chart shape that support efficient parallel processing. We balance packing outputs by automatically adjusting atlas row widths and orientations to accommodate varying chart heights. We show that our method significantly reduces chart downscaling compared to existing interactive methods while remaining orders of magnitude faster than offline alternatives.

cs.GR

Capturing Non-Linear Human Perspective in Line Drawings

Artist-drawn sketches only loosely conform to analytical models of perspective projection; the deviation of human-drawn perspective from analytical perspective models is persistent and well documented, but has yet to be algorithmically replicated. We encode this deviation between human and analytic perspectives as a continuous function in 3D space and develop a method to learn it. We seek deviation functions that (i)mimic artist deviation on our training data; (ii)generalize to other shapes; (iii)are consistent across different views of the same shape; and (iv)produce outputs that appear human-drawn. The natural data for learning this deviation is pairs of artist sketches of 3D shapes and best-matching analytical camera views of the same shapes. However, a core challenge in learning perspective deviation is the heterogeneity of human drawing choices, combined with relative data paucity (the datasets we rely on have only a few dozen training pairs). We sidestep this challenge by learning perspective deviation from an individual pair of an artist sketch of a 3D shape and the contours of the same shape rendered from a best-matching analytical camera view. We first match contours of the depicted shape to artist strokes, then learn a spatially continuous local perspective deviation function that modifies the camera perspective projecting the contours to their corresponding strokes. This function retains key geometric properties that artists strive to preserve when depicting 3D content, thus satisfying (i) and (iv) above. We generalize our method to alternative shapes and views (ii, iii) via a self-augmentation approach that algorithmically generates training data for nearby views, and enforces spatial smoothness and consistency across all views. We compare our results to potential alternatives, demonstrating the superiority of the proposed approach.

cs.GR

FastAtlas: Real-Time Compact Atlases for Texture Space Shading

Texture-space shading (TSS) methods decouple shading and rasterization, allowing shading to be performed at a different framerate and spatial resolution than rasterization. TSS has many potential applications, including streaming shading across networks, and reducing rendering cost via shading reuse across consecutive frames and/or shading at reduced resolutions relative to display resolution. Real-time TSS shading requires texture atlases small enough to be easily stored in GPU memory. Using static atlases leads to significant space wastage, motivating real-time per-frame atlassing strategies that pack only the content visible in each frame. We propose FastAtlas, a novel atlasing method that runs entirely on the GPU and is fast enough to be performed at interactive rates per-frame. Our method combines new per-frame chart computation and parametrization strategies and an efficient general chart packing algorithm. Our chartification strategy removes visible seams in output renders, and our parameterization ensures a constant texel-to-pixel ratio, avoiding undesirable undersampling artifacts. Our packing method is more general, and produces more tightly packed atlases, than previous work. Jointly, these innovations enable us to produce shading outputs of significantly higher visual quality than those produced using alternative atlasing strategies. We validate FastAtlas by shading and rendering challenging scenes using different atlasing settings, reflecting the needs of different TSS applications (temporal reuse, streaming, reduced or elevated shading rates). We extensively compare FastAtlas to prior alternatives and demonstrate that it achieves better shading quality and reduces texture stretch compared to prior approaches using the same settings.

cs.GR

NESI: Shape Representation via Neural Explicit Surface Intersection

Compressed representations of 3D shapes that are compact, accurate, and can be processed efficiently directly in compressed form, are extremely useful for digital media applications. Recent approaches in this space focus on learned implicit or parametric representations. While implicits are well suited for tasks such as in-out queries, they lack natural 2D parameterization, complicating tasks such as texture or normal mapping. Conversely, parametric representations support the latter tasks but are ill-suited for occupancy queries. We propose a novel learned alternative to these approaches, based on intersections of localized explicit, or height-field, surfaces. Since explicits can be trivially expressed both implicitly and parametrically, NESI directly supports a wider range of processing operations than implicit alternatives, including occupancy queries and parametric access. We represent input shapes using a collection of differently oriented height-field bounded half-spaces combined using volumetric Boolean intersections. We first tightly bound each input using a pair of oppositely oriented height-fields, forming a Double Height-Field (DHF) Hull. We refine this hull by intersecting it with additional localized height-fields (HFs) that capture surface regions in its interior. We minimize the number of HFs necessary to accurately capture each input and compactly encode both the DHF hull and the local HFs as neural functions defined over subdomains of R^2. This reduced dimensionality encoding delivers high-quality compact approximations. Given similar parameter count, or storage capacity, NESI significantly reduces approximation error compared to the state of the art, especially at lower parameter counts.

cs.GR

CN-DHF: Compact Neural Double Height-Field Representations of 3D Shapes

We introduce CN-DHF (Compact Neural Double-Height-Field), a novel hybrid neural implicit 3D shape representation that is dramatically more compact than the current state of the art. Our representation leverages Double-Height-Field (DHF) geometries, defined as closed shapes bounded by a pair of oppositely oriented height-fields that share a common axis, and leverages the following key observations: DHFs can be compactly encoded as 2D neural implicits that capture the maximal and minimal heights along the DHF axis; and typical closed 3D shapes are well represented as intersections of a very small number (three or fewer) of DHFs. We represent input geometries as CNDHFs by first computing the set of DHFs whose intersection well approximates each input shape, and then encoding these DHFs via neural fields. Our approach delivers high-quality reconstructions, and reduces the reconstruction error by a factor of 2:5 on average compared to the state-of-the-art, given the same parameter count or storage capacity. Compared to the best-performing alternative, our method produced higher accuracy models on 94% of the 400 input shape and parameter count combinations tested.

cs.CV

CreatureShop: Interactive 3D Character Modeling and Texturing from a Single Color Drawing

Creating 3D shapes from 2D drawings is an important problem with applications in content creation for computer animation and virtual reality. We introduce a new sketch-based system, CreatureShop, that enables amateurs to create high-quality textured 3D character models from 2D drawings with ease and efficiency. CreatureShop takes an input bitmap drawing of a character (such as an animal or other creature), depicted from an arbitrary descriptive pose and viewpoint, and creates a 3D shape with plausible geometric details and textures from a small number of user annotations on the 2D drawing. Our key contributions are a novel oblique view modeling method, a set of systematic approaches for producing plausible textures on the invisible or occluded parts of the 3D character (as viewed from the direction of the input drawing), and a user-friendly interactive system. We validate our system and methods by creating numerous 3D characters from various drawings, and compare our results with related works to show the advantages of our method. We perform a user study to evaluate the usability of our system, which demonstrates that our system is a practical and efficient approach to create fully-textured 3D character models for novice users.

cs.GR

StripBrush: A Constraint-Relaxed 3D Brush Reduces Physical Effort and Enhances the Quality of Spatial Drawing

Spatial drawing using ruled-surface brush strokes is a popular mode of content creation in immersive VR, yet little is known about the usability of existing spatial drawing interfaces or potential improvements. We address these questions in a three-phase study. (1) Our exploratory need-finding study (N=8) indicates that popular spatial brushes require users to perform large wrist motions, causing physical strain. We speculate that this is partly due to constraining users to align their 3D controllers with their intended stroke normal orientation. (2) We designed and implemented a new brush interface that significantly reduces the physical effort and wrist motion involved in VR drawing, with the additional benefit of increasing drawing accuracy. We achieve this by relaxing the normal alignment constraints, allowing users to control stroke rulings, and estimating normals from them instead. (3) Our comparative evaluation of StripBrush (N=17) against the traditional brush shows that StripBrush requires significantly less physical effort and allows users to more accurately depict their intended shapes while offering competitive ease-of-use and speed.

cs.HC

LSMAT Least Squares Medial Axis Transform

The medial axis transform has applications in numerous fields including visualization, computer graphics, and computer vision. Unfortunately, traditional medial axis transformations are usually brittle in the presence of outliers, perturbations and/or noise along the boundary of objects. To overcome this limitation, we introduce a new formulation of the medial axis transform which is naturally robust in the presence of these artifacts. Unlike previous work which has approached the medial axis from a computational geometry angle, we consider it from a numerical optimization perspective. In this work, we follow the definition of the medial axis transform as "the set of maximally inscribed spheres". We show how this definition can be formulated as a least squares relaxation where the transform is obtained by minimizing a continuous optimization problem. The proposed approach is inherently parallelizable by performing independant optimization of each sphere using Gauss-Newton, and its least-squares form allows it to be significantly more robust compared to traditional computational geometry approaches. Extensive experiments on 2D and 3D objects demonstrate that our method provides superior results to the state of the art on both synthetic and real-data.

cs.GR

Surface2Volume: Surface Segmentation Conforming Assemblable Volumetric Partition

Users frequently seek to fabricate objects whose outer surfaces consist of regions with different surface attributes, such as color or material. Manufacturing such objects in a single piece is often challenging or even impossible. The alternative is to partition them into single-attribute volumetric parts that can be fabricated separately and then assembled to form the target object. Facilitating this approach requires partitioning the input model into parts that conform to the surface segmentation and that can be moved apart with no collisions. We propose Surface2Volume, a partition algorithm capable of producing such assemblable parts, each of which is affiliated with a single attribute, the outer surface of whose assembly conforms to the input surface geometry and segmentation. In computing the partition we strictly enforce conformity with surface segmentation and assemblability, and optimize for ease of fabrication by minimizing part count, promoting part simplicity, and simplifying assembly sequencing. We note that computing the desired partition requires solving for three types of variables: per-part assembly trajectories, partition topology, i.e. the connectivity of the interface surfaces separating the different parts, and the geometry, or location, of these interfaces. We efficiently produce the desired partitions by addressing one type of variables at a time: first computing the assembly trajectories, then determining interface topology, and finally computing interface locations that allow parts assemblability. We algorithmically identify inputs that necessitate sequential assembly, and partition these inputs gradually by computing and disassembling a subset of assemblable parts at a time. We demonstrate our method....

cs.GR