3,435 research outputs found
Constrained Texture Mapping And Foldover-free Condition
Texture mapping has been widely used in image
processing and graphics to enhance the realism of CG scenes.
However to perfectly match the feature points of a 3D model
with the corresponding pixels in texture images, the
parameterisation which maps a 3D mesh to the texture space
must satisfy the positional constraints. Despite numerous
research efforts, the construction of a mathematically robust
foldover-free parameterisation subject to internal constraints
is still a remaining issue. In this paper, we address this
challenge by developing a two-step parameterisation method.
First, we produce an initial parameterisation with a method
traditionally used to solve structural engineering problems,
called the bar-network. We then derive a mathematical
foldover-free condition, which is incorporated into a Radial
Basis Function based scheme. This method is therefore able to
guarantee that the resulting parameterization meets the hard
constraints without foldovers
Animating Human Muscle Structure
Graphical simulations of human muscle motion and deformation are of great interest to
medical education. In this article, the authors present a technique for simulating muscle
deformations by combining physically and geometrically based computations to reduce
computation cost and produce fast, accurate simulations
Fast Simulation of Skin Sliding
Skin sliding is the phenomenon of the skin moving over underlying layers of fat, muscle and bone. Due to the complex interconnections between these separate layers and their differing elasticity properties, it is difficult to model and expensive to compute. We present a novel method to simulate this phenomenon at real--time by remeshing the surface based on a parameter space resampling. In order to evaluate the surface parametrization, we borrow a technique from structural engineering known as the force density method which solves for an energy minimizing form with a sparse linear system. Our method creates a realistic approximation of skin sliding in real--time, reducing texture distortions in the region of the deformation. In addition it is flexible, simple to use, and can be incorporated into any animation pipeline
A Black-box Attack on Neural Networks Based on Swarm Evolutionary Algorithm
Neural networks play an increasingly important role in the field of machine
learning and are included in many applications in society. Unfortunately,
neural networks suffer from adversarial samples generated to attack them.
However, most of the generation approaches either assume that the attacker has
full knowledge of the neural network model or are limited by the type of
attacked model. In this paper, we propose a new approach that generates a
black-box attack to neural networks based on the swarm evolutionary algorithm.
Benefiting from the improvements in the technology and theoretical
characteristics of evolutionary algorithms, our approach has the advantages of
effectiveness, black-box attack, generality, and randomness. Our experimental
results show that both the MNIST images and the CIFAR-10 images can be
perturbed to successful generate a black-box attack with 100\% probability on
average. In addition, the proposed attack, which is successful on distilled
neural networks with almost 100\% probability, is resistant to defensive
distillation. The experimental results also indicate that the robustness of the
artificial intelligence algorithm is related to the complexity of the model and
the data set. In addition, we find that the adversarial samples to some extent
reproduce the characteristics of the sample data learned by the neural network
model
Weighted-Sampling Audio Adversarial Example Attack
Recent studies have highlighted audio adversarial examples as a ubiquitous
threat to state-of-the-art automatic speech recognition systems. Thorough
studies on how to effectively generate adversarial examples are essential to
prevent potential attacks. Despite many research on this, the efficiency and
the robustness of existing works are not yet satisfactory. In this paper, we
propose~\textit{weighted-sampling audio adversarial examples}, focusing on the
numbers and the weights of distortion to reinforce the attack. Further, we
apply a denoising method in the loss function to make the adversarial attack
more imperceptible. Experiments show that our method is the first in the field
to generate audio adversarial examples with low noise and high audio robustness
at the minute time-consuming level.Comment: https://aaai.org/Papers/AAAI/2020GB/AAAI-LiuXL.9260.pd
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