386,593 research outputs found
Searching for New Physics in Rare Decays
The rare decays {}, \mbox{}, {} and \mbox{} all contain third
generation leptons in the final state, and hence are sensitive to new physics
that couples more strongly to the third family. We present model independent
expressions for these decays that can be useful to study several types of new
physics effects. We concentrate on supersymmetric models without R-parity and
without lepton number. We also assume a horizontal U(1) symmetry with fermion
horizontal charges chosen to explain the magnitude of fermion masses and quark
mixing angles. This allows us to estimate the order of magnitude of the new
effects, and to derive numerical predictions for the various decay rates and
for the forward-backward asymmetry and the polarization components
measurable in \mbox{}. In some cases the branching
ratios are enhanced by more than one order of magnitude, rendering foreseeable
their detection at upcoming B-factories. We also discuss how a measurement of
asymmetries in \mbox{} can be crucial in distinguishing
between different sources of new physics.Comment: 30 pages, LaTeX, 8 ps-figures (uses epsfig.sty) Equations (2.7)
(3.10) (3.14) (3.18) (3.19) (3.20) (4.6) corrected, conclusions unmodified.
To be published on Phys. Rev.
DINAR: Diffusion Inpainting of Neural Textures for One-Shot Human Avatars
We present DINAR, an approach for creating realistic rigged fullbody avatars
from single RGB images. Similarly to previous works, our method uses neural
textures combined with the SMPL-X body model to achieve photo-realistic quality
of avatars while keeping them easy to animate and fast to infer. To restore the
texture, we use a latent diffusion model and show how such model can be trained
in the neural texture space. The use of the diffusion model allows us to
realistically reconstruct large unseen regions such as the back of a person
given the frontal view. The models in our pipeline are trained using 2D images
and videos only. In the experiments, our approach achieves state-of-the-art
rendering quality and good generalization to new poses and viewpoints. In
particular, the approach improves state-of-the-art on the SnapshotPeople public
benchmark
SynBody: Synthetic Dataset with Layered Human Models for 3D Human Perception and Modeling
Synthetic data has emerged as a promising source for 3D human research as it
offers low-cost access to large-scale human datasets. To advance the diversity
and annotation quality of human models, we introduce a new synthetic dataset,
SynBody, with three appealing features: 1) a clothed parametric human model
that can generate a diverse range of subjects; 2) the layered human
representation that naturally offers high-quality 3D annotations to support
multiple tasks; 3) a scalable system for producing realistic data to facilitate
real-world tasks. The dataset comprises 1.2M images with corresponding accurate
3D annotations, covering 10,000 human body models, 1,187 actions, and various
viewpoints. The dataset includes two subsets for human pose and shape
estimation as well as human neural rendering. Extensive experiments on SynBody
indicate that it substantially enhances both SMPL and SMPL-X estimation.
Furthermore, the incorporation of layered annotations offers a valuable
training resource for investigating the Human Neural Radiance Fields (NeRF).Comment: Accepted by ICCV 2023. Project webpage: https://synbody.github.io
Progressive refinement rendering of implicit surfaces
The visualisation of implicit surfaces can be an inefficient task when such surfaces are complex and highly detailed. Visualising a surface by first converting it to a
polygon mesh may lead to an excessive polygon count. Visualising a surface by direct ray casting is often a slow procedure. In this paper we present a progressive refinement renderer for implicit surfaces that are Lipschitz continuous. The renderer first displays a low resolution estimate of what the final image is going to be and, as the computation progresses, increases the quality of this estimate at an interactive frame rate. This renderer provides a quick previewing facility that significantly reduces the design cycle of a new and complex implicit surface. The renderer is also capable of completing an image faster than a conventional implicit surface rendering algorithm based on ray casting
VolumeEVM: A new surface/volume integrated model
Volume visualization is a very active research area in the field of scien-tific
visualization. The Extreme Vertices Model (EVM) has proven to be
a complete intermediate model to visualize and manipulate volume data
using a surface rendering approach. However, the ability to integrate the
advantages of surface rendering approach with the superiority in visual exploration
of the volume rendering would actually produce a very complete
visualization and edition system for volume data. Therefore, we decided
to define an enhanced EVM-based model which incorporates the volumetric
information required to achieved a nearly direct volume visualization
technique. Thus, VolumeEVM was designed maintaining the same EVM-based
data structure plus a sorted list of density values corresponding to
the EVM-based VoIs interior voxels. A function which relates interior
voxels of the EVM with the set of densities was mandatory to be defined.
This report presents the definition of this new surface/volume integrated
model based on the well known EVM encoding and propose implementations
of the main software-based direct volume rendering techniques
through the proposed model.Postprint (published version
Adaptive transfer functions: improved multiresolution visualization of medical models
The final publication is available at Springer via http://dx.doi.org/10.1007/s00371-016-1253-9Medical datasets are continuously increasing in size. Although larger models may be available for certain research purposes, in the common clinical practice the models are usually of up to 512x512x2000 voxels. These resolutions exceed the capabilities of conventional GPUs, the ones usually found in the medical doctors’ desktop PCs. Commercial solutions typically reduce the data by downsampling the dataset iteratively until it fits the available target specifications. The data loss reduces the visualization quality and this is not commonly compensated with other actions that might alleviate its effects. In this paper, we propose adaptive transfer functions, an algorithm that improves the transfer function in downsampled multiresolution models so that the quality of renderings is highly improved. The technique is simple and lightweight, and it is suitable, not only to visualize huge models that would not fit in a GPU, but also to render not-so-large models in mobile GPUs, which are less capable than their desktop counterparts. Moreover, it can also be used to accelerate rendering frame rates using lower levels of the multiresolution hierarchy while still maintaining high-quality results in a focus and context approach. We also show an evaluation of these results based on perceptual metrics.Peer ReviewedPostprint (author's final draft
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