506 research outputs found

    LIPIcs, Volume 251, ITCS 2023, Complete Volume

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    LIPIcs, Volume 251, ITCS 2023, Complete Volum

    2017 GREAT Day Program

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    SUNY Geneseo’s Eleventh Annual GREAT Day.https://knightscholar.geneseo.edu/program-2007/1011/thumbnail.jp

    Enhancing Mesh Deformation Realism: Dynamic Mesostructure Detailing and Procedural Microstructure Synthesis

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    Propomos uma solução para gerar dados de mapas de relevo dinâmicos para simular deformações em superfícies macias, com foco na pele humana. A solução incorpora a simulação de rugas ao nível mesoestrutural e utiliza texturas procedurais para adicionar detalhes de microestrutura estáticos. Oferece flexibilidade além da pele humana, permitindo a geração de padrões que imitam deformações em outros materiais macios, como couro, durante a animação. As soluções existentes para simular rugas e pistas de deformação frequentemente dependem de hardware especializado, que é dispendioso e de difícil acesso. Além disso, depender exclusivamente de dados capturados limita a direção artística e dificulta a adaptação a mudanças. Em contraste, a solução proposta permite a síntese dinâmica de texturas que se adaptam às deformações subjacentes da malha de forma fisicamente plausível. Vários métodos foram explorados para sintetizar rugas diretamente na geometria, mas sofrem de limitações como auto-interseções e maiores requisitos de armazenamento. A intervenção manual de artistas na criação de mapas de rugas e mapas de tensão permite controle, mas pode ser limitada em deformações complexas ou onde maior realismo seja necessário. O nosso trabalho destaca o potencial dos métodos procedimentais para aprimorar a geração de padrões de deformação dinâmica, incluindo rugas, com maior controle criativo e sem depender de dados capturados. A incorporação de padrões procedimentais estáticos melhora o realismo, e a abordagem pode ser estendida além da pele para outros materiais macios.We propose a solution for generating dynamic heightmap data to simulate deformations for soft surfaces, with a focus on human skin. The solution incorporates mesostructure-level wrinkles and utilizes procedural textures to add static microstructure details. It offers flexibility beyond human skin, enabling the generation of patterns mimicking deformations in other soft materials, such as leater, during animation. Existing solutions for simulating wrinkles and deformation cues often rely on specialized hardware, which is costly and not easily accessible. Moreover, relying solely on captured data limits artistic direction and hinders adaptability to changes. In contrast, our proposed solution provides dynamic texture synthesis that adapts to underlying mesh deformations. Various methods have been explored to synthesize wrinkles directly to the geometry, but they suffer from limitations such as self-intersections and increased storage requirements. Manual intervention by artists using wrinkle maps and tension maps provides control but may be limited to the physics-based simulations. Our research presents the potential of procedural methods to enhance the generation of dynamic deformation patterns, including wrinkles, with greater creative control and without reliance on captured data. Incorporating static procedural patterns improves realism, and the approach can be extended to other soft-materials beyond skin

    Efficient image-based rendering

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    Recent advancements in real-time ray tracing and deep learning have significantly enhanced the realism of computer-generated images. However, conventional 3D computer graphics (CG) can still be time-consuming and resource-intensive, particularly when creating photo-realistic simulations of complex or animated scenes. Image-based rendering (IBR) has emerged as an alternative approach that utilizes pre-captured images from the real world to generate realistic images in real-time, eliminating the need for extensive modeling. Although IBR has its advantages, it faces challenges in providing the same level of control over scene attributes as traditional CG pipelines and accurately reproducing complex scenes and objects with different materials, such as transparent objects. This thesis endeavors to address these issues by harnessing the power of deep learning and incorporating the fundamental principles of graphics and physical-based rendering. It offers an efficient solution that enables interactive manipulation of real-world dynamic scenes captured from sparse views, lighting positions, and times, as well as a physically-based approach that facilitates accurate reproduction of the view dependency effect resulting from the interaction between transparent objects and their surrounding environment. Additionally, this thesis develops a visibility metric that can identify artifacts in the reconstructed IBR images without observing the reference image, thereby contributing to the design of an effective IBR acquisition pipeline. Lastly, a perception-driven rendering technique is developed to provide high-fidelity visual content in virtual reality displays while retaining computational efficiency.Jüngste Fortschritte im Bereich Echtzeit-Raytracing und Deep Learning haben den Realismus computergenerierter Bilder erheblich verbessert. Konventionelle 3DComputergrafik (CG) kann jedoch nach wie vor zeit- und ressourcenintensiv sein, insbesondere bei der Erstellung fotorealistischer Simulationen von komplexen oder animierten Szenen. Das bildbasierte Rendering (IBR) hat sich als alternativer Ansatz herauskristallisiert, bei dem vorab aufgenommene Bilder aus der realen Welt verwendet werden, um realistische Bilder in Echtzeit zu erzeugen, so dass keine umfangreiche Modellierung erforderlich ist. Obwohl IBR seine Vorteile hat, ist es eine Herausforderung, das gleiche Maß an Kontrolle über Szenenattribute zu bieten wie traditionelle CG-Pipelines und komplexe Szenen und Objekte mit unterschiedlichen Materialien, wie z.B. transparente Objekte, akkurat wiederzugeben. In dieser Arbeit wird versucht, diese Probleme zu lösen, indem die Möglichkeiten des Deep Learning genutzt und die grundlegenden Prinzipien der Grafik und des physikalisch basierten Renderings einbezogen werden. Sie bietet eine effiziente Lösung, die eine interaktive Manipulation von dynamischen Szenen aus der realen Welt ermöglicht, die aus spärlichen Ansichten, Beleuchtungspositionen und Zeiten erfasst wurden, sowie einen physikalisch basierten Ansatz, der eine genaue Reproduktion des Effekts der Sichtabhängigkeit ermöglicht, der sich aus der Interaktion zwischen transparenten Objekten und ihrer Umgebung ergibt. Darüber hinaus wird in dieser Arbeit eine Sichtbarkeitsmetrik entwickelt, mit der Artefakte in den rekonstruierten IBR-Bildern identifiziert werden können, ohne das Referenzbild zu betrachten, und die somit zur Entwicklung einer effektiven IBR-Erfassungspipeline beiträgt. Schließlich wird ein wahrnehmungsgesteuertes Rendering-Verfahren entwickelt, um visuelle Inhalte in Virtual-Reality-Displays mit hoherWiedergabetreue zu liefern und gleichzeitig die Rechenleistung zu erhalten

    Brain Computations and Connectivity [2nd edition]

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    This is an open access title available under the terms of a CC BY-NC-ND 4.0 International licence. It is free to read on the Oxford Academic platform and offered as a free PDF download from OUP and selected open access locations. Brain Computations and Connectivity is about how the brain works. In order to understand this, it is essential to know what is computed by different brain systems; and how the computations are performed. The aim of this book is to elucidate what is computed in different brain systems; and to describe current biologically plausible computational approaches and models of how each of these brain systems computes. Understanding the brain in this way has enormous potential for understanding ourselves better in health and in disease. Potential applications of this understanding are to the treatment of the brain in disease; and to artificial intelligence which will benefit from knowledge of how the brain performs many of its extraordinarily impressive functions. This book is pioneering in taking this approach to brain function: to consider what is computed by many of our brain systems; and how it is computed, and updates by much new evidence including the connectivity of the human brain the earlier book: Rolls (2021) Brain Computations: What and How, Oxford University Press. Brain Computations and Connectivity will be of interest to all scientists interested in brain function and how the brain works, whether they are from neuroscience, or from medical sciences including neurology and psychiatry, or from the area of computational science including machine learning and artificial intelligence, or from areas such as theoretical physics

    No love in war: a story of Christian nationalism

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    This book is an auto-ethnographic account of the everyday realities of life without love, among those who pursue war. It documents the ways that Dominionist theologies (the recovery of a theocratic state, with Christians in key positions of influence in all institutions) manifest in interpersonal relationships, resulting in manipulative, often violent misogyny, racism and homophobia. It follows the disordered and erratic trajectory of a woman’s life – the author’s life – moving through three concentric circles of influence in the Dominionist movement, from extremist middle to outer, softer rim, focusing in particular on the New Apostolic Reformation, Christian Reconstructionism and Neo-Calvinism in the United States

    Changing Priorities. 3rd VIBRArch

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    In order to warrant a good present and future for people around the planet and to safe the care of the planet itself, research in architecture has to release all its potential. Therefore, the aims of the 3rd Valencia International Biennial of Research in Architecture are: - To focus on the most relevant needs of humanity and the planet and what architectural research can do for solving them. - To assess the evolution of architectural research in traditionally matters of interest and the current state of these popular and widespread topics. - To deepen in the current state and findings of architectural research on subjects akin to post-capitalism and frequently related to equal opportunities and the universal right to personal development and happiness. - To showcase all kinds of research related to the new and holistic concept of sustainability and to climate emergency. - To place in the spotlight those ongoing works or available proposals developed by architectural researchers in order to combat the effects of the COVID-19 pandemic. - To underline the capacity of architectural research to develop resiliency and abilities to adapt itself to changing priorities. - To highlight architecture's multidisciplinarity as a melting pot of multiple approaches, points of view and expertise. - To open new perspectives for architectural research by promoting the development of multidisciplinary and inter-university networks and research groups. For all that, the 3rd Valencia International Biennial of Research in Architecture is open not only to architects, but also for any academic, practitioner, professional or student with a determination to develop research in architecture or neighboring fields.Cabrera Fausto, I. (2023). Changing Priorities. 3rd VIBRArch. Editorial Universitat Politècnica de València. https://doi.org/10.4995/VIBRArch2022.2022.1686
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