3,215 research outputs found

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Capture, Learning, and Synthesis of 3D Speaking Styles

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    Audio-driven 3D facial animation has been widely explored, but achieving realistic, human-like performance is still unsolved. This is due to the lack of available 3D datasets, models, and standard evaluation metrics. To address this, we introduce a unique 4D face dataset with about 29 minutes of 4D scans captured at 60 fps and synchronized audio from 12 speakers. We then train a neural network on our dataset that factors identity from facial motion. The learned model, VOCA (Voice Operated Character Animation) takes any speech signal as input - even speech in languages other than English - and realistically animates a wide range of adult faces. Conditioning on subject labels during training allows the model to learn a variety of realistic speaking styles. VOCA also provides animator controls to alter speaking style, identity-dependent facial shape, and pose (i.e. head, jaw, and eyeball rotations) during animation. To our knowledge, VOCA is the only realistic 3D facial animation model that is readily applicable to unseen subjects without retargeting. This makes VOCA suitable for tasks like in-game video, virtual reality avatars, or any scenario in which the speaker, speech, or language is not known in advance. We make the dataset and model available for research purposes at http://voca.is.tue.mpg.de.Comment: To appear in CVPR 201

    Perceptual Quality Evaluation of 3D Triangle Mesh: A Technical Review

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    © 2018 IEEE. During mesh processing operations (e.g. simplifications, compression, and watermarking), a 3D triangle mesh is subject to various visible distortions on mesh surface which result in a need to estimate visual quality. The necessity of perceptual quality evaluation is already established, as in most cases, human beings are the end users of 3D meshes. To measure such kinds of distortions, the metrics that consider geometric measures integrating human visual system (HVS) is called perceptual quality metrics. In this paper, we direct an expansive study on 3D mesh quality evaluation mostly focusing on recently proposed perceptual based metrics. We limit our study on greyscale static mesh evaluation and attempt to figure out the most workable method for real-Time evaluation by making a quantitative comparison. This paper also discusses in detail how to evaluate objective metric's performance with existing subjective databases. In this work, we likewise research the utilization of the psychometric function to expel non-linearity between subjective and objective values. Finally, we draw a comparison among some selected quality metrics and it shows that curvature tensor based quality metrics predicts consistent result in terms of correlation

    Efficient Synthesis of Room Acoustics via Scattering Delay Networks

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    An acoustic reverberator consisting of a network of delay lines connected via scattering junctions is proposed. All parameters of the reverberator are derived from physical properties of the enclosure it simulates. It allows for simulation of unequal and frequency-dependent wall absorption, as well as directional sources and microphones. The reverberator renders the first-order reflections exactly, while making progressively coarser approximations of higher-order reflections. The rate of energy decay is close to that obtained with the image method (IM) and consistent with the predictions of Sabine and Eyring equations. The time evolution of the normalized echo density, which was previously shown to be correlated with the perceived texture of reverberation, is also close to that of IM. However, its computational complexity is one to two orders of magnitude lower, comparable to the computational complexity of a feedback delay network (FDN), and its memory requirements are negligible

    Virtual Rephotography: Novel View Prediction Error for 3D Reconstruction

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    The ultimate goal of many image-based modeling systems is to render photo-realistic novel views of a scene without visible artifacts. Existing evaluation metrics and benchmarks focus mainly on the geometric accuracy of the reconstructed model, which is, however, a poor predictor of visual accuracy. Furthermore, using only geometric accuracy by itself does not allow evaluating systems that either lack a geometric scene representation or utilize coarse proxy geometry. Examples include light field or image-based rendering systems. We propose a unified evaluation approach based on novel view prediction error that is able to analyze the visual quality of any method that can render novel views from input images. One of the key advantages of this approach is that it does not require ground truth geometry. This dramatically simplifies the creation of test datasets and benchmarks. It also allows us to evaluate the quality of an unknown scene during the acquisition and reconstruction process, which is useful for acquisition planning. We evaluate our approach on a range of methods including standard geometry-plus-texture pipelines as well as image-based rendering techniques, compare it to existing geometry-based benchmarks, and demonstrate its utility for a range of use cases.Comment: 10 pages, 12 figures, paper was submitted to ACM Transactions on Graphics for revie

    A perceptual quality metric for 3D triangle meshes based on spatial pooling

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    © 2018, Higher Education Press and Springer-Verlag GmbH Germany, part of Springer Nature. In computer graphics, various processing operations are applied to 3D triangle meshes and these processes often involve distortions, which affect the visual quality of surface geometry. In this context, perceptual quality assessment of 3D triangle meshes has become a crucial issue. In this paper, we propose a new objective quality metric for assessing the visual difference between a reference mesh and a corresponding distorted mesh. Our analysis indicates that the overall quality of a distorted mesh is sensitive to the distortion distribution. The proposed metric is based on a spatial pooling strategy and statistical descriptors of the distortion distribution. We generate a perceptual distortion map for vertices in the reference mesh while taking into account the visual masking effect of the human visual system. The proposed metric extracts statistical descriptors from the distortion map as the feature vector to represent the overall mesh quality. With the feature vector as input, we adopt a support vector regression model to predict the mesh quality score.We validate the performance of our method with three publicly available databases, and the comparison with state-of-the-art metrics demonstrates the superiority of our method. Experimental results show that our proposed method achieves a high correlation between objective assessment and subjective scores
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