97 research outputs found

    Efficient algorithms for occlusion culling and shadows

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    The goal of this research is to develop more efficient techniques for computing the visibility and shadows in real-time rendering of three-dimensional scenes. Visibility algorithms determine what is visible from a camera, whereas shadow algorithms solve the same problem from the viewpoint of a light source. In rendering, a lot of computational resources are often spent on primitives that are not visible in the final image. One visibility algorithm for reducing the overhead is occlusion culling, which quickly discards the objects or primitives that are obstructed from the view by other primitives. A new method is presented for performing occlusion culling using silhouettes of meshes instead of triangles. Additionally, modifications are suggested to occlusion queries in order to reduce their computational overhead. The performance of currently available graphics hardware depends on the ordering of input primitives. A new technique, called delay streams, is proposed as a generic solution to order-dependent problems. The technique significantly reduces the pixel processing requirements by improving the efficiency of occlusion culling inside graphics hardware. Additionally, the memory requirements of order-independent transparency algorithms are reduced. A shadow map is a discretized representation of the scene geometry as seen by a light source. Typically the discretization causes difficult aliasing issues, such as jagged shadow boundaries and incorrect self-shadowing. A novel solution is presented for suppressing all types of aliasing artifacts by providing the correct sampling points for shadow maps, thus fully abandoning the previously used regular structures. Also, a simple technique is introduced for limiting the shadow map lookups to the pixels that get projected inside the shadow map. The fillrate problem of hardware-accelerated shadow volumes is greatly reduced with a new hierarchical rendering technique. The algorithm performs per-pixel shadow computations only at visible shadow boundaries, and uses lower resolution shadows for the parts of the screen that are guaranteed to be either fully lit or fully in shadow. The proposed techniques are expected to improve the rendering performance in most real-time applications that use 3D graphics, especially in computer games. More efficient algorithms for occlusion culling and shadows are important steps towards larger, more realistic virtual environments.reviewe

    A Style-Based Generator Architecture for Generative Adversarial Networks

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    We propose an alternative generator architecture for generative adversarial networks, borrowing from style transfer literature. The new architecture leads to an automatically learned, unsupervised separation of high-level attributes (e.g., pose and identity when trained on human faces) and stochastic variation in the generated images (e.g., freckles, hair), and it enables intuitive, scale-specific control of the synthesis. The new generator improves the state-of-the-art in terms of traditional distribution quality metrics, leads to demonstrably better interpolation properties, and also better disentangles the latent factors of variation. To quantify interpolation quality and disentanglement, we propose two new, automated methods that are applicable to any generator architecture. Finally, we introduce a new, highly varied and high-quality dataset of human faces.Comment: CVPR 2019 final versio

    StyleGAN-T: Unlocking the Power of GANs for Fast Large-Scale Text-to-Image Synthesis

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    Text-to-image synthesis has recently seen significant progress thanks to large pretrained language models, large-scale training data, and the introduction of scalable model families such as diffusion and autoregressive models. However, the best-performing models require iterative evaluation to generate a single sample. In contrast, generative adversarial networks (GANs) only need a single forward pass. They are thus much faster, but they currently remain far behind the state-of-the-art in large-scale text-to-image synthesis. This paper aims to identify the necessary steps to regain competitiveness. Our proposed model, StyleGAN-T, addresses the specific requirements of large-scale text-to-image synthesis, such as large capacity, stable training on diverse datasets, strong text alignment, and controllable variation vs. text alignment tradeoff. StyleGAN-T significantly improves over previous GANs and outperforms distilled diffusion models - the previous state-of-the-art in fast text-to-image synthesis - in terms of sample quality and speed.Comment: Project page: https://sites.google.com/view/stylegan-t

    Semi-supervised semantic segmentation needs strong, varied perturbations

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    Consistency regularization describes a class of approaches that have yielded ground breaking results in semi-supervised classification problems. Prior work has established the cluster assumption - under which the data distribution consists of uniform class clusters of samples separated by low density regions - as important to its success. We analyze the problem of semantic segmentation and find that its' distribution does not exhibit low density regions separating classes and offer this as an explanation for why semi-supervised segmentation is a challenging problem, with only a few reports of success. We then identify choice of augmentation as key to obtaining reliable performance without such low-density regions. We find that adapted variants of the recently proposed CutOut and CutMix augmentation techniques yield state-of-the-art semi-supervised semantic segmentation results in standard datasets. Furthermore, given its challenging nature we propose that semantic segmentation acts as an effective acid test for evaluating semi-supervised regularizers. Implementation at: https://github.com/Britefury/cutmix-semisup-seg.Comment: 21 pages, 7 figures, accepted to BMVC 202

    Circadian preferences and sleep in 15- to 20-year old Finnish students

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    Purpose Despite progress in research concerning adolescent and young adult sleep and circadian preferences, several aspects have remained unexamined. This study explored gender and diurnal rhythms in relation to several sleep-related factors: sleep duration, bedtime, wake-up time, tiredness, sleepiness, and optimal subjective sleep duration Methods Circadian preferences and sleep were investigated in 555 (Females N=247) Finnish students aged 15–20. The self-report measures included a shortened version of the Horne-Östberg Morningness-Eveningness Scale, the Epworth Sleepiness Scale as well as items probing feelings of tiredness, optimal subjective sleep durations, and bedtime and wake-up time on the most recent day and a typical weekend. Data were collected from Tuesday to Thursday during an ordinary school week. Results and conclusion The most frequent chronotype was the intermediate type (54%), and compared to previous studies, the prevalence of evening-oriented individuals was high (37%), whereas only 9% of the participants were classified as morning oriented. No gender-specific or chronotype-specific differences in sleep durations were observed, but girls/women and evening-orientated individuals reported suffering more from sleepiness, compared to boys/men and more morning-typed participants, respectively. About 20% of the total sample indicated that their subjective need for sleep was not satisfied during the weekdays nor the weekend, indicating chronic sleep deprivation. Among girls/women and evening-oriented individuals, the subjective sleep need was greater for weekday nights.Peer reviewe
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