ترغب بنشر مسار تعليمي؟ اضغط هنا

In this paper, the one-dimensional compressible Navier-Stokes system with outer pressure boundary conditions is investigated. Under some suitable assumptions, we prove that the specific volume and the temperature are bounded from below and above inde pendently of time, and then give the local and global existence of strong solutions. Furthermore, we also obtain the convergence of the global strong solution to a stationary state and the nonlinearly stability of its convergence. It is worth noticing that all the assumptions imposed on the initial data are the same as Takeyuki Nagasawa [Japan.J.Appl.Math.(1988)]. Therefore, our work can be regarded as an improvement of the results of Takeyuki.
Photo-realistic modeling and rendering of fuzzy objects with complex opacity are critical for numerous immersive VR/AR applications, but it suffers from strong view-dependent brightness, color. In this paper, we propose a novel scheme to generate opa city radiance fields with a convolutional neural renderer for fuzzy objects, which is the first to combine both explicit opacity supervision and convolutional mechanism into the neural radiance field framework so as to enable high-quality appearance and global consistent alpha mattes generation in arbitrary novel views. More specifically, we propose an efficient sampling strategy along with both the camera rays and image plane, which enables efficient radiance field sampling and learning in a patch-wise manner, as well as a novel volumetric feature integration scheme that generates per-patch hybrid feature embeddings to reconstruct the view-consistent fine-detailed appearance and opacity output. We further adopt a patch-wise adversarial training scheme to preserve both high-frequency appearance and opacity details in a self-supervised framework. We also introduce an effective multi-view image capture system to capture high-quality color and alpha maps for challenging fuzzy objects. Extensive experiments on existing and our new challenging fuzzy object dataset demonstrate that our method achieves photo-realistic, globally consistent, and fined detailed appearance and opacity free-viewpoint rendering for various fuzzy objects.
We introduce GNeRF, a framework to marry Generative Adversarial Networks (GAN) with Neural Radiance Field (NeRF) reconstruction for the complex scenarios with unknown and even randomly initialized camera poses. Recent NeRF-based advances have gained popularity for remarkable realistic novel view synthesis. However, most of them heavily rely on accurate camera poses estimation, while few recent methods can only optimize the unknown camera poses in roughly forward-facing scenes with relatively short camera trajectories and require rough camera poses initialization. Differently, our GNeRF only utilizes randomly initialized poses for complex outside-in scenarios. We propose a novel two-phases end-to-end framework. The first phase takes the use of GANs into the new realm for optimizing coarse camera poses and radiance fields jointly, while the second phase refines them with additional photometric loss. We overcome local minima using a hybrid and iterative optimization scheme. Extensive experiments on a variety of synthetic and natural scenes demonstrate the effectiveness of GNeRF. More impressively, our approach outperforms the baselines favorably in those scenes with repeated patterns or even low textures that are regarded as extremely challenging before.
We present MVSNeRF, a novel neural rendering approach that can efficiently reconstruct neural radiance fields for view synthesis. Unlike prior works on neural radiance fields that consider per-scene optimization on densely captured images, we propose a generic deep neural network that can reconstruct radiance fields from only three nearby input views via fast network inference. Our approach leverages plane-swept cost volumes (widely used in multi-view stereo) for geometry-aware scene reasoning, and combines this with physically based volume rendering for neural radiance field reconstruction. We train our network on real objects in the DTU dataset, and test it on three different datasets to evaluate its effectiveness and generalizability. Our approach can generalize across scenes (even indoor scenes, completely different from our training scenes of objects) and generate realistic view synthesis results using only three input images, significantly outperforming concurrent works on generalizable radiance field reconstruction. Moreover, if dense images are captured, our estimated radiance field representation can be easily fine-tuned; this leads to fast per-scene reconstruction with higher rendering quality and substantially less optimization time than NeRF.
Recently, Generative Adversarial Networks (GANs)} have been widely used for portrait image generation. However, in the latent space learned by GANs, different attributes, such as pose, shape, and texture style, are generally entangled, making the exp licit control of specific attributes difficult. To address this issue, we propose a SofGAN image generator to decouple the latent space of portraits into two subspaces: a geometry space and a texture space. The latent codes sampled from the two subspaces are fed to two network branches separately, one to generate the 3D geometry of portraits with canonical pose, and the other to generate textures. The aligned 3D geometries also come with semantic part segmentation, encoded as a semantic occupancy field (SOF). The SOF allows the rendering of consistent 2D semantic segmentation maps at arbitrary views, which are then fused with the generated texture maps and stylized to a portrait photo using our semantic instance-wise (SIW) module. Through extensive experiments, we show that our system can generate high quality portrait images with independently controllable geometry and texture attributes. The method also generalizes well in various applications such as appearance-consistent facial animation and dynamic styling.
We present a novel Relightable Neural Renderer (RNR) for simultaneous view synthesis and relighting using multi-view image inputs. Existing neural rendering (NR) does not explicitly model the physical rendering process and hence has limited capabilit ies on relighting. RNR instead models image formation in terms of environment lighting, object intrinsic attributes, and light transport function (LTF), each corresponding to a learnable component. In particular, the incorporation of a physically based rendering process not only enables relighting but also improves the quality of view synthesis. Comprehensive experiments on synthetic and real data show that RNR provides a practical and effective solution for conducting free-viewpoint relighting.
In this work, we demonstrate yet another approach to tackle the amodal segmentation problem. Specifically, we first introduce a new representation, namely a semantics-aware distance map (sem-dist map), to serve as our target for amodal segmentation i nstead of the commonly used masks and heatmaps. The sem-dist map is a kind of level-set representation, of which the different regions of an object are placed into different levels on the map according to their visibility. It is a natural extension of masks and heatmaps, where modal, amodal segmentation, as well as depth order information, are all well-described. Then we also introduce a novel convolutional neural network (CNN) architecture, which we refer to as semantic layering network, to estimate sem-dist maps layer by layer, from the global-level to the instance-level, for all objects in an image. Extensive experiments on the COCOA and D2SA datasets have demonstrated that our framework can predict amodal segmentation, occlusion and depth order with state-of-the-art performance.
We present a single-image 3D face synthesis technique that can handle challenging facial expressions while recovering fine geometric details. Our technique employs expression analysis for proxy face geometry generation and combines supervised and uns upervised learning for facial detail synthesis. On proxy generation, we conduct emotion prediction to determine a new expression-informed proxy. On detail synthesis, we present a Deep Facial Detail Net (DFDN) based on Conditional Generative Adversarial Net (CGAN) that employs both geometry and appearance loss functions. For geometry, we capture 366 high-quality 3D scans from 122 different subjects under 3 facial expressions. For appearance, we use additional 20K in-the-wild face images and apply image-based rendering to accommodate lighting variations. Comprehensive experiments demonstrate that our framework can produce high-quality 3D faces with realistic details under challenging facial expressions.
A surface light field represents the radiance of rays originating from any points on the surface in any directions. Traditional approaches require ultra-dense sampling to ensure the rendering quality. In this paper, we present a novel neural network based technique called deep surface light field or DSLF to use only moderate sampling for high fidelity rendering. DSLF automatically fills in the missing data by leveraging different sampling patterns across the vertices and at the same time eliminates redundancies due to the networks prediction capability. For real data, we address the image registration problem as well as conduct texture-aware remeshing for aligning texture edges with vertices to avoid blurring. Comprehensive experiments show that DSLF can further achieve high data compression ratio while facilitating real-time rendering on the GPU.
We report a peculiar dynamic phenomenon in granular gases, chain structures of head-on collisions caused by the boundary heated mechanism form a network in an Airbus micro-gravity experiment and horizontal vibrated one in the laboratory, which differ markedly from the grazing-collision-dominant in randomly driven granular fluid. This new order property is an orientation correlation between the relative position and the relative velocity of any particle pair, which weakens the collision frequency and leads a long range boundary effect. By the histogram of the relative position and the relative velocity, we find this position-velocity correlation is not only at limits of very small relative velocities but also large ones, which means the breakdown of molecular chaos assumption is not limited to a small portion of the phase space. Through a simple anisotropic angular distribution model of the relative position and the relative velocity, we could modify classical uniform angular integration results of mean field values taking the effect of the observed collision chain structure explicitly into account.
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا