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We investigated coherence delocalization on a coupled-cavity molecular polariton platform in time, frequency, and spatial domains, enabled by ultrafast two-dimensional infrared hyperspectral imaging. Unidirectional coherence delocalization (coherence prepared in one cavity transfer to another cavity) was observed in frequency and real spaces. This directionality was enabled by dissipation of delocalized photon from high-energy to low-energy modes, described by Lindblad dynamics. Further experiments showed that when coherences were directly prepared across cavities (superpositions between polaritons from different cavities), only energetically nearby polaritons could form coherences that survived the long-range environmental fluctuation. Together with the Lindblad dynamics, this result implied that coherences delocalized through a one-step mechanism where photons transferred from one cavity to another, shedding lights to coherence evolution in natural and artificial quantum systems. This work also demonstrated a way of combining photon and molecular modes to simulate coherence dynamics.
Recent work has demonstrated that volumetric scene representations combined with differentiable volume rendering can enable photo-realistic rendering for challenging scenes that mesh reconstruction fails on. However, these methods entangle geometry a nd appearance in a black-box volume that cannot be edited. Instead, we present an approach that explicitly disentangles geometry--represented as a continuous 3D volume--from appearance--represented as a continuous 2D texture map. We achieve this by introducing a 3D-to-2D texture mapping (or surface parameterization) network into volumetric representations. We constrain this texture mapping network using an additional 2D-to-3D inverse mapping network and a novel cycle consistency loss to make 3D surface points map to 2D texture points that map back to the original 3D points. We demonstrate that this representation can be reconstructed using only multi-view image supervision and generates high-quality rendering results. More importantly, by separating geometry and texture, we allow users to edit appearance by simply editing 2D texture maps.
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