Point cloud data have been extensively studied due to their compact form and flexibility in representing complex 3D geometries and structures. The ability of point cloud data to accurately capture and represent intricate 3D geometry makes it an ideal choice for a wide range of applications, including 3D computer graphics, autonomous driving, robotics, and augmented reality, all of which require an understanding of the underlying geometry and spatial structures. Given the challenges associated with annotating large-scale point clouds, self-supervised point cloud representation learning has attracted increasing attention in recent years. It aims to learn generic and useful point cloud representations from unlabeled data, circumventing the need for extensive manual annotation. In this paper, we present a comprehensive survey of self-supervised point cloud representation learning using DNNs. We begin by presenting the motivation and general trends in recent research, then briefly introduce commonly used datasets and evaluation metrics. Next, we extensively explore self-supervised point cloud representation learning methods. Finally, we share our thoughts on some of the challenges and potential issues that future research into self-supervised learning for pre-training 3D point clouds may encounter. Our curated bibliography can be found at https://github.com/EtronTech/Awesome_3DSSL.
- Article type
- Year
- Co-author
Open Access
Review Article
Issue
Open Access
Research Article
Issue
We propose PortraitACG, a novel framework for user-guided portrait image editing that leverages an asymmetric conditional generative adversarial network (GAN), which supports the fine-grained editing of geometries, colors, lights, and shadows using a single neural network model. Existing conditional GAN-based approaches usually feed the same conditional information into generators and discriminators, which is sub-optimal because these two modules are designed for different purposes. To facilitate flexible user-guided editing, we propose a novel asymmetric conditional GAN, where the generators take the transformed conditional inputs, such as edge maps, color palettes, sliders, and masks, that can be directly edited by the user, and the discriminators take the conditional inputs in a way that can guide controllable image generation more effectively. This allows image editing operations to be performed in a simpler and more intuitive manner. For example, the user can directly use a color palette to specify the desired colors of hair, skin, eyes, lips, and background and use a slider to blend colors. Moreover, users can edit the lights and shadows by modifying their corresponding masks.
Open Access
Research Article
Issue
The explosive growth of social media means portrait editing and retouching are in high demand. While portraits are commonly captured and stored as raster images, editing raster images is non-trivial and requires the user to be highly skilled. Aiming at developing intuitive and easy-to-use portrait editing tools, we propose a novel vectorization method that can automatically convert raster images into a 3-tier hierarchical representation. The base layer consists of a set of sparse diffusion curves (DCs) which characterize salient geometric features and low-frequency colors, providing a means for semantic color transfer and facial expression editing. The middle level encodes specular highlights and shadows as large, editable Poisson regions (PRs) and allows the user to directly adjust illumination by tuning the strength and changing the shapes of PRs. The top level contains two types of pixel-sized PRs for high-frequency residuals and fine details such as pimples and pigmentation. We train a deep generative model that can produce high-frequency residuals automatically. Thanks to the inherent meaning in vector primitives, editing portraits becomes easy and intuitive. In particular, our method supports color transfer, facial expression editing, highlight and shadow editing, and automatic retouching. To quantitatively evaluate the results, we extend the commonly used FLIP metric (which measures color and feature differences between two images) to consider illumination. The new metric, illumination-sensitive FLIP, can effectively capture salient changes in color transfer results, and is more consistent with human perception than FLIP and other quality measures for portrait images. We evaluate our method on the FFHQR dataset and show it to be effective for common portrait editing tasks, such as retouching, light editing, color transfer, and expression editing.
Open Access
Research Article
Issue
We present a simple yet effective method for constructing 3D self-supporting surfaces with planar quadrilateral (PQ) elements. Starting with a triangular discretization of a self-supporting surface, we firstcompute the principal curvatures and directions of each triangular face using a new discrete differential geometryapproach, yielding more accurate results than existing methods. Then, we smooth the principal direction field to reduce the number of singularities. Next, we partition all faces into two groups in terms of principalcurvature difference. For each face with small curvature difference, we compute a stretch matrix that turns the principal directions into a pair of conjugate directions. For the remaining triangular faces, we simply keep their smoothed principal directions. Finally, applying a mixed-integer programming solver to the mixed principal and conjugate direction field, we obtain a planar quadrilateral mesh. Experimental results show that our method is computationally efficient and can yield high-quality PQ meshes that well approximate the geometry of the input surfaces and maintain their self-supporting properties.
Open Access
Research Article
Issue
In this paper, we propose a simple-yet-effective method for isotropic meshing relying on Euclidean distance transformation based centroidal Voronoi tessellation (CVT). Our approach improves the performance and robustness of computing CVT on curved domains while simultaneously providing high-quality output meshes. While conventional extrinsic methods compute CVTs in the entire volume bounded by the input model, we restrict the computation to a 3D shell of user-controlled thickness. Taking voxels which contain surface samples as sites, we compute the exact Euclidean distance transform on the GPU. Our algorithm is parallel and memory-efficient, and can construct the shell space for resolutions up to 20483 at interactive speed. The 3D centroidal Voronoi tessellation and restricted Voronoi diagrams are also computed efficiently on the GPU. Since the shell space can bridge holes and gaps smaller than a certain tolerance, and tolerate non-manifold edges and degenerate triangles, our algorithm can handle models with such defects, which typically cause conventional remeshing methods to fail. Our method can process implicit surfaces, polyhedral surfaces, and point clouds in a unified framework. Computational results show that our GPU-based isotropic meshing algorithm produces results comparable to state-of-the-art techniques, but is significantly faster than conventional CPU-based implementations.
Open Access
Issue
Affine ellipses/ellipsoids based bounding volumes are widely used in various graphics applications, such as ray tracing and collision detection. They provide a much tighter fit than the regular ellipses/ellipsoids. The most important operation involved is to compute the closest/farthest point, on a given ellipse/ellipsoid, with respect to a user specified point. In this paper, we first formulate such a problem for the ellipse case into solving a quartic equation and then for the ellipsoid case by solving a system of quartic equations. The method proposed in this paper is elegant and highly efficient.
京公网安备11010802044758号