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A Human-Perceived Softness Measure of Virtual 3D Objects

机译:虚拟3D对象的人眼感知软度度量

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摘要

We introduce the problem of computing a human-perceived softness measure for virtual 3D objects. As the virtual objects do not exist in the real world, we do not directly consider their physical properties but instead compute the human-perceived softness of the geometric shapes. In an initial experiment, we find that humans are highly consistent in their responses when given a pair of vertices on a 3D model and asked to select the vertex that they perceive to be more soft. This motivates us to take a crowdsourcing and machine learning framework. We collect crowdsourced data for such pairs of vertices. We then combine a learning-to-rank approach and a multi-layer neural network to learn a non-linear softness measure mapping any vertex to a softness value. For a new 3D shape, we can use the learned measure to compute the relative softness of every vertex on its surface. We demonstrate the robustness of our framework with a variety of 3D shapes and compare our non-linear learning approach with a linear method from previous work. Finally, we demonstrate the accuracy of our learned measure with user studies comparing our measure with the human-perceived softness of both virtual and real objects, and we show the usefulness of our measure with some applications.
机译:我们介绍了计算虚拟3D对象的人类感知的软度度量的问题。由于虚拟对象在现实世界中不存在,因此我们不直接考虑它们的物理属性,而是计算人类感知的几何形状的柔度。在最初的实验中,我们发现当在3D模型上给定一对顶点并要求选择他们认为更柔软的顶点时,人类的反应高度一致。这激励我们采用众包和机器学习框架。我们收集这些顶点对的众包数据。然后,我们将等级学习法和多层神经网络相结合,以学习将任何顶点映射到柔度值的非线性柔度度量。对于新的3D形状,我们可以使用学习到的度量来计算其表面上每个顶点的相对柔软度。我们演示了具有各种3D形状的框架的鲁棒性,并将非线性学习方法与先前工作中的线性方法进行了比较。最后,我们通过用户研究证明了我们所测得的度量的准确性,并将我们的度量与人类感知的虚拟对象和真实对象的柔软度进行了比较,并且我们展示了我们的度量在某些应用中的有用性。

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