SIGGRAPH Asia 2019 Papers

ACM SIGGRAPH Asia Conference

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93papers

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Learning Efficient Illumination Multiplexing for Joint Capture of Reflectance and Shape

Kaizhang Kang, Cihui Xie, Chengan He, Mingqi Yi, Minyi Gu, Zimin Chen, Kun Zhou, Hongzhi Wu

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We propose a novel framework that automatically learns the lighting patterns for efficient, joint acquisition of unknown reflectance and shape. The core of our framework is a deep neural network, with a shared linear encoder that directly corresponds to the lighting patterns used in physical acquisition, as well as non-linear decoders that output per-pixel normal and diffuse / specular information from photographs. We exploit the diffuse and normal information from multiple views to reconstruct a detailed 3D shape, and then fit BRDF parameters to the diffuse / specular information, producing texture maps as reflectance results. We demonstrate the effectiveness of the framework with physical objects that vary considerably in reflectance and shape, acquired with as few as 16 ~ 32 lighting patterns that correspond to 7 ~ 15 seconds of per-view acquisition time. Our framework is useful for optimizing the efficiency in both novel and existing setups, as it can automatically adapt to various factors, including the geometry / the lighting layout of the device and the properties of appearance.

Technical Paper
Learning Body Shape Variation in Physics-based Characters

Jungdam Won, Jehee Lee

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Recently, deep reinforcement learning (DRL) has attracted great attention in designing controllers for physics-based characters. Despite the recent success of DRL, the learned controller is viable for a single character. Changes in body size and proportions require learning controllers from scratch. In this paper, we present a new method of learning parametric controllers for body shape variation. A single parametric controller enables us to simulate and control various characters having different heights, weights, and body proportions. The users are allowed to create new characters through body shape parameters, and they can control the characters immediately. Our characters can also change their body shapes on the fly during simulation. The key to the success of our approach includes the adaptive sampling of body shapes that tackles the challenges in learning parametric controllers, which relies on the marginal value function that measures control capabilities of body shapes. We demonstrate parametric controllers for various physically simulated characters such as bipeds, quadrupeds, and underwater animals.

Technical Paper
Learning Adaptive Hierarchical Cuboid Abstractions of 3D Shape Collections

Chun-Yu Sun, Qian-Fang Zou, Xin Tong, Yang Liu

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Abstracting man-made 3D objects as assemblies of primitives, i.e., shape abstraction, is an important task in 3D shape understanding and analysis. In this paper, we propose an unsupervised learning method for automatically constructing compact and expressive shape abstractions of 3D objects in a class. The key idea of our approach is an adaptive hierarchical cuboid representation that abstracts a 3D shape with a set of parametric cuboids adaptively selected from a hierarchical and multi-level cuboid representation shared by all objects in the class. The adaptive hierarchical cuboid abstraction offers a compact representation for modeling the variant shape structures and their coherence at different abstraction levels. Based on this representation, we design a convolutional neural network (CNN) for predicting the parameters of each cuboid in the hierarchical cuboid representation and the adaptive selection mask of cuboids for each input 3D shape. For training the CNN from an unlabeled 3D shape collection, we propose a set of novel loss functions to maximize the approximation quality and compactness of the adaptive hierarchical cuboid abstraction and present a progressive training scheme to refine the cuboid parameters and the cuboid selection mask effectively. We evaluate the effectiveness of our approach on various 3D shape collections and demonstrate its advantages over the existing cuboid abstraction approach. We also illustrate applications of the resulting adaptive cuboid representations in various shape analysis and manipulation tasks.

Technical Paper
Learned Large Field-of-View Imaging With Thin-Plate Optics

YIFAN PENG, QILIN SUN, XIONG DUN, GORDON WETZSTEIN, WOLFGANG HEIDRICH, FELIX HEIDE

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Typical camera optics consist of a system of individual elements that are designed to compensate for the aberrations of a single lens. Recent computational cameras shift some of this correction task from the optics to post-capture processing, reducing the imaging optics to only a few optical elements. However, these systems only achieve reasonable image quality by limiting the field of view (FOV) to a few degrees - effectively ignoring severe off-axis aberrations with blur sizes of multiple hundred pixels. In this paper, we propose a lens design and learned reconstruction architecture that lift this limitation and provide an order of magnitude increase in field of view using only a single thin-plate lens element. Specifically, we design a lens to produce spatially shift-invariant point spread functions, over the full FOV, that are tailored to the proposed reconstruction architecture. We achieve this with a mixture PSF, consisting of a peak and and a low-pass component, which provides residual contrast instead of a small spot size as in traditional lens designs. To perform the reconstruction, we train a deep network on captured data from a display lab setup, eliminating the need for manual acquisition of training data in the field. We assess the proposed method in simulation and experimentally with a prototype camera system. We compare our system against existing single-element designs, including an aspherical lens and a pinhole, and we compare against a complex multielement lens, validating high-quality large field-of-view (i.e. 53°) imaging performance using only a single thin-plate element.

Technical Paper
Language-based Colorization of Scene Sketches

Changqing Zou, Haoran Mo, Chengying Gao, Ruofei Du, Hongbo Fu

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Being natural, touchless, and fun-embracing, language-based inputs have been demonstrated effective for various tasks from image generation to literacy education for children. This paper for the first time presents a language-based system for interactive colorization of scene sketches, based on semantic comprehension. The proposed system is built upon deep neural networks trained on a large-scale repository of scene sketches and cartoonstyle color images with text descriptions. Given a scene sketch, our system allows users, via language-based instructions, to interactively localize and colorize specific foreground object instances to meet various colorization requirements in a progressive way. We demonstrate the effectiveness of our approach via comprehensive experimental results including alternative studies, comparison with the state-of-the-art methods, and generalization user studies. Given the unique characteristics of language-based inputs, we envision a combination of our interface with a traditional scribble-based interface for a practical multimodal colorization system, benefiting various applications. The dataset and source code can be found at https://github.com/SketchyScene/SketchySceneColorization.

Technical Paper
LOGAN: Unpaired Shape Transform in Latent Overcomplete Space

Kangxue Yin, Zhiqin Chen, Hui Huang, Daniel Cohen-Or, Hao (Richard) Zhang

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We introduce LOGAN, a deep neural network aimed at learning generalpurpose shape transforms from unpaired domains. The network is trained on two sets of shapes, e.g., tables and chairs, while there is neither a pairing between shapes from the domains as supervision nor any point-wise correspondence between any shapes. Once trained, LOGAN takes a shape from one domain and transforms it into the other. Our network consists of an autoencoder to encode shapes from the two input domains into a common latent space, where the latent codes concatenate multi-scale shape features, resulting in an overcomplete representation. The translator is based on a generative adversarial network (GAN), operating in the latent space, where an adversarial loss enforces cross-domain translation while a feature preservation loss ensures that the right shape features are preserved for a natural shape transform. We conduct ablation studies to validate each of our key network designs and demonstrate superior capabilities in unpaired shape transforms on a variety of examples over baselines and state-of-the-art approaches. We show that LOGAN is able to learn what shape features to preserve during shape translation, either local or non-local, whether content or style, depending solely on the input domains for training.

Technical Paper
Integral formulations of volumetric transmittance

Iliyan Georgiev, Zackary Misso, Toshiya Hachisuka, Derek Nowrouzezahrai, Jaroslav Krivanek, Wojciech Jarosz

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Computing the light attenuation between two given points is an essential yet expensive task in volumetric light transport simulation. Existing unbiased transmittance estimators are all based on "null-scattering" random walks enabled by augmenting the media with fictitious matter. This formulation prevents the use of traditional Monte Carlo estimator variance analysis, thus the efficiency of such methods is understood from a mostly empirical perspective. In this paper, we present several novel integral formulations of volumetric transmittance in which existing estimators arise as direct Monte Carlo estimators. Breaking from physical intuition, we show that the null-scattering concept is not strictly required for unbiased transmittance estimation, but is a form of control variates for effectively reducing variance. Our formulations bring new insight into the problem and the efficiency of existing estimators. They also provide a framework for devising new types of transmittance estimators with distinct and complementary performance tradeoffs, as well as a clear recipe for applying sample stratification.

Technical Paper
Holographic Near-Eye Displays Based on Overlap-Add Stereograms

Nitish Padmanaban, Yifan Peng, Gordon Wetzstein

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Holographic near-eye displays are a key enabling technology for virtual and augmented reality (VR/AR) applications. Holographic stereograms (HS) are a method of encoding a light field into a hologram, which enables them to natively support view-dependent lighting effects. However, existing HS algorithms require the choice of a hogel size, forcing a tradeoff between spatial and angular resolution. Based on the fact that the short-time Fourier transform (STFT) connects a hologram to its observable light field, we develop the overlap-add stereogram (OLAS) as the correct method of "inverting" the light field into a hologram via the STFT. The OLAS makes more efficient use of the information contained within the light field than previous HS algorithms, exhibiting better image quality at a range of distances and hogel sizes. Most remarkably, the OLAS does not degrade spatial resolution with increasing hogel size, overcoming the spatio-angular resolution tradeoff that previous HS algorithms face. Importantly, the optimal hogel size of previous methods typically varies with the depth of every object in a scene, making the OLAS not only a hogel size-invariant method, but also nearly scene independent. We demonstrate the performance of the OLAS both in simulation and on a prototype near-eye display system, showing focusing capabilities and view-dependent effects.

Technical Paper
Hierarchical and View-invariant Light Field Segmentation by Maximizing Entropy Rate on 4D Ray Graphs

Rui Li, Wolfgang Heidrich

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Image segmentation is an important first step of many image processing, computer graphics, and computer vision pipelines. Unfortunately, it remains difficult to automatically and robustly segment cluttered scenes, or scenes in which multiple objects have similar color and texture. In these scenarios, light fields offer much richer cues that can be used efficiently to drastically improve the quality and robustness of segmentations. In this paper we introduce a new light field segmentation method that respects texture appearance, depth consistency, as well as occlusion, and creates well-shaped segments that are robust under view point changes. Furthermore, our segmentation is hierarchical, i.e. with a single optimization, a whole hierarchy of segmentations with different numbers of regions is available. All this is achieved with a submodular objective function that allows for efficient greedy optimization. Finally, we introduce a new tree-array type data structure, i.e. a disjoint tree, to efficiently perform submodular optimization on very large graphs. This approach is of interest beyond our specific application of light field segmentation. We demonstrate the efficacy of our method on a number of synthetic and real data sets, and show how the obtained segmentations can be used for applications in image processing and graphics.

Technical Paper
Handheld Mobile Photography in Very Low Light

Orly Liba, Kiran Murthy, Yun-Ta Tsai, Timothy Brooks, Tianfan Xue, Nikhil Karnad, Qiurui He, Jonathan T. Barron, Dillon Sharlet, Ryan Geiss, Samuel W. Hasinoff, Yael Pritch, Marc Levoy

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Taking photographs in low light using a mobile phone is challenging and rarely produces pleasing results. Aside from the physical limits imposed by read noise and photon shot noise, these cameras are typically handheld, have small apertures and sensors, use mass-produced analog electronics that cannot easily be cooled, and are commonly used to photograph subjects that move, like children and pets. In this paper we describe a system for capturing clean, sharp, colorful photographs in light as low as 0.3 lux, where human vision becomes monochromatic and indistinct. To permit handheld photography without flash illumination, we capture, align, and combine multiple frames. Our system employs "motion metering", which uses an estimate of motion magnitudes (whether due to handshake or moving objects) to identify the number of frames and the per-frame exposure times that together minimize both noise and motion blur in a captured burst. We combine these frames using robust alignment and merging techniques that are specialized for high-noise imagery. To ensure accurate colors in such low light, we employ a learning-based auto white balancing algorithm. To prevent the photographs from looking like they were shot in daylight, we use tone mapping techniques inspired by illusionistic painting: increasing contrast, crushing shadows to black, and surrounding the scene with darkness. All of these processes are performed using the limited computational resources of a mobile device. Our system can be used by novice photographers to produce shareable pictures in a few seconds based on a single shutter press, even in environments so dim that humans cannot see clearly.

Technical Paper
GradNet: Unsupervised Deep Screened Poisson Reconstruction for Gradient-Domain Rendering

Jie Guo, Mengtian Li, Quewei Li, Yuting Qiang, Bingyang Hu, Yanwen Guo, Ling-Qi Yan

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Monte Carlo (MC) methods for light transport simulation are flexible and general but typically suffer from high variance and slow convergence. Gradientdomain rendering alleviates this problem by additionally generating image gradients and reformulating rendering as a screened Poisson image reconstruction problem. To improve the quality and performance of the reconstruction, we propose a novel and practical deep learning based approach in this paper. The core of our approach is a multi-branch auto-encoder, termed GradNet, which end-to-end learns a mapping from a noisy input image and its corresponding image gradients to a high-quality image with low variance. Once trained, our network is fast to evaluate and does not require manual parameter tweaking. Due to the difficulty in preparing ground-truth images for training, we design and train our network in a completely unsupervised manner by learning directly from the input data. This is the first solution incorporating unsupervised deep learning into the gradient-domain rendering framework. The loss function is defined as an energy function including a data fidelity term and a gradient fidelity term. To further reduce the noise of the reconstructed image, the loss function is reinforced by adding a regularizer constructed from selected rendering-specific features. We demonstrate that our method improves the reconstruction quality for a diverse set of scenes, and reconstructing a high-resolution image takes far less than one second on a recent GPU.

Technical Paper
Fluid Carving: Intelligent Resizing for Fluid Simulation Data

Sean Flynn, Parris Egbert, Seth Holladay, Bryan Morse

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We present a method for intelligently resizing fluid simulation data using seam carving methods. While advances in post-processing techniques have allowed artists greater control over content late in the production process, this technology has largely remained confined to image processing. Our fluid carving system allows fluid simulation post-processing by performing content-aware non-uniform scaling on baked-out fluid simulation data. Specifically, we extend video seam carving techniques to 4-dimensional animated fluid volume data with a graph cut energy function based on mean curvature and kinetic energy. To reduce the complexity of performing graph cuts on 4D data, we provide a new graph construction formulation that greatly reduces the run-time and memory consumption, which are otherwise prohibitively expensive. We demonstrate that our system is useful for post-production fluid simulation changes and editable fluid FX libraries.

Technical Paper
Extrusion-Based Ceramics Printing with Strictly-Continuous Deposition

Jean Hergel, Kevin Hinz, Sylvain Lefebvre, Bernhard Thomaszewski

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We propose a method for integrated tool path planning and support structure generation tailored to the specific constraints of extrusion-based ceramics printing. Existing path generation methods for thermoplastic materials rely on transfer moves to navigate between different print paths in a given layer. However, when printing with clay, these transfer moves can lead to severe artifacts and failure. Our method eliminates transfer moves altogether by generating deposition paths that are continuous within and across layers. Our algorithm is implemented as a sequential top-down pass through the layer stack. In each layer, we detect points that require support, connect support points and model paths, and optimize the shape of the resulting continuous path with respect to length, smoothness, and distance to the model. For each of these subproblems, we propose dedicated solutions that take into account the fabrication constraints imposed by printable clay. We evaluate our method on a set of examples with multiple disconnected components and challenging support requirements. Comparisons to existing path generation methods designed for thermoplastic materials show that our method substantially improves print quality and often makes the difference between success and failure.

Technical Paper
Dynamic Hair Modeling from Monocular Videos using Deep Neural Networks

Lingchen Yang, Zefeng Shi, Youyi Zheng, Kun Zhou

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We introduce a deep learning based framework for modeling dynamic hairs from monocular videos, which could be captured by a commodity video camera or downloaded from Internet. The framework mainly consists of two neural networks, i.e., HairSpatNet for inferring 3D spatial features of hair geometry from 2D image features, and HairTempNet for extracting temporal features of hair motions from video frames. The spatial features are represented as 3D occupancy fields depicting the hair volume shapes and 3D orientation fields indicating the hair growing directions. The temporal features are represented as bidirectional 3D warping fields, describing the forward and backward motions of hair strands cross adjacent frames. Both HairSpatNet and HairTempNet are trained with synthetic hair data. The spatial and temporal features predicted by the networks are subsequently used for growing hair strands with both spatial and temporal consistency. Experiments demonstrate that our method is capable of constructing plausible dynamic hair models that closely resemble the input video, and compares favorably to previous single-view techniques.

Technical Paper
Document Rectification and Illumination Correction using a Patch-based CNN

Xiaoyu Li, Bo Zhang, Jing Liao, Pedro Sander

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We propose a novel learning method to rectify document images with various distortion types from a single input image. As opposed to previous learning-based methods, our approach seeks to first learn the distortion flow on input image patches rather than the entire image. We then present a robust technique to stitch the patch results into the rectified document by processing in the gradient domain. Furthermore, we propose a second network to correct the uneven illumination, further improving the readability and OCR accuracy. Due to the less complex distortion present on the smaller image patches, our patch-based approach followed by stitching and illumination correction can significantly improve the overall accuracy in both the synthetic and real datasets.

Technical Paper
Distortion-Minimizing Injective Maps Between Surfaces

Patrick Schmidt, Janis Born, Marcel Campen, Leif Kobbelt

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The problem of discrete surface parametrization, i.e. mapping a mesh to a planar domain, has been investigated extensively. We address the more general problem of mapping between surfaces. In particular, we provide a formulation that yields a map between two disk-topology meshes, which is continuous and injective by construction and which locally minimizes intrinsic distortion. A common approach is to express such a map as the composition of two maps via a simple intermediate domain such as the plane, and to independently optimize the individual maps. However, even if both individual maps are of minimal distortion, there is potentially high distortion in the composed map. In contrast to many previous works, we minimize distortion in an end-to-end manner, directly optimizing the quality of the composed map. This setting poses additional challenges due to the discrete nature of both the source and the target domain. We propose a formulation that, despite the combinatorial aspects of the problem, allows for a purely continuous optimization. Further, our approach addresses the non-smooth nature of discrete distortion measures in this context which hinders straightforward application of off-the-shelf optimization techniques. We demonstrate that, despite the challenges inherent to the more involved setting, discrete surface-to-surface maps can be optimized effectively.

Technical Paper
Discrete Geodesic Parallel Coordinates

Hui Wang, Davide Pellis, Florian Rist, Helmut Pottmann, Christian Mueller

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Geodesic parallel coordinates are orthogonal nets on surfaces where one of the two families of parameter lines are geodesic curves. We describe a discrete version of these special surface parameterizations and show that they are very useful for specific applications, most of which are related to the design and fabrication of surfaces in architecture. With the new discrete surface model, it is easy to control strip widths between neighboring geodesics. This facilitates tasks such as cladding a surface with strips of originally straight flat material or designing geodesic gridshells and timber rib shells. It is also possible to model nearly developable surfaces. These are characterized by geodesic strips with almost constant strip widths and are used for generating shapes that can be manufactured from materials which allow for some stretching or shrinking like felt, leather, or thin wooden boards. Most importantly, we show how to constrain the strip width parameters to model a class of intrinsically symmetric surfaces. These surfaces are isometric to surfaces of revolution and can be covered with doubly-curved panels that are produced with only a few molds when working with flexible materials like metal sheets.

Technical Paper
Differentiable Surface Splatting for Point-based Geometry Processing

Yifan Wang, Felice Serena, Shihao Wu, Cengiz Oztireli, Olga Sorkine-Hornung

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We propose Differentiable Surface Splatting (DSS), a high-fidelity differentiable renderer for point clouds. Gradients for point locations and normals are carefully designed to handle discontinuities of the rendering function. Regularization terms are introduced to ensure uniform distribution of the points on the underlying surface. We demonstrate applications of DSS to inverse rendering for geometry synthesis and denoising, where large scale topological changes, as well as small scale detail modifications, are accurately and robustly handled without requiring explicit connectivity, outperforming state-of-the-art techniques. The data and code are at https://github.com/yifita/DSS.

Technical Paper
DiCE: Dichoptic Contrast Enhancement for VR and Stereo Displays

Fangcheng Zhong, George A. Koulieris, George Drettakis, Martin S. Banks, Mathieu Chambe, Fredo Durand, Rafał K. Mantiuk

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In stereoscopic displays, such as those used in VR/AR headsets, our eyes are presented with two different views. The disparity between the views is typically used to convey depth cues, but it could be also used to enhance image appearance. We devise a novel technique that takes advantage of binocular fusion to boost perceived local contrast and visual quality of images. Since the technique is based on fixed tone curves, it has negligible computational cost and it is well suited for real-time applications, such as VR rendering. To control the trade-off between contrast gain and binocular rivalry, we conduct a series of experiments to explain the factors that dominate rivalry perception in a dichoptic presentation where two images of different contrasts are displayed. With this new finding, we can effectively enhance contrast and control rivalry in mono- and stereoscopic images, and in VR rendering, as confirmed in validation experiments.

Technical Paper
Design and Structural Optimization of Topological Interlocking Assemblies

Ziqi Wang, Peng Song, Florin Isvoranu, Mark Pauly

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We study assemblies of convex rigid blocks regularly arranged to approximate a given freeform surface. Our designs rely solely on the geometric arrangement of blocks to form a stable assembly, neither requiring explicit connectors or complex joints, nor relying on friction between blocks. The convexity of the blocks simplifies fabrication, as they can be easily cut from different materials such as stone, wood, or foam. However, designing stable assemblies is challenging, since adjacent pairs of blocks are restricted in their relative motion only in the direction orthogonal to a single common planar interface surface. We show that despite this weak interaction, structurally stable, and in some cases, globally interlocking assemblies can be found for a variety of freeform designs. Our optimization algorithm is based on a theoretical link between static equilibrium conditions and a geometric, global interlocking property of the assembly---that an assembly is globally interlocking if and only if the equilibrium conditions are satisfied for arbitrary external forces and torques. Inspired by this connection, we define a measure of stability that spans from single-load equilibrium to global interlocking, motivated by tilt analysis experiments used in structural engineering. We use this measure to optimize the geometry of blocks to achieve a static equilibrium for a maximal cone of directions, as opposed to considering only self-load scenarios with a single gravity direction. In the limit, this optimization can achieve globally interlocking structures. We show how different geometric patterns give rise to a variety of design options and validate our results with physical prototypes.

Technical Paper