SIGGRAPH Asia 2019 Papers

ACM SIGGRAPH Asia Conference

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93papers

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Animating Landscape: Self-Supervised Learning of Decoupled Motion and Appearance for Single-Image Video Synthesis

Yuki Endo, Yoshihiro Kanamori, Shigeru Kuriyama

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Automatic generation of a high-quality video from a single image remains a challenging task despite the recent advances in deep generative models. This paper proposes a method that can create a high-resolution, long-term animation using convolutional neural networks (CNNs) from a single landscape image where we mainly focus on skies and waters. Our key observation is that the motion (e.g., moving clouds) and appearance (e.g., time-varying colors in the sky) in natural scenes have different time scales. We thus learn them separately and predict them with decoupled control while handling future uncertainty in both predictions by introducing latent codes. Unlike previous methods that infer output frames directly, our CNNs predict spatially-smooth intermediate data, i.e., for motion, flow fields for warping, and for appearance, color transfer maps, via self-supervised learning, i.e., without explicitly-provided ground truth. These intermediate data are applied not to each previous output frame, but to the input image only once for each output frame. This design is crucial to alleviate error accumulation in long-term predictions, which is the essential problem in previous recurrent approaches. The output frames can be looped like cinemagraph, and also be controlled directly by specifying latent codes or indirectly via visual annotations. We demonstrate the effectiveness of our method through comparisons with the state-of-the-arts on video prediction as well as appearance manipulation. Resultant videos, codes, and datasets will be available at http://www.cgg.cs.tsukuba.ac.jp/~endo/projects/AnimatingLandscape.

Technical Paper
An Integrated 6DoF Video Camera and System Design

Albert Parra Pozo, Michael Toksvig, Terry Filiba Schrager, Joyce Hsu, Uday Mathur, Alexander Sorkine Hornung, Rick Szeliski, Brian Cabral

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Designing a fully integrated 360° video camera supporting 6DoF head motion parallax requires overcoming many technical hurdles, including camera placement, optical design, sensor resolution, system calibration, real-time video capture, depth reconstruction, and real-time novel view synthesis. While there is a large body of work describing various system components, such as multi-view depth estimation, our paper is the first to describe a complete, reproducible system that considers the challenges arising when designing, building, and deploying a full end-to-end 6DoF video camera and playback environment. Our system includes a computational imaging software pipeline supporting online markerless calibration, high-quality reconstruction, and real-time streaming and rendering. Most of our exposition is based on a professional 16-camera configuration, which will be commercially available to film producers. However, our software pipeline is generic and can handle a variety of camera geometries and configurations. The entire calibration and reconstruction software pipeline along with example datasets is open sourced to encourage follow-up research in high-quality 6DoF video reconstruction and rendering 1.

Technical Paper
Adversarial Monte Carlo Denoising with Conditioned Auxiliary Feature Modulation

Bing Xu, Junfei Zhang, Rui Wang, Kun Xu, Yongliang Yang, Chuan Li, Rui Tang

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Denoising Monte Carlo rendering with a very low sample rate remains a major challenge in the photo-realistic rendering research. Many previous works, including regression-based and learning-based methods, have been explored to achieve better rendering quality with less computational cost. However, most of these methods rely on handcrafted optimization objectives, which lead to artifacts such as blurs and unfaithful details. In this paper, we present an adversarial approach for denoising Monte Carlo rendering. Our key insight is that generative adversarial networks can help denoiser networks to produce more realistic high-frequency details and global illumination by learning the distribution from a set of high-quality Monte Carlo path tracing images. We also adapt a novel feature modulation method to utilize auxiliary features better, including normal, albedo and depth. Compared to previous state-of-the-art methods, our approach produces a better reconstruction of the Monte Carlo integral from a few samples, performs more robustly at different sample rates, and takes only a second for megapixel images.

Technical Paper
Acoustic texture rendering for extended sources in complex scenes

Zechen Zhang, Nikunj Raghuvanshi, John Snyder, Steve Marschner

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Extended stochastic sources, like falling rain or a flowing waterway, provide an immersive ambience in virtual environments. In complex scenes, the rendered sound should vary naturally with listener position, differing not only in overall loudness but also in texture, to capture the indistinct murmur of a faraway brook versus the bright babbling of one up close. Modeling an ambient sound as a collection of random events such as individual raindrop impacts or water bubble oscillations, this variation can be seen as a change in the statistical distribution of events heard by the listener: the arrival rate of nearby, louder events relative to more distant or occluded, quieter ones. Reverberation and edge diffraction from scene geometry multiply and mix events more extensively compared to an empty scene and introduce salient spatial variation in texture. We formalize the notion of acoustic texture by introducing the event loudness density (ELD), which relates the rapidity of received events to their loudness. To model spatial variation in texture, the ELD is made a function of listener location in the scene. We show that this ELD field can be extracted from a single wave simulation for each extended source and rendered flexibly using a granular synthesis pipeline, with grains derived procedurally or from recordings. Our system yields believable, realtime changes in acoustic texture as the listener moves, driven by sound propagation in the scene.

Technical Paper
Accelerating ADMM for Efficient Simulation and Optimization

Juyong Zhang, Yue Peng, Wenqing Ouyang, Bailin Deng

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The alternating direction method of multipliers (ADMM) is a popular approach for solving optimization problems that are potentially non-smooth and with hard constraints. It has been applied to various computer graphics applications, including physical simulation, geometry processing, and image processing. However, ADMM can take a long time to converge to a solution of high accuracy. Moreover, many computer graphics tasks involve non-convex optimization, and there is often no convergence guarantee for ADMM on such problems since it was originally designed for convex optimization. In this paper, we propose a method to speed up ADMM using Anderson acceleration, an established technique for accelerating fixed-point iterations. We show that in the general case, ADMM is a fixed-point iteration of the second primal variable and the dual variable, and Anderson acceleration can be directly applied. Additionally, when the problem has a separable target function and satisfies certain conditions, ADMM becomes a fixed-point iteration of only one variable, which further reduces the computational overhead of Anderson acceleration. Moreover, we analyze a particular non-convex problem structure that is common in computer graphics, and prove the convergence of ADMM on such problems under mild assumptions. We apply our acceleration technique on a variety of optimization problems in computer graphics, with notable improvement on their convergence speed.

Technical Paper
Accelerated Complex-Step Finite Difference for Expedient Deformable Simulation

Ran Luo, Weiwei Xu, Tianjia Shao, Hongyi Xu, Yin Yang

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In deformable simulation, an important computing task is to calculate the gradient and derivative of the strain energy function in order to infer the corresponding internal force and tangent stiffness matrix. The standard numerical routine is the finite difference method, which evaluates the target function multiple times under a small real-valued perturbation. Unfortunately, the subtractive cancellation prevents us from setting this perturbation sufficiently small, and the regular finite difference is doomed for computing problems requiring a high-accuracy derivative evaluation. In this paper, we graft a new finite difference scheme, namely the complex-step finite difference (CSFD), with physics-based animation. CSFD is based on the complex Taylor series expansion, which avoids subtractions in first-order derivative approximation. As a result, one can use a very small perturbation to calculate the numerical derivative that is as accurate as its analytic counterpart. We accelerate the original CSFD method so that it is also as efficient as the analytic derivative. This is achieved by discarding high-order error terms, decoupling real and imaginary calculations, replacing costly functions based on the theory of equivalent infinitesimal, and isolating the propagation of the perturbation in composite/nesting functions. CSFD can be further augmented with multicomplex Taylor expansion and Cauchy-Riemann formula to handle higher-order derivatives and tensor-valued functions. We demonstrate the accuracy, convenience, and efficiency of this new numerical routine in the context of deformable simulation - one can easily deploy a robust simulator for general hyperelastic materials, including user-crafted ones to cater specific needs in different applications. Higher-order derivatives of the energy can be readily computed to construct modal derivative bases for reduced real-time simulation. Inverse simulation problems can also be conveniently solved using gradient/Hessian-based optimization procedures.

Technical Paper
A Thermomechanical Material Point Method for Baking and Cooking

Mengyuan Ding, Xuchen Han, Stephanie Wang, Theodore F. Gast, Joseph M. Teran

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We present a Material Point Method for visual simulation of baking breads, cookies, pancakes and similar materials that consist of dough or batter (mixtures of water, flour, eggs, fat, sugar and leavening agents). We develop a novel thermomechanical model using mixture theory to resolve interactions between individual water, gas and dough species. Heat transfer with thermal expansion is used to model thermal variations in material properties. Water-based mass transfer is resolved through the porous mixture, gas represents carbon dioxide produced by leavening agents in the baking process and dough is modeled as a viscoelastoplastic solid to represent its varied and complex rheological properties. Water content in the mixture reduces during the baking process according to Fick's Law which contributes to drying and cracking of crust at the material boundary. Carbon dioxide gas produced by leavening agents during baking creates internal pressure that causes rising. The viscoelastoplastic model for the dough is temperature dependent and is used to model melting and solidification. We discretize the governing equations using a novel Material Point Method designed to track the solid phase of the mixture.

Technical Paper
A Scalable Galerkin Multigrid Method for Real-time Simulation of Deformable Objects

Zangyueyang Xian, Xin Tong, Tiantian Liu

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We propose a simple yet efficient multigrid scheme to simulate high-resolution deformable objects in their full spaces at interactive frame rates. The point of departure of our method is the Galerkin projection which is simple to construct. However, a naïve Galerkin multigrid does not scale well for large and irregular grids because it trades-off matrix sparsity for smaller sized linear systems which eventually stops improving the performance. Given that observation, we design our special projection criterion which is based on skinning space coordinates with piecewise constant weights, to make our Galerkin multigrid method scale for high-resolution meshes without suffering from dense linear solves. The usage of skinning space coordinates enables us to reduce the resolution of grids more aggressively, and our piecewise constant weights further ensure us to always deal with reasonably-sparse linear solves. Our projection matrices also help us to manage multi-level linear systems efficiently. Therefore, our method can be applied to different optimization schemes such as Newton's method and Projective Dynamics, pushing the resolution of a real-time simulation to orders of magnitudes higher. Our final GPU implementation outperforms the other state-of-the-art GPU deformable body simulators, enabling us to simulate large deformable objects with hundred thousands of degrees of freedom in real-time.

Technical Paper
A Novel Framework For Inverse Procedural Texture Modeling

Yiwei Hu, Julie Dorsey, Holly Rushmeier

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Procedural textures are powerful tools that have been used in graphics for decades. In contrast to the alternative exemplar-based texture synthesis techniques, procedural textures provide user control and fast texture generation with low-storage cost and unlimited texture resolution. However, creating procedural models for complex textures requires a time-consuming process of selecting a combination of procedures and parameters. We present an example-based framework to automatically select procedural models and estimate parameters. In our framework, we consider textures categorized by commonly used high level classes. For each high level class we build a data-driven inverse modeling system based on an extensive collection of real-world textures and procedural texture models in the form of node graphs. We use unsupervised learning on collected real-world images in a texture class to learn sub-classes. We then classify the output of each of the collected procedural models into these sub-classes. For each of the collected models we train a convolutional neural network (CNN) to learn the parameters to produce a specific output texture. To use our framework, a user provides an exemplar texture image within a high level class. The system first classifies the texture into a sub-class, and selects the procedural models that produce output in that sub-class. The pre-trained CNNs of the selected models are used to estimate the parameters of the texture example. With the predicted parameters, the system can generate appropriate procedural textures for the user. The user can easily edit the textures by adjusting the node graph parameters. In a last optional step, style transfer augmentation can be applied to the fitted procedural textures to recover details lost in the procedural modeling process. We demonstrate our framework for four high level classes and show that our inverse modeling system can produce high-quality procedural textures for both structural and non-structural textures.

Technical Paper
A Multi-Scale Model for Coupling Strands with Shear-Dependent Liquid

Yun (Raymond) Fei, Changxi Zheng, Christopher Batty, Eitan Grinspun

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We propose a framework for simulating the complex dynamics of strands interacting with compressible, shear-dependent liquids, such as oil paint, mud, cream, melted chocolate, and pasta sauce. Our framework contains three main components: the strands modeled as discrete rods, the bulk liquid represented as a continuum (material point method), and a reduced-dimensional flow of liquid on the surface of the strands with detailed elastoviscoplastic behavior. These three components are tightly coupled together. To enable discrete strands interacting with continuum-based liquid, we develop models that account for the volume change of the liquid as it passes through strands and the momentum exchange between the strands and the liquid. We also develop an extended constraint-based collision handling method that supports cohesion between strands. Furthermore, we present a principled method to preserve the total momentum of a strand and its surface flow, as well as an analytic plastic flow approach for Herschel-Bulkley fluid that enables stable semi-implicit integration at larger time steps. We explore a series of challenging scenarios, involving splashing, shaking, and agitating the liquid which causes the strands to stick together and become entangled.

Technical Paper
A Differential Theory of Radiative Transfer

Cheng Zhang, Lifan Wu, Changxi Zheng, Ioannis Gkioulekas, Ravi Ramamoorthi, Shuang Zhao

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Physics-based differentiable rendering is the task of estimating the derivatives of radiometric measures with respect to scene parameters. The ability to compute these derivatives is necessary for enabling gradient-based optimization in a diverse array of applications: from solving analysis-by-synthesis problems to training machine learning pipelines incorporating forward rendering processes. Unfortunately, physics-based differentiable rendering remains challenging, due to the complex and typically nonlinear relation between pixel intensities and scene parameters. We introduce a differential theory of radiative transfer, which shows how individual components of the radiative transfer equation (RTE) can be differentiated with respect to arbitrary differentiable changes of a scene. Our theory encompasses the same generality as the standard RTE, allowing differentiation while accurately handling a large range of light transport phenomena such as volumetric absorption and scattering, anisotropic phase functions, and heterogeneity. To numerically estimate the derivatives given by our theory, we introduce an unbiased Monte Carlo estimator supporting arbitrary surface and volumetric configurations. Our technique differentiates path contributions symbolically and uses additional boundary integrals to capture geometric discontinuities such as visibility changes. We validate our method by comparing our derivative estimations to those generated using the finite-difference method. Furthermore, we use a few synthetic examples inspired by real-world applications in inverse rendering, non-line-of-sight (NLOS) and biomedical imaging, and design, to demonstrate the practical usefulness of our technique.

Technical Paper
3D Ken Burns Effect from a Single Image

Simon Niklaus, Long Mai, Jimei Yang, Feng Liu

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The Ken Burns effect allows animating still images with a virtual camera scan and zoom. Adding parallax, which results in the 3D Ken Burns effect, enables significantly more compelling results. Creating such effects manually is time-consuming and demands sophisticated editing skills. Existing automatic methods, however, require multiple input images from varying viewpoints. In this paper, we introduce a framework that synthesizes the 3D Ken Burns effect from a single image, supporting both a fully automatic mode and an interactive mode with the user controlling the camera. Our framework first leverages a depth prediction pipeline, which estimates scene depth that is suitable for view synthesis tasks. To address the limitations of existing depth estimation methods such as geometric distortions, semantic distortions, and inaccurate depth boundaries, we develop a semantic-aware neural network for depth prediction, couple its estimate with a segmentation-based depth adjustment process, and employ a refinement neural network that facilitates accurate depth predictions at object boundaries. According to this depth estimate, our framework then maps the input image to a point cloud and synthesizes the resulting video frames by rendering the point cloud from the corresponding camera positions. To address disocclusions while maintaining geometrically and temporally coherent synthesis results, we utilize context-aware color- and depth-inpainting to fill in the missing information in the extreme views of the camera path, thus extending the scene geometry of the point cloud. Experiments with a wide variety of image content show that our method enables realistic synthesis results. Our study demonstrates that our system allows users to achieve better results while requiring little effort compared to existing solutions for the 3D Ken Burns effect creation.

Technical Paper