SIGGRAPH Asia 2020 Papers

ACM SIGGRAPH Asia Conference

Decision breakdown

110papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Poster
    10.9%
  • Other / unlabeled
    10999.1%

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Optimizing Depth Perception in Virtual and Augmented Reality through Gaze-contingent Stereo Rendering

Brooke Krajancich, Petr Kellnhofer, Gordon Wetzstein

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Virtual and augmented reality (VR/AR) displays crucially rely on stereoscopic rendering to enable perceptually realistic user experiences. Yet, existing near-eye display systems ignore the gaze-dependent shift of the no-parallax point in the human eye. Here, we introduce a gaze-contingent stereo rendering technique that models this effect and conduct several user studies to validate its effectiveness. Our findings include experimental validation of the location of the no-parallax point, which we then use to demonstrate significant improvements of disparity and shape distortion in a VR setting, and consistent alignment of physical and digitally rendered objects across depths in optical see-through AR. Our work shows that gaze-contingent stereo rendering improves perceptual realism and depth perception of emerging wearable computing systems.

Technical Paper
Opening and Closing Surfaces

Silvia Sellán, Jacob Kesten, Yan Sheng Ang, Alec Jacobson

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We propose a new type of curvature flow for curves in 2D and surfaces in 3D. The flow is inspired by the mathematical morphology opening and closing operations. These operations are classically defined by composition of dilation and erosion operations. In practice, existing methods implemented this way will result in re-discretizing the entire shape, even if some parts of the surface do not change. Instead, our surface-only curvature-based flow moves the surface selectively in areas that should be repositioned. In our triangle mesh discretization, vertices in regions unaffected by the opening or closing will remain exactly in place and do not affect our method's complexity, which is output-sensitive.

Technical Paper
Offsite Aerial Path Planning for Efficient Urban Scene Reconstruction

Xiaohui Zhou, Ke Xie, Kai Huang, Yilin Liu, Yang Zhou, Minglun Gong, Hui Huang

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With rapid development in UAV technologies, it is now possible to reconstruct large-scale outdoor scenes using only images captured by low-cost drones. The problem, however, becomes how to plan the aerial path for a drone to capture images so that two conflicting goals are optimized: maximizing the reconstruction quality and minimizing mid-air image acquisition effort. Existing approaches either resort to pre-defined dense and thus inefficient view sampling strategy, or plan the path adaptively but require two onsite flight passes and intensive computation in-between. Hence, using these methods to capture and reconstruct large-scale scenes can be tedious. In this paper, we present an adaptive aerial path planning algorithm that can be done before the site visit. Using only a 2D map and a satellite image of the to-be-reconstructed area, we first compute a coarse 2.5D model for the scene based on the relationship between buildings and their shadows. A novel Max-Min optimization is then proposed to select a minimal set of viewpoints that maximizes the reconstructability under the the same number of viewpoints. Experimental results on benchmark show that our planning approach can effectively reduce the number of viewpoints needed than the previous state-of-the-art method, while maintaining comparable reconstruction quality. Since no field computation or a second visit is needed, and the view number is also minimized, our approach significantly reduces the time required in the field as well as the off-line computation cost for multi-view stereo reconstruction, making it possible to reconstruct a large-scale urban scene in a short time with moderate effort.

Technical Paper
Nonlinear Spectral Geometry Processing via the TV Transform

Marco Fumero, Michael Moeller, Emanuele Rodolà

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We introduce a novel computational framework for digital geometry processing, based upon the derivation of a nonlinear operator associated to the total variation functional. Such an operator admits a generalized notion of spectral decomposition, yielding a convenient multiscale representation akin to Laplacian-based methods, while at the same time avoiding undesirable over-smoothing effects typical of such techniques. Our approach entails accurate, detail-preserving decomposition and manipulation of 3D shape geometry while taking an especially intuitive form: non-local semantic details are well separated into different bands, which can then be filtered and re-synthesized with a straightforward linear step. Our computational framework is flexible, can be applied to a variety of signals, and is easily adapted to different geometry representations, including triangle meshes and point clouds. We showcase our method through multiple applications in graphics, ranging from surface and signal denoising to enhancement, detail transfer, and cubic stylization.

Technical Paper
Neural Light Field 3D Printing

Quan Zheng, Vahid Babaei, Gordon Wetzstein, Hans-Peter Seidel, Matthias Zwicker, Gurprit Singh

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Modern 3D printers are capable of printing large-size light-field displays at high-resolutions. However, optimizing such displays in full 3D volume for a given light-field imagery is still a challenging task. Existing light field displays optimize over relatively small resolutions using a few co-planar layers in a 2.5D fashion to keep the problem tractable. In this paper, we propose a novel end-to-end optimization approach that encodes input light field imagery as a continuous-space implicit representation in a neural network. This allows fabricating high-resolution, attenuation-based volumetric displays that exhibit the target light fields. In addition, we incorporate the physical constraints of the material to the optimization such that the result can be printed in practice. Our simulation experiments demonstrate that our approach brings significant visual quality improvement compared to the multilayer and uniform grid-based approaches. We validate our simulations with fabricated prototypes and demonstrate that our pipeline is flexible enough to allow fabrications of both planar and non-planar displays.

Technical Paper
Neural Holography with Camera-in-the-loop Training

Yifan Peng, Suyeon Choi, Nitish Padmanaban, Gordon Wetzstein

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Holographic displays promise unprecedented capabilities for direct-view displays as well as virtual and augmented reality applications. However, one of the biggest challenges for computer-generated holography (CGH) is the fundamental tradeoff between algorithm runtime and achieved image quality, which has prevented high-quality holographic image synthesis at fast speeds. Moreover, the image quality achieved by most holographic displays is low, due to the mismatch between the optical wave propagation of the display and its simulated model. Here, we develop an algorithmic CGH framework that achieves unprecedented image fidelity and real-time framerates. Our framework comprises several parts, including a novel camera-in-the-loop optimization strategy that allows us to either optimize a hologram directly or train an interpretable model of the optical wave propagation and a neural network architecture that represents the first CGH algorithm capable of generating full-color high-quality holographic images at 1080p resolution in real time.

Technical Paper
Neural Crossbreed: Neural Based Image Metamorphosis

Sanghun Park, Kwanggyoon Seo, Junyong Noh

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We propose Neural Crossbreed, a feed-forward neural network that can learn a semantic change of input images in a latent space to create the morphing effect. Because the network learns a semantic change, a sequence of meaningful intermediate images can be generated without requiring the user to specify explicit correspondences. In addition, the semantic change learning makes it possible to perform the morphing between the images that contain objects with significantly different poses or camera views. Furthermore, just as in conventional morphing techniques, our morphing network can handle shape and appearance transitions separately by disentangling the content and the style transfer for rich usability. We prepare a training dataset for morphing using a pre-trained BigGAN, which generates an intermediate image by interpolating two latent vectors at an intended morphing value. This is the first attempt to address image morphing using a pre-trained generative model in order to learn semantic transformation. The experiments show that Neural Crossbreed produces high quality morphed images, overcoming various limitations associated with conventional approaches. In addition, Neural Crossbreed can be further extended for diverse applications such as multi-image morphing, appearance transfer, and video frame interpolation.

Technical Paper
Neural Control Variates

Thomas Müller, Fabrice Rousselle, Alexander Keller, Jan Novák

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We propose neural control variates (NCV) for unbiased variance reduction in parametric Monte Carlo integration. So far, the core challenge of applying the method of control variates has been finding a good approximation of the integrand that is cheap to integrate. We show that a set of neural networks can face that challenge: a normalizing flow that approximates the shape of the integrand and another neural network that infers the solution of the integral equation. We also propose to leverage a neural importance sampler to estimate the difference between the original integrand and the learned control variate. To optimize the resulting parametric estimator, we derive a theoretically optimal, variance-minimizing loss function, and propose an alternative, composite loss for stable online training in practice. When applied to light transport simulation, neural control variates are capable of matching the state-of-the-art performance of other unbiased approaches, while providing means to develop more performant, practical solutions. Specifically, we show that the learned light-field approximation is of sufficient quality for high-order bounces, allowing us to omit the error correction and thereby dramatically reduce the noise at the cost of negligible visible bias.

Technical Paper
Monster Mash: A Single-view Approach to Casual 3D Modeling and Animation

Marek Dvorožňák, Daniel Sýkora, Cassidy Curtis, Brian Curless, Olga Sorkine-Hornung, David Salesin

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We present a new framework for sketch-based modeling and animation of 3D organic shapes that can work entirely in an intuitive 2D domain, enabling a playful, casual experience. Unlike previous sketch-based tools, our approach does not require a tedious part-based multi-view workflow with the explicit specification of an animation rig. Instead, we combine 3D inflation with a novel rigidity-preserving, layered deformation model, ARAP-L, to produce a smooth 3D mesh that is immediately ready for animation. Moreover, the resulting model can be animated from a single viewpoint --- and without the need to handle unwanted inter-penetrations, as required by previous approaches. We demonstrate the benefit of our approach on a variety of examples produced by inexperienced users as well as professional animators. For less experienced users, our single-view approach offers a simpler modeling and animating experience than working in a 3D environment, while for professionals, it offers a quick and casual workspace for ideation.

Technical Paper
Mononizing Binocular Videos

Wenbo HU, Menghan XIA, Chi-Wing FU, Tien-Tsin WONG

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This paper presents the idea of mono-nizing binocular videos and a framework to effectively realize it. Mono-nize means we purposely convert a binocular video into a regular monocular video with the stereo information implicitly encoded in a visual but nearly-imperceptible form. Hence, we can impartially distribute and show the mononized video as an ordinary monocular video. Unlike ordinary monocular videos, we can restore from it the original binocular video and show it on a stereoscopic display. To start, we formulate an encoding-and-decoding framework with the pyramidal deformable fusion module to exploit long-range correspondences between the left and right views, a quantization layer to suppress the restoring artifacts, and the compression noise simulation module to resist the compression noise introduced by modern video codecs. Our framework is self-supervised, as we articulate our objective function with loss terms defined on the input: a monocular term for creating the mononized video, an invertibility term for restoring the original video, and a temporal term for frame-to-frame coherence. Further, we conducted extensive experiments to evaluate our generated mononized videos and restored binocular videos for diverse types of images and 3D movies. Quantitative results on both standard metrics and user perception studies show the effectiveness of our method.

Technical Paper
Monolith: A Monolithic Pressure-Viscosity-Contact Solver for Strong Two-Way Rigid-Rigid Rigid-Fluid Coupling

Tetsuya Takahashi, Christopher Batty

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We propose Monolith, a monolithic pressure-viscosity-contact solver for more accurately, robustly, and efficiently simulating non-trivial two-way interactions of rigid bodies with inviscid, viscous, or non-Newtonian liquids. Our solver simultaneously handles incompressibility and (optionally) implicit viscosity integration for liquids, contact resolution for rigid bodies, and mutual interactions between liquids and rigid bodies by carefully formulating these as a single unified minimization problem. This monolithic approach reduces or eliminates an array of problematic artifacts, including liquid volume loss, solid interpenetrations, simulation instabilities, artificial "melting" of viscous liquid, and incorrect slip at liquid-solid interfaces. In the absence of solid-solid friction, our minimization problem is a Quadratic Program (QP) with a symmetric positive definite (SPD) matrix and can be treated with a single Linear Complementarity Problem (LCP) solve. When friction is present, we decouple the unified minimization problem into two subproblems so that it can be effectively handled via staggered projections with alternating LCP solves. We also propose a complementary approach for non-Newtonian fluids which can be seamlessly integrated and addressed during the staggered projections. We demonstrate the critical importance of a contact-aware, unified treatment of fluid-solid coupling and the effectiveness of our proposed Monolith solver in a wide range of practical scenarios.

Technical Paper
Modular Primitives for High-Performance Differentiable Rendering

Samuli Laine, Janne Hellsten, Tero Karras, Yeongho Seol, Jaakko Lehtinen, Timo Aila

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We present a modular differentiable renderer design that yields performance superior to previous methods by leveraging existing, highly optimized hardware graphics pipelines. Our design supports all crucial operations in a modern graphics pipeline: rasterizing large numbers of triangles, attribute interpolation, filtered texture lookups, as well as user-programmable shading and geometry processing, all in high resolutions. Our modular primitives allow custom, high-performance graphics pipelines to be built directly within automatic differentiation frameworks such as PyTorch or TensorFlow. As a motivating application, we formulate facial performance capture as an inverse rendering problem and show that it can be solved efficiently using our tools. Our results indicate that this simple and straightforward approach achieves excellent geometric correspondence between rendered results and reference imagery.

Technical Paper
MoGlow: Probabilistic and Controllable Motion Synthesis Using Normalising Flows

Gustav Eje Henter, Simon Alexanderson, Jonas Beskow

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Data-driven modelling and synthesis of motion is an active research area with applications that include animation, games, and social robotics. This paper introduces a new class of probabilistic, generative, and controllable motion-data models based on normalising flows. Models of this kind can describe highly complex distributions, yet can be trained efficiently using exact maximum likelihood, unlike GANs or VAEs. Our proposed model is autoregressive and uses LSTMs to enable arbitrarily long time-dependencies. Importantly, is is also causal, meaning that each pose in the output sequence is generated without access to poses or control inputs from future time steps; this absence of algorithmic latency is important for interactive applications with real-time motion control. The approach can in principle be applied to any type of motion since it does not make restrictive, task-specific assumptions regarding the motion or the character morphology. We evaluate the models on motion-capture datasets of human and quadruped locomotion. Objective and subjective results show that randomly-sampled motion from the proposed method outperforms task-agnostic baselines and attains a motion quality close to recorded motion capture.

Technical Paper
Mixed Integer Ink Selection for Spectral Reproduction

Navid Ansari, Omid Alizadeh-Mousavi, Hans-Peter Seidel, Vahid Babaei

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We introduce a novel ink selection method for spectral printing. The ink selection algorithm takes a spectral image and a set of inks as input, and selects a subset of those inks that results in optimal spectral reproduction. We put forward an optimization formulation that searches a huge combinatorial space based on mixed integer programming. We show that solving this optimization in the conventional reflectance space is intractable. The main insight of this work is to solve our problem in the spectral absorbance space with a linearized formulation. The proposed ink selection copes with large-size problems for which previous methods are hopeless. We demonstrate the effectiveness of our method in a concrete setting by lifelike reproduction of handmade paintings. For a successful spectral reproduction of high-resolution paintings, we explore their spectral absorbance estimation, efficient coreset representation, and accurate data-driven reproduction.

Technical Paper
MeshWalker: Deep Mesh Understanding by Random Walks

Alon Lahav, Ayellet Tal

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Most attempts to represent 3D shapes for deep learning have focused on volumetric grids, multi-view images and point clouds. In this paper we look at the most popular representation of 3D shapes in computer graphics---a triangular mesh---and ask how it can be utilized within deep learning. The few attempts to answer this question propose to adapt convolutions & pooling to suit Convolutional Neural Networks (CNNs). This paper proposes a very different approach, termed MeshWalker to learn the shape directly from a given mesh. The key idea is to represent the mesh by random walks along the surface, which "explore" the mesh's geometry and topology. Each walk is organized as a list of vertices, which in some manner imposes regularity on the mesh. The walk is fed into a Recurrent Neural Network (RNN) that "remembers" the history of the walk. We show that our approach achieves state-of-the-art results for two fundamental shape analysis tasks: shape classification and semantic segmentation. Furthermore, even a very small number of examples suffices for learning. This is highly important, since large datasets of meshes are difficult to acquire.

Technical Paper
MaterialGAN: Reflectance Capture using a Generative SVBRDF Model

Yu Guo, Cameron Smith, Milos Hasan, Kalyan Sunkavalli, Shuang Zhao

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We address the problem of reconstructing spatially-varying BRDFs from a small set of image measurements. This is a fundamentally under-constrained problem, and previous work has relied on using various regularization priors or on capturing many images to produce plausible results. In this work, we present MaterialGAN, a deep generative convolutional network based on StyleGAN2, trained to synthesize realistic SVBRDF parameter maps. We show that MaterialGAN can be used as a powerful material prior in an inverse rendering framework: we optimize in its latent representation to generate material maps that match the appearance of the captured images when rendered. We demonstrate this framework on the task of reconstructing SVBRDFs from images captured under flash illumination using a hand-held mobile phone. Our method succeeds in producing plausible material maps that accurately reproduce the target images, and outperforms previous state-of-the-art material capture methods in evaluations on both synthetic and real data. Furthermore, our GAN-based latent space allows for high-level semantic material editing operations such as generating material variations and material morphing.

Technical Paper
MapTree: Recovering Multiple Solutions in the Space of Maps

Jing Ren, Simone Melzi, Maks Ovsjanikov, Peter Wonka

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In this paper we propose an approach for computing multiple high-quality near-isometric dense correspondences between a pair of 3D shapes. Our method is fully automatic and does not rely on user-provided landmarks or descriptors. This allows us to analyze the full space of maps and extract multiple diverse and accurate solutions, rather than optimizing for a single optimal correspondence as done in most previous approaches. To achieve this, we propose a compact tree structure based on the spectral map representation for encoding and enumerating possible rough initializations, and a novel efficient approach for refining them to dense pointwise maps. This leads to a new method capable of both producing multiple high-quality correspondences across shapes and revealing the symmetry structure of a shape without a priori information. In addition, we demonstrate through extensive experiments that our method is robust and results in more accurate correspondences than state-of-the-art for shape matching and symmetry detection.

Technical Paper
Manga Filling Style Conversion with Screentone Variational Autoencoder

Minshan XIE, Chengze LI, Xueting LIU, Tien-Tsin WONG

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Western color comics and Japanese-style screened manga are two popular comic styles. They mainly differ in the style of region-filling. However, the conversion between the two region-filling styles is very challenging, and manually done currently. In this paper, we identify that the major obstacle in the conversion between the two filling styles stems from the difference between the fundamental properties of screened region-filling and colored region-filling. To resolve this obstacle, we propose a screentone variational autoencoder, ScreenVAE, to map the screened manga to an intermediate domain. This intermediate domain can summarize local texture characteristics and is interpolative. With this domain, we effectively unify the properties of screening and color-filling, and ease the learning for bidirectional translation between screened manga and color comics. To carry out the bidirectional translation, we further propose a network to learn the translation between the intermediate domain and color comics. Our model can generate quality screened manga given a color comic, and generate color comic that retains the original screening intention by the bitonal manga artist. Several results are shown to demonstrate the effectiveness and convenience of the proposed method. We also demonstrate how the intermediate domain can assist other applications such as manga inpainting and photo-to-comic conversion.

Technical Paper