SIGGRAPH Asia 2022 Papers

ACM SIGGRAPH Asia Conference

Decision breakdown

206papers

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

  • Poster
    5627.2%
  • Other / unlabeled
    15072.8%

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Woven Fabric Capture from a Single Photo

Wenhua Jin, Beibei Wang, Milos Hasan, Yu Guo, Steve Marschner, Ling-Qi Yan

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Digitally reproducing the appearance of woven fabrics is important in many applications of realistic rendering, from interior scenes to virtual characters. However, designing realistic shading models and capturing real fabric samples are both challenging tasks. Previous work ranges from applying generic shading models not meant for fabrics, to data-driven approaches scanning fabrics requiring expensive setups and large data. In this paper, we propose a woven fabric material model and a parameter estimation approach for it. Our lightweight forward shading model treats yarns as bent and twisted cylinders, shading these using a microflake-based bidirectional reflectance distribution function (BRDF) model. We propose a simple fabric capture configuration, wrapping the fabric sample on a cylinder of known radius and capturing a single image under known camera and light positions. Our inverse rendering pipeline consists of a neural network to estimate initial fabric parameters and an optimization based on differentiable rendering to refine the results. Our fabric parameter estimation achieves high-quality recovery of measured woven fabric samples, which can be used for efficient rendering and further edited.

Technical Paper
Water Simulation and Rendering from a Still Photograph

Ryusuke Sugimoto, Mingming He, Jing Liao, Pedro V. Sander

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We propose an approach to simulate and render realistic water animation from a single still input photograph. We first segment the water surface, estimate rendering parameters, and compute water reflection textures with a combination of neural networks and traditional optimization techniques. Then we propose an image-based screen space local reflection model to render the water surface overlaid on the input image and generate real-time water animation. Our approach creates realistic results with no user intervention for a wide variety of natural scenes containing large bodies of water with different lighting and water surface conditions. Since our method provides a 3D representation of the water surface, it naturally enables direct editing of water parameters and also supports interactive applications like adding synthetic objects to the scene.

Technical Paper
Visual Simulation of Tire Smoke

Tomoya Tamagawa, Tomokazu Ishikawa

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In recent years, the realism of video expression by 3DCG has increased remarkably. In this study, we propose a CG representation method of tire smoke based on physical simulation. Although tire smoke has appeared in various video works and 3DCG games, the mechanism of how tire smoke is generated has not been fully elucidated. We calculate the generation and conduction of heat from the rotation speed and friction between the tire and the ground, and construct a model of tire smoke generation from the viewpoint of statistical mechanics. The parameters in the mathematical model are set from actual images and observations, and we confirm that the phenomenon of tire smoke can be reproduced.

Poster
VideoReTalking: Audio-based Lip Synchronization for Talking Head Video Editing In the Wild

Kun Cheng, Xiaodong Cun, Yong Zhang, Menghan Xia, Fei Yin, Mingrui Zhu, Xuan Wang, Jue Wang, Nannan Wang

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We present VideoReTalking, a new system to edit the faces of a real-world talking head video according to input audio, producing a high-quality and lip-syncing output video even with a different emotion. Our system disentangles this objective into three sequential tasks: (1) face video generation with a canonical expression; (2) audio-driven lip-sync; and (3) face enhancement for improving photo-realism. Given a talking-head video, we first modify the expression of each frame according to the same expression template using the expression editing network, resulting in a video with the canonical expression. This video, together with the given audio, is then fed into the lip-sync network to generate a lip-syncing video. Finally, we improve the photo-realism of the synthesized faces through an identity-aware face enhancement network and post-processing. We use learning-based approaches for all three steps and all our modules can be tackled in a sequential pipeline without any user intervention. Furthermore, our system is a generic approach that does not need to be retrained to a specific person. Evaluations on two widely-used datasets and in-the-wild examples demonstrate the superiority of our framework over other state-of-the-art methods in terms of lip-sync accuracy and visual quality.

Technical Paper
Video-driven Neural Physically-based Facial Asset for Production

Longwen Zhang, Chuxiao Zeng, Qixuan Zhang, Hongyang Lin, Ruixiang Cao, Wei Yang, Lan Xu, Jingyi Yu

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Production-level workflows for producing convincing 3D dynamic human faces have long relied on an assortment of labor-intensive tools for geometry and texture generation, motion capture and rigging, and expression synthesis. Recent neural approaches automate individual components but the corresponding latent representations cannot provide artists with explicit controls as in conventional tools. In this paper, we present a new learning-based, video-driven approach for generating dynamic facial geometries with high-quality physically-based assets. For data collection, we construct a hybrid multiview-photometric capture stage, coupling with ultra-fast video cameras to obtain raw 3D facial assets. We then set out to model the facial expression, geometry and physically-based textures using separate VAEs where we impose a global MLP based expression mapping across the latent spaces of respective networks, to preserve characteristics across respective attributes. We also model the delta information as wrinkle maps for the physically-based textures, achieving high-quality 4K dynamic textures. We demonstrate our approach in high-fidelity performer-specific facial capture and cross-identity facial motion retargeting. In addition, our multi-VAE-based neural asset, along with the fast adaptation schemes, can also be deployed to handle in-the-wild videos. Besides, we motivate the utility of our explicit facial disentangling strategy by providing various promising physically-based editing results with high realism. Comprehensive experiments show that our technique provides higher accuracy and visual fidelity than previous video-driven facial reconstruction and animation methods.

Technical Paper
VToonify: Controllable High-Resolution Portrait Video Style Transfer

Shuai Yang, Liming Jiang, Ziwei Liu, Chen Change Loy

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Generating high-quality artistic portrait videos is an important and desirable task in computer graphics and vision. Although a series of successful portrait image toonification models built upon the powerful StyleGAN have been proposed, these image-oriented methods have obvious limitations when applied to videos, such as the fixed frame size, the requirement of face alignment, missing non-facial details and temporal inconsistency. In this work, we investigate the challenging controllable high-resolution portrait video style transfer by introducing a novel VToonify framework. Specifically, VToonify leverages the mid- and high-resolution layers of StyleGAN to render high-quality artistic portraits based on the multi-scale content features extracted by an encoder to better preserve the frame details. The resulting fully convolutional architecture accepts non-aligned faces in videos of variable size as input, contributing to complete face regions with natural motions in the output. Our framework is compatible with existing StyleGAN-based image toonification models to extend them to video toonification, and inherits appealing features of these models for flexible style control on color and intensity. This work presents two instantiations of VToonify built upon Toonify and DualStyleGAN for collection-based and exemplar-based portrait video style transfer, respectively. Extensive experimental results demonstrate the effectiveness of our proposed VToonify framework over existing methods in generating high-quality and temporally-coherent artistic portrait videos with flexible style controls. Code and pretrained models are available at our project page: www.mmlab-ntu.com/project/vtoonify/.

Technical Paper
VIINTER: View Interpolation With Implicit Neural Representations of Images

Brandon Yushan Feng, Susmija Jabbireddy, Amitabh Varshney

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We present VIINTER, a method for view interpolation by interpolating the implicit neural representation (INR) of the captured images. We leverage the learned code vector associated with each image and interpolate between these codes to achieve viewpoint transitions. We propose several techniques that significantly enhance the interpolation quality. VIINTER signifies a new way to achieve view interpolation without constructing 3D structure, estimating camera poses, or computing pixel correspondence. We validate the effectiveness of VIINTER on several multi-view scenes with different types of camera layout and scene composition. As the development of INR of images (as opposed to surface or volume) has centered around tasks like image fitting and super-resolution, with VIINTER, we show its capability for view interpolation and offer a promising outlook on using INR for image manipulation tasks.

Technical Paper
Using Rhythm Game to train Rhythmic Motion in Sports

Hidetaka Katsuyama, Erwin Wu, Hideki Koike

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Rhythm is important to improve skills in various sports. In this study, we create a rhythm game for ski training. It synchronizes music and turn timing, and has various types of feedback for training. We conducted a pilot study to verify the effectiveness through a comparison of three conditions.

Poster
UniColor: A Unified Framework for Multi-Modal Colorization with Transformer

Zhitong Huang, Nanxuan Zhao, Jing Liao

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We propose the first unified framework UniColor to support colorization in multiple modalities, including both unconditional and conditional ones, such as stroke, exemplar, text, and even a mix of them. Rather than learning a separate model for each type of condition, we introduce a two-stage colorization framework for incorporating various conditions into a single model. In the first stage, multi-modal conditions are converted into a common representation of hint points. Particularly, we propose a novel CLIP-based method to convert the text to hint points. In the second stage, we propose a Transformer-based network composed of Chroma-VQGAN and Hybrid-Transformer to generate diverse and high-quality colorization results conditioned on hint points. Both qualitative and quantitative comparisons demonstrate that our method outperforms state-of-the-art methods in every control modality and further enables multi-modal colorization that was not feasible before. Moreover, we design an interactive interface showing the effectiveness of our unified framework in practical usage, including automatic colorization, hybrid-control colorization, local recolorization, and iterative color editing. Our code and models are available at https://luckyhzt.github.io/unicolor.

Technical Paper
Unbiased Caustics Rendering Guided by Representative Specular Paths

He Li, Beibei Wang, Changhe Tu, Kun Xu, Nicolas Holzschuch, Ling-Qi Yan

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Caustics are interesting patterns caused by the light being focused when reflecting off glossy materials. Rendering them in computer graphics is still challenging: they correspond to high luminous intensity focused over a small area. Finding the paths that contribute to this small area is difficult, and even more difficult when using camera-based path tracing instead of bidirectional approaches. Recent improvements in path guiding are still unable to compute efficiently the light paths that contribute to a caustic. In this paper, we present a novel path guiding approach to enable reliable rendering of caustics. Our approach relies on computing representative specular paths, then extending them using a chain of spherical Gaussians. We use these extended paths to estimate the incident radiance distribution and guide path tracing. We combine this approach with several practical strategies, such as spatial reusing and parallax-aware representation for arbitrarily curved reflectors. Our path-guided algorithm using extended specular paths outperforms current state-of-the-art methods and handles multiple bounces of light and a variety of scenes.

Technical Paper
UmeTrack: Unified multi-view end-to-end hand tracking for VR

Shangchen Han, Po-chen Wu, Yubo Zhang, Beibei Liu, Linguang Zhang, Zheng Wang, Weiguang Si, Peizhao Zhang, Yujun Cai, Tomas Hodan, Randi Cabezas, Luan Tran, Muzaffer Akbay, Tsz-Ho Yu, Cem Keskin, Robert Wang

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Real-time tracking of 3D hand pose in world space is a challenging problem and plays an important role in VR interaction. Existing work in this space are limited to either producing root-relative (versus world space) 3D pose or rely on multiple stages such as generating heatmaps and kinematic optimization to obtain 3D pose. Moreover, the typical VR scenario, which involves multi-view tracking from wide field of view (FOV) cameras is seldom addressed by these methods. In this paper, we present a unified end-to-end differentiable framework for multi-view, multi-frame hand tracking that directly predicts 3D hand pose in world space. We demonstrate the benefits of end-to-end differentiabilty by extending our framework with downstream tasks such as jitter reduction and pinch prediction. To demonstrate the efficacy of our model, we further present a new large-scale egocentric hand pose dataset that consists of both real and synthetic data. Experiments show that our system trained on this dataset handles various challenging interactive motions, and has been successfully applied to real-time VR applications.

Technical Paper
Transformer Inertial Poser: Real-time Human Motion Reconstruction from Sparse IMUs with Simultaneous Terrain Generation

Yifeng Jiang, Yuting Ye, Deepak Gopinath, Jungdam Won, Alexander W. Winkler, C. Karen Liu

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Real-time human motion reconstruction from a sparse set of (e.g. six) wearable IMUs provides a non-intrusive and economic approach to motion capture. Without the ability to acquire position information directly from IMUs, recent works took data-driven approaches that utilize large human motion datasets to tackle this under-determined problem. Still, challenges remain such as temporal consistency, drifting of global and joint motions, and diverse coverage of motion types on various terrains. We propose a novel method to simultaneously estimate full-body motion and generate plausible visited terrain from only six IMU sensors in real-time. Our method incorporates 1. a conditional Transformer decoder model giving consistent predictions by explicitly reasoning prediction history, 2. a simple yet general learning target named "stationary body points” (SBPs) which can be stably predicted by the Transformer model and utilized by analytical routines to correct joint and global drifting, and 3. an algorithm to generate regularized terrain height maps from noisy SBP predictions which can in turn correct noisy global motion estimation. We evaluate our framework extensively on synthesized and real IMU data, and with real-time live demos, and show superior performance over strong baseline methods.

Technical Paper
Transcendental Avatar: Experiencing Bioresponsive Avatar of the Self for Improved Cognition

Kinga Skiers, Yun Suen Pai, Kouta Minamizawa

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Biofeedback is a well-known form of therapy in which the patient receives sensory and auditory input on their physiology to help them reflect on, recognize, and be aware of their own state in order to improve their cognitive and emotional functioning. In our approach, a user’s self-avatar is generated based on their physiological state, specifically their heart rate and electrodermal activity. Moreover, based on self-reported anxiety symptoms, we investigate if the biofeedback self-immersive avatar can help reduce stress levels.

Poster
Time-Dependent Machine Learning for Volumetric Simulation

Samuel Giraud-Carrier, Seth Holladay, Parris Egbert

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We explore the application of a time-dependent machine learning framework to art direction of volumetric simulations. We show the benefit of the time dependency inherent to the ODE-net model when used in conjunction with simulation sequences. Unlike other machine learning methods which maintain a uniform timestep constraint during evaluation, the ODE-net framework is able to generate results for arbitrary time samples. We demonstrate how this non-uniform time step evaluation can be leveraged for use in artistic direction tasks. We specifically apply the model to the retiming of volumetric simulations to showcase the ability of the machine learning method to properly predict arbitrary time steps. We show that with minimal training data, the model is able to generalize over several simulation sequences with similar parameters.

Poster
TileGen: Tileable, Controllable Material Generation and Capture

Xilong Zhou, Milos Hasan, Valentin Deschaintre, Paul Guerrero, Kalyan Sunkavalli, Nima Kalantari

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Recent methods (e.g. MaterialGAN) have used unconditional GANs to generate per-pixel material maps, or as a prior to reconstruct materials from input photographs. These models can generate varied random material appearance, but do not have any mechanism to constrain the generated material to a specific category or to control the coarse structure of the generated material, such as the exact brick layout on a brick wall. Furthermore, materials reconstructed from a single input photo commonly have artifacts and are generally not tileable, which limits their use in practical content creation pipelines. We propose TileGen, a generative model for SVBRDFs that is specific to a material category, always tileable, and optionally conditional on a provided input structure pattern. TileGen is a variant of StyleGAN whose architecture is modified to always produce tileable (periodic) material maps. In addition to the standard “style” latent code, TileGen can optionally take a condition image, giving a user direct control over the dominant spatial (and optionally color) features of the material. For example, in brick materials, the user can specify a brick layout and the brick color, or in leather materials, the locations of wrinkles and folds. Our inverse rendering approach can find a material perceptually matching a single target photograph by optimization. This reconstruction can also be conditional on a user-provided pattern. The resulting materials are tileable, can be larger than the target image, and are editable by varying the condition.

Technical Paper
The Continuity of Locomotion: Rethinking Conventions for Locomotion and Its Visualization in Shared Virtual Reality Spaces

Jann Philipp Freiwald, Susanne Schmidt, Bernhard E. Riecke, Frank Steinicke

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Natural interaction between multiple users within a shared virtual environment (VE) relies on each other's awareness of the current position of the interaction partners. This, however, cannot be warranted when users employ noncontinuous locomotion techniques, such as teleportation, which may cause confusion among bystanders. In this paper, we pursue two approaches to create a pleasant experience for both the moving user and the bystanders observing that movement. First, we will introduce a Smart Avatar system that delivers continuous full-body human representations for noncontinuous locomotion in shared virtual reality (VR) spaces. Smart Avatars imitate their assigned user's real-world movements when close-by and autonomously navigate to their user when the distance between them exceeds a certain threshold, i.e., after the user teleports. As part of the Smart Avatar system, we implemented four avatar transition techniques and compared them to conventional avatar locomotion in a user study, revealing significant positive effects on the observers' spatial awareness, as well as pragmatic and hedonic quality scores. Second, we introduce the concept of Stuttered Locomotion, which can be applied to any continuous locomotion method. By converting a continuous movement into short-interval teleport steps, we provide the merits of non-continuous locomotion for the moving user while observers can easily keep track of their path. Thus, while the experience for observers is similarly positive as with continuous motion, a user study confirmed that Stuttered Locomotion can significantly reduce the occurrence of cybersickness symptoms for the moving user, making it an attractive choice for shared VEs. We will discuss the potential of Smart Avatars and Stuttered Locomotion for shared VR experiences, both when applied individually and in combination.

Technical Paper
Text2Light: Zero-shot Text-driven HDR Panorama Generation

Zhaoxi Chen, Guangcong Wang, Ziwei Liu

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High-quality HDRIs (High Dynamic Range Images), typically HDR panoramas, are one of the most popular ways to create photorealistic lighting and 360-degree reflections of 3D scenes in graphics. Given the difficulty of capturing HDRIs, a versatile and controllable generative model is highly desired, where layman users can intuitively control the generation process. However, existing state-of-the-art methods still struggle to synthesize high-quality panoramas for complex scenes. In this work, we propose a zero-shot text-driven framework, Text2Light, to generate 4K+ resolution HDRIs without paired training data. Given a free-form text as the description of the scene, we synthesize the corresponding HDRI with two dedicated steps: 1) text-driven panorama generation in low dynamic range (LDR) and low resolution (LR), and 2) super-resolution inverse tone mapping to scale up the LDR panorama both in resolution and dynamic range. Specifically, to achieve zero-shot text-driven panorama generation, we first build dual codebooks as the discrete representation for diverse environmental textures. Then, driven by the pre-trained Contrastive Language-Image Pre-training (CLIP) model, a text-conditioned global sampler learns to sample holistic semantics from the global codebook according to the input text. Furthermore, a structure-aware local sampler learns to synthesize LDR panoramas patch-by-patch, guided by holistic semantics. To achieve super-resolution inverse tone mapping, we derive a continuous representation of 360-degree imaging from the LDR panorama as a set of structured latent codes anchored to the sphere. This continuous representation enables a versatile module to upscale the resolution and dynamic range simultaneously. Extensive experiments demonstrate the superior capability of Text2Light in generating high-quality HDR panoramas. In addition, we show the feasibility of our work in realistic rendering and immersive VR.

Technical Paper
TexSR: Image Super-resolution for High-Quality Texture Mapping

Jae-Ho Nah, Hyeju Kim

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We introduce an image super-resolution technique for high-quality texture mapping in this poster. We first get upscaled textures from an existing image super-resolution (SR) method. We then perform a post-color correction algorithm to restore color tones and details lost in the SR algorithm. Finally, we compress the textures with variable compression ratios to reduce storage and memory overheads caused by the increased resolution. As a result, TexSR can improve the image quality of a state of the art, Real-ESRGAN.

Poster
Temporal and Spatial Distortion for VR Rhythmic Skill Training

Takashi Matsumoto, Erwin Wu, Hideki Koike

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In many sports, rhythmic skills are considered important. In this paper, we take juggling as an example and propose a VR system that simplifies the acquisition of a sense of rhythm. The proposed system uses temporal and spatial distortion and other functions to assist the training. A pilot study is conducted to validate the effectiveness of each function.

Poster