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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Pattern-Based Cloth Registration and Sparse-View Animation

Oshri Halimi, Tuur Stuyck, Donglai Xiang, Timur Bagautdinov, He Wen, Ron Kimmel, Takaaki Shiratori, Chenglei Wu, Yaser Sheikh, Fabian Prada

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We propose a novel multi-view camera pipeline for the reconstruction and registration of dynamic clothing. Our proposed method relies on a specifically designed pattern that allows for precise video tracking in each camera view. We triangulate the tracked points and register the cloth surface in a fine-grained geometric resolution and low localization error. Compared to state-of-the-art methods, our registration exhibits stable correspondence, tracking the same points on the deforming cloth surface along the temporal sequence. As an application, we demonstrate how the use of our registration pipeline greatly improves state-of-the-art pose-based drivable cloth models. Furthermore, we propose a novel model, Garment Avatar, for driving cloth from a dense tracking signal which is obtained from two opposing camera views. The method produces realistic reconstructions which are faithful to the actual geometry of the deforming cloth. In this setting, the user wears a garment with our custom pattern which enables our driving model to reconstruct the geometry. Our code and data are available at https://github.com/HalimiOshri/Pattern-Based-Cloth-Registration-and-Sparse-View-Animation. The released data includes our pattern and registered mesh sequences containing four different subjects and 15k frames in total.

Technical Paper
Palette-based Image Search with Color Weights

Naoki Kita, Shiori Kawasaki, Takafumi Saito

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We propose a novel image search system with color palettes. By querying color palettes, users can search for inspiring images, which is helpful for design exploration. Although few such systems can accept palettes as queries, they have several constraints on query palettes (e.g., limited palette size) or search results. Our system accepts palettes with color weights and any sizes as the inputs and returns results with enough diversity that can stimulate users’ design inspiration. To achieve these, we extract color themes from our database with a perceptually-based model and calculate the palette similarity based on a weighted palette distance. Visual comparisons demonstrate that our system has more potential for helping users’ design inspiration than the existing systems.

Poster
PADL: Language-Directed Physics-Based Character Control

Jordan Juravsky, Yunrong Guo, Sanja Fidler, Xue Bin Peng

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Developing systems that can synthesize natural and life-like motions for simulated characters has long been a focus for computer animation. But in order for these systems to be useful for downstream applications, they need not only produce high-quality motions, but must also provide an accessible and versatile interface through which users can direct a character’s behaviors. Natural language provides a simple-to-use and expressive medium for specifying a user’s intent. Recent breakthroughs in natural language processing (NLP) have demonstrated effective use of language-based interfaces for applications such as image generation and program synthesis. In this work, we present PADL, which leverages recent innovations in NLP in order to take steps towards developing language-directed controllers for physics-based character animation. PADL allows users to issue natural language commands for specifying both high-level tasks and low-level skills that a character should perform. We present an adversarial imitation learning approach for training policies to map high-level language commands to low-level controls that enable a character to perform the desired task and skill specified by a user’s commands. Furthermore, we propose a multi-task aggregation method that leverages a language-based multiple-choice question-answering approach to determine high-level task objectives from language commands. We show that our framework can be applied to effectively direct a simulated humanoid character to perform a diverse array of complex motor skills.

Technical Paper
No-code Digital Human for Conversational Behavior

Hanseob Kim, Jieun Kim, Ghazanfar Ali, Jae-In Hwang

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In this poster, we present Flow Human, a no-code system that generates conversational behavior of digital humans from the text. Our users only need to build a conversation flow they want to talk to customers using the flow-based authoring tool we developed. Our system then automatically generates the verbal and non-verbal behavior of digital humans along the conversation flow, interacts with customers, and collects feedback. We believe that this work can serve the potential to be distributed to various services that have not been introduced because of the challenging task of controlling multiple factors in digital humans (e.g., conversation flow, co-speech gestures, and facial animation).

Poster
NeuralRoom: Geometry-Constrained Neural Implicit Surfaces for Indoor Scene Reconstruction

Yusen Wang, Zongcheng Li, Yu Jiang, Kaixuan Zhou, Tuo Cao, Yanping Fu, Chunxia Xiao

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We present a novel neural surface reconstruction method called NeuralRoom for reconstructing room-sized indoor scenes directly from a set of 2D images. Recently, implicit neural representations have become a promising way to reconstruct surfaces from multiview images due to their high-quality results and simplicity. However, implicit neural representations usually cannot reconstruct indoor scenes well because they suffer severe shape-radiance ambiguity. We assume that the indoor scene consists of texture-rich and flat texture-less regions. In texture-rich regions, the multiview stereo can obtain accurate results. In the flat area, normal estimation networks usually obtain a good normal estimation. Based on the above observations, we reduce the possible spatial variation range of implicit neural surfaces by reliable geometric priors to alleviate shape-radiance ambiguity. Specifically, we use multiview stereo results to limit the NeuralRoom optimization space and then use reliable geometric priors to guide NeuralRoom training. Then the NeuralRoom would produce a neural scene representation that can render an image consistent with the input training images. In addition, we propose a smoothing method called perturbation-residual restrictions to improve the accuracy and completeness of the flat region, which assumes that the sampling points in a local surface should have the same normal and similar distance to the observation center. Experiments on the ScanNet dataset show that our method can reconstruct the texture-less area of indoor scenes while maintaining the accuracy of detail. We also apply NeuralRoom to more advanced multiview reconstruction algorithms and significantly improve their reconstruction quality.

Technical Paper
NeuralMarker: A Framework for Learning General Marker Correspondence

Zhaoyang Huang, Xiaokun Pan, Weihong Pan, Weikang Bian, Yan Xu, KaChun Cheung, Guofeng Zhang, Hongsheng Li

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We tackle the problem of estimating correspondences from a general marker, such as a movie poster, to an image that captures such a marker. Conventionally, this problem is addressed by fitting a homography model based on sparse feature matching. However, they are only able to handle plane-like markers and the sparse features do not sufficiently utilize appearance information. In this paper, we propose a novel framework NeuralMarker, training a neural network estimating dense marker correspondences under various challenging conditions, such as marker deformation, harsh lighting, etc. Deep learning has presented an excellent performance in correspondence learning once provided with sufficient training data. However, annotating pixel-wise dense correspondence for training marker correspondence is too expensive. We observe that the challenges of marker correspondence estimation come from two individual aspects: geometry variation and appearance variation. We, therefore, design two components addressing these two challenges in NeuralMarker. First, we create a synthetic dataset FlyingMarkers containing marker-image pairs with ground truth dense correspondences. By training with FlyingMarkers, the neural network is encouraged to capture various marker motions. Second, we propose the novel Symmetric Epipolar Distance (SED) loss, which enables learning dense correspondence from posed images. Learning with the SED loss and the cross-lighting posed images collected by Structure-from-Motion (SfM), NeuralMarker is remarkably robust in harsh lighting environments and avoids synthetic image bias. Besides, we also propose a novel marker correspondence evaluation method circumstancing annotations on real marker-image pairs and create a new benchmark. We show that NeuralMarker significantly outperforms previous methods and enables new interesting applications, including Augmented Reality (AR) and video editing.

Technical Paper
Neural Wavelet-domain Diffusion for 3D Shape Generation

Ka-Hei Hui, Ruihui Li, Jingyu Hu, Chi-Wing Fu

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This paper presents a new approach for 3D shape generation, enabling direct generative modeling on a continuous implicit representation in wavelet domain. Specifically, we propose a compact wavelet representation with a pair of coarse and detail coefficient volumes to implicitly represent 3D shapes via truncated signed distance functions and multi-scale biorthogonal wavelets, and formulate a pair of neural networks: a generator based on the diffusion model to produce diverse shapes in the form of coarse coefficient volumes; and a detail predictor to further produce compatible detail coefficient volumes for enriching the generated shapes with fine structures and details. Both quantitative and qualitative experimental results manifest the superiority of our approach in generating diverse and high-quality shapes with complex topology and structures, clean surfaces, and fine details, exceeding the 3D generation capabilities of the state-of-the-art models.

Technical Paper
Neural Point Catacaustics for Novel-View Synthesis of Reflections

Georgios Kopanas, Thomas Leimkühler, Gilles Rainer, Clément Jambon, George Drettakis

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View-dependent effects such as reflections pose a substantial challenge for image-based and neural rendering algorithms. Above all, curved reflectors are particularly hard, as they lead to highly non-linear reflection flows as the camera moves. We introduce a new point-based representation to compute Neural Point Catacaustics allowing novel-view synthesis of scenes with curved reflectors, from a set of casually-captured input photos. At the core of our method is a neural warp field that models catacaustic trajectories of reflections, so complex specular effects can be rendered using efficient point splatting in conjunction with a neural renderer. One of our key contributions is the explicit representation of reflections with a reflection point cloud which is displaced by the neural warp field, and a primary point cloud which is optimized to represent the rest of the scene. After a short manual annotation step, our approach allows interactive high-quality renderings of novel views with accurate reflection flow. Additionally, the explicit representation of reflection flow supports several forms of scene manipulation in captured scenes, such as reflection editing, cloning of specular objects, reflection tracking across views, and comfortable stereo viewing. We provide the source code and other supplemental material on https://repo-sam.inria.fr/fungraph/neural_catacaustics/

Technical Paper
Neural Photo-Finishing

Ethan Tseng, Yuxuan Zhang, Lars Jebe, Cecilia Zhang, Zhihao Xia, Yifei Fan, Felix Heide, Jiawen Chen

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Image processing pipelines are ubiquitous and we rely on them either directly, by filtering or adjusting an image post-capture, or indirectly, as image signal processing (ISP) pipelines on broadly deployed camera systems. Used by artists, photographers, system engineers, and for downstream vision tasks, traditional image processing pipelines feature complex algorithmic branches developed over decades. Recently, image-to-image networks have made great strides in image processing, style transfer, and semantic understanding. The differentiable nature of these networks allows them to fit a large corpus of data; however, they do not allow for intuitive, fine-grained controls that photographers find in modern photo-finishing tools. This work closes that gap and presents an approach to making complex photo-finishing pipelines differentiable, allowing legacy algorithms to be trained akin to neural networks using first-order optimization methods. By concatenating tailored network proxy models of individual processing steps (e.g. white-balance, tone-mapping, color tuning), we can model a non-differentiable reference image finishing pipeline more faithfully than existing proxy image-to-image network models. We validate the method for several diverse applications, including photo and video style transfer, slider regression for commercial camera ISPs, photography-driven neural demosaicking, and adversarial photo-editing.

Technical Paper
Neural Parameterization for Dynamic Human Head Editing

Li Ma, Xiaoyu Li, Jing Liao, Xuan Wang, Qi Zhang, Jue Wang, Pedro SANDER

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Implicit radiance functions emerged as a powerful scene representation for reconstructing and rendering photo-realistic views of a 3D scene. These representations, however, suffer from poor editability. On the other hand, explicit representations such as polygonal meshes allow easy editing but are not as suitable for reconstructing accurate details in dynamic human heads, such as fine facial features, hair, teeth, and eyes. In this work, we present Neural Parameterization (NeP), a hybrid representation that provides the advantages of both implicit and explicit methods. NeP is capable of photo-realistic rendering while allowing fine-grained editing of the scene geometry and appearance. We first disentangle the geometry and appearance by parameterizing the 3D geometry into 2D texture space. We enable geometric editability by introducing an explicit linear deformation blending layer. The deformation is controlled by a set of sparse key points, which can be explicitly and intuitively displaced to edit the geometry. For appearance, we develop a hybrid 2D texture consisting of an explicit texture map for easy editing and implicit view and time-dependent residuals to model temporal and view variations. We compare our method to several reconstruction and editing baselines. The results show that the NeP achieves almost the same level of rendering accuracy while maintaining high editability.

Technical Paper
Neural James-Stein Combiner for Unbiased and Biased Renderings

Jeongmin Gu, Jose A. Iglesias-Guitian, Bochang Moon

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Unbiased rendering algorithms such as path tracing produce accurate images given a huge number of samples, but in practice, the techniques often leave visually distracting artifacts (i.e., noise) in their rendered images due to a limited time budget. A favored approach for mitigating the noise problem is applying learning-based denoisers to unbiased but noisy rendered images and suppressing the noise while preserving image details. However, such denoising techniques typically introduce a systematic error, i.e., the denoising bias, which does not decline as rapidly when increasing the sample size, unlike the other type of error, i.e., variance. It can technically lead to slow numerical convergence of the denoising techniques. We propose a new combination framework built upon the James-Stein (JS) estimator, which merges a pair of unbiased and biased rendering images, e.g., a path-traced image and its denoised result. Unlike existing post-correction techniques for image denoising, our framework helps an input denoiser have lower errors than its unbiased input without relying on accurate estimation of per-pixel denoising errors. We demonstrate that our framework based on the well-established JS theories allows us to improve the error reduction rates of state-of-the-art learning-based denoisers more robustly than recent post-denoisers.

Technical Paper
Neural Cloth Simulation

Hugo Bertiche, Meysam Madadi, Sergio Escalera

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We present a general framework for the garment animation problem through unsupervised deep learning inspired in physically based simulation. Existing trends in the literature already explore this possibility. Nonetheless, these approaches do not handle cloth dynamics. Here, we propose the first methodology able to learn realistic cloth dynamics unsupervisedly, and henceforth, a general formulation for neural cloth simulation. The key to achieve this is to adapt an existing optimization scheme for motion from simulation based methodologies to deep learning. Then, analyzing the nature of the problem, we devise an architecture able to automatically disentangle static and dynamic cloth subspaces by design. We will show how this improves model performance. Additionally, this opens the possibility of a novel motion augmentation technique that greatly improves generalization. Finally, we show it also allows to control the level of motion in the predictions. This is a useful, never seen before, tool for artists. We provide of detailed analysis of the problem to establish the bases of neural cloth simulation and guide future research into the specifics of this domain.

Technical Paper
Neural Brushstroke Engine: Learning a Latent Style Space of Interactive Drawing Tools

Maria Shugrina, Chin-Ying Li, Sanja Fidler

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We propose Neural Brushstroke Engine, the first method to apply deep generative models to learn a distribution of interactive drawing tools. Our conditional GAN model learns the latent space of drawing styles from a small set (about 200) of unlabeled images in different media. Once trained, a single model can texturize stroke patches drawn by the artist, emulating a diverse collection of brush styles in the latent space. In order to enable interactive painting on a canvas of arbitrary size, we design a painting engine able to support real-time seamless patch-based generation, while allowing artists direct control of stroke shape, color and thickness. We show that the latent space learned by our model generalizes to unseen drawing and more experimental styles (e.g. beads) by embedding real styles into the latent space. We explore other applications of the continuous latent space, such as optimizing brushes to enable painting in the style of an existing artwork, automatic line drawing stylization, brush interpolation, and even natural language search over a continuous space of drawing tools. Our prototype received positive feedback from a small group of digital artists.

Technical Paper
Neural Bidirectional Texture Function Compression and Rendering

Luca Quartesan, Carlos Pereira Santos

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The recent success of Machine Learning encouraged research using artificial neural networks (NNs) in computer graphics. A good example is the bidirectional texture function (BTF), a data-driven representation of surface materials that can encapsulate complex behaviors that would otherwise be too expensive to calculate for real-time applications, such as self-shadowing and interreflections. We propose two changes to the state-of-the-art using neural networks for BTFs, specifically NeuMIP. These changes, suggested by recent work in neural scene representation and rendering, aim to improve baseline quality, memory footprint, and performance. We conduct an ablation study to evaluate the impact of each change. We test both synthetic and real data, and provide a working implementation within the Mitsuba 2 rendering framework. Our results show that our method outperforms the baseline in all these metrics and that neural BTF is part of the broader field of neural scene representation. Project website: https://traverse-research.github.io/NeuBTF/.

Poster
NeuLighting: Neural Lighting for Free Viewpoint Outdoor Scene Relighting with Unconstrained Photo Collections

Quewei Li, Jie Guo, Yang Fei, Feichao Li, Yanwen Guo

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We propose NeuLighting, a new framework for free viewpoint outdoor scene relighting from a sparse set of unconstrained in-the-wild photo collections. Our framework represents all the scene components as continuous functions parameterized by MLPs that take a 3D location and the lighting condition as input and output reflectance and necessary outdoor illumination properties. Unlike object-level relighting methods which often leverage training images with controllable and consistent indoor illumination, we concentrate on the more challenging outdoor situation where all the images are captured under arbitrary unknown illumination. The key to our method includes a neural lighting representation that compresses the per-image illumination into a disentangled latent vector, and a new free viewpoint relighting scheme that is robust to arbitrary lighting variations across images. The lighting representation is compressive to explain a wide range of illumination and can be easily fed into the query-based NeuLighting framework, enabling efficient shading effect evaluation under any kind of novel illumination. Furthermore, to produce high-quality cast shadows, we estimate the sun visibility map to indicate the shadow regions according to the scene geometry and the sun direction. Thanks to the flexible and explainable neural lighting representation, our system supports outdoor relighting with many different illumination sources, including natural images, environment maps, and time-lapse videos. The high-fidelity renderings under novel views and illumination prove the superiority of our method against state-of-the-art relighting solutions.

Technical Paper
NeRFFaceEditing: Disentangled Face Editing in Neural Radiance Fields

Kaiwen Jiang, Shu-Yu Chen, Feng-Lin Liu, Hongbo Fu, Lin Gao

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Recent methods for synthesizing 3D-aware face images have achieved rapid development thanks to neural radiance fields, allowing for high quality and fast inference speed. However, existing solutions for editing facial geometry and appearance independently usually require retraining and are not optimized for the recent work of generation, thus tending to lag behind the generation process. To address these issues, we introduce NeRFFaceEditing, which enables editing and decoupling geometry and appearance in the pretrained tri-plane-based neural radiance field while retaining its high quality and fast inference speed. Our key idea for disentanglement is to use the statistics of the tri-plane to represent the high-level appearance of its corresponding facial volume. Moreover, we leverage a generated 3D-continuous semantic mask as an intermediary for geometry editing. We devise a geometry decoder (whose output is unchanged when the appearance changes) and an appearance decoder. The geometry decoder aligns the original facial volume with the semantic mask volume. We also enhance the disentanglement by explicitly regularizing rendered images with the same appearance but different geometry to be similar in terms of color distribution for each facial component separately. Our method allows users to edit via semantic masks with decoupled control of geometry and appearance. Both qualitative and quantitative evaluations show the superior geometry and appearance control abilities of our method compared to existing and alternative solutions.

Technical Paper
MyStyle: A Personalized Generative Prior

Yotam Nitzan, Kfir Aberman, Orly Liba, Qiurui He, Michal Yarom, Yossi Gandelsman, Inbar Mosseri, Yael Pritch, Daniel Cohen-Or

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We introduce MyStyle, a personalized deep generative prior trained with a few shots of an individual. MyStyle allows to reconstruct, enhance and edit images of a specific person, such that the output is faithful to the person's key facial characteristics. Given a small reference set of portrait images of a person (~ 100), we tune the weights of a pretrained StyleGAN face generator to form a local, low-dimensional, personalized manifold in the latent space. We show that this manifold constitutes a personalized region that spans latent codes associated with diverse portrait images of the individual. Moreover, we demonstrate that we obtain a personalized generative prior, and propose a unified approach to apply it to various ill-posed image enhancement problems, such as inpainting and super-resolution, as well as semantic editing. Using the personalized generative prior we obtain outputs that exhibit high-fidelity to the input images and are also faithful to the key facial characteristics of the individual in the reference set. We demonstrate our method with fair-use images of numerous widely recognizable individuals for whom we have the prior knowledge for a qualitative evaluation of the expected outcome. We evaluate our approach against few-shots baselines and show that our personalized prior, quantitatively and qualitatively, outperforms state-of-the-art alternatives.

Technical Paper
Motion In-betweening via Two-stage Transformers

Jia Qin, Youyi Zheng, Kun Zhou

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We present a deep learning-based framework to synthesize motion in-betweening in a two-stage manner. Given some context frames and a target frame, the system can generate plausible transitions with variable lengths in a non-autoregressive fashion. The framework consists of two Transformer Encoder-based networks operating in two stages: in the first stage a Context Transformer is designed to generate rough transitions based on the context and in the second stage a Detail Transformer is employed to refine motion details. Compared to existing Transformer-based methods which either use a complete Transformer Encoder-Decoder architecture or additional 1D convolutions to generate motion transitions, our framework achieves superior performance with less trainable parameters by only leveraging the Transformer Encoder and masked self-attention mechanism. To enhance the generalization of our transformer-based framework, we further introduce Keyframe Positional Encoding and Learned Relative Positional Encoding to make our method robust in synthesizing longer transitions exceeding the maximum transition length during training. Our framework is also artist-friendly by supporting full and partial pose constraints within the transition, giving artists fine control over the synthesized results. We benchmark our framework on the LAFAN1 dataset, and experiments show that our method outperforms the current state-of-the-art methods at a large margin (an average of 16% for normal-length sequences and 55% for excessive-length sequences). Our method trains faster than the RNN-based method and achieves a four-time speedup during inference. We implement our framework into a production-ready tool inside an animation authoring software and conduct a pilot study to validate the practical value of our method.

Technical Paper
Motion In-betweening for Physically Simulated Characters

Deepak Gopinath, Hanbyul Joo, Jungdam Won

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We present a motion in-betweening framework to generate high quality, physically plausible character animation when we are given temporally sparse keyframes as soft animation constraints. More specifically, we learn imitation policies for physically simulated characters by using deep reinforcement learning where the policies can access limited information only. Once learned, the physically simulated characters are capable of adapting to external perturbations while following given sparse input keyframes. We demonstrate the performance of our framework on two different motion datasets and also compare our results with the the results generated by a baseline imitation policy.

Poster