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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Motion Guided Deep Dynamic 3D Garments

Meng Zhang, Duygu Ceylan, Niloy J. Mitra

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Realistic dynamic garments on animated characters have many AR/VR applications. While authoring such dynamic garment geometry is still a challenging task, data-driven simulation provides an attractive alternative, especially if it can be controlled simply using the motion of the underlying character. In this work, we focus on motion guided dynamic 3D garments, especially for loose garments. In a data-driven setup, we first learn a generative space of plausible garment geometries. Then, we learn a mapping to this space to capture the motion dependent dynamic deformations, conditioned on the previous state of the garment as well as its relative position with respect to the underlying body. Technically, we model garment dynamics, driven using the input character motion, by predicting per-frame local displacements in a canonical state of the garment that is enriched with frame-dependent skinning weights to bring the garment to the global space. We resolve any remaining per-frame collisions by predicting residual local displacements. The resultant garment geometry is used as history to enable iterative roll-out prediction. We demonstrate plausible generalization to unseen body shapes and motion inputs, and show improvements over multiple state-of-the-art alternatives. Code and data is released in https://geometry.cs.ucl.ac.uk/projects/2022/MotionDeepGarment/

Technical Paper
MoRig: Motion-Aware Rigging of Character Meshes from Point Clouds

Zhan Xu, Yang Zhou, Li Yi, Evangelos Kalogerakis

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We present MoRig, a method that automatically rigs character meshes driven by single-view point cloud streams capturing the motion of performing characters. Our method is also able to animate the 3D meshes according to the captured point cloud motion. MoRig’s neural network encodes motion cues from the point clouds into features that are informative about the articulated parts of the performing character. These motion-aware features guide the inference of an appropriate skeletal rig for the input mesh, which is then animated based on the point cloud motion. Our method can rig and animate diverse characters, including humanoids, quadrupeds, and toys with varying articulation. It accounts for occluded regions in the point clouds and mismatches in the part proportions between the input mesh and captured character. Compared to other rigging approaches that ignore motion cues, MoRig produces more accurate rigs, well-suited for re-targeting motion from captured characters.

Technical Paper
Mixed Variational Finite Elements for Implicit Simulation of Deformables

Ty Trusty, Danny Kaufman, David I.W. Levin

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We propose and explore a new method for the implicit time integration of elastica. Key to our approach is the use of a mixed variational principle. In turn, its finite element discretization leads to an efficient and accurate sequential quadratic programming solver with a superset of the desirable properties of many previous integration strategies. This framework fits a range of elastic constitutive models and remains stable across a wide span of time step sizes and material parameters (including problems that are approximately rigid). Our method exhibits convergence on par with full Newton type solvers and also generates visually plausible results in just a few iterations comparable to recent fast simulation methods that do not converge. These properties make it suitable for both offline accurate simulation and performant applications with expressive physics. We demonstrate the efficacy of our approach on a number of simulated examples.

Technical Paper
Metric-KNN is All You Need

Tejas Anvekar, Ramesh Ashok Tabib, Dikshit Hegde, Uma Mudengudi

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In this work, we propose a novel Metric-K Nearest Neighbor (-KNN) to facilitate topology aware learning in point clouds. Topology aware learning is achieved by accumulation of local features in deep-learning model. Recent work rely on Ball queries or K-Nearest-Neighbor (KNN) for local feature extraction of point clouds and finds challenges in retaining topological information. -KNN employes a generalised Minkowski distance in the KNN search algorithm for topological representation of point clouds. -KNN enables state-of-the-art point cloud methods to perform topology aware downstream tasks. We demonstrate the performance of -KNN as plugin towards point cloud classification, part-segmentation, and denoising using benchmark dataset.

Poster
Method of Creating Video Content that Cause The Sensation of Falling

Kaho Iwasaki, Yuji Sakamoto

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In recent years, video content that enables users to experience a simulated fall using an head mounted display (HMD) has become popular. However, the visual factors that cause the sensation of falling have not been clarified. In this study, we focused on visual stimuli, which are known to affect the intensity of vection, and examined their relationship to the sensation of falling.The results confirmed that stimulus presented from the peripheral visual field area and increased spatial frequency amplified the sensation of falling. In addition, we were able to produce video content that produced a greater sense of falling by using multiple visual stimuli that had the property of increasing vection.

Poster
Metappearance: Meta-Learning for Visual Appearance Reproduction

Michael Fischer, Tobias Ritschel

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There currently exist two main approaches to reproducing visual appearance using Machine Learning (ML): The first is training models that generalize over different instances of a problem, e.g., different images of a dataset. As one-shot approaches, these offer fast inference, but often fall short in quality. The second approach does not train models that generalize across tasks, but rather over-fit a single instance of a problem, e.g., a flash image of a material. These methods offer high quality, but take long to train. We suggest to combine both techniques end-to-end using meta-learning: We over-fit onto a single problem instance in an inner loop, while also learning how to do so efficiently in an outer-loop across many exemplars. To this end, we derive the required formalism that allows applying meta-learning to a wide range of visual appearance reproduction problems: textures, Bidirectional Reflectance Distribution Functions (BRDFs), spatially-varying BRDFs (svBRDFs), illumination or the entire light transport of a scene. The effects of meta-learning parameters on several different aspects of visual appearance are analyzed in our framework, and specific guidance for different tasks is provided. Metappearance enables visual quality that is similar to over-fit approaches in only a fraction of their runtime while keeping the adaptivity of general models.

Technical Paper
MeshTaichi: A Compiler for Efficient Mesh-based Operations

Chang Yu, Yi Xu, Ye Kuang, Yuanming Hu, Tiantian Liu

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Meshes are an indispensable representation in many graphics applications because they provide conformal spatial discretizations. However, mesh-based operations are often slow due to unstructured memory access patterns. We propose MeshTaichi, a novel mesh compiler that provides an intuitive programming model for efficient mesh-based operations. Our programming model hides the complex indexing system from users and allows users to write mesh-based operations using reference-style neighborhood queries. Our compiler achieves its high performance by exploiting data locality. We partition input meshes and prepare the wanted relations by inspecting users' code during compile time. During run time, we further utilize on-chip memory (shared memory on GPU and L1 cache on CPU) to access the wanted attributes of mesh elements efficiently. Our compiler decouples low-level optimization options with computations, so that users can explore different localized data attributes and different memory orderings without changing their computation code. As a result, users can write concise code using our programming model to generate efficient mesh-based computations on both CPU and GPU backends. We test MeshTaichi on a variety of physically-based simulation and geometry processing applications with both triangle and tetrahedron meshes. MeshTaichi achieves a consistent speedup ranging from 1.4× to 6×, compared to state-of-the-art mesh data structures and compilers.

Technical Paper
Masked Lip-Sync Prediction by Audio-Visual Contextual Exploitation in Transformers

Yasheng Sun, Hang Zhou, Kaisiyuan Wang, Qianyi Wu, Zhibin Hong, Jingtuo Liu, Errui Ding, Jingdong Wang, Ziwei Liu, Hideki Koike

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Previous studies have explored generating accurately lip-synced talking faces for arbitrary targets given audio conditions. However, most of them deform or generate the whole facial area, leading to non-realistic results. In this work, we delve into the formulation of altering only the mouth shapes of the target person. This requires masking a large percentage of the original image and seamlessly inpainting it with the aid of audio and reference frames. To this end, we propose the Audio-Visual Context-Aware Transformer (AV-CAT) framework, which produces accurate lip-sync with photo-realistic quality by predicting the masked mouth shapes. Our key insight is to exploit desired contextual information provided in audio and visual modalities thoroughly with delicately designed Transformers. Specifically, we propose a convolution-Transformer hybrid backbone and design an attention-based fusion strategy for filling the masked parts. It uniformly attends to the textural information on the unmasked regions and the reference frame. Then the semantic audio information is involved in enhancing the self-attention computation. Additionally, a refinement network with audio injection improves both image and lip-sync quality. Extensive experiments validate that our model can generate high-fidelity lip-synced results for arbitrary subjects.

Technical Paper
Marginal Multiple Importance Sampling

Rex West, Iliyan Georgiev, Toshiya Hachisuka

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Multiple importance sampling (MIS) is a powerful tool to combine different sampling techniques in a provably good manner. MIS requires that the techniques’ probability density functions (PDFs) are readily evaluable point-wise. However, this requirement may not be satisfied when (some of) those PDFs are marginals, i.e., integrals of other PDFs. We generalize MIS to combine samples from such marginal PDFs. The key idea is to consider each marginalization domain as a continuous space of sampling techniques with readily evaluable (conditional) PDFs. We stochastically select techniques from these spaces and combine the samples drawn from them into an unbiased estimator. Prior work has dealt with the special cases of multiple classical techniques or a single marginal one. Our formulation can handle mixtures of those. We apply our marginal MIS formulation to light-transport simulation to demonstrate its utility. We devise a marginal path sampling framework that makes previously intractable sampling techniques practical and significantly broadens the path-sampling choices beyond what is presently possible. We highlight results from two algorithms based on marginal MIS: a novel formulation of path-space filtering at multiple vertices along a camera path and a similar filtering method for photon-density estimation.

Technical Paper
Make Your Own Sprites: Aliasing-Aware and Cell-Controllable Pixelization

Zongwei Wu, Liangyu Chai, Nanxuan Zhao, Bailin Deng, Yongtuo Liu, Qiang Wen, Junle Wang, Shengfeng He

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Pixel art is a unique art style with the appearance of low resolution images. In this paper, we propose a data-driven pixelization method that can produce sharp and crisp cell effects with controllable cell sizes. Our approach overcomes the limitation of existing learning-based methods in cell size control by introducing a reference pixel art to explicitly regularize the cell structure. In particular, the cell structure features of the reference pixel art are used as an auxiliary input for the pixelization process, and for measuring the style similarity between the generated result and the reference pixel art. Furthermore, we disentangle the pixelization process into specific cell-aware and aliasing-aware stages, mitigating the ambiguities in joint learning of cell size, aliasing effect, and color assignment. To train our model, we construct a dedicated pixel art dataset and augment it with different cell sizes and different degrees of anti-aliasing effects. Extensive experiments demonstrate its superior performance over state-of-the-arts in terms of cell sharpness and perceptual expressiveness. We also show promising results of video game pixelization for the first time. Code and dataset are available at https://github.com/WuZongWei6/Pixelization.

Technical Paper
MMGrip: A Handheld Multimodal Haptic Device Combining Vibration, Impact, and Shear for Realistic Expression of Contact

Dong-geun Kim, Jungeun Lee, Seungmoon Choi

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We introduce MMGrip, a handheld multimodal haptic device that simultaneously presents vibration, impact, and shear for realistic and immersive haptic feedback to virtual collision events. The three types of haptic stimulus mimic a damped vibration, a collision impulse, and a skin slip deformation, respectively, occurring at physical contact. Controlling the three stimuli, as well as their onset time differences, provides a vast design space for offering diverse and realistic haptic experiences. We present the design of MMGrip and demonstrates its application to virtual sports.

Poster
MIPNet: Neural Normal-to-Anisotropic-Roughness MIP mapping

Alban Gauthier, Robin Faury, Jérémy Levallois, Théo Thonat, Jean-Marc Thiery, Tamy Boubekeur

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We present MIPNet, a novel approach for SVBRDF mipmapping which preserves material appearance under varying view distances and lighting conditions. As in classical mipmapping, our method explicitly encodes the multiscale appearance of materials in a SVBRDF mipmap pyramid. To do so, we use a tensor-based representation, coping with gradient-based optimization, for encoding anisotropy which is compatible with existing real-time rendering engines. Instead of relying on a simple texture patch average for each channel independently, we propose a cascaded architecture of multilayer perceptrons to approximate the material appearance using only the fixed material channels. Our neural model learns simple mipmapping filters using a differentiable rendering pipeline based on a rendering loss and is able to transfer signal from normal to anisotropic roughness. As a result, we obtain a drop-in replacement for standard material mipmapping, offering a significant improvement in appearance preservation while still boiling down to a single per-pixel mipmap texture fetch. We report extensive experiments on two distinct BRDF models.

Technical Paper
MEMformer: Transformer-based 3D Human Motion Estimation from MoCap Markers

Jinhui Luan, Haiyong Jiang, Junqi Diao, Ying Wang, Jun Xiao

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We address the problem of 3D human motion estimation from original MoCap optical markers. The original markers are noisy, disordered, and unlabeled, hence recovering 3D human motion from them is non-trivial. Existing works are either time-consuming or assuming the knowledge of the marker labels. We address these problems by presenting an end-to-end method for 3D human motion estimation by leveraging the capability of Transformer to model long-range dependencies. The method takes original markers as inputs and learns joint poses with a Transformer-like architecture. Experimental results show that our method is able to achieve better than centimeter-level errors.

Poster
LuisaRender: A High-Performance Rendering Framework with Layered and Unified Interfaces on Stream Architectures

Shaokun Zheng, Zhiqian Zhou, Xin Chen, Difei Yan, Chuyan Zhang, Yuefeng Geng, Yan Gu, Kun Xu

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The advancements in hardware have drawn more attention than ever to high-quality offline rendering with modern stream processors, both in the industry and in research fields. However, the graphics APIs are fragmented and existing shading languages lack high-level constructs such as polymorphism, which adds complexity to developing and maintaining cross-platform high-performance renderers. We present LuisaRender1, a high-performance rendering framework for modern stream-architecture hardware. Our main contribution is an expressive C++-embedded DSL for kernel programming with JIT code generation and compilation. We also implement a unified runtime layer with resource wrappers and an optimized Monte Carlo renderer. Experiments on test scenes show that LuisaRender achieves much higher performance than existing research renderers on modern graphics hardware, e.g., 5--11× faster than PBRT-v4 and 4--16× faster than Mitsuba 3.

Technical Paper
Look-Ahead Training with Learned Reflectance Loss for Single-Image SVBRDF Estimation

Xilong Zhou, Nima Kalantari

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In this paper, we propose a novel optimization-based method to estimate the reflectance properties of a near planar surface from a single input image. Specifically, we perform test-time optimization by directly updating the parameters of a neural network to minimize the test error. Since single image SVBRDF estimation is a highly ill-posed problem, such an optimization is prone to overfitting. Our main contribution is to address this problem by introducing a training mechanism that takes the test-time optimization into account. Specifically, we train our network by minimizing the training loss after one or more gradient updates with the test loss. By training the network in this manner, we ensure that the network does not overfit to the input image during the test-time optimization process. Additionally, we propose a learned reflectance loss to augment the typically used rendering loss during the test-time optimization. We do so by using an auxiliary network that estimates pseudo ground truth reflectance parameters and train it in combination with the main network. Our approach is able to converge with a small number of iterations of the test-time optimization and produces better results compared to the state-of-the-art methods.

Technical Paper
Lightweight Neural Basis Functions for All-Frequency Shading

Zilin Xu, Zheng Zeng, Lifan Wu, Lu Wang, Ling-Qi Yan

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Basis functions provide both the abilities for compact representation and the properties for efficient computation. Therefore, they are pervasively used in rendering to perform all-frequency shading. However, common basis functions, including spherical harmonics (SH), wavelets, and spherical Gaussians (SG) all have their own limitations, such as low-frequency for SH, not rotationally invariant for wavelets, and no multiple product support for SG. In this paper, we present neural basis functions, an implicit and data-driven set of basis functions that circumvents the limitations with all desired properties. We first introduce a representation neural network that takes any general 2D spherical function (e.g. environment lighting, BRDF, and visibility) as input and projects it onto the latent space as coefficients of our neural basis functions. Then, we design several lightweight neural networks that perform different types of computation, giving our basis functions different computational properties such as double/triple product integrals and rotations. We demonstrate the practicality of our neural basis functions by integrating them into all-frequency shading applications, showing that our method not only achieves a compression rate of and 10 × -40 × better performance than wavelets at equal quality, but also renders all-frequency lighting effects in real-time without the aforementioned limitations from classic basis functions.

Technical Paper
Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo Raytracing

Jingsen Zhu, Fujun Luan, Yuchi Huo, Zihao Lin, Zhihua Zhong, Dianbing Xi, Rui Wang, Hujun Bao, Jiaxiang Zheng, Rui Tang

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Indoor scenes typically exhibit complex, spatially-varying appearance from global illumination, making inverse rendering a challenging ill-posed problem. This work presents an end-to-end, learning-based inverse rendering framework incorporating differentiable Monte Carlo raytracing with importance sampling. The framework takes a single image as input to jointly recover the underlying geometry, spatially-varying lighting, and photorealistic materials. Specifically, we introduce a physically-based differentiable rendering layer with screen-space ray tracing, resulting in more realistic specular reflections that match the input photo. In addition, we create a large-scale, photorealistic indoor scene dataset with significantly richer details like complex furniture and dedicated decorations. Further, we design a novel out-of-view lighting network with uncertainty-aware refinement leveraging hypernetwork-based neural radiance fields to predict lighting outside the view of the input photo. Through extensive evaluations on common benchmark datasets, we demonstrate superior inverse rendering quality of our method compared to state-of-the-art baselines, enabling various applications such as complex object insertion and material editing with high fidelity. Code and data will be made available at https://jingsenzhu.github.io/invrend

Technical Paper
Learning-Based Bending Stiffness Parameter Estimation by a Drape Tester

Xudong Feng, Wenchao Huang, Weiwei Xu, Huamin Wang

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Real-world fabrics often possess complicated nonlinear, anisotropic bending stiffness properties. Measuring the physical parameters of such properties for physics-based simulation is difficult yet unnecessary, due to the persistent existence of numerical errors in simulation technology. In this work, we propose to adopt a simulation-in-the-loop strategy: instead of measuring the physical parameters, we estimate the simulation parameters to minimize the discrepancy between reality and simulation. This strategy offers good flexibility in test setups, but the associated optimization problem is computationally expensive to solve by numerical methods. Our solution is to train a regression-based neural network for inferring bending stiffness parameters, directly from drape features captured in the real world. Specifically, we choose the Cusick drape test method and treat multiple-view depth images as the feature vector. To effectively and efficiently train our network, we develop a highly expressive and physically validated bending stiffness model, and we use the traditional cantilever test to collect the parameters of this model for 618 real-world fabrics. Given the whole parameter data set, we then construct a parameter subspace, generate new samples within the sub-space, and finally simulate and augment synthetic data for training purposes. The experiment shows that our trained system can replace cantilever tests for quick, reliable and effective estimation of simulation-ready parameters. Thanks to the use of the system, our simulator can now faithfully simulate bending effects comparable to those in the real world.

Technical Paper
Learning to Relight Portrait Images via a Virtual Light Stage and Synthetic-to-Real Adaptation

Yu-Ying Yeh, Koki Nagano, Sameh Khamis, Jan Kautz, Ming-Yu Liu, Ting-Chun Wang

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Given a portrait image of a person and an environment map of the target lighting, portrait relighting aims to re-illuminate the person in the image as if the person appeared in an environment with the target lighting. To achieve high-quality results, recent methods rely on deep learning. An effective approach is to supervise the training of deep neural networks with a high-fidelity dataset of desired input-output pairs, captured with a light stage. However, acquiring such data requires an expensive special capture rig and time-consuming efforts, limiting access to only a few resourceful laboratories. To address the limitation, we propose a new approach that can perform on par with the state-of-the-art (SOTA) relighting methods without requiring a light stage. Our approach is based on the realization that a successful relighting of a portrait image depends on two conditions. First, the method needs to mimic the behaviors of physically-based relighting. Second, the output has to be photorealistic. To meet the first condition, we propose to train the relighting network with training data generated by a virtual light stage that performs physically-based rendering on various 3D synthetic humans under different environment maps. To meet the second condition, we develop a novel synthetic-to-real approach to bring photorealism to the relighting network output. In addition to achieving SOTA results, our approach offers several advantages over the prior methods, including controllable glares on glasses and more temporally-consistent results for relighting videos.

Technical Paper
Learning to Generate 3D Shapes from a Single Example

Rundi Wu, Changxi Zheng

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Existing generative models for 3D shapes are typically trained on a large 3D dataset, often of a specific object category. In this paper, we investigate the deep generative model that learns from only a single reference 3D shape. Specifically, we present a multi-scale GAN-based model designed to capture the input shape's geometric features across a range of spatial scales. To avoid large memory and computational cost induced by operating on the 3D volume, we build our generator atop the tri-plane hybrid representation, which requires only 2D convolutions. We train our generative model on a voxel pyramid of the reference shape, without the need of any external supervision or manual annotation. Once trained, our model can generate diverse and high-quality 3D shapes possibly of different sizes and aspect ratios. The resulting shapes present variations across different scales, and at the same time retain the global structure of the reference shape. Through extensive evaluation, both qualitative and quantitative, we demonstrate that our model can generate 3D shapes of various types.1

Technical Paper