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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Learning Virtual Chimeras by Dynamic Motion Reassembly

SEYOUNG LEE, Jiye Lee, Jehee Lee

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The Chimera is a mythological hybrid creature composed of different animal parts. The chimera's movements are highly dependent on the spatial and temporal alignments of its composing parts. In this paper, we present a novel algorithm that creates and animates chimeras by dynamically reassembling source characters and their movements. Our algorithm exploits a two-network architecture: part assembler and dynamic controller. The part assembler is a supervised learning layer that searches for the spatial alignment among body parts, assuming that the temporal alignment is provided. The dynamic controller is a reinforcement learning layer that learns robust control policy for a wide variety of potential temporal alignments. These two layers are tightly intertwined and learned simultaneously. The chimera animation generated by our algorithm is energy efficient and expressive in terms of describing weight shifting, balancing, and full-body coordination. We demonstrate the versatility of our algorithm by generating the motor skills of a large variety of chimeras from limited source characters.

Technical Paper
Learning Reconstructability for Drone Aerial Path Planning

Yilin Liu, Liqiang Lin, Yue Hu, Ke Xie, Chi-Wing Fu, Hao Zhang, Hui Huang

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We introduce the first learning-based reconstructability predictor to improve view and path planning for large-scale 3D urban scene acquisition using unmanned drones. In contrast to previous heuristic approaches, our method learns a model that explicitly predicts how well a 3D urban scene will be reconstructed from a set of viewpoints. To make such a model trainable and simultaneously applicable to drone path planning, we simulate the proxy-based 3D scene reconstruction during training to set up the prediction. Specifically, the neural network we design is trained to predict the scene reconstructability as a function of the proxy geometry, a set of viewpoints, and optionally a series of scene images acquired in flight. To reconstruct a new urban scene, we first build the 3D scene proxy, then rely on the predicted reconstruction quality and uncertainty measures by our network, based off of the proxy geometry, to guide the drone path planning. We demonstrate that our data-driven reconstructability predictions are more closely correlated to the true reconstruction quality than prior heuristic measures. Further, our learned predictor can be easily integrated into existing path planners to yield improvements. Finally, we devise a new iterative view planning framework, based on the learned reconstructability, and show superior performance of the new planner when reconstructing both synthetic and real scenes.

Technical Paper
LayoutEnhancer: Generating Good Indoor Layouts from Imperfect Data

Kurt Leimer, Paul Guerrero, Tomer Weiss, Przemyslaw Musialski

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We address the problem of indoor layout synthesis, which is a topic of continuing research interest in computer graphics. The newest works made significant progress using data-driven generative methods; however, these approaches rely on suitable datasets. In practice, desirable layout properties may not exist in a dataset, for instance, specific expert knowledge can be missing in the data. We propose a method that combines expert knowledge, for example, knowledge about ergonomics, with a data-driven generator based on the popular Transformer architecture. The knowledge is given as differentiable scalar functions, which can be used both as weights or as additional terms in the loss function. Using this knowledge, the synthesized layouts can be biased to exhibit desirable properties, even if these properties are not present in the dataset. Our approach can also alleviate problems of lack of data and imperfections in the data. Our work aims to improve generative machine learning for modeling and provide novel tools for designers and amateurs for the problem of interior layout creation.

Technical Paper
LaplacianFusion: Detailed 3D Clothed-Human Body Reconstruction

Hyomin Kim, Hyeonseo Nam, Jungeon Kim, Jaesik Park, Seungyong Lee

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We propose LaplacianFusion, a novel approach that reconstructs detailed and controllable 3D clothed-human body shapes from an input depth or 3D point cloud sequence. The key idea of our approach is to use Laplacian coordinates, well-known differential coordinates that have been used for mesh editing, for representing the local structures contained in the input scans, instead of implicit 3D functions or vertex displacements used previously. Our approach reconstructs a controllable base mesh using SMPL, and learns a surface function that predicts Laplacian coordinates representing surface details on the base mesh. For a given pose, we first build and subdivide a base mesh, which is a deformed SMPL template, and then estimate Laplacian coordinates for the mesh vertices using the surface function. The final reconstruction for the pose is obtained by integrating the estimated Laplacian coordinates as a whole. Experimental results show that our approach based on Laplacian coordinates successfully reconstructs more visually pleasing shape details than previous methods. The approach also enables various surface detail manipulations, such as detail transfer and enhancement.

Technical Paper
Language-driven Diversified Image Retargeting

Rui Wang, Nisha Huang, Fan Tang, Weiming Dong, Tong-Yee Lee

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Content-aware image resizing could automatically retarget an image to different aspect ratios while preserving visually salient contents. However, it is difficult for users to interact with the retargeting process and control the results. In this paper, we propose a language-driven diversified image retargeting (LDIR) method that allows the users to control the retargeting process by providing additional textual descriptions. Taking the original image and user-provided texts as inputs, LDIR retargets the image into the desired resolution while preserving the content indicated by texts. Following a self-play reinforcement learning pipeline, a multimodel reward function is proposed by considering both the visual quality and language guidance. Preliminary experiments manifest that LDIR can achieve diversified image retargeting guided by texts.

Poster
Isotropic ARAP energy using Cauchy-Green invariants

Huancheng Lin, Floyd Chitalu, Taku Komura

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Isotropic As-Rigid-As-Possible (ARAP) energy has been popular for shape editing, mesh parametrisation and soft-body simulation for almost two decades. However, a formulation using Cauchy-Green (CG) invariants has always been unclear, due to a rotation-polluted trace term that cannot be directly expressed using these invariants. We show how this incongruent trace term can be understood via an implicit relationship to the CG invariants. Our analysis reveals this relationship to be a polynomial where the roots equate to the trace term, and where the derivatives also give rise to closed-form expressions of the Hessian to guarantee positive semi-definiteness for a fast and concise Newton-type implicit time integration. A consequence of this analysis is a novel analytical formulation to compute rotations and singular values of deformation-gradient tensors without explicit/numerical factorization which is significant, resulting in up-to 3.5× speedup and benefits energy function evaluation for reducing solver time. We validate our energy formulation by experiments and comparison, demonstrating that our resulting eigendecomposition using the CG invariants is equivalent to existing ARAP formulations. We thus reveal isotropic ARAP energy to be a member of the "Cauchy-Green club", meaning that it can indeed be defined using CG invariants and therefore that the closed-form expressions of the resulting Hessian are shared with other energies written in their terms.

Technical Paper
Isometric Energies for Recovering Injectivity in Constrained Mapping

Xingyi Du, Danny Kaufman, Qingnan Zhou, Shahar Kovalsky, Yajie Yan, Noam Aigerman, Tao Ju

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Computing injective maps with low distortions is a long-standing problem in computer graphics. Such maps are particularly challenging to obtain in the presence of positional constraints, because an injective initial map is often not available. Recently, several energies were proposed and shown to be highly successful in optimizing injectivity from non-injective initial maps while satisfying positional constraints. However, minimizing these energies tends to produce elements with significant isometric distortions. This paper presents simple variants of these energies that retain their desirable traits while promoting isometry. While our method is not guaranteed to provide an injective map, we observe that, on large-scale 2D and 3D data sets, minimizing the proposed isometric variants results in a similar level of success in recovering injectivity as the original energies but a significantly lower isometric distortion.

Technical Paper
Investigating the Effects of Synchronized Visuo-Tactile Stimuli for Inducing Kinesthetic Illusion in Observational Learning of Whole-Body Movements

Shintaro Fukumoto, Seiya Mitsuno, Kazuki Nakayama, Reiya Itatani, Genki Jogan, Hamed Mahzoon

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Skill improvement in sports is an essential factor in keeping the motivation to continue. Previous studies showed that kinesthetic illusion enhances observational learning. However, such studies have only dealt with the learning of movements using a single part of the body, and whether kinesthetic illusion can be induced in observational learning of whole-body movements has not been clarified. In this study, we conducted an experiment involving human subjects and confirmed that synchronized visuo-tactile stimuli can induce kinesthetic illusion even in whole-body movements. Moreover, we also demonstrated a complete mediation model in which the synchronization of visuo-tactile stimuli influences kinesthetic illusion mediated by body ownership.

Poster
Internal-External Boundary Attentions for Transparent Object Segmentation

Dongshen Han, Seungkyu Lee

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Recognizing transparent objects such as window and glassware is a challenging task in 3D Reconstruction from color images. In recent years, transparent object recognition methods have focused on feature extraction from boundary region of transparent objects. Our observation is that, unlike non-transparent objects, transparent objects can be characterized and located better by looking at their external and internal boundaries separately. We propose a new internal-external boundaries attention module in which internal and external boundary features are separately recognized. We add an edge-body fully attention module that supervises the segmentation of the generated transparent objects body using semantic information in the external boundaries. We employ contour loss to perform distance-weighted supervision on the inner and outer boundaries separately. Extensive experiments show that proposed method outperforms existing methods on Trans10k dataset.

Poster
Interactive exploration of tension-compression mixed shells

Masaaki Miki, Toby Mitchell

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Achieving a pure-compression stress state is considered central to the form-finding of shell structures. However, the pure-compression assumption restricts the geometry of the structure's plan in that any free boundary edges cannot bulge outward. Allowing both tension and compression is essential so that overhanging leaves can stretch out toward the sky. When performing tension-compression mixed form-finding, a problem with boundary condition (BC) compatibility arises. Since the form-finding equation is hyperbolic, boundary information propagates along the asymptotic lines of the stress function. If conflicting BC data is prescribed at either end of an asymptotic line, the problem becomes ill-posed. This requires a user of a form-finding method to know the solution in advance. By contrast, pure-tension or pure-compression problems are elliptic and always give solutions under any BCs sufficient to restrain rigid motion. To solve the form-finding problem for tension-compression mixed shells, we focus on the Airy's stress function, which describes the stress field in a shell. Rather than taking the stress function as given, we instead treat both the stress function and the shell as unknowns. This doubles the solution variables, turning the problem to one that has an infinity of different solutions. By enforcing equilibrium in the shell interior and prescribing the correct matching pairs of BCs to both the stress function and the shell, a stress function and shell can be simultaneously found such that equilibrium is satisfied everywhere in the shell interior and thus automatically has compatible BCs by construction. The problem of a potentially over-constrained form-finding is thus avoided by expanding the solution space and creating an under-determined problem. By varying inputs and repeatedly searching for stress function-shell pairs that fall within the solution space, a user is allowed to interactively explore the possible forms of tension-compression mixed shells under the given plan of the shell.

Technical Paper
Interactive and Robust Mesh Booleans

Gianmarco Cherchi, Fabio Pellacini, Marco Attene, Marco Livesu

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Boolean operations are among the most used paradigms to create and edit digital shapes. Despite being conceptually simple, the computation of mesh Booleans is notoriously challenging. Main issues come from numerical approximations that make the detection and processing of intersection points inconsistent and unreliable, exposing implementations based on floating point arithmetic to many kinds of degeneracy and failure. Numerical methods based on rational numbers or exact geometric predicates have the needed robustness guarantees, that are achieved at the cost of increased computation times that, as of today, has always restricted the use of robust mesh Booleans to offline applications. We introduce an algorithm for Boolean operations with robustness guarantees that is capable of operating at interactive frame rates on meshes with up to 200K triangles. We evaluate our tool thoroughly, considering not only interactive applications but also batch processing of large collections of meshes, processing of huge meshes containing millions of elements and variadic Booleans of hundreds of shapes altogether. In all these experiments, we consistently outperform prior robust floating point methods by at least one order of magnitude.

Technical Paper
InfiniteShader: Color Changeable 3D Printed Objects using Bi-Stable Thermochromic Materials

Yuto Umetsu, Parinya Punpongsanon, Takefumi Hiraki

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Figure 1: (a) the proposed fabrication process in which the bi-stable thermochromic materials are mixed with UV curable resin and directly printed from 3D printer. After printing the 3D object, we use the laser irradiation to modify the color and patterns of 3D printed objects. (b) (d) the application scenario of InfiniteShader. We can control and change the patterns of (b) a figure, (c) a smartwatch cover, and (d) a bracelet after its fabrication. (white dashed lines are added for visibility.)

Poster
Implicit Conversion of Manifold B-Rep Solids by Neural Halfspace Representation

Hao-Xiang Guo, Yang Liu, Hao Pan, Baining Guo

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We present a novel implicit representation --- neural halfspace representation (NH-Rep), to convert manifold B-Rep solids to implicit representations. NH-Rep is a Boolean tree built on a set of implicit functions represented by the neural network, and the composite Boolean function is capable of representing solid geometry while preserving sharp features. We propose an efficient algorithm to extract the Boolean tree from a manifold B-Rep solid and devise a neural network-based optimization approach to compute the implicit functions. We demonstrate the high quality offered by our conversion algorithm on ten thousand manifold B-Rep CAD models that contain various curved patches including NURBS, and the superiority of our learning approach over other representative implicit conversion algorithms in terms of surface reconstruction, sharp feature preservation, signed distance field approximation, and robustness to various surface geometry, as well as a set of applications supported by NH-Rep.

Technical Paper
Impact of correct and simulated focus cues on perceived realism

Joseph March, Anantha Krishnan, Simon Watt, Marek Wernikowski, Hongyun Gao, Ali Özgür Yöntem, Rafal Mantiuk

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The natural accommodation of the human eye to different distances results in focus cues, which contribute to depth perception and appearance. Since focus cues are very difficult to reproduce in an electronic display, it is desirable to know how much they contribute to realistic image appearance. In this work we quantify the potential benefit of focus cues in terms of increased realism compared to regular stereo image presentation. As a secondary goal, we evaluate whether three depth-of-field rendering techniques, which reproduce defocus blur at three different degrees of accuracy, can reintroduce the benefits of focus cues. Our findings confirm the importance of focus cues for realistic image appearance, and also show that they cannot easily be substituted by depth-of-field rendering.

Technical Paper
IDE-3D: Interactive Disentangled Editing for High-Resolution 3D-aware Portrait Synthesis

Jingxiang Sun, Xuan Wang, Yichun Shi, Lizhen Wang, Yebin Liu, Jue Wang

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Existing 3D-aware facial generation methods face a dilemma in quality versus editability: they either generate editable results in low resolution, or high-quality ones with no editing flexibility. In this work, we propose a new approach that brings the best of both worlds together. Our system consists of three major components: (1) a 3D-semantics-aware generative model that produces view-consistent, disentangled face images and semantic masks; (2) a hybrid GAN inversion approach that initializes the latent codes from the semantic and texture encoder, and further optimizes them for faithful reconstruction; and (3) a canonical editor that enables efficient manipulation of semantic masks in canonical view and produces high-quality editing results. Our approach is competent for many applications, e.g. free-view face drawing, editing and style control. Both quantitative and qualitative results show that our method reaches the state-of-the-art in terms of photorealism, faithfulness and efficiency.

Technical Paper
ICARUS: A Specialized Architecture for Neural Radiance Fields Rendering

Chaolin Rao, Huangjie Yu, Haochuan Wan, Jindong Zhou, Yueyang Zheng, Minye Wu, Yu Ma, Anpei Chen, Binzhe Yuan, Pingqiang Zhou, Xin Lou, Jingyi Yu

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The practical deployment of Neural Radiance Fields (NeRF) in rendering applications faces several challenges, with the most critical one being low rendering speed on even high-end graphic processing units (GPUs). In this paper, we present ICARUS, a specialized accelerator architecture tailored for NeRF rendering. Unlike GPUs using general purpose computing and memory architectures for NeRF, ICARUS executes the complete NeRF pipeline using dedicated plenoptic cores (PLCore) consisting of a positional encoding unit (PEU), a multi-layer perceptron (MLP) engine, and a volume rendering unit (VRU). A PLCore takes in positions & directions and renders the corresponding pixel colors without any intermediate data going off-chip for temporary storage and exchange, which can be time and power consuming. To implement the most expensive component of NeRF, i.e., the MLP, we transform the fully connected operations to approximated reconfigurable multiple constant multiplications (MCMs), where common subexpressions are shared across different multiplications to improve the computation efficiency. We build a prototype ICARUS using Synopsys HAPS-80 S104, a field programmable gate array (FPGA)-based prototyping system for large-scale integrated circuits and systems design. We evaluate the power-performancearea (PPA) of a PLCore using 40nm LP CMOS technology. Working at 400 MHz, a single PLCore occupies 16.5 mm2 and consumes 282.8 mW, translating to 0.105 uJ/sample. The results are compared with those of GPU and tensor processing unit (TPU) implementations.

Technical Paper
Hydrophobic and Hydrophilic Solid-Fluid Interaction

Jinyuan Liu, Mengdi Wang, Fan Feng, Annie Tang, Qiqin Le, Bo Zhu

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We propose a novel solid-fluid coupling method to capture the subtle hydrophobic and hydrophilic interactions between liquid, solid, and air at their multi-phase junctions. The key component of our approach is a Lagrangian model that tackles the coupling, evolution, and equilibrium of dynamic contact lines evolving on the interface between surface-tension fluid and deformable objects. This contact-line model captures an ensemble of small-scale geometric and physical processes, including dynamic waterfront tracking, local momentum transfer and force balance, and interfacial tension calculation. On top of this contact-line model, we further developed a mesh-based level set method to evolve the three-phase T-junction on a deformable solid surface. Our dynamic contact-line model, in conjunction with its monolithic coupling system, unifies the simulation of various hydrophobic and hydrophilic solid-fluid-interaction phenomena and enables a broad range of challenging small-scale elastocapillary phenomena that were previously difficult or impractical to solve, such as the elastocapillary origami and self-assembly, dynamic contact angles of drops, capillary adhesion, as well as wetting and splashing on vibrating surfaces.

Technical Paper
Human Performance Modeling and Rendering via Neural Animated Mesh

Fuqiang Zhao, Yuheng Jiang, Kaixin Yao, Jiakai Zhang, Liao Wang, Haizhao Dai, Yuhui Zhong, Yingliang Zhang, Minye Wu, Lan Xu, Jingyi Yu

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We have recently seen tremendous progress in the neural advances for photo-real human modeling and rendering. However, it's still challenging to integrate them into an existing mesh-based pipeline for downstream applications. In this paper, we present a comprehensive neural approach for high-quality reconstruction, compression, and rendering of human performances from dense multi-view videos. Our core intuition is to bridge the traditional animated mesh workflow with a new class of highly efficient neural techniques. We first introduce a neural surface reconstructor for high-quality surface generation in minutes. It marries the implicit volumetric rendering of the truncated signed distance field (TSDF) with multi-resolution hash encoding. We further propose a hybrid neural tracker to generate animated meshes, which combines explicit non-rigid tracking with implicit dynamic deformation in a self-supervised framework. The former provides the coarse warping back into the canonical space, while the latter implicit one further predicts the displacements using the 4D hash encoding as in our reconstructor. Then, we discuss the rendering schemes using the obtained animated meshes, ranging from dynamic texturing to lumigraph rendering under various bandwidth settings. To strike an intricate balance between quality and bandwidth, we propose a hierarchical solution by first rendering 6 virtual views covering the performer and then conducting occlusion-aware neural texture blending. We demonstrate the efficacy of our approach in a variety of mesh-based applications and photo-realistic free-view experiences on various platforms, i.e., inserting virtual human performances into real environments through mobile AR or immersively watching talent shows with VR headsets.

Technical Paper