Yong Li, Shoaib Kamil, Alec Jacobson, Yotam Gingold
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.
- Poster5627.2%
- Other / unlabeled15072.8%
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Iwan Boksebeld, Amir Vaxman
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We introduce a framework for representing face-based directional fields of an arbitrary piecewise-polynomial order. Our framework is based on a primal-dual decomposition of fields, where the exact component of a field is the gradient of piecewise-polynomial conforming function, and the coexact component is defined as the adjoint of a dimensionally-consistent discrete curl operator. Our novel formulation sidesteps the difficult problem of constructing high-order non-conforming function spaces, and makes it simple to harness the flexibility of higher-order finite elements for directional-field processing. Our representation is structure-preserving, and draws on principles from finite-element exterior calculus. We demonstrate its benefits for applications such as Helmholtz-Hodge decomposition, smooth PolyVector fields, the vector heat method, and seamless parameterization.
Pengfei Xu, Yifan Li, Zhijin Yang, Weiran Shi, Hongbo Fu, Hui Huang
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We present a novel method for blending hierarchical layouts with semantic labels. The core of our method is a hierarchical structure correspondence algorithm, which recursively finds optimal substructure correspondences, achieving a globally optimal correspondence between a pair of hierarchical layouts. This correspondence is consistent with the structures of both layouts, allowing us to define the union of the layouts' structures. The resulting compound structure helps extract intermediate layout structures, from which blended layouts can be generated via an optimization approach. The correspondence also defines a similarity measure between layouts in a hierarchically structured view. Our method provides a new way for novel layout creation. The introduced structural similarity measure regularizes the layouts in a hyperspace. We demonstrate two applications in this paper, i.e., exploratory design of novel layouts and sketch-based layout retrieval, and test them on a magazine layout dataset. The effectiveness and feasibility of these two applications are confirmed by the user feedback and the extensive results. The code is available at https://github.com/lyf7115/LayoutBlending.
Sadashige Ishida, Chris Wojtan, Albert Chern
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This paper presents a new representation of curve dynamics, with applications to vortex filaments in fluid dynamics. Instead of representing these filaments with explicit curve geometry and Lagrangian equations of motion, we represent curves implicitly with a new co-dimensional 2 level set description. Our implicit representation admits several redundant mathematical degrees of freedom in both the configuration and the dynamics of the curves, which can be tailored specifically to improve numerical robustness, in contrast to naive approaches for implicit curve dynamics that suffer from overwhelming numerical stability problems. Furthermore, we note how these hidden degrees of freedom perfectly map to a Clebsch representation in fluid dynamics. Motivated by these observations, we introduce untwisted level set functions and non-swirling dynamics which successfully regularize sources of numerical instability, particularly in the twisting modes around curve filaments. A consequence is a novel simulation method which produces stable dynamics for large numbers of interacting vortex filaments and effortlessly handles topological changes and re-connection events.
Rina Kinoshita, Hiroya Tanaka
Jean-Marc Thiery, Tamy Boubekeur
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We introduce Green coordinates for triquad cages in 3D. Based on Green’s third identity, Green coordinates allow defining the harmonic deformation of a 3D point inside a cage as a linear combination of its vertices and face normals. Using appropriate Neumann boundary conditions, the resulting deformations are quasi-conformal in 3D, and thus best-preserve the local deformed geometry, in that volumetric conformal 3D deformations do not exist unless rigid. Most coordinate systems use cages made of triangles, yet quads are in general favored by artists as those align naturally onto important geometric features of the 3D shapes, such as the limbs of a character, without introducing arbitrary asymmetric deformations and representation. While triangle cages admit per-face constant normals and result in a single Green normal-coordinate per triangle, the case of quad cages is at the same time more involved (as the normal varies along non-planar quads) and more flexible (as many different mathematical models allow defining the smooth geometry of a quad interpolating its four edges). We consider bilinear quads, and we introduce a new Neumann boundary condition resulting in a simple set of four additional normal-coordinates per quad. Our coordinates remain quasi-conformal in 3D, and we demonstrate their superior behavior under non-trivial deformations of realistic triquad cages.
Bin Chen, Michal Piovarci, Chao Wang, Hans-Peter Seidel, Piotr Didyk, Karol Myszkowski, Ana Serrano
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A good match of material appearance between real-world objects and their digital on-screen representations is critical for many applications such as fabrication, design, and e-commerce. However, faithful appearance reproduction is challenging, especially for complex phenomena, such as gloss. In most cases, the view-dependent nature of gloss and the range of luminance values required for reproducing glossy materials exceeds the current capabilities of display devices. As a result, appearance reproduction poses significant problems even with accurately rendered images. This paper studies the gap between the gloss perceived from real-world objects and their digital counterparts. Based on our psychophysical experiments on a wide range of 3D printed samples and their corresponding photographs, we derive insights on the influence of geometry, illumination, and the display’s brightness and measure the change in gloss appearance due to the display limitations. Our evaluation experiments demonstrate that using the prediction to correct material parameters in a rendering system improves the match of gloss appearance between real objects and their visualization on a display device.
Guy Fargion, Ofir Weber
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We present a highly efficient-and-robust method for free-boundary flattening of disk-like triangle meshes in a globally injective manner. We show that by restricting the solution to a low-dimensional subspace of harmonic maps, we can dramatically accelerate the process while obtaining a low-distortion result. The algorithm consists of two main steps. A linear subspace construction, and a nonlinear nonconvex optimization for finding a low-distortion globally injective map within that subspace. The complexity of the first step dominates the algorithm's runtime and is merely that of solving a linear system. We combine recent results for computing locally-and-globally injective maps with that of harmonic maps into a conceptually simple algorithm that guarantees global injectivity. We demonstrate the great efficiency of our method over a dataset of 100 large scale models with more than 2M triangles each. Our algorithm is 10 times faster on average compared to the state-of-the-art Efficient Bijective Parameterizations (EBP) method [Su et al. 2020], on these high-resolution meshes, and more than 20 times faster on challenging examples (Figures 1,11). The speedup over [Jiang et al. 2017; Smith and Schaefer 2015] is even more dramatic.
Krzysztof Wolski, Laura Trutoiu, Zhao Dong, Zhengyang Shen, Kevin MacKenzie, Alexandre Chapiro
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In this work we take a novel perception-centered approach to quantify distortions on 3D geometry of faces, to which humans are particularly sensitive. We generated a dataset, composed of 100 high-quality and demographically-balanced face scans. We then subjected these meshes to distortions that cover relevant use cases in computer graphics, and conducted a large-scale perceptual study to subjectively evaluate them. Our dataset consists of over 84,000 quality comparisons, making it the largest ever psychophysical dataset for geometric distortions. Finally, we demonstrated how our data can be used for applications like metrics, compression, and level-of-detail rendering.
Abdalla G. M. Ahmed, Jing Ren, Peter Wonka
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Among the various approaches for producing point distributions with blue noise spectrum, we argue for an optimization framework using Gaussian kernels. We show that with a wise selection of optimization parameters, this approach attains unprecedented quality, provably surpassing the current state of the art attained by the optimal transport (BNOT) approach. Further, we show that our algorithm scales smoothly and feasibly to high dimensions while maintaining the same quality, realizing unprecedented high-quality high-dimensional blue noise sets. Finally, we show an extension to adaptive sampling.
Paritosh Kulkarni, Sho Ikeda, Takahiro Harada
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The paper presents different strategies for fusing Bounding Volume Hierarchies (BVHs) of varying level of detail (LODs). Our method makes it possible to traverse BVHs of varying LODs in a cache-friendly way for path tracing. Considering BVH of the finest level (we call it the Base LOD BVH), the method defines a strategy to fuse subtrees from BVH of other LODs to the Base LOD BVH. Our method proposes a heuristic to find such subtrees in non-Base LOD BVHs and an algorithm to find fusion or insertion points for these subtrees in the Base LOD BVH without much increasing the overall the volume of the Base LOD BVH and the number of nodes traversed as a result of this fusing.
Yunxiang Zhang, Benjamin Liang, Boyuan Chen, Paul M. Torrens, S. Farokh Atashzar, Dahua Lin, Qi Sun
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While tremendous advances in visual and auditory realism have been made for virtual and augmented reality (VR/AR), introducing a plausible sense of physicality into the virtual world remains challenging. Closing the gap between real-world physicality and immersive virtual experience requires a closed interaction loop: applying user-exerted physical forces to the virtual environment and generating haptic sensations back to the users. However, existing VR/AR solutions either completely ignore the force inputs from the users or rely on obtrusive sensing devices that compromise user experience. By identifying users' muscle activation patterns while engaging in VR/AR, we design a learning-based neural interface for natural and intuitive force inputs. Specifically, we show that lightweight electromyography sensors, resting non-invasively on users' forearm skin, inform and establish a robust understanding of their complex hand activities. Fuelled by a neural-network-based model, our interface can decode finger-wise forces in real-time with 3.3% mean error, and generalize to new users with little calibration. Through an interactive psychophysical study, we show that human perception of virtual objects' physical properties, such as stiffness, can be significantly enhanced by our interface. We further demonstrate that our interface enables ubiquitous control via finger tapping. Ultimately, we envision our findings to push forward research towards more realistic physicality in future VR/AR.
Yifei Li, Tao Du, Sangeetha Grama Srinivasan, Kui Wu, Bo Zhu, Eftychios Sifakis, Wojciech Matusik
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Fluidic devices are crucial components in many industrial applications involving fluid mechanics. Computational design of a high-performance fluidic system faces multifaceted challenges regarding its geometric representation and physical accuracy. We present a novel topology optimization method to design fluidic devices in a Stokes flow context. Our approach is featured by its capability in accommodating a broad spectrum of boundary conditions at the solid-fluid interface. Our key contribution is an anisotropic and differentiable constitutive model that unifies the representation of different phases and boundary conditions in a Stokes model, enabling a topology optimization method that can synthesize novel structures with accurate boundary conditions from a background grid discretization. We demonstrate the efficacy of our approach by conducting several fluidic system design tasks with over four million design parameters.
Ruizhi Shao, Liliang Chen, Zerong Zheng, Hongwen Zhang, Yuxiang Zhang, Han Huang, Yandong Guo, Yebin Liu
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We propose FloRen, a novel system for real-time, high-resolution free-view human synthesis. Our system runs at 15fps in 1K resolution with very sparse RGB cameras. In FloRen, a coarse-level implicit geometry is recovered at first as initialization, and then processed by a neural rendering framework based on appearance flow. Our appearance flow-based rendering framework consists of three steps, namely view-dependent depth refinement, appearance flow estimation and occlusion-aware color rendering. In this way, we resolve the view synthesis problem in the image plane, where 2D convolutional neural networks can be efficiently applied, contributing to high speed performance. For robust appearance flow estimation, we explicitly combine data-driven human prior knowledge with multiview geometric constraints. The accurate appearance flow enables precise color mapping from input view to novel view, which greatly facilitates high-resolution novel view generation. We demonstrate that our system achieves state-of-the-art performance and even outperforms many offline methods.
Seung-wook Kim, JungHyun Han
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This paper presents a novel method for simulating inducible rigid magnets efficiently and stably. In the proposed method, inducible magnets are magnetized by a modified magnetization dynamics, so that the magnetic equilibrium can be obtained in a computationally efficient manner. Furthermore, our model of magnetic forces takes magnetization change into account to produce stable motions of inducible magnets. The experiments show that the proposed method enables a large-scale simulation involving a huge number of inducible magnets.
José Antonio Fernández-Fernández, Lukas Westhofen, Fabian Löschner, Stefan Rhys Jeske, Andreas Longva, Jan Bender
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We present a new octree-based neighborhood search method for SPH simulation. A speedup of up to 1.9x is observed in comparison to state-of-the-art methods which rely on uniform grids. While our method focuses on maximizing performance in fixed-radius SPH simulations, we show that it can also be used in scenarios where the particle support radius is not constant thanks to the adaptive nature of the octree acceleration structure. Neighborhood search methods typically consist of an acceleration structure that prunes the space of possible particle neighbor pairs, followed by direct distance comparisons between the remaining particle pairs. Previous works have focused on minimizing the number of comparisons. However, in an effort to minimize the actual computation time, we find that distance comparisons exhibit very high throughput on modern CPUs. By permitting more comparisons than strictly necessary, the time spent on preparing and searching the acceleration structure can be reduced, yielding a net positive speedup. The choice of an octree acceleration structure, instead of the uniform grid typically used in fixed-radius methods, ensures balanced computational tasks. This benefits both parallelism and provides consistently high computational intensity for the distance comparisons. We present a detailed account of high-level considerations that, together with low-level decisions, enable high throughput for performance-critical parts of the algorithm. Finally, we demonstrate the high performance of our algorithm on a number of large-scale fixed-radius SPH benchmarks and show in experiments with a support radius ratio up to 3 that our method is also effective in multi-resolution SPH simulations.
Yuta Noma, Nobuyuki Umetani, Yoshihiro Kawahara
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Field-aligned parametrization is a method that maps a scalar function onto a surface, such that the gradient vector of the scalar function matches the input vector field. Using this idea, one can produce a stripe pattern that is convenient for various purposes such as remeshing, texture synthesis, and computational fabrication. In the final outcome, the positions of singularities (i.e., bifurcations of the stripe pattern) are essential for functionalities, manufacturability, or aesthetics. In this paper, we propose an algorithm to allow users to interactively edit the singularity positions of field-aligned stripe patterns. The algorithm computes a stripe pattern from a prescribed set of singularities, without generating any unwanted singularities. The solution of the algorithm is formulated as the global minima of a constrained quadratic optimization, whose computation speed is dominated by solving only two sparse linear systems. Furthermore, once the two matrices in the two linear systems are factorized, any update on singularity positions operates in linear time. We showcase several applications feasible with our fast yet simple algorithm.
Jiemin Fang, Taoran Yi, Xinggang Wang, Lingxi Xie, Xiaopeng Zhang, Wenyu Liu, Matthias Nießner, Qi Tian
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Neural radiance fields (NeRF) have shown great success in modeling 3D scenes and synthesizing novel-view images. However, most previous NeRF methods take much time to optimize one single scene. Explicit data structures, e.g. voxel features, show great potential to accelerate the training process. However, voxel features face two big challenges to be applied to dynamic scenes, i.e. modeling temporal information and capturing different scales of point motions. We propose a radiance field framework by representing scenes with time-aware voxel features, named as TiNeuVox. A tiny coordinate deformation network is introduced to model coarse motion trajectories and temporal information is further enhanced in the radiance network. A multi-distance interpolation method is proposed and applied on voxel features to model both small and large motions. Our framework significantly accelerates the optimization of dynamic radiance fields while maintaining high rendering quality. Empirical evaluation is performed on both synthetic and real scenes. Our TiNeuVox completes training with only 8 minutes and 8-MB storage cost while showing similar or even better rendering performance than previous dynamic NeRF methods. Code is available at https://github.com/hustvl/TiNeuVox.
Jingbo ZHANG, Xiaoyu LI, Ziyu WAN, Can WANG, Jing LIAO
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We propose a Few-shot Dynamic Neural Radiance Field (FDNeRF), the first NeRF-based method capable of reconstruction and expression editing of 3D faces based on a small number of dynamic images. Unlike existing dynamic NeRFs that require dense images as input and can only be modeled for a single identity, our method enables face reconstruction across different persons with few-shot inputs. Compared to state-of-the-art few-shot NeRFs designed for modeling static scenes, the proposed FDNeRF accepts view-inconsistent dynamic inputs and supports arbitrary facial expression editing, i.e., producing faces with novel expressions beyond the input ones. To handle the inconsistencies between dynamic inputs, we introduce a well-designed conditional feature warping (CFW) module to perform expression conditioned warping in 2D feature space, which is also identity adaptive and 3D constrained. As a result, features of different expressions are transformed into the target ones. We then construct a radiance field based on these view-consistent features and use volumetric rendering to synthesize novel views of the modeled faces. Extensive experiments with quantitative and qualitative evaluation demonstrate that our method outperforms existing dynamic and few-shot NeRFs on both 3D face reconstruction and expression editing tasks. Code is available at https://fdnerf.github.io .
Goksu Yamac, Carol O'Sullivan