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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Exact 3D Path Generation via 3D Cam-Linkage Mechanisms

Yingjie Cheng, Peng Song, Yukun Lu, Wen Jie Jeremy Chew, Ligang Liu

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Exact 3D path generation is a fundamental problem of designing a mechanism to make a point exactly move along a prescribed 3D path, driven by a single actuator. Existing mechanisms are insufficient to address this problem. Planar linkages and their combinations with gears and/or plate cams can only generate 2D paths while 1-DOF spatial linkages can only generate 3D paths with rather simple shapes. In this paper, we present a new 3D cam-linkage mechanism, consisting of two 3D cams and five links, for exactly generating a continuous 3D path. To design a 3D cam-linkage mechanism, we first model a 3-DOF 5-bar spatial linkage to exactly generate a prescribed 3D path and then reduce the spatial linkage's DOFs from 3 to 1 by composing the linkage with two 3D cam-follower mechanisms. Our computational approach optimizes the 3D cam-linkage mechanism's topology and geometry to minimize the mechanism's total weight while ensuring smooth, collision-free, and singularity-free motion. We show that our 3D cam-linkage mechanism is able to exactly generate a continuous 3D path with arbitrary shape and a finite number of C0 points, evaluate the mechanism's kinematic performance with 3D printed prototypes, and demonstrate that the mechanism can be generalized for exact 3D motion generation.

Technical Paper
ElastoMonolith: A Monolithic Optimization-based Liquid Solver for Contact-Aware Elastic-Solid Coupling

Tetsuya Takahashi, Christopher Batty

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Simultaneous coupling of diverse physical systems poses significant computational challenges in terms of speed, quality, and stability. Rather than treating all components with a single discretization methodology (e.g., smoothed particles, material point method, Eulerian grid, etc.) that is ill-suited to some components, our solver, ElastoMonolith, addresses three-way interactions among standard particle-in-cell-based viscous and inviscid fluids, Lagrangian mesh-based deformable bodies, and rigid bodies. While prior methods often treat some terms explicitly or in a decoupled fashion for efficiency, often at the cost of robustness or stability, we demonstrate the effectiveness of a strong coupling approach that expresses all of the relevant physics within one consistent and unified optimization problem, including fluid pressure and viscosity, elasticity of the deformables, frictional solid-solid contact, and solid-fluid interface conditions. We further develop a numerical solver to tackle this difficult optimization problem, incorporating projected Newton, an active set method, and a transformation of the inner linear system matrix to ensure symmetric positive definiteness. Our experimental evaluations show that our framework can achieve high quality coupling results that avoid artifacts such as volume loss, instability, sticky contacts, and spurious interpenetrations.

Technical Paper
Efficient Neural Style Transfer for Volumetric Simulations

Joshua Aurand, Raphael Ortiz, Silvia Nauer, Vinicius C. Azevedo

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Artistically controlling fluids has always been a challenging task. Recently, volumetric Neural Style Transfer (NST) techniques have been used to artistically manipulate smoke simulation data with 2D images. In this work, we revisit previous volumetric NST techniques for smoke, proposing a suite of upgrades that enable stylizations that are significantly faster, simpler, more controllable and less prone to artifacts. Moreover, the energy minimization solved by previous methods is camera dependent. To avoid that, a computationally expensive iterative optimization performed for multiple views sampled around the original simulation is needed, which can take up to several minutes per frame. We propose a simple feed-forward neural network architecture that is able to infer view-independent stylizations that are three orders of the magnitude faster than its optimization-based counterpart.

Technical Paper
Efficient Neural Radiance Fields for Interactive Free-viewpoint Video

Haotong Lin, Sida Peng, Zhen Xu, Yunzhi Yan, Qing Shuai, Hujun Bao, Xiaowei Zhou

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This paper aims to tackle the challenge of efficiently producing interactive free-viewpoint videos. Some recent works equip neural radiance fields with image encoders, enabling them to generalize across scenes. When processing dynamic scenes, they can simply treat each video frame as an individual scene and perform novel view synthesis to generate free-viewpoint videos. However, their rendering process is slow and cannot support interactive applications. A major factor is that they sample lots of points in empty space when inferring radiance fields. We propose a novel scene representation, called ENeRF, for the fast creation of interactive free-viewpoint videos. Specifically, given multi-view images at one frame, we first build the cascade cost volume to predict the coarse geometry of the scene. The coarse geometry allows us to sample few points near the scene surface, thereby significantly improving the rendering speed. This process is fully differentiable, enabling us to jointly learn the depth prediction and radiance field networks from RGB images. Experiments on multiple benchmarks show that our approach exhibits competitive performance while being at least 60 times faster than previous generalizable radiance field methods.

Technical Paper
Efficient Light Probes for Real-time Global Illumination

Jie Guo, Zijing Zong, Yadong Song, Xihao Fu, Chengzhi Tao, Yanwen Guo, Ling-Qi Yan

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Reproducing physically-based global illumination (GI) effects has been a long-standing demand for many real-time graphical applications. In pursuit of this goal, many recent engines resort to some form of light probes baked in a precomputation stage. Unfortunately, the GI effects stemming from the precomputed probes are rather limited due to the constraints in the probe storage, representation or query. In this paper, we propose a new method for probe-based GI rendering which can generate a wide range of GI effects, including glossy reflection with multiple bounces, in complex scenes. The key contributions behind our work include a gradient-based search algorithm and a neural image reconstruction method. The search algorithm is designed to reproject the probes' contents to any query viewpoint, without introducing parallax errors, and converges fast to the optimal solution. The neural image reconstruction method, based on a dedicated neural network and several G-buffers, tries to recover high-quality images from low-quality inputs due to limited resolution or (potential) low sampling rate of the probes. This neural method makes the generation of light probes efficient. Moreover, a temporal reprojection strategy and a temporal loss are employed to improve temporal stability for animation sequences. The whole pipeline runs in realtime (>30 frames per second) even for high-resolution (1920×1080) outputs, thanks to the fast convergence rate of the gradient-based search algorithm and a light-weight design of the neural network. Extensive experiments on multiple complex scenes have been conducted to show the superiority of our method over the state-of-the-arts.

Technical Paper
Efficient Drone Exploration in Real Unknown Environments

Ming-Ru Xie, Shing-Yun Jung, Kuan-Wen Chen

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We propose an autonomous drone exploration system (ADES) with a lightweight and low-latency saliency prediction model to explore unknown environments. Recent studies have applied saliency prediction to drone exploration. However, these studies are not sufficiently mature. The ADES system proposes a smaller and faster saliency prediction model and adopts a novel drone exploration approach based on visual-inertial odometry (VIO) to solve the practical problems encountered during exploration, i.e., exploring salient objects without colliding with them and not repeatedly exploring salient objects. The system not only has a performance comparable to that of the state-of-the-art multiple-discontinuous-image saliency prediction network (TA-MSNet) but also enables drones to explore unknown environments more efficiently.

Poster
Efficient Differentiation of Pixel Reconstruction Filters for Path-Space Differentiable Rendering

Zihan Yu, Cheng Zhang, Zhao Dong, Derek Nowrouzezahrai, Shuang Zhao

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Pixel reconstruction filters play an important role in physics-based rendering and have been thoroughly studied. In physics-based differentiable rendering, however, the proper treatment of pixel filters remains largely under-explored. We present a new technique to efficiently differentiate pixel reconstruction filters based on the path-space formulation. Specifically, we formulate the pixel boundary integral that models discontinuities in pixel filters and introduce new antithetic sampling methods that support differentiable path sampling methods, such as adjoint particle tracing and bidirectional path tracing. We demonstrate both the need and efficacy of antithetic sampling when estimating this integral, and we evaluate its effectiveness across several differentiable- and inverse-rendering settings.

Technical Paper
Effects of Font Type and Weight on Reading in VR

Seina Kobayashi, Kei Kanari, Mie Sato

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This study focused on font type and weight and we examined their effects on the readability of long texts in VR. In the experiment, we changed the font weight of three font types, Gothic, Mincho and Antigothic, to evaluate the readability of text with a length of 600 characters. Our results showed a tendency for Antigothic to be more readable and less fatiguing than Mincho and Gothic.

Poster
DynaGAN: Dynamic Few-shot Adaptation of GANs to Multiple Domains

Seongtae Kim, Kyoungkook Kang, Geonung Kim, Seung-Hwan Baek, Sunghyun Cho

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Few-shot domain adaptation to multiple domains aims to learn a complex image distribution across multiple domains from a few training images. A naïve solution here is to train a separate model for each domain using few-shot domain adaptation methods. Unfortunately, this approach mandates linearly-scaled computational resources both in memory and computation time and, more importantly, such separate models cannot exploit the shared knowledge between target domains. In this paper, we propose DynaGAN, a novel few-shot domain-adaptation method for multiple target domains. DynaGAN has an adaptation module, which is a hyper-network that dynamically adapts a pretrained GAN model into the multiple target domains. Hence, we can fully exploit the shared knowledge across target domains and avoid the linearly-scaled computational requirements. As it is still computationally challenging to adapt a large-size GAN model, we design our adaptation module to be lightweight using the rank-1 tensor decomposition. Lastly, we propose a contrastive-adaptation loss suitable for multi-domain few-shot adaptation. We validate the effectiveness of our method through extensive qualitative and quantitative evaluations.

Technical Paper
Dressing Avatars: Deep Photorealistic Appearance for Physically Simulated Clothing

Donglai Xiang, Timur Bagautdinov, Tuur Stuyck, Fabian Prada, Javier Romero, Weipeng Xu, Shunsuke Saito, Jingfan Guo, Breannan Smith, Takaaki Shiratori, Yaser Sheikh, Jessica Hodgins, Chenglei Wu

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Despite recent progress in developing animatable full-body avatars, realistic modeling of clothing - one of the core aspects of human self-expression - remains an open challenge. State-of-the-art physical simulation methods can generate realistically behaving clothing geometry at interactive rates. Modeling photorealistic appearance, however, usually requires physically-based rendering which is too expensive for interactive applications. On the other hand, data-driven deep appearance models are capable of efficiently producing realistic appearance, but struggle at synthesizing geometry of highly dynamic clothing and handling challenging body-clothing configurations. To this end, we introduce pose-driven avatars with explicit modeling of clothing that exhibit both photorealistic appearance learned from real-world data and realistic clothing dynamics. The key idea is to introduce a neural clothing appearance model that operates on top of explicit geometry: at training time we use high-fidelity tracking, whereas at animation time we rely on physically simulated geometry. Our core contribution is a physically-inspired appearance network, capable of generating photorealistic appearance with view-dependent and dynamic shadowing effects even for unseen body-clothing configurations. We conduct a thorough evaluation of our model and demonstrate diverse animation results on several subjects and different types of clothing. Unlike previous work on photorealistic full-body avatars, our approach can produce much richer dynamics and more realistic deformations even for many examples of loose clothing. We also demonstrate that our formulation naturally allows clothing to be used with avatars of different people while staying fully animatable, thus enabling, for the first time, photorealistic avatars with novel clothing.

Technical Paper
Dr.3D: Adapting 3D GANs to Artistic Drawings

Wonjoon Jin, Nuri Ryu, Geonung Kim, Seung-Hwan Baek, Sunghyun Cho

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While 3D GANs have recently demonstrated the high-quality synthesis of multi-view consistent images and 3D shapes, they are mainly restricted to photo-realistic human portraits. This paper aims to extend 3D GANs to a different, but meaningful visual form: artistic portrait drawings. However, extending existing 3D GANs to drawings is challenging due to the inevitable geometric ambiguity present in drawings. To tackle this, we present Dr.3D, a novel adaptation approach that adapts an existing 3D GAN to artistic drawings. Dr.3D is equipped with three novel components to handle the geometric ambiguity: a deformation-aware 3D synthesis network, an alternating adaptation of pose estimation and image synthesis, and geometric priors. Experiments show that our approach can successfully adapt 3D GANs to drawings and enable multi-view consistent semantic editing of drawings.

Technical Paper
Display Size and Targeting Performance: Small Hurts, Large May Help

Joohwan Kim, Arjun Madhusudan, Benjamin Watson, Ben Boudaoud, Roland Tarrazo, Josef Spjut

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Which display size helps gamers win? Recommendations from the research and PC gaming communities are contradictory. We find that as display size grows, targeting performance improves. When size increases from 13′′ to 26′′, targeting time drops by over 3%. Further size increases from 26′′ through 39′′, 52′′ and 65′′, bring more modest improvements, with targeting time dropping a further 1%. While such improvements may not be meaningful for novice gamers, they are extremely important to skilled and competitive players. To produce these results, 30 gamers participated in a targeting task as we varied display size by placing a display at varying distances. We held field of view constant by varying viewport size, and resolution constant by rendering to a fixed-size off-screen buffer. This paper offers further experimental detail, and examines likely explanations for the effects of display size.

Technical Paper
Disentangled Image Colorization via Global Anchors

Menghan Xia, Wenbo Hu, Tien-Tsin Wong, Jue Wang

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Colorization is multimodal by nature and challenges existing frameworks to achieve colorful and structurally consistent results. Even the sophisticated autoregressive model struggles to maintain long-distance color consistency due to the fragility of sequential dependence. To overcome this challenge, we propose a novel colorization framework that disentangles color multimodality and structure consistency through global color anchors, so that both aspects could be learned effectively. Our key insight is that several carefully located anchors could approximately represent the color distribution of an image, and conditioned on the anchor colors, we can predict the image color in a deterministic manner by utilizing internal correlation. To this end, we construct a colorization model with dual branches, where the color modeler predicts the color distribution for anchor color representation, and the color generator predicts the pixel colors by referring the sampled anchor colors. Importantly, the anchors are located under two principles: color independence and global coverage, which is realized with clustering analysis on the deep color features. To simplify the computation, we creatively adopt soft superpixel segmentation to reduce the image primitives, which still nicely reserves the reversibility to pixel-wise representation. Extensive experiments show that our method achieves notable superiority over various mainstream frameworks in perceptual quality. Thanks to anchor-based color representation, our model has the flexibility to support diverse and controllable colorization as well.

Technical Paper
Direct acquisition of volumetric scattering phase function using speckle correlations

Marina Alterman, Evgeniia Saiko, Anat Levin

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In material acquisition we want to infer the internal properties of materials from the way they scatter light. In particular, we are interested in measuring the phase function of the material, governing the amount of energy scattered towards different directions. This phase function has been shown to carry a lot of information about the type and size of particles dispersed in the medium, and is therefore essential for its characterization. Previous approaches to this task have relied on computationally costly inverse rendering optimization. Alternatively, if the material can be made optically thin enough so that most light paths scatter only once, this optimization can be avoided and the phase function can be directly read from the profile of light scattering at different angles. However, in many realistic applications, it is not easy to slice or dilute the material so that it is thin enough for such a single scattering model to hold. In this work we suggest a simple closed-form approach for acquiring material parameters from thick samples, avoiding costly optimization. Our approach is based on imaging the material of interest under coherent laser light and capturing speckle patterns. We show that memory-effect correlations between speckle patterns produced under nearby illumination directions provide a gating mechanism, allowing us to measure the singly scattered component of the light, even when observing thick samples where most light is scattered multiple times. We have built an experimental prototype capable of measuring phase functions over a narrow angular cone. We test the accuracy of our approach using validation materials whose ground truth phase function is known; and we use it to capture a set of everyday materials.

Technical Paper
Differentiable rendering using RGBXY derivatives and optimal transport

Jiankai Xing, Fujun Luan, Ling-Qi Yan, Xuejun Hu, Houde Qian, Kun Xu

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Traditional differentiable rendering approaches are usually hard to converge in inverse rendering optimizations, especially when initial and target object locations are not so close. Inspired by Lagrangian fluid simulation, we present a novel differentiable rendering method to address this problem. We associate each screen-space pixel with the visible 3D geometric point covered by the center of the pixel and compute derivatives on geometric points rather than on pixels. We refer to the associated geometric points as point proxies of pixels. For each point proxy, we compute its 5D RGBXY derivatives which measures how its 3D RGB color and 2D projected screen-space position change with respect to scene parameters. Furthermore, in order to capture global and long-range object motions, we utilize optimal transport based pixel matching to design a more sophisticated loss function. We have conducted experiments to evaluate the effectiveness of our proposed method on various inverse rendering applications and have demonstrated superior convergence behavior compared to state-of-the-art baselines.

Technical Paper
Differentiable Simulation of Inertial Musculotendons

Ying Wang, Jasper Verheul, Sang-Hoon Yeo, Nima Kalantari, Shinjiro Sueda

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We propose a simple and practical approach for incorporating the effects of muscle inertia, which has been ignored by previous musculoskeletal simulators in both graphics and biomechanics. We approximate the inertia of the muscle by assuming that muscle mass is distributed along the centerline of the muscle. We express the motion of the musculotendons in terms of the motion of the skeletal joints using a chain of Jacobians, so that at the top level, only the reduced degrees of freedom of the skeleton are used to completely drive both bones and musculotendons. Our approach can handle all commonly used musculotendon path types, including those with multiple path points and wrapping surfaces. For muscle paths involving wrapping surfaces, we use neural networks to model the Jacobians, trained using existing wrapping surface libraries, which allows us to effectively handle the Jacobian discontinuities that occur when musculotendon paths collide with wrapping surfaces. We demonstrate support for higher-order time integrators, complex joints, inverse dynamics, Hill-type muscle models, and differentiability. In the limit, as the muscle mass is reduced to zero, our approach gracefully degrades to traditional simulators without support for muscle inertia. Finally, it is possible to mix and match inertial and non-inertial musculotendons, depending on the application.

Technical Paper
Differentiable Rendering of Neural SDFs through Reparameterization

Sai Praveen Bangaru, Michael Gharbi, Fujun Luan, Tzu-Mao Li, Kalyan Sunkavalli, Milos Hasan, Sai Bi, Zexiang Xu, Gilbert Bernstein, Fredo Durand

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We present a method to automatically compute correct gradients with respect to geometric scene parameters in neural SDF renderers. Recent physically-based differentiable rendering techniques for meshes have used edge-sampling to handle discontinuities, particularly at object silhouettes, but SDFs do not have a simple parametric form amenable to sampling. Instead, our approach builds on area-sampling techniques and develops a continuous warping function for SDFs to account for these discontinuities. Our method leverages the distance to surface encoded in an SDF and uses quadrature on sphere tracer points to compute this warping function. We further show that this can be done by subsampling the points to make the method tractable for neural SDFs. Our differentiable renderer can be used to optimize neural shapes from multi-view images and produces comparable 3D reconstructions to recent SDF-based inverse rendering methods, without the need for 2D segmentation masks to guide the geometry optimization and no volumetric approximations to the geometry.

Technical Paper
Differentiable Point-Based Radiance Fields for Efficient View Synthesis

Qiang Zhang, Seung-Hwan Baek, Szymon Rusinkiewicz, Felix Heide

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We propose a differentiable rendering algorithm for efficient novel view synthesis. By departing from volume-based representations in favor of a learned point representation, we improve on existing methods more than an order of magnitude in memory and runtime, both in training and inference. The method begins with a uniformly-sampled random point cloud and learns per-point position and view-dependent appearance, using a differentiable splat-based renderer to train the model to reproduce a set of input training images with the given pose. Our method is up to 300 × faster than NeRF in both training and inference, with only a marginal sacrifice in quality, while using less than 10 MB of memory for a static scene. For dynamic scenes, our method trains two orders of magnitude faster than STNeRF and renders at a near interactive rate, while maintaining high image quality and temporal coherence even without imposing any temporal-coherency regularizers.

Technical Paper
Differentiable Hybrid Traffic Simulation

Sanghyun Son, Yiling Qiao, Jason Sewall, Ming Lin

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We introduce a novel differentiable hybrid traffic simulator, which simulates traffic using a hybrid model of both macroscopic and microscopic models and can be directly integrated into a neural network for traffic control and flow optimization. This is the first differentiable traffic simulator for macroscopic and hybrid models that can compute gradients for traffic states across time steps and inhomogeneous lanes. To compute the gradient flow between two types of traffic models in a hybrid framework, we present a novel intermediate conversion component that bridges the lanes in a differentiable manner as well. We also show that we can use analytical gradients to accelerate the overall process and enhance scalability. Thanks to these gradients, our simulator can provide more efficient and scalable solutions for complex learning and control problems posed in traffic engineering than other existing algorithms. Refer to https://sites.google.com/umd.edu/diff-hybrid-traffic-sim for our project.

Technical Paper
DifferSketching: How Differently Do People Sketch 3D Objects?

Chufeng Xiao, Wanchao Su, Jing Liao, Zhouhui Lian, Yi-Zhe Song, Hongbo Fu

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Multiple sketch datasets have been proposed to understand how people draw 3D objects. However, such datasets are often of small scale and cover a small set of objects or categories. In addition, these datasets contain freehand sketches mostly from expert users, making it difficult to compare the drawings by expert and novice users, while such comparisons are critical in informing more effective sketch-based interfaces for either user groups. These observations motivate us to analyze how differently people with and without adequate drawing skills sketch 3D objects. We invited 70 novice users and 38 expert users to sketch 136 3D objects, which were presented as 362 images rendered from multiple views. This leads to a new dataset of 3,620 freehand multi-view sketches, which are registered with their corresponding 3D objects under certain views. Our dataset is an order of magnitude larger than the existing datasets. We analyze the collected data at three levels, i.e., sketch-level, stroke-level, and pixel-level, under both spatial and temporal characteristics, and within and across groups of creators. We found that the drawings by professionals and novices show significant differences at stroke-level, both intrinsically and extrinsically. We demonstrate the usefulness of our dataset in two applications: (i) freehand-style sketch synthesis, and (ii) posing it as a potential benchmark for sketch-based 3D reconstruction. Our dataset and code are available at https://chufengxiao.github.io/DifferSketching/.

Technical Paper