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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Depth of Field Aware Differentiable Rendering

Stanislav Pidhorskyi, Timur Bagautdinov, Shugao Ma, Jason Saragih, Gabriel Schwartz, Yaser Sheikh, Tomas Simon

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Cameras with a finite aperture diameter exhibit defocus for scene elements that are not at the focus distance, and have only a limited depth of field within which objects appear acceptably sharp. In this work we address the problem of applying inverse rendering techniques to input data that exhibits such defocus blurring. We present differentiable depth-of-field rendering techniques that are applicable to both rasterization-based methods using mesh representations, as well as ray-marching-based methods using either explicit [Yu et al. 2021] or implicit volumetric radiance fields [Mildenhall et al. 2020]. Our approach learns significantly sharper scene reconstructions on data containing blur due to depth of field, and recovers aperture and focus distance parameters that result in plausible forward-rendered images. We show applications to macro photography, where typical lens configurations result in a very narrow depth of field, and to multi-camera video capture, where maintaining sharp focus across a large capture volume for a moving subject is difficult.

Technical Paper
DeepMVSHair: Deep Hair Modeling from Sparse Views

Zhiyi Kuang, Yiyang Chen, Hongbo Fu, Kun Zhou, Youyi Zheng

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We present DeepMVSHair, the first deep learning-based method for multi-view hair strand reconstruction. The key component of our pipeline is HairMVSNet, a differentiable neural architecture which represents a spatial hair structure as a continuous 3D hair growing direction field implicitly. Specifically, given a 3D query point, we decide its occupancy value and direction from observed 2D structure features. With the query point’s pixel-aligned features from each input view, we utilize a view-aware transformer encoder to aggregate anisotropic structure features to an integrated representation, which is decoded to yield 3D occupancy and direction at the query point. HairMVSNet effectively gathers multi-view hair structure features and preserves high-frequency details based on this implicit representation. Guided by HairMVSNet, our hair-growing algorithm produces results faithful to input multi-view images. We propose a novel image-guided multi-view strand deformation algorithm to enrich modeling details further. Extensive experiments show that the results by our sparse-view method are comparable to those by state-of-the-art dense multi-view methods and significantly better than those by single-view and sparse-view methods. In addition, our method is an order of magnitude faster than previous multi-view hair modeling methods.

Technical Paper
DeepJoin: Learning a Joint Occupancy, Signed Distance, and Normal Field Function for Shape Repair

Nikolas Lamb, Sean Banerjee, Natasha Kholgade Banerjee

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We introduce DeepJoin, an automated approach to generate high-resolution repairs for fractured shapes using deep neural networks. Existing approaches to perform automated shape repair operate exclusively on symmetric objects, require a complete proxy shape, or predict restoration shapes using low-resolution voxels which are too coarse for physical repair. We generate a high-resolution restoration shape by inferring a corresponding complete shape and a break surface from an input fractured shape. We present a novel implicit shape representation for fractured shape repair that combines the occupancy function, signed distance function, and normal field. We demonstrate repairs using our approach for synthetically fractured objects from ShapeNet, 3D scans from the Google Scanned Objects dataset, objects in the style of ancient Greek pottery from the QP Cultural Heritage dataset, and real fractured objects. We outperform six baseline approaches in terms of chamfer distance and normal consistency. Unlike existing approaches and restorations generated using subtraction, DeepJoin restorations do not exhibit surface artifacts and join closely to the fractured region of the fractured shape. Our code is available at: https://github.com/Terascale-All-sensing-Research-Studio/DeepJoin.

Technical Paper
Deep Adaptive Sampling and Reconstruction using Analytic Distributions

Farnood Salehi, Marco Manzi, Gerhard Roethlin, Christopher Schroers, Romann Weber, Marios Papas

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We propose an adaptive sampling and reconstruction method for offline Monte Carlo rendering. Our method produces sampling maps constrained by a user-defined budget that minimize the expected future denoising error. Compared to other state-of-the-art methods, which produce the necessary training data on the fly by composing pre-rendered images, our method samples from analytic noise distributions instead. These distributions are compact and closely approximate the pixel value distributions stemming from Monte Carlo rendering. Our method can efficiently sample training data by leveraging only a few per-pixel statistics of the target distribution, which provides several benefits over the current state of the art. Most notably, our analytic distributions' modeling accuracy and sampling efficiency increase with sample count, essential for high-quality offline rendering. Although our distributions are approximate, our method supports joint end-to-end training of the sampling and denoising networks. Finally, we propose the addition of a global summary module to our architecture that accumulates valuable information from image regions outside of the network's receptive field. This information discourages sub-optimal decisions based on local information. Our evaluation against other state-of-the-art neural sampling methods demonstrates denoising quality and data efficiency improvements.

Technical Paper
Declarative Specification for Unstructured Mesh Editing Algorithms

Zhongshi Jiang, Jiacheng Dai, Yixin Hu, YunFan Zhou, Jeremie Dumas, Qingnan Zhou, Gurkirat Singh Bajwa, Denis Zorin, Daniele Panozzo, Teseo Schneider

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We introduce a novel approach to describe mesh generation, mesh adaptation, and geometric modeling algorithms relying on changing mesh connectivity using a high-level abstraction. The main motivation is to enable easy customization and development of these algorithms via a declarative specification consisting of a set of per-element invariants, operation scheduling, and attribute transfer for each editing operation. We demonstrate that widely used algorithms editing surfaces and volumes can be compactly expressed with our abstraction, and their implementation within our framework is simple, automatically parallelizable on shared-memory architectures, and with guaranteed satisfaction of the prescribed invariants. These algorithms are readable and easy to customize for specific use cases. We introduce a software library implementing this abstraction and providing automatic shared-memory parallelization.

Technical Paper
Curl-Flow: Boundary-Respecting Pointwise Incompressible Velocity Interpolation for Grid-Based Fluids

Jumyung Chang, Ruben Partono, Vinicius Azevedo, Christopher Batty

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We propose to augment standard grid-based fluid solvers with pointwise divergence-free velocity interpolation, thereby ensuring exact incompressibility down to the sub-cell level. Our method takes as input a discretely divergence-free velocity field generated by a staggered grid pressure projection, and first recovers a corresponding discrete vector potential. Instead of solving a costly vector Poisson problem for the potential, we develop a fast parallel sweeping strategy to find a candidate potential and apply a gauge transformation to enforce the Coulomb gauge condition and thereby make it numerically smooth. Interpolating this discrete potential generates a point-wise vector potential whose analytical curl is a pointwise incompressible velocity field. Our method further supports irregular solid geometry through the use of level set-based cut-cells and a novel Curl-Noise-inspired potential ramping procedure that simultaneously offers strictly non-penetrating velocities and incompressibility. Experimental comparisons demonstrate that the vector potential reconstruction procedure at the heart of our approach is consistently faster than prior such reconstruction schemes, especially those that solve vector Poisson problems. Moreover, in exchange for its modest extra cost, our overall Curl-Flow framework produces significantly improved particle trajectories that closely respect irregular obstacles, do not suffer from spurious sources or sinks, and yield superior particle distributions over time.

Technical Paper
Continuous deformation based panelization for design rationalization

Elias Jadon, Bernhard Thomaszewsky, Aleksandra Apolinarska, Roi Poranne

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Design rationalization is the process of simplifying a 3D shape to enable cost-efficient manufacturing. A common approach is to approximate the input shape by a collection of simple units, such as flat or spherical panels, that are easy to manufacture and simple to assemble. This panelization process typically involves a segmentation step, with each surface patch intended to be replaced by a single unit, followed by an approximation stage, where the final shapes and locations of the units are determined. While optimal panel parameters for given segments are readily determined, the discrete nature of segmentation—assigning surface elements to segments—prevents a continuous design optimization workflow. In this work, we propose a differentiable reformulation of panelization that enables its use in gradient-based design optimization. Our approach is to treat panelization as a smooth optimization problem, whose objective function encourages the surface to locally deform towards best-matching units. This formulation enables a fully-differentiable rationalization process with implicit segmentation in which panels emerge automatically. We integrate our rationalization process in a simple user interface allowing the designer to guide the optimization towards desired panelizations. We demonstrate the potential of our approach on a diverse set of complex shapes and different panel types.

Technical Paper
Constant Time Median Filter using 2D Wavelet Matrix

Yuji Moroto, Nobuyuki Umetani

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The median filter is a simple yet powerful noise reduction technique that is extensively applied in image, signal, and speech processing. It can effectively remove impulsive noise while preserving the content of the image by taking the median of neighboring pixels; thus, it has various applications, such as restoration of a damaged image and facial beautification. The median filter is typically implemented in one of two major approaches: the histogram-based method, which requires O(1) computation time per pixel when focusing on the kernel radius r, and the sorting-based method, which requires approximately O(r2) computation time per pixel but has a light constant factor. These are used differently depending on the kernel radius and the number of bits in the image. However, the computation time is still slow, particularly when the kernel radius is in the mid to large range. This paper introduces novel and efficient median filter with constant complexity O(1) for kernel size using the wavelet matrix data structure, which has been applied to query-based searches on one-dimensional data. We extended the original wavelet matrix to two-dimensional data for application to computer graphics problems. The objective of this study was to achieve high-speed median filter computation in parallel computing environment with many threads (i.e., GPUs). Our implementation for the GPU is an order of magnitude faster than the histogram method for 8-bit images. Unlike traditional histogram methods, which suffer from significant computational overhead, the proposed method can handle images with high pixel depth (e.g., 16- and 32-bit high dynamic range images). When the kernel radius is greater than 12 for 8-bit images, the proposed method outperforms the other median filter computation methods.

Technical Paper
Computing Medial Axis Transform with Feature Preservation via Restricted Power Diagram

Ningna Wang, Bin Wang, Wenping Wang, Xiaohu Guo

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We propose a novel framework for computing the medial axis transform of 3D shapes while preserving their medial features via restricted power diagram (RPD). Medial features, including external features such as the sharp edges and corners of the input mesh surface and internal features such as the seams and junctions of medial axis, are important shape descriptors both topologically and geometrically. However, existing medial axis approximation methods fail to capture and preserve them due to the fundamentally under-sampling in the vicinity of medial features, and the difficulty to build their correct connections. In this paper we use the RPD of medial spheres and its affiliated structures to help solve these challenges. The dual structure of RPD provides the connectivity of medial spheres. The surfacic restricted power cell (RPC) of each medial sphere provides the tangential surface regions that these spheres have contact with. The connected components (CC) of surfacic RPC give us the classification of each sphere, to be on a medial sheet, a seam, or a junction. They allow us to detect insufficient sphere sampling around medial features and develop necessary conditions to preserve them. Using this RPD-based framework, we are able to construct high quality medial meshes with features preserved. Compared with existing sampling-based or voxel-based methods, our method is the first one that can preserve not only external features but also internal features of medial axes.

Technical Paper
Computer Generated Hologram Optimization for Lens Aberration

Kazushi Nakamura, Kenta Yamamoto, Yoichi Ochiai

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We propose a lens aberration correction method for holographic displays via a light wave propagation simulation and optimization algorithm. Aberration correction is an important technology to obtain noise-less hologram images in holographic displays. We optimized phase holograms with an automatic differentiation technique and Adam optimizer, and aberration corrected images were achieved. Given an aberrated lens with a focal length of 20mm, the optimized holographic image has a PSNR value of 32.

Poster
Compressing Geodesic Information for Fast Point-to-Point Geodesic Distance Queries

Craig Gotsman, Kai Hormann

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Geodesic distances between pairs of points on a 3D mesh surface are a crucial ingredient of many geometry processing tasks, but are notoriously difficult to compute efficiently on demand. We propose a novel method for the compact storage of geodesic distance information, which enables answering point-to-point geodesic distance queries very efficiently. For a triangle mesh with n vertices, if computing the geodesic distance to all vertices from a single source vertex costs O(f(n)) time, then we generate a database of size O(mnlogn) in O((f(n)+m3n)√n) time in a preprocessing stage, where m is a constant that depends on the geometric complexity of the surface. We achieve this by computing a nested bisection of the mesh surface using separator curves and storing compactly-described functions approximating the distances between each mesh vertex and a small relevant subset of these curves. Using this database, the geodesic distance between two mesh vertices can then be approximated well by solving a small number of simple univariate minimization problems in O(mlogn) worst case time and O(m) average case time. Our method provides an excellent tradeoff between the size of the database, query runtime, and accuracy of the result. It can be used to compress exact or approximate geodesic distances, e.g., those obtained by VTP (exact), fast DGG, fast marching, or the heat method (approximate) and is very efficient if f(n) = n, as for the fast DGG method.

Technical Paper
Combining Augmented and Virtual Reality Experiences for Immersive Fire Drills

Ho-San Kang, Jong-Won Lee, Soo-Mi Choi

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We propose an application that combines the benefits of augmented reality (AR) and virtual reality (VR) experiences for realistic and effective fire response training. Our analysis of recent literature reveals that there are different advantages to AR versus VR applications, and combining these experiences can generate new compound benefits in fire drills. In this study, a high-level training environment is automatically generated using three-dimensional object recognition technology, and the physical training tools are linked to the VR environment to improve immersion and training effectiveness. The combined advanced AR and VR experience demonstrates the potential use of this method in various industries.

Poster
Color-Perception-Guided Display Power Reduction for Virtual Reality

Budmonde Duinkharjav, Kenneth Chen, Abhishek Tyagi, Jiayi He, Yuhao Zhu, Qi Sun

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Battery life is an increasingly urgent challenge for today's untethered VR and AR devices. However, the power efficiency of head-mounted displays is naturally at odds with growing computational requirements driven by better resolution, refresh rate, and dynamic ranges, all of which reduce the sustained usage time of untethered AR/VR devices. For instance, the Oculus Quest 2, under a fully-charged battery, can sustain only 2 to 3 hours of operation time. Prior display power reduction techniques mostly target smartphone displays. Directly applying smartphone display power reduction techniques, however, degrades the visual perception in AR/VR with noticeable artifacts. For instance, the "power-saving mode" on smartphones uniformly lowers the pixel luminance across the display and, as a result, presents an overall darkened visual perception to users if directly applied to VR content. Our key insight is that VR display power reduction must be cognizant of the gaze-contingent nature of high field-of-view VR displays. To that end, we present a gaze-contingent system that, without degrading luminance, minimizes the display power consumption while preserving high visual fidelity when users actively view immersive video sequences. This is enabled by constructing 1) a gaze-contingent color discrimination model through psychophysical studies, and 2) a display power model (with respect to pixel color) through real-device measurements. Critically, due to the careful design decisions made in constructing the two models, our algorithm is cast as a constrained optimization problem with a closed-form solution, which can be implemented as a real-time, image-space shader. We evaluate our system using a series of psychophysical studies and large-scale analyses on natural images. Experiment results show that our system reduces the display power by as much as 24% (14% on average) with little to no perceptual fidelity degradation.

Technical Paper
Color Animated Full-parallax High-definition Computer-generated Hologram

Ryota Koiso, Keisuke Nonaka, Tatsuya Kobayashi, Kyoji Matsushima

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We realized color animation of a computer-generated hologram (CGH) while retaining the features of the conventional full-parallax high-definition CGH (FPHD-CGH) method such as large screen size and a wide viewing area. Since the FPHD-CGH is fabricated using a laser direct writing system, the only way to animate it is to switch structured illumination (SI), and even that method has the problem of overlapping images from different frames caused by light leakage. We propose a method of suppressing this light leakage while maintaining image quality by applying erosion to SI. We also developed the world’s first two-frame color animation prototype, which is 18 cm square and has a 30-degree viewing angle horizontally and vertically. We did this by combining our method with the existing FPHD-CGH colorization method.

Poster