SIGGRAPH Asia 2023 Papers

ACM SIGGRAPH Asia Conference

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223papers

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Analysis and Synthesis of Digital Dyadic Sequences

Abdalla Ahmed, Mikhail Skopenkov, Markus Hadwiger, Peter Wonka

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We explore the space of matrix-generated (0, m, 2)-nets and (0, 2)-sequences in base 2, also known as digital dyadic nets and sequences. In computer graphics, they are arguably leading the competition for use in rendering. We provide a complete characterization of the design space and count the possible number of constructions with and without considering possible reorderings of the point set. Based on this analysis, we then show that every digital dyadic net can be reordered into a sequence, together with a corresponding algorithm. Finally, we present a novel family of self-similar digital dyadic sequences, to be named ξ-sequences, that spans a subspace with fewer degrees of freedom. Those ξ-sequences are extremely efficient to sample and compute, and we demonstrate their advantages over the classic Sobol (0, 2)-sequence.

Technical Paper
An Implicitly Stable Mixture Model for Dynamic Multi-fluid Simulations

Yanrui Xu, Xiaokun Wang, Jiamin Wang, Chongming Song, Tiancheng Wang, Yanlan Zhang, Jian Chang, Jianjun Zhang, Jiri Kosinka, Alexandru Telea, Xiaojuan Ban

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Particle-based simulations have become increasingly popular in real-time applications due to their efficiency and adaptability, especially for generating highly dynamic fluid effects. However, the swift and stable simulation of interactions among distinct fluids continues to pose challenges for current mixture model techniques. When using a single-mixture flow field to represent all fluid phases, numerical discontinuities in phase fields can result in significant losses of dynamic effects and unstable conservation of mass and momentum. To tackle these issues, we present an advanced implicit mixture model for smoothed particle hydrodynamics. Instead of relying on an explicit mixture field for all dynamic computations and phase transfers between particles, our approach calculates phase momentum sources from the mixture model to derive explicit and continuous velocity phase fields. We then implicitly obtain the mixture field using a phase-mixture momentum-mapping mechanism that ensures conservation of incompressibility, mass, and momentum. In addition, we propose a mixture viscosity model and establish viscous effects between the mixture and individual fluid phases to avoid instability under extreme inertia conditions. Through a series of experiments, we show that, compared to existing mixture models, our method effectively improves dynamic effects while reducing critical instability factors. This makes our approach especially well-suited for long-duration, efficiency-oriented virtual reality scenarios.

Technical Paper
An Adaptive Fast-Multipole-Accelerated Hybrid Boundary Integral Equation Method for Accurate Diffusion Curves

Seungbae Bang, Kirill Serkh, Oded Stein, Alec Jacobson

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In theory, diffusion curves promise complex color gradations for infinite-resolution vector graphics. In practice, existing realizations suffer from poor scaling, discretization artifacts, or insufficient support for rich boundary conditions. Previous applications of the boundary element method to diffusion curves have relied on polygonal approximations, which either forfeit the high-order smoothness of Bézier curves, or, when the polygonal approximation is extremely detailed, result in large and costly systems of equations that must be solved. In this paper, we utilize the boundary integral equation method to accurately and efficiently solve the underlying partial differential equation. Given a desired resolution and viewport, we then interpolate this solution and use the boundary element method to render it. We couple this hybrid approach with the fast multipole method on a non-uniform quadtree for efficient computation. Furthermore, we introduce an adaptive strategy to enable truly scalable infinite-resolution diffusion curves.

Technical Paper
Amortizing Samples in Physics-Based Inverse Rendering using ReSTIR

Yu-Chen Wang, Chris Wyman, Lifan Wu, Shuang Zhao

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Recently, great progress has been made in physics-based differentiable rendering. Existing differentiable rendering techniques typically focus on static scenes, but during inverse rendering---a key application for differentiable rendering---the scene is updated dynamically by each gradient step. In this paper, we take a first step to leverage temporal data in the context of inverse direct illumination. By adopting reservoir-based spatiotemporal resampled importance resampling (ReSTIR), we introduce new Monte Carlo estimators for both interior and boundary components of differential direct illumination integrals. We also integrate ReSTIR with antithetic sampling to further improve its effectiveness. At equal frame time, our methods produce gradient estimates with up to 100× lower relative error than baseline methods. Additionally, we propose an inverse-rendering pipeline that incorporates these estimators and provides reconstructions with up to 20× lower error.

Technical Paper
Adaptive Recurrent Frame Prediction with Learnable Motion Vectors

Zhizhen Wu, Chenyu Zuo, Yuchi Huo, Yazhen Yuan, Yifan Peng, Guiyang Pu, Rui Wang, Hujun Bao

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The utilization of dedicated ray tracing graphics cards has revolutionized the production of stunning visual effects in real-time rendering. However, the demand for high frame rates and high resolutions remains a challenge. The pixel warping approach is a crucial technique for increasing frame rate and resolution by exploiting the spatio-temporal coherence. To this end, existing super-resolution and frame prediction methods rely heavily on motion vectors from rendering engine pipelines to track object movements. This work builds upon state-of-the-art heuristic approaches by exploring a novel adaptive recurrent frame prediction framework that integrates learnable motion vectors. Our framework supports the prediction of transparency, particles, and texture animations, with improved motion vectors that capture shading, reflections, and occlusions, in addition to geometry movements. In addition, we introduce a feature streaming neural network, dubbed FSNet, that allows for the adaptive prediction of one or multiple sequential frames. Extensive experiments against state-of-the-art methods demonstrate that FSNet can operate at lower latency with significant visual enhancements and can upscale frame rates by at least two times. This approach offers a flexible pipeline to improve the rendering frame rates of various graphics applications and devices.

Technical Paper
AdaptNet: Policy Adaptation for Physics-Based Character Control

Pei Xu, Kaixiang Xie, Sheldon Andrews, Paul G. Kry, Michael Neff, Morgan McGuire, Ioannis Karamouzas, Victor Zordan

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Motivated by humans' ability to adapt skills in the learning of new ones, this paper presents AdaptNet, an approach for modifying the latent space of existing policies to allow new behaviors to be quickly learned from like tasks in comparison to learning from scratch. Building on top of a given reinforcement learning controller, AdaptNet uses a two-tier hierarchy that augments the original state embedding to support modest changes in a behavior and further modifies the policy network layers to make more substantive changes. The technique is shown to be effective for adapting existing physics-based controllers to a wide range of new styles for locomotion, new task targets, changes in character morphology and extensive changes in environment. Furthermore, it exhibits significant increase in learning efficiency, as indicated by greatly reduced training times when compared to training from scratch or using other approaches that modify existing policies. Code is available at https://motion-lab.github.io/AdaptNet.

Technical Paper
A Parametric Kinetic Solver for Simulating Boundary-Dominated Turbulent Flow Phenomena

Mengyun Liu, Xiaopei Liu

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Boundary layer flow plays a very important role in shaping the entire flow feature near and behind obstacles inside fluids. Thus, boundary treatment methods are crucial for a physically consistent fluid simulation, especially when turbulence occurs at a high Reynolds number, in which accurately handling thin boundary layer becomes quite challenging. Traditional Navier-Stokes solvers usually construct multi-resolution body-fitted meshes to achieve high accuracy, often together with near-wall and sub-grid turbulence modeling. However, this could be time-consuming and computationally intensive even with GPU accelerations. An alternative and much faster approach is to switch to a kinetic solver, such as the lattice Boltzmann model, but boundary treatment has to be done in a cut-cell manner, sacrificing accuracy unless grid resolution is much increased. In this paper, we focus on simulating the boundary-dominated turbulent flow phenomena with an efficient kinetic solver. In order to significantly improve the cut-cell-based boundary treatment for higher accuracy without excessively increasing the simulation resolution, we propose a novel parametric boundary treatment model, including a semi-Lagrangian scheme at the wall for non-equilibrium distribution functions, together with a purely link-based near-wall analytical mesoscopic model by analogy with the macroscopic wall modeling approach, which is yet simple to compute. Such a new method is further extended to handle moving boundaries, showing increased accuracy. Comprehensive analyses are conducted, with a variety of simulation results that are both qualitatively and quantitatively validated with experiments and real life scenarios, and compared to existing methods, to indicate superiority of our method. We highlight that our method not only provides a more accurate way for boundary treatment, but also a valuable tool to control boundary layer behaviors. This has not been achieved and demonstrated before in computer graphics, which we believe will be very useful in practical engineering.

Technical Paper
A Micrograin BSDF Model for the Rendering of Porous Layers

Simon Lucas, Mickaël Ribardière, Romain Pacanowski, Pascal Barla

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We introduce a new BSDF model for the rendering of porous layers, as found on surfaces covered by dust, rust, dirt, or sprayed paint. Our approach is based on a distribution of elliptical opaque micrograins, extending the Trowbridge-Reitz (GGX) distribution [Trowbridge and Reitz 1975; Walter et al. 2007] to handle pores (i.e., spaces between micrograins). We use distance field statistics to derive the corresponding Normal Distribution Function (NDF) and Geometric Attenuation Factor (GAF), as well as a view- and light-dependent filling factor to blend between the porous and base layers. All the derived terms show excellent agreement when compared against numerical simulations. Our approach has several advantages compared to previous work [d’Eon et al. 2023; Merillou et al. 2000; Wang et al. 2022]. First, it decouples structural and reflectance parameters, leading to an analytical single-scattering formula regardless of the choice of micrograin reflectance. Second, we show that the classical texture maps (albedo, roughness, etc) used for spatially-varying material parameters are easily retargeted to work with our model. Finally, the BRDF parameters of our model behave linearly, granting direct multi-scale rendering using classical mip mapping.

Technical Paper