SIGGRAPH Asia 2023 Papers

ACM SIGGRAPH Asia Conference

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223papers

Counted from the official paper list; may differ slightly from the number the conference announced.

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Neural Motion Graph

Hongyu Tao, Shuaiying Hou, Changqing Zou, Hujun Bao, Weiwei Xu

Technical Paper
Neural Field Convolutions by Repeated Differentiation

Ntumba Elie Nsampi, Adarsh Djeacoumar, Hans-Peter Seidel, Tobias Ritschel, Thomas Leimkühler

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Neural fields are evolving towards a general-purpose continuous representation for visual computing. Yet, despite their numerous appealing properties, they are hardly amenable to signal processing. As a remedy, we present a method to perform general continuous convolutions with general continuous signals such as neural fields. Observing that piecewise polynomial kernels reduce to a sparse set of Dirac deltas after repeated differentiation, we leverage convolution identities and train a repeated integral field to efficiently execute large-scale convolutions. We demonstrate our approach on a variety of data modalities and spatially-varying kernels.

Technical Paper
Neural Categorical Priors for Physics-Based Character Control

Qingxu Zhu, He Zhang, Mengting Lan, Lei Han

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Recent advances in learning reusable motion priors have demonstrated their effectiveness in generating naturalistic behaviors. In this paper, we propose a new learning framework in this paradigm for controlling physics-based characters with improved motion quality and diversity over existing methods. The proposed method uses reinforcement learning (RL) to initially track and imitate life-like movements from unstructured motion clips using the discrete information bottleneck, as adopted in the Vector Quantized Variational AutoEncoder (VQ-VAE). This structure compresses the most relevant information from the motion clips into a compact yet informative latent space, i.e., a discrete space over vector quantized codes. By sampling codes in the space from a trained categorical prior distribution, high-quality life-like behaviors can be generated, similar to the usage of VQ-VAE in computer vision. Although this prior distribution can be trained with the supervision of the encoder's output, it follows the original motion clip distribution in the dataset and could lead to imbalanced behaviors in our setting. To address the issue, we further propose a technique named prior shifting to adjust the prior distribution using curiosity-driven RL. The outcome distribution is demonstrated to offer sufficient behavioral diversity and significantly facilitates upper-level policy learning for downstream tasks. We conduct comprehensive experiments using humanoid characters on two challenging downstream tasks, sword-shield striking and two-player boxing game. Our results demonstrate that the proposed framework is capable of controlling the character to perform considerably high-quality movements in terms of behavioral strategies, diversity, and realism. Videos, codes, and data are available at https://tencent-roboticsx.github.io/NCP/.

Technical Paper
MuscleVAE: Model-Based Controllers of Muscle-Actuated Characters

Yusen Feng, Xiyan Xu, Libin Liu

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In this paper, we present a simulation and control framework for generating biomechanically plausible motion for muscle-actuated characters. We incorporate a fatigue dynamics model, the 3CC-r model, into the widely-adopted Hill-type muscle model to simulate the development and recovery of fatigue in muscles, which creates a natural evolution of motion style caused by the accumulation of fatigue from prolonged activities. To address the challenging problem of controlling a musculoskeletal system with high degrees of freedom, we propose a novel muscle-space control strategy based on PD control. Our simulation and control framework facilitates the training of a generative model for muscle-based motion control, which we refer to as MuscleVAE. By leveraging the variational autoencoders (VAEs), MuscleVAE is capable of learning a rich and flexible latent representation of skills from a large unstructured motion dataset, encoding not only motion features but also muscle control and fatigue properties. We demonstrate that the MuscleVAE model can be efficiently trained using a model-based approach, resulting in the production of high-fidelity motions and enabling a variety of downstream tasks.

Technical Paper
Multisource Holography

Grace Kuo, Florian Schiffers, Douglas Lanman, Oliver Cossairt, Nathan Matsuda

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Holographic displays promise several benefits including high quality 3D imagery, accurate accommodation cues, and compact form-factors. However, holography relies on coherent illumination which can create undesirable speckle noise in the final image. Although smooth phase holograms can be speckle-free, their non-uniform eyebox makes them impractical, and speckle mitigation with partially coherent sources also reduces resolution. Averaging sequential frames for speckle reduction requires high speed modulators and consumes temporal bandwidth that may be needed elsewhere in the system. In this work, we propose multisource holography, a novel architecture that uses an array of sources to suppress speckle in a single frame without sacrificing resolution. By using two spatial light modulators, arranged sequentially, each source in the array can be controlled almost independently to create a version of the target content with different speckle. Speckle is then suppressed when the contributions from the multiple sources are averaged at the image plane. We introduce an algorithm to calculate multisource holograms, analyze the design space, and demonstrate up to a 10 dB increase in peak signal-to-noise ratio compared to an equivalent single source system. Finally, we validate the concept with a benchtop experimental prototype by producing both 2D images and focal stacks with natural defocus cues.

Technical Paper
Multiple-bounce Smith Microfacet BRDFs using the Invariance Principle

Yuang Cui, Gaole Pan, Jian Yang, Lei Zhang, Ling-Qi Yan, Beibei Wang

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Smith microfacet models are widely used in computer graphics to represent materials. Traditional microfacet models do not consider the multiple bounces on microgeometries, leading to visible energy missing, especially on rough surfaces. Later, as the equivalence between the microfacets and volume has been revealed, random walk solutions have been proposed to introduce multiple bounces, but at the cost of high variance. Recently, the position-free property has been introduced into the multiple-bounce model, resulting in much less noise, but also bias or a complex derivation.In this paper, we propose a simple way to derive the multiple-bounce Smith microfacet bidirectional reflectance distribution functions (BRDFs) using the invariance principle. At the core of our model is a shadowing-masking function for a path consisting of direction collections, rather than separated bounces. Our model ensures unbiasedness and can produce less noise compared to the previous work with equal time, thanks to the simple formulation. Furthermore, we also propose a novel probability density function (PDF) for BRDF multiple importance sampling, which has a better match with the multiple-bounce BRDFs, producing less noise than previous naive approximations.

Technical Paper
Multi-color Holograms Improve Brightness in Holographic Displays

Koray Kavaklı, Liang Shi, Hakan Urey, Wojciech Matusik, Kaan Akşit

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Holographic displays generate Three-Dimensional (3D) images by displaying single-color holograms time-sequentially, each lit by a single-color light source. However, representing each color one by one limits brightness in holographic displays. This paper introduces a new driving scheme for realizing brighter images in holographic displays. Unlike the conventional driving scheme, our method utilizes three light sources to illuminate each displayed hologram simultaneously at various intensity levels. In this way, our method reconstructs a multiplanar three-dimensional target scene using consecutive multi-color holograms and persistence of vision. We co-optimize multi-color holograms and required intensity levels from each light source using a gradient descent-based optimizer with a combination of application-specific loss terms. We experimentally demonstrate that our method can increase the intensity levels in holographic displays up to three times, reaching a broader range and unlocking new potentials for perceptual realism in holographic displays.

Technical Paper
MetaLayer: A Meta-learned BSDF Model for Layered Materials

Jie Guo, Zeru Li, Xueyan He, Beibei Wang, Wenbin Li, Yanwen Guo, Ling-Qi Yan

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Reproducing the appearance of arbitrary layered materials has long been a critical challenge in computer graphics, with regard to the demanding requirements of both physical accuracy and low computation cost. Recent studies have demonstrated promising results by learning-based representations that implicitly encode the appearance of complex (layered) materials by neural networks. However, existing generally-learned models often struggle between strong representation ability and high runtime performance, and also lack physical parameters for material editing. To address these concerns, we introduce MetaLayer, a new methodology leveraging meta-learning for modeling and rendering layered materials. MetaLayer contains two networks: a BSDFNet that compactly encodes layered materials into implicit neural representations, and a MetaNet that establishes the mapping between the physical parameters of each material and the weights of its corresponding implicit neural representation. A new positional encoding method and a well-designed training strategy are employed to improve the performance and quality of the neural model. As a new learning-based representation, the proposed MetaLayer model provides both fast responses to material editing and high-quality results for a wide range of layered materials, outperforming existing layered BSDF models.

Technical Paper
Meshes with Spherical Faces

Martin Kilian, Anthony Ramos Cisneros, Christian Müller, Helmut Pottmann

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Discrete surfaces with spherical faces are interesting from a simplified manufacturing viewpoint when compared to other double curved face shapes. Furthermore, by the nature of their definition they are also appealing from the theoretical side leading to a Möbius invariant discrete surface theory. We therefore systematically describe so called sphere meshes with spherical faces and circular arcs as edges where the Möbius transformation group acts on all of its elements. Driven by aspects important for manufacturing, we provide the means to cluster spherical panels by their radii. We investigate the generation of sphere meshes which allow for a geometric support structure and characterize all such meshes with triangular combinatorics in terms of non-Euclidean geometries. We generate sphere meshes with hexagonal combinatorics by intersecting tangential spheres of a reference surface and let them evolve - guided by the surface curvature - to visually convex hexagons, even in negatively curved areas. Furthermore, we extend meshes with circular faces of all combinatorics to sphere meshes by filling its circles with suitable spherical caps and provide a remeshing scheme to obtain quadrilateral sphere meshes with support structure from given sphere congruences. By broadening polyhedral meshes to sphere meshes we exploit the additional degrees of freedom to minimize intersection angles of neighboring spheres enabling the use of spherical panels that provide a softer perception of the overall surface.

Technical Paper
MOCHA: Real-Time Motion Characterization via Context Matching

Deok-Kyeong Jang, Yuting Ye, Jungdam Won, Sung-Hee Lee

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Transforming neutral, characterless input motions to embody the distinct style of a notable character in real time is highly compelling for character animation. This paper introduces MOCHA, a novel online motion characterization framework that transfers both motion styles and body proportions from a target character to an input source motion. MOCHA begins by encoding the input motion into a motion feature that structures the body part topology and captures motion dependencies for effective characterization. Central to our framework is the Neural Context Matcher, which generates a motion feature for the target character with the most similar context to the input motion feature. The conditioned autoregressive model of the Neural Context Matcher can produce temporally coherent character features in each time frame. To generate the final characterized pose, our Characterizer network incorporates the characteristic aspects of the target motion feature into the input motion feature while preserving its context. This is achieved through a transformer model that introduces the adaptive instance normalization and context mapping-based cross-attention, effectively injecting the character feature into the source feature. We validate the performance of our framework through comparisons with prior work and an ablation study. Our framework can easily accommodate various applications, including characterization with only sparse input and real-time characterization. Additionally, we contribute a high-quality motion dataset comprising six different characters performing a range of motions, which can serve as a valuable resource for future research.

Technical Paper