Guoqing Hao, Satoshi Iizuka, Kensho Hara, Edgar Simo-Serra, Hirokatsu Kataoka, Kazuhiro Fukui
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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Linjie Lyu, Ayush Tewari, Marc Habermann, Shunsuke Saito, Michael Zollhöfer, Thomas Leimkühler, Christian Theobalt
Nir Zabari, Aharon Azulay, Alexey Gorkor, Tavi Halperin, Ohad Fried
Markus Worchel, Marc Alexa
Kaizhang Kang, Zoubin Bi, Xiang Feng, Yican Dong, Kun Zhou, Hongzhi Wu
Zhehao Li, Qingyu Xu, Xiaohan Ye, Bo Ren, Ligang Liu
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Differentiable physics simulation has shown its efficacy in inverse design problems. Given the pervasiveness of the diverse interactions between fluids and solids in life, a differentiable simulator for the inverse design of the motion of rigid objects in two-way fluid-rigid coupling is also demanded. There are two main challenges to develop a differentiable two-way fluid-solid coupling simulator for rigid body control tasks: the ubiquitous, discontinuous contacts in fluid-solid interactions, and the high computational cost of gradient formulation due to the large number of degrees of freedom (DoF) of fluid dynamics. In this work, we propose a novel differentiable SPH-based two-way fluid-rigid coupling simulator to address these challenges. Our purpose is to provide a differentiable simulator for SPH which incorporates a unified representation for both fluids and solids using particles. However, naively differentiating the forward simulation of the particle system encounters gradient explosion issues. We investigate the instability in differentiating the SPH-based fluid-rigid coupling simulator and present a feasible gradient computation scheme to address its differentiability. In addition, we also propose an efficient method to compute the gradient of fluid-rigid coupling without incurring the high computational cost of differentiating the entire high-DoF fluid system. We show the efficacy, scalability, and extensibility of our method in various challenging rigid body control tasks with diverse fluid-rigid interactions and multi-rigid contacts, achieving up to an order of magnitude speedup in optimization compared to baseline methods in experiments.
Victor Ceballos Inza, Florian Rist, Johannes Wallner, Helmut Pottmann
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The property of a surface being developable can be expressed in different equivalent ways, by vanishing Gauss curvature, or by the existence of isometric mappings to planar domains. Computational contributions to this topic range from special parametrizations to discrete-isometric mappings. However, so far a local criterion expressing developability of general quad meshes has been lacking. In this paper, we propose a new and efficient discrete developability criterion that is applied to quad meshes equipped with vertex weights, and which is motivated by a well-known characterization in differential geometry, namely a rank-deficient second fundamental form. We assign contact elements to the faces of meshes and ruling vectors to the edges, which in combination yield a developability condition per face. Using standard optimization procedures, we are able to perform interactive design and developable lofting. The meshes we employ are combinatorially regular quad meshes with isolated singularities but are otherwise not required to follow any special curves on a developable surface. They are thus easily embedded into a design workflow involving standard operations like remeshing, trimming, and merging operations. An important feature is that we can directly derive a watertight, rational bi-quadratic spline surface from our meshes. Remarkably, it occurs as the limit of weighted Doo-Sabin subdivision, which acts in an interpolatory manner on contact elements.
Seung-Woo Nam, Youngjin Kim, Dongyeon Kim, Yoonchan Jeong
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The evolution of computer-generated holography (CGH) algorithms has prompted significant improvements in the performances of holographic displays. Nonetheless, they start to encounter a limited degree of freedom in CGH optimization and physical constraints stemming from the coherent nature of holograms. To surpass the physical limitations, we consider polarization as a new degree of freedom by utilizing a novel optical platform called metasurface. Polarization-multiplexing metasurfaces enable incoherent-like behavior in holographic displays due to the mutual incoherence of orthogonal polarization states. We leverage this unique characteristic of a metasurface by integrating it into a holographic display and exploiting polarization diversity to bring an additional degree of freedom for CGH algorithms. To minimize the speckle noise while maximizing the image quality, we devise a fully differentiable optimization pipeline by taking into account the metasurface proxy model, thereby jointly optimizing spatial light modulator phase patterns and geometric parameters of metasurface nanostructures. We evaluate the metasurface-enabled depolarized holography through simulations and experiments, demonstrating its ability to reduce speckle noise and enhance image quality.
Li Wang, Lianghao Zhang, Fangzhou Gao, Jiawan Zhang
Soshi Shimada, Vladislav Golyanik, Patrick Pérez, Christian Theobalt
Yifeng Jiang, Jungdam Won, Yuting Ye, C. Karen Liu
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Synthesizing realistic human movements, dynamically responsive to the environment, is a long-standing objective in character animation, with applications in computer vision, sports, and healthcare, for motion prediction and data augmentation. Recent kinematics-based generative motion models offer impressive scalability in modeling extensive motion data, albeit without an interface to reason about and interact with physics. While simulator-in-the-loop learning approaches enable highly physically realistic behaviors, the challenges in training often affect scalability and adoption. We introduce DROP, a novel framework for modeling Dynamics Responses of humans using generative mOtion prior and Projective dynamics. DROP can be viewed as a highly stable, minimalist physics-based human simulator that interfaces with a kinematics-based generative motion prior. Utilizing projective dynamics, DROP allows flexible and simple integration of the learned motion prior as one of the projective energies, seamlessly incorporating control provided by the motion prior with Newtonian dynamics. Serving as a model-agnostic plug-in, DROP enables us to fully leverage recent advances in generative motion models for physics-based motion synthesis. We conduct extensive evaluations of our model across different motion tasks and various physical perturbations, demonstrating the scalability and diversity of responses.
Jiaxian Wu, Yue Lin, Dehui Lu
Zhiyang Dou, Xuelin Chen, Qingnan Fan, Taku Komura, Wenping Wang
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We present C · ASE, an efficient and effective framework that learns Conditional Adversarial Skill Embeddings for physics-based characters. C · ASE enables the physically simulated character to learn a diverse repertoire of skills while providing controllability in the form of direct manipulation of the skills to be performed. This is achieved by dividing the heterogeneous skill motions into distinct subsets containing homogeneous samples for training a low-level conditional model to learn the conditional behavior distribution. The skill-conditioned imitation learning naturally offers explicit control over the character’s skills after training. The training course incorporates the focal skill sampling, skeletal residual forces, and element-wise feature masking to balance diverse skills of varying complexities, mitigate dynamics mismatch to master agile motions and capture more general behavior characteristics, respectively. Once trained, the conditional model can produce highly diverse and realistic skills, outperforming state-of-the-art models, and can be repurposed in various downstream tasks. In particular, the explicit skill control handle allows a high-level policy or a user to direct the character with desired skill specifications, which we demonstrate is advantageous for interactive character animation.
J. Andreas Bærentzen, Jeppe Revall Frisvad, Jonàs Martínez
Nhat Le, Tuong Do, Khoa Do, Hien Nguyen, Erman Tjiputra, Quang Tran, Anh Nguyen
Daohan Lu, Sheng-Yu Wang, Nupur Kumari, Rohan Agarwal, Mia Tang, David Bau, Jun-Yan Zhu
Zoë Marschner, Silvia Sellán, Hsueh-Ti Derek Liu, Alec Jacobson
Lorenzo Diazzi, Daniele Panozzo, Amir Vaxman, Marco Attene
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We present a numerically robust algorithm for computing the constrained Delaunay tetrahedrization (CDT) of a piecewise-linear complex, which has a 100% success rate on the 4408 valid models in the Thingi10k dataset. We build on the underlying theory of the well-known tetgen software, but use a floating-point implementation based on indirect geometric predicates to implicitly represent Steiner points: this new approach dramatically simplifies the implementation, removing the need for ad-hoc tolerances in geometric operations. Our approach leads to a robust and parameter-free implementation, with an empirically manageable number of added Steiner points. Furthermore, our algorithm addresses a major gap in tetgen's theory which may lead to algorithmic failure on valid models, even when assuming perfect precision in the calculations. Our output tetrahedrization conforms with the input geometry without approximations. We can further round our output to floating-point coordinates for downstream applications, which almost always results in valid floating-point meshes unless the input triangulation is very close to being degenerate.
Markus Kettunen, Daqi Lin, Ravi Ramamoorthi, Thomas Bashford-Rogers, Chris Wyman
Yael Vinker, Andrey Voynov, Daniel Cohen-Or, Ariel Shamir