SIGGRAPH 2015 Papers

ACM SIGGRAPH Conference

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154papers

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

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Real-Time High-Fidelity Facial Performance Capture

Chen Cao, Derek Bradley, Kun Zhou, Thabo Beeler

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We present the first real-time high-fidelity facial capture method. The core idea is to enhance a global real-time face tracker, which provides a low-resolution face mesh, with local regressors that add in medium-scale details, such as expression wrinkles. Our main observation is that although wrinkles appear in different scales and at different locations on the face, they are locally very self-similar and their visual appearance is a direct consequence of their local shape. We therefore train local regressors from high-resolution capture data in order to predict the local geometry from local appearance at runtime. We propose an automatic way to detect and align the local patches required to train the regressors and run them efficiently in real-time. Our formulation is particularly designed to enhance the low-resolution global tracker with exactly the missing expression frequencies, avoiding superimposing spatial frequencies in the result. Our system is generic and can be applied to any real-time tracker that uses a global prior, e.g. blend-shapes. Once trained, our online capture approach can be applied to any new user without additional training, resulting in high-fidelity facial performance reconstruction with person-specific wrinkle details from a monocular video camera in real-time.

Technical Paper
RAPter: Rebuilding Man-Made Scenes With Regular Arrangements of Planes

Aron Monszpart, Nicolas Mellado, Gabriel Brostow, Niloy J. Mitra

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With the proliferation of acquisition devices, gathering massive volumes of 3D data is now easy. Processing such large masses of pointclouds, however, remains a challenge. This is particularly a problem for raw scans with missing data, noise, and varying sampling density. In this work, we present a simple, scalable, yet powerful data reconstruction algorithm. We focus on reconstruction of man-made scenes as regular arrangements of planes (RAP), thereby selecting both local plane-based approximations along with their global inter-plane relations. We propose a novel selection formulation to directly balance between data fitting and the simplicity of the resulting arrangement of extracted planes. The main technical contribution is a formulation that allows less-dominant orientations to still retain their internal regularity, and not become overwhelmed and regularized by the dominant scene orientations. We evaluate our approach on a variety of complex 2D and 3D pointclouds, and demonstrate the advantages over existing alternative methods.

Technical Paper
Practical Hex-Mesh Optimization via Edge-Cone Rectification

Marco Livesu, Alla Sheffer, Nicholas Vining, Marco Tarini

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The usability of hexahedral meshes depends on the degree to which the shape of their elements deviates from a perfect cube; a single concave, or inverted element makes a mesh unusable. While a range of methods exist for discretizing 3D objects with an initial topologically suitable hex mesh, their output meshes frequently contain poorly shaped and even inverted elements, requiring a further quality optimization step. We introduce a novel framework for optimizing hex-mesh quality capable of generating inversion-free high-quality meshes from such poor initial inputs. We recast hex quality improvement as an optimization of the shape of overlapping cones, or unions, of tetrahedra surrounding every directed edge in the hex mesh, and show the two to be equivalent. We then formulate cone shape optimization as a sequence of convex quadratic optimization problems, where hex convexity is encoded via simple linear inequality constraints. As this solution space may be empty, we therefore present an alternate formulation which allows the solver to proceed even when constraints cannot be satisfied exactly. We iteratively improve mesh element quality by solving at each step a set of local, per-cone, convex constrained optimization problems, followed by a global energy minimization step which reconciles these local solutions. This latter method provides no theoretical guarantees on the solution but produces inversion-free, high quality meshes in practice. We demonstrate the robustness of our framework by optimizing numerous poor quality input meshes generated using a variety of initial meshing methods and producing high-quality inversion-free meshes in each case. We further validate our algorithm by comparing it against previous work, and demonstrate a significant improvement in both worst and average element quality.

Technical Paper
Power Particles: An Incompressible Fluid Solver Based on Power Diagrams

Fernando de Goes, Corentin Wallez, Jin Huang, Dmitry Pavlov, Mathieu Desbrun

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This paper introduces a new particle-based approach to incompressible fluid simulation. We depart from previous Lagrangian methods by considering fluid particles no longer purely as material points, but also as volumetric parcels that partition the fluid domain. The fluid motion is described as a time series of well-shaped power diagrams (hence the name power particles ), offering evenly spaced particles and accurate pressure computations. As a result, we circumvent the typical excess damping arising from kernel-based evaluations of internal forces or density without having recourse to auxiliary Eulerian grids. The versatility of our solver is demonstrated by the simulation of multiphase flows and free surfaces.

Technical Paper
Piko: A Framework for Authoring Programmable Graphics Pipelines

Anjul Patney, Stanley Tzeng, Kerry A. Seitz, Jr., John D. Owens

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We present Piko, a framework for designing, optimizing, and retargeting implementations of graphics pipelines on multiple architectures. Piko programmers express a graphics pipeline by organizing the computation within each stage into spatial bins and specifying a scheduling preference for these bins. Our compiler, Pikoc, compiles this input into an optimized implementation targeted to a massively-parallel GPU or a multicore CPU. Piko manages work granularity in a programmable and flexible manner, allowing programmers to build load-balanced parallel pipeline implementations, to exploit spatial and producer-consumer locality in a pipeline implementation, and to explore tradeoffs between these considerations. We demonstrate that Piko can implement a wide range of pipelines, including rasterization, Reyes, ray tracing, rasterization/ray tracing hybrid, and deferred rendering. Piko allows us to implement efficient graphics pipelines with relative ease and to quickly explore design alternatives by modifying the spatial binning configurations and scheduling preferences for individual stages, all while delivering real-time performance that is within a factor six of state-of-the-art rendering systems.

Technical Paper
Phasor Imaging: A Generalization of Correlation-Based Time-of-Flight Imaging

Mohit Gupta, Shree K. Nayar, Matthias B. Hullin, Jaime Martin

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In correlation-based time-of-flight (C-ToF) imaging systems, light sources with temporally varying intensities illuminate the scene. Due to global illumination, the temporally varying radiance received at the sensor is a combination of light received along multiple paths. Recovering scene properties (e.g., scene depths) from the received radiance requires separating these contributions, which is challenging due to the complexity of global illumination and the additional temporal dimension of the radiance. We propose phasor imaging, a framework for performing fast inverse light transport analysis using C-ToF sensors. Phasor imaging is based on the idea that, by representing light transport quantities as phasors and light transport events as phasor transformations, light transport analysis can be simplified in the temporal frequency domain. We study the effect of temporal illumination frequencies on light transport and show that, for a broad range of scenes, global radiance (inter-reflections and volumetric scattering) vanishes for frequencies higher than a scene-dependent threshold. We use this observation for developing two novel scene recovery techniques. First, we present micro-ToF imaging, a ToF-based shape recovery technique that is robust to errors due to inter-reflections (multipath interference) and volumetric scattering. Second, we present a technique for separating the direct and global components of radiance. Both techniques require capturing as few as 3--4 images and minimal computations. We demonstrate the validity of the presented techniques via simulations and experiments performed with our hardware prototype.

Technical Paper
Perceptually Based Downscaling of Images

Cengiz Oztireli, Markus Gross

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We propose a perceptually based method for downscaling images that provides a better apparent depiction of the input image. We formulate image downscaling as an optimization problem where the difference between the input and output images is measured using a widely adopted perceptual image quality metric. The downscaled images retain perceptually important features and details, resulting in an accurate and spatio-temporally consistent representation of the high resolution input. We derive the solution of the optimization problem in closed-form, which leads to a simple, efficient and parallelizable implementation with sums and convolutions. The algorithm has running times similar to linear filtering and is orders of magnitude faster than the state-of-the-art for image downscaling. We validate the effectiveness of the technique with extensive tests on many images, video, and by performing a user study, which indicates a clear preference for the results of the new algorithm.

Technical Paper
PatchTable: Efficient Patch Queries for Large Datasets and Applications

Connelly Barnes, Fang-Lue Zhang, Liming Lou, Xian Wu, Shi-Min Hu

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This paper presents a data structure that reduces approximate nearest neighbor query times for image patches in large datasets. Previous work in texture synthesis has demonstrated real-time synthesis from small exemplar textures. However, high performance has proved elusive for modern patch-based optimization techniques which frequently use many exemplar images in the tens of megapixels or above. Our new algorithm, PatchTable, offloads as much of the computation as possible to a pre-computation stage that takes modest time, so patch queries can be as efficient as possible. There are three key insights behind our algorithm: (1) a lookup table similar to locality sensitive hashing can be precomputed, and used to seed sufficiently good initial patch correspondences during querying, (2) missing entries in the table can be filled during pre-computation with our fast Voronoi transform, and (3) the initially seeded correspondences can be improved with a precomputed k-nearest neighbors mapping. We show experimentally that this accelerates the patch query operation by up to 9× over k-coherence, up to 12× over TreeCANN, and up to 200× over PatchMatch. Our fast algorithm allows us to explore efficient and practical imaging and computational photography applications. We show results for artistic video stylization, light field super-resolution, and multi-image editing.

Technical Paper
Parametric Self-Supporting Surfaces via Direct Computation of Airy Stress Functions

Masaaki Miki, Takeo Igarashi, Philippe Block

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This paper presents a method that employs parametric surfaces as surface geometry representations at any stage of a computational process to compute self-supporting surfaces. This approach can be differentiated from existing relevant methods because such methods represent surfaces by a triangulated mesh surface or a network consisting of lines. The proposed method is based on the theory of Airy stress functions. Although some existing methods are also based on this theory, they apply its discrete version to discrete geometries. The proposed method simultaneously applies the theory to parametric surfaces directly and the discrete theory to the edges of parametric patches. The discontinuous boundary between continuous patches naturally corresponds to ribs seen in traditional vault masonry buildings. We use nonuniform rational B-spline surfaces in this study; however, the basic idea can be applied to other parametric surfaces. A variety of self-supporting surfaces obtained by the proposed computational scheme is presented.

Technical Paper
Palette-Based Photo Recoloring

Huiwen Chang, Ohad Fried, Yiming Liu, Stephen DiVerdi, Adam Finkelstein

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Image editing applications offer a wide array of tools for color manipulation. Some of these tools are easy to understand but offer a limited range of expressiveness. Other more powerful tools are time consuming for experts and inscrutable to novices. Researchers have described a variety of more sophisticated methods but these are typically not interactive, which is crucial for creative exploration. This paper introduces a simple, intuitive and interactive tool that allows non-experts to recolor an image by editing a color palette. This system is comprised of several components: a GUI that is easy to learn and understand, an efficient algorithm for creating a color palette from an image, and a novel color transfer algorithm that recolors the image based on a user-modified palette. We evaluate our approach via a user study, showing that it is faster and easier to use than two alternatives, and allows untrained users to achieve results comparable to those of experts using professional software.

Technical Paper
Optimal Presentation of Imagery With Focus Cues on Multi-Plane Displays

Rahul Narain, Rachel A. Albert, M. Abdullah Bulbul, Gregory J. Ward, Martin S. Banks, James F. O'Brien

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We present a technique for displaying three-dimensional imagery of general scenes with nearly correct focus cues on multi-plane displays. These displays present an additive combination of images at a discrete set of optical distances, allowing the viewer to focus at different distances in the simulated scene. Our proposed technique extends the capabilities of multi-plane displays to general scenes with occlusions and non-Lambertian effects by using a model of defocus in the eye of the viewer. Requiring no explicit knowledge of the scene geometry, our technique uses an optimization algorithm to compute the images to be displayed on the presentation planes so that the retinal images when accommodating to different distances match the corresponding retinal images of the input scene as closely as possible. We demonstrate the utility of the technique using imagery acquired from both synthetic and real-world scenes, and analyze the system's characteristics including bounds on achievable resolution.

Technical Paper
Online Control of Simulated Humanoids Using Particle Belief Propagation

Perttu Hämäläinen, Joose Rajamäki, C. Karen Liu

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We present a novel, general-purpose Model-Predictive Control (MPC) algorithm that we call Control Particle Belief Propagation (C-PBP). C-PBP combines multimodal, gradient-free sampling and a Markov Random Field factorization to effectively perform simultaneous path finding and smoothing in high-dimensional spaces. We demonstrate the method in online synthesis of interactive and physically valid humanoid movements, including balancing, recovery from both small and extreme disturbances, reaching, balancing on a ball, juggling a ball, and fully steerable locomotion in an environment with obstacles. Such a large repertoire of movements has not been demonstrated before at interactive frame rates, especially considering that all our movement emerges from simple cost functions. Furthermore, we abstain from using any precomputation to train a control policy offline, reference data such as motion capture clips, or state machines that break the movements down into more manageable subtasks. Operating under these conditions enables rapid and convenient iteration when designing the cost functions.

Technical Paper
Nonlinear Material Design Using Principal Stretches

Hongyi Xu, Fun Shing Sin, Yufeng Zhu, Jernej Barbič

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The Finite Element Method is widely used for solid deformable object simulation in film, computer games, virtual reality and medicine. Previous applications of nonlinear solid elasticity employed materials from a few standard families such as linear corotational, nonlinear St.Venant-Kirchhoff, Neo-Hookean, Ogden or Mooney-Rivlin materials. However, the spaces of all nonlinear isotropic and anisotropic materials are infinite-dimensional and much broader than these standard materials. In this paper, we demonstrate how to intuitively explore the space of isotropic and anisotropic nonlinear materials, for design of animations in computer graphics and related fields. In order to do so, we first formulate the internal elastic forces and tangent stiffness matrices in the space of the principal stretches of the material. We then demonstrate how to design new isotropic materials by editing a single stress-strain curve, using a spline interface. Similarly, anisotropic (orthotropic) materials can be designed by editing three curves, one for each material direction. We demonstrate that modifying these curves using our proposed interface has an intuitive, visual, effect on the simulation. Our materials accelerate simulation design and enable visual effects that are difficult or impossible to achieve with standard nonlinear materials.

Technical Paper
Multi-Scale Modeling and Rendering of Granular Materials

Johannes Meng, Marios Papas, Ralf Habel, Carsten Dachsbacher, Steve Marschner, Markus Gross, Wojciech Jarosz

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We address the problem of modeling and rendering granular materials---such as large structures made of sand, snow, or sugar---where an aggregate object is composed of many randomly oriented, but discernible grains. These materials pose a particular challenge as the complex scattering properties of individual grains, and their packing arrangement, can have a dramatic effect on the large-scale appearance of the aggregate object. We propose a multi-scale modeling and rendering framework that adapts to the structure of scattered light at different scales. We rely on path tracing the individual grains only at the finest scale, and---by decoupling individual grains from their arrangement---we develop a modular approach for simulating longer-scale light transport. We model light interactions within and across grains as separate processes and leverage this decomposition to derive parameters for classical radiative transport, including standard volumetric path tracing and a diffusion method that can quickly summarize the large scale transport due to many grain interactions. We require only a one-time precomputation per exemplar grain, which we can then reuse for arbitrary aggregate shapes and a continuum of different packing rates and scales of grains. We demonstrate our method on scenes containing mixtures of tens of millions of individual, complex, specular grains that would be otherwise infeasible to render with standard techniques.

Technical Paper
Microstructures to Control Elasticity in 3D Printing

Christian Schumacher, Bernd Bickel, Jan Rys, Steve Marschner, Markus Gross, Chiara Daraio

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We propose a method for fabricating deformable objects with spatially varying elasticity using 3D printing. Using a single, relatively stiff printer material, our method designs an assembly of small-scale microstructures that have the effect of a softer material at the object scale, with properties depending on the microstructure used in each part of the object. We build on work in the area of metamaterials, using numerical optimization to design tiled microstructures with desired properties, but with the key difference that our method designs families of related structures that can be interpolated to smoothly vary the material properties over a wide range. To create an object with spatially varying elastic properties, we tile the object's interior with microstructures drawn from these families, generating a different microstructure for each cell using an efficient algorithm to select compatible structures for neighboring cells. We show results computed for both 2D and 3D objects, validating several 2D and 3D printed structures using standard material tests as well as demonstrating various example applications.

Technical Paper
Measurement-Based Editing of Diffuse Albedo With Consistent Interreflections

Bo Dong, Yue Dong, Xin Tong, Pieter Peers

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We present a novel measurement-based method for editing the albedo of diffuse surfaces with consistent interreflections in a photograph of a scene under natural lighting. Key to our method is a novel technique for decomposing a photograph of a scene in several images that encode how much of the observed radiance has interacted a specified number of times with the target diffuse surface. Altering the albedo of the target area is then simply a weighted sum of the decomposed components. We estimate the interaction components by recursively applying the light transport operator and formulate the resulting radiance in each recursion as a linear expression in terms of the relevant interaction components. Our method only requires a camera-projector pair, and the number of required measurements per scene is linearly proportional to the decomposition degree for a single target area. Our method does not impose restrictions on the lighting or on the material properties in the unaltered part of the scene. Furthermore, we extend our method to accommodate editing of the albedo in multiple target areas with consistent interreflections and we introduce a prediction model for reducing the acquisition cost. We demonstrate our method on a variety of scenes and validate the accuracy on both synthetic and real examples.

Technical Paper
LinkEdit: Interactive Linkage Editing Using Symbolic Kinematics

Moritz Bächer, Stelian Coros, Bernhard Thomaszewski

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We present a method for interactive editing of planar linkages. Given a working linkage as input, the user can make targeted edits to the shape or motion of selected parts while preserving other, e.g., functionally-important aspects. In order to make this process intuitive and efficient, we provide a number of editing tools at different levels of abstraction. For instance, the user can directly change the structure of a linkage by displacing joints, edit the motion of selected points on the linkage, or impose limits on the size of its enclosure. Our method safeguards against degenerate configurations during these edits, thus ensuring the correct functioning of the mechanism at all times. Linkage editing poses strict requirements on performance that standard approaches fail to provide. In order to enable interactive and robust editing, we build on a symbolic kinematics approach that uses closed-form expressions instead of numerical methods to compute the motion of a linkage and its derivatives. We demonstrate our system on a diverse set of examples, illustrating the potential to adapt and personalize the structure and motion of existing linkages. To validate the feasibility of our edited designs, we fabricated two physical prototypes.

Technical Paper