SIGGRAPH 2017 Papers

ACM SIGGRAPH Conference

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166papers

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

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k-Curves: Interpolation at Local Maximum Curvature

Zhipei Yan, Stephen Schiller, Gregg Wilensky, Nathan Carr, Scott Schaefer

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We present a method for constructing almost-everywhere curvature-continuous, piecewise-quadratic curves that interpolate a list of control points and have local maxima of curvature only at the control points. Our premise is that salient features of the curve should occur only at control points to avoid the creation of features unintended by the artist. While many artists prefer to use interpolated control points, the creation of artifacts, such as loops and cusps, away from control points has limited the use of these types of curves. By enforcing the maximum curvature property, loops and cusps cannot be created unless the artist intends for them to be. To create such curves, we focus on piecewise quadratic curves, which can have only one maximum curvature point. We provide a simple, iterative optimization that creates quadratic curves, one per interior control point, that meet with G 2 continuity everywhere except at inflection points of the curve where the curves are G 1 . Despite the nonlinear nature of curvature, our curves only obtain local maxima of the absolute value of curvature only at interpolated control points.

Technical Paper
Worst-Case Stress Relief for Microstructures

Julian Panetta, Abtin Rahimian, Denis Zorin

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Additive fabrication technologies are limited by the types of material they can print: while the technologies are continuously improving, still only a relatively small discrete set of materials can be used in each printed object. At the same time, the low cost of introducing geometric complexity suggests the alternative of controlling the elastic material properties by producingmicrostructures, which can achieve behaviors significantly differing from the solid printing material. While promising results have been obtained in this direction, fragility is a significant problem blocking practical applications, especially for achieving soft material properties: due to stress concentrations at thin joints, deformations and repeated loadings are likely to cause fracture. We present a set of methods to minimize stress concentrations in microstructures by evolving their shapes. First, we demonstrate that the worst-case stress analysis problem (maximizing a stress measure over all possible unit loads) has an exact solution for periodic microstructures. We develop a new, accurate discretization of the shape derivative for stress objectives and introduce a low-dimensional parametric shape model for microstructures. This model supports robust minimization of maximal stress (approximated by anLpnorm with highp) and an efficient implementation of printability constraints. In addition to significantly reducing stresses (by a typical factor of 5X), the new method substantially expands the range of effective material properties covered by the collection of structures.

Technical Paper
Water Wave Packets

Chris Wojtan, Stefan Jeschke

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This paper presents a method for simulating water surface waves as a displacement field on a 2D domain. Our method relies on Lagrangian particles that carry packets of water wave energy; each packet carries information about an entire group of wave trains, as opposed to only a single wave crest. Our approach is unconditionally stable and can simulate high resolution geometric details. This approach also presents a straightforward interface for artistic control, because it is essentially a particle system with intuitive parameters like wavelength and amplitude. Our implementation parallelizes well and runs in real time for moderately challenging scenarios.

Technical Paper
VoCo: Text-Based Insertion and Replacement in Audio Narration

Zeyu Jin, Gautham Mysore, Stephen DiVerdi, Jingwan Lu, Adam Finkelstein

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Editing audio narration using conventional software typically involves many painstaking low-level manipulations. Some state of the art systems allow the editor to work in a text transcript of the narration, and perform select, cut, copy and paste operations directly in the transcript; these operations are then automatically applied to the waveform in a straightforward manner. However, an obvious gap in the text-based interface is the ability to type new words not appearing in the transcript, for example inserting a new word for emphasis or replacing a misspoken word. While high-quality voice synthesizers exist today, the challenge is to synthesize the new word in a voice that matches the rest of the narration. This paper presents a system that can synthesize a new word or short phrase such that it blends seamlessly in the context of the existing narration. Our approach is to use a text to speech synthesizer to say the word in a generic voice, and then use voice conversion to convert it into a voice that matches the narration. Offering a range of degrees of control to the editor, our interface supports fully automatic synthesis, selection among a candidate set of alternative pronunciations, fine control over edit placements and pitch profiles, and even guidance by the editors own voice. The paper presents studies showing that the output of our method is preferred over baseline methods and often indistinguishable from the original voice.

Technical Paper
Visual Attribute Transfer Through Deep Image Analogy

Jing Liao, Yuan Yao, Lu Yuan, Gang Hua, Sing Bing Kang

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We propose a new technique for visual attribute transfer across images that may have very different appearance but have perceptually similar semantic structure. By visual attribute transfer, we mean transfer of visual information (such as color, tone, texture, and style) from one image to another. For example, one image could be that of a painting or a sketch while the other is a photo of a real scene, and both depict the same type of scene. Our technique finds semantically-meaningful dense correspondences between two input images. To accomplish this, it adapts the notion of "image analogy" [Hertzmann et al. 2001] with features extracted from a Deep Convolutional Neutral Network for matching; we call our technique deep image analogy. A coarse-to-fine strategy is used to compute the nearest-neighbor field for generating the results. We validate the effectiveness of our proposed method in a variety of cases, including style/texture transfer, color/style swap, sketch/painting to photo, and time lapse.

Technical Paper
Virtual Rephotography: Novel View Prediction Error for 3D Reconstruction

Michael Waechter, Mate Beljian, Simon Fuhrmann, Nils Moehrle, Johannes Kopf, Michael Goesele

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The ultimate goal of many image-based modeling systems is to render photo-realistic novel views of a scene without visible artifacts. Existing evaluation metrics and benchmarks focus mainly on the geometric accuracy of the reconstructed model, which is, however, a poor predictor of visual accuracy. Furthermore, using only geometric accuracy by itself does not allow evaluating systems that either lack a geometric scene representation or utilize coarse proxy geometry. Examples include a light field and most image-based rendering systems. We propose a unified evaluation approach based on novel view prediction error that is able to analyze the visual quality of any method that can render novel views from input images. One key advantage of this approach is that it does not require ground truth geometry. This dramatically simplifies the creation of test datasets and benchmarks. It also allows us to evaluate the quality of an unknown scene during the acquisition and reconstruction process, which is useful for acquisition planning. We evaluate our approach on a range of methods, including standard geometry-plus-texture pipelines as well as image-based rendering techniques, compare it to existing geometry-based benchmarks, demonstrate its utility for a range of use cases, and present a new virtual rephotography-based benchmark for image-based modeling and rendering systems.

Technical Paper
Variational Stokes: A Unified Pressure-Viscosity Solver for Accurate Viscous Liquids

Egor Larionov, Christopher Batty, Robert Bridson

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We propose a novel unsteady Stokes solver for coupled viscous and pressure forces in grid-based liquid animation which yields greater accuracy and visual realism than previously achieved. Modern fluid simulators treat viscosity and pressure in separate solver stages, which reduces accuracy and yields incorrect free surface behavior. Our proposed implicit variational formulation of the Stokes problem leads to a symmetric positive definite linear system that gives properly coupled forces, provides unconditional stability, and treats difficult boundary conditions naturally through simple volume weights. Surface tension and moving solid boundaries are also easily incorporated. Qualitatively, we show that our method recovers the characteristic rope coiling instability of viscous liquids and preserves fine surface details, while previous grid-based schemes do not. Quantitatively, we demonstrate that our method is convergent through grid refinement studies on analytical problems in two dimensions. We conclude by offering practical guidelines for choosing an appropriate viscous solver, based on the scenario to be animated and the computational costs of different methods.

Technical Paper
Variance-Minimizing Transport Plans for Inter-Surface Mapping

Manish Mandad, David Cohen-Steiner, Leif Kobbelt, Pierre Alliez, Mathieu Desbrun

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We introduce an efficient computational method for generating dense and low distortion maps between two arbitrary surfaces of same genus. Instead of relying on semantic correspondences or surface parameterization, we directly optimize a variance-minimizing transport plan between two input surfaces that defines an as-conformal-as-possible inter-surface map satisfying a user-prescribed bound on area distortion. The transport plan is computed via two alternating convex optimizations, and is shown to minimize a generalized Dirichlet energy of both the map and its inverse. Computational efficiency is achieved through a coarse-to-fine approach in diffusion geometry, with Sinkhorn iterations modified to enforce bounded area distortion. The resulting inter-surface mapping algorithm applies to arbitrary shapes robustly, with little to no user interaction.

Technical Paper
Unmixing-Based Soft Color Segmentation for Image Manipulation

Tunc Aydin, Yagiz Aksoy, Aljoscha Smolic, Marc Pollefeys

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We present a new method for decomposing an image into a set of soft color segments that are analogous to color layers with alpha channels that have been commonly utilized in modern image manipulation software. We show that the resulting decomposition serves as an effective intermediate image representation, which can be utilized for performing various, seemingly unrelated, image manipulation tasks. We identify a set of requirements that soft color segmentation methods have to fulfill, and present an in-depth theoretical analysis of prior work. We propose an energy formulation for producing compact layers of homogeneous colors and a color refinement procedure, as well as a method for automatically estimating a statistical color model from an image. This results in a novel framework for automatic and high-quality soft color segmentation that is efficient, parallelizable, and scalable. We show that our technique is superior in quality compared to previous methods through quantitative analysis as well as visually through an extensive set of examples. We demonstrate that our soft color segments can easily be exported to familiar image manipulation software packages and used to produce compelling results for numerous image manipulation applications without forcing the user to learn new tools and workflows.

Technical Paper
Understanding the Impact of Animated Gesture Performance on Personality Perceptions

Harrison Jesse Smith, Michael Neff

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Applications such as virtual tutors, games, and natural interfaces increasingly require animated characters to take on social roles while interacting with humans. The effectiveness of these applications depends on our ability to control the social presence of characters, including their personality. Understanding how movement impacts the perception of personality allows us to generate characters more capable of fulfilling this social role. The two studies described herein focus on gesture as a key component of social communication and examine how a set of gesture edits, similar to the types of changes that occur during motion warping, impact the perceived personality of the character. Surprisingly, when based on thin-slice gesture data, people's judgments of character personality mainly fall in a 2D subspace rather than independently impacting the full set of traits in the standard Big Five model of personality. These two dimensions areplasticity, which includes extraversion and openness, andstability, which includes emotional stability, agreeableness, and conscientiousness. A set of motion properties is experimentally determined that impacts each of these two traits. We show that when these properties are systematically edited in new gesture sequences, we can independently influence the character's perceived stability and plasticity (and the corresponding Big Five traits), to generate distinctive personalities. We identify motion adjustments salient to each judgment and, in a series of perceptual studies, repeatedly generate four distinctly perceived personalities. The effects extend to novel gesture sequences and character meshes, and even largely persist in the presence of accompanying speech. This paper furthers our understanding of how gesture can be used to control the perception of personality and suggests both the potential and possible limits of motion editing approaches.

Technical Paper
Understanding and Exploiting Object Interaction Landscapes

Sören Pirk, Vojtech Krs, Kaimo Hu, Suren Deepak Rajasekaran, Hao Kang, Bedrich Benes, Yusuke Yoshiyasu, Leonidas Guibas

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Interactions play a key role in understanding objects and scenes for both virtual and real-world agents. We introduce a new general representation for proximal interactions among physical objects that is agnostic to the type of objects or interaction involved. The representation is based on tracking particles on one of the participating objects and then observing them with sensors appropriately placed in the interaction volume or on the interaction surfaces. We show how to factorize these interaction descriptors and project them into a particular participating object so as to obtain a new functional descriptor for that object, its interaction landscape , capturing its observed use in a spatiotemporal framework. Interaction landscapes are independent of the particular interaction and capture subtle dynamic effects in how objects move and behave when in functional use. Our method relates objects based on their function, establishes correspondences between shapes based on functional key points and regions, and retrieves peer and partner objects with respect to an interaction.

Technical Paper
Two-Scale Topology Optimization With Microstructures

Bo Zhu, Melina Skouras, Desai Chen, Wojciech Matusik

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In this article, we present a novel two-scale framework to optimize the structure and the material distribution of an object given its functional specifications. Our approach utilizes multi-material microstructures as low-level building blocks of the object. We start by precomputing the material property gamut—the set of bulk material properties that can be achieved with all material microstructures of a given size. We represent the boundary of this material property gamut using a level set field. Next, we propose an efficient and general topology optimization algorithm that simultaneously computes an optimal object topology and spatially varying material properties constrained by the precomputed gamut. Finally, we map the optimal spatially varying material properties onto the microstructures with the corresponding properties to generate a high-resolution printable structure. We demonstrate the efficacy of our framework by designing, optimizing, and fabricating objects in different material property spaces on the level of a trillion voxels, that is, several orders of magnitude higher than what can be achieved with current systems.

Technical Paper
Topology-Controlled Reconstruction of Multi-Labelled Domains From Cross-Sections

Zhiyang Huang, Ming Zou, Nathan Carr, Tao Ju

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In this work we present the first algorithm for reconstructing multi-labeled material interfaces the allows for explicit topology control. Our algorithm takes in a set of 2D cross-sectional slices (not necessarily parallel), each partitioned by a curve network into labeled regions representing different material types. For each label, the user has the option to constrain the number of connected components and genus. Our algorithm is able to not only produce a material interface that interpolates the curve networks but also simultaneously satisfy the topological requirements. Our key innovation is defining a space of topology-varying material interfaces, which extends the family of level sets in a scalar function, and developing discrete methods for sampling distinct topologies in this space. Besides specifying topological constraints, the user can steer the algorithm interactively, such as by scribbling. We demonstrate, on synthetic and biological shapes, how our algorithm opens up new opportunities for topology-aware modeling in the multi-labeled context.

Technical Paper
Tanks and Temples: Benchmarking Large-Scale Scene Reconstruction

Arno Knapitsch, Jaesik Park, Qian-Yi Zhou, Vladlen Koltun

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We present a benchmark for image-based 3D reconstruction. The benchmark sequences were acquired outside the lab, in realistic conditions. Ground-truth data was captured using an industrial laser scanner. The benchmark includes both outdoor scenes and indoor environments. High-resolution video sequences are provided as input, supporting the development of novel pipelines that take advantage of video input to increase reconstruction fidelity. We report the performance of many image-based 3D reconstruction pipelines on the new benchmark. The results point to exciting challenges and opportunities for future work.

Technical Paper
Synthesizing Obama: Learning Lip Sync From Audio

Supasorn Suwajanakorn, Steven Seitz, Ira Kemelmacher

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Given audio of President Barack Obama, we synthesize a high quality video of him speaking with accurate lip sync, composited into a target video clip. Trained on many hours of his weekly address footage, a recurrent neural network learns the mapping from raw audio features to mouth shapes. Given the mouth shape at each time instant, we synthesize high quality mouth texture, and composite it with proper 3D pose matching to change what he appears to be saying in a target video to match the input audio track. Our approach produces photorealistic results.

Technical Paper
Spherical Orbifold Tutte Embeddings

Noam Aigerman, Shahar Kovalsky, Yaron Lipman

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This work presents an algorithm for injectively parameterizing surfaces into spherical target domains called spherical orbifolds. Spherical orbifolds are cone surfaces that are generated from symmetry groups of the sphere. The surface is mapped the spherical orbifold via an extension of Tutte's embedding. This embedding is proven to be bijective under mild additional assumptions, which hold in all experiments performed. This work also completes the adaptation of Tutte's embedding to orbifolds of the three classic geometries - Euclidean, hyperbolic and spherical - where the first two were recently addressed. The spherical orbifold embeddings approximate conformal maps and require relatively low computational times. The constant positive curvature of the spherical orbifolds, along with the flexibility of their cone angles, enables producing embeddings with lower isometric distortion compared to their Euclidean counterparts, a fact that makes spherical orbifolds a natural candidate for surface parameterization.

Technical Paper