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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A Deep Learning Approach for Generalized Speech Animation

Sarah Taylor, Taehwan Kim, Moshe Mahler, James Krahe, Anastasio Garcia Rodriguez, Jessica Hodgins, Yisong Yue, Iain Matthews

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We introduce a simple and effective deep learning approach to automatically generate natural looking speech animation that synchronizes to input speech. Our approach uses a sliding window predictor that learns arbitrary nonlinear mappings from phoneme label input sequences to mouth movements in a way that accurately captures natural motion and visual coarticulation effects. Our deep learning approach enjoys several attractive properties: it runs in real-time, requires minimal parameter tuning, generalizes well to novel input speech sequences, is easily edited to create stylized and emotional speech, and is compatible with existing animation retargeting approaches. One important focus of our work is to develop an effective approach for speech animation that can be easily integrated into existing production pipelines. We provide a detailed description of our end-to-end approach, including machine learning design decisions. Generalized speech animation results are demonstrated over a wide range of animation clips on a variety of characters and voices, including singing and foreign language input. Our approach can also generate on-demand speech animation in real-time from user speech input.

Technical Paper
A Data-Driven Approach to Four-View Image-Based Hair Modeling

Meng Zhang, Menglei Chai, Hongzhi Wu, Hao Yang, Kun Zhou

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We introduce a novel four-view image-based hair modeling method. Given four hair images taken from the front, back, left and right views as input, we first estimate the rough 3D shape of the hair observed in the input using a predefined database of 3D hair models, then synthesize a hair texture on the surface of the shape, from which the hair growing direction information is calculated and used to construct a 3D direction field in the hair volume. Finally, we grow hair strands from the scalp, following the direction field, to produce the 3D hair model, which closely resembles the hair in all input images. Our method does not require that all input images are from the same hair, enabling an effective way to create compelling hair models from images of considerably different hairstyles at different views. We demonstrate the efficacy of our method using a wide range of examples.

Technical Paper
A Computational Design Tool for Compliant Mechanisms

Vittorio Megaro, Jonas Zehnder, Moritz Bächer, Stelian Coros, Markus Gross, Bernhard Thomaszewski

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We present a computational tool for designing compliant mechanisms. Our method takes as input a conventional, rigidly-articulated mechanism defining the topology of the compliant design. This input can be both planar or spatial, and we support a number of common joint types which, whenever possible, are automatically replaced with parameterized flexures. As the technical core of our approach, we describe a number of objectives that shape the design space in a meaningful way, including trajectory matching, collision avoidance, lateral stability, resilience to failure, and minimizing motor torque. Optimal designs in this space are obtained as solutions to an equilibrium-constrained minimization problem that we solve using a variant of sensitivity analysis. We demonstrate our method on a set of examples that range from simple four-bar linkages to full-fledged animatronics, and verify the feasibility of our designs by manufacturing physical prototypes.

Technical Paper
A Compressed Representation for Ray Tracing Parametric Surfaces

Michael Guthe, Kai Selgrad, Alexander Lier, Magdalena Martinek, Christoph Buchenau, Franziska Kranz, Henry Schafer, Marc Stamminger

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Parametric surfaces are an essential modeling tool in computer aided design and movie production. Even though their use is well established in industry, generating ray-traced images adds significant cost in time and memory consumption. Ray tracing such surfaces is usually accomplished by subdividing the surfaces on the fly, or by conversion to a polygonal representation. However, on-the-fly subdivision is computationally very expensive, whereas polygonal meshes require large amounts of memory. This is a particular problem for parametric surfaces with displacement, where very fine tessellation is required to faithfully represent the shape. Hence, memory restrictions are the major challenge in production rendering. In this article, we present a novel solution to this problem. We propose a compression scheme for a priori Bounding Volume Hierarchies (BVHs) on parametric patches, that reduces the data required for the hierarchy by a factor of up to 48. We further propose an approximate evaluation method that does not require leaf geometry, yielding an overall reduction of memory consumption by a factor of 60 over regular BVHs on indexed face sets and by a factor of 16 over established state-of-the-art compression schemes. Alternatively, our compression can simply be applied to a standard BVH while keeping the leaf geometry, resulting in a compression rate of up to 2:1 over current methods. Although decompression generates additional costs during traversal, we can manage very complex scenes even on the memory restrictive GPU at competitive render times.

Technical Paper
4D Imaging Through Spray-On Optics

Julian Iseringhausen, Bastian Goldlücke, Nina Pesheva, Stanimir Iliev, Alexander Wender, Martin Fuchs, Matthias Hullin

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Light fields are a powerful concept in computational imaging and a mainstay in image-based rendering; however, so far their acquisition required either carefully designed and calibrated optical systems (micro-lens arrays), or multi-camera/multi-shot settings. Here, we show that fully calibrated light field data can be obtained from a single ordinary photograph taken through a partially wetted window. Each drop of water produces a distorted view on the scene, and the challenge of recovering the unknown mapping from pixel coordinates to refracted rays in space is a severely underconstrained problem. The key idea behind our solution is to combine ray tracing and low-level image analysis techniques (extraction of 2D drop contours and locations of scene features seen through drops) with state-of-the-art drop shape simulation and an iterative refinement scheme to enforce photo-consistency across features that are seen in multiple views. This novel approach not only recovers a dense pixel-to-ray mapping, but also the refractive geometry through which the scene is observed, to high accuracy. We therefore anticipate that our inherently self-calibrating scheme might also find applications in other fields, for instance in materials science where the wetting properties of liquids on surfaces are investigated.

Technical Paper
3DTV at Home: Eulerian-Lagrangian Stereo-to-Multiview Conversion

Petr Kellnhofer, Piotr Didyk, Szu-Po Wang, Pitchaya Sitthi-Amorn, William Freeman, Frédo Durand, Wojciech Matusik

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Stereoscopic 3D (S3D) movies have become widely popular in the movie theaters, but the adoption of S3D at home is low even though most TV sets support S3D. It is widely believed that S3D with glasses is not the right approach for the home. A much more appealing approach is to use automulti-scopic displays that provide a glasses-free 3D experience to multiple viewers. A technical challenge is the lack of native multiview content that is required to deliver a proper view of the scene for every viewpoint. Our approach takes advantage of the abundance of stereoscopic 3D movies. We propose a real-time system that can convert stereoscopic video to a high-quality multiview video that can be directly fed to automultiscopic displays. Our algorithm uses a wavelet-based decomposition of stereoscopic images with per-wavelet disparity estimation. A key to our solution lies in combining Lagrangian and Eulerian approaches for both the disparity estimation and novel view synthesis, which leverages the complementary advantages of both techniques. The solution preserves all the features of Eulerian methods, e.g., subpixel accuracy, high performance, robustness to ambiguous depth cases, and easy integration of inter-view aliasing while maintaining the advantages of Lagrangian approaches, e.g., robustness to large disparities and possibility of performing non-trivial disparity manipulations through both view extrapolation and interpolation. The method achieves real-time performance on current GPUs. Its design also enables an easy hardware implementation that is demonstrated using a field-programmable gate array. We analyze the visual quality and robustness of our technique on a number of synthetic and real-world examples. We also perform a user experiment which demonstrates benefits of the technique when compared to existing solutions.

Technical Paper