SIGGRAPH 2018 Papers

ACM SIGGRAPH Conference

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167papers

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

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tempoGAN: A Temporally Coherent, Volumetric GAN for Super-Resolution Fluid Flow

You Xie, Erik Franz, Mengyu Chu, Nils Thuerey

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We propose a temporally coherent generative model addressing the super-resolution problem for fluid flows. Our work represents a first approach to synthesize four-dimensional physics fields with neural networks. Based on a conditional generative adversarial network that is designed for the inference of three-dimensional volumetric data, our model generates consistent and detailed results by using a novel temporal discriminator, in addition to the commonly used spatial one. Our experiments show that the generator is able to infer more realistic high-resolution details by using additional physical quantities, such as low-resolution velocities or vorticities. Besides improvements in the training process and in the generated outputs, these inputs offer means for artistic control as well. We additionally employ a physics-aware data augmentation step, which is crucial to avoid overfitting and to reduce memory requirements. In this way, our network learns to generate adverted quantities with highly detailed, realistic, and temporally coherent features. Our method works instantaneously, using only a single time-step of low-resolution fluid data. We demonstrate the abilities of our method using a variety of complex inputs and applications in two and three dimensions.

Technical Paper
Woven Fabric Model Creation from a Single Image

Giuseppe Claudio Guarnera, Peter Hall, Alain Chesnais, Mashhuda Glencross

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We present a fast, novel image-based technique for reverse engineering woven fabrics at a yarn level. These models can be used in a wide range of interior design and visual special effects applications. To recover our pseudo-Bidirectional Texture Function (BTF), we estimate the three-dimensional (3D) structure and a set of yarn parameters (e.g., yarn width, yarn crossovers) from spatial and frequency domain cues. Drawing inspiration from previous work [Zhao et al. 2012], we solve for the woven fabric pattern and from this build a dataset. In contrast, however, we use a combination of image space analysis and frequency domain analysis, and, in challenging cases, match image statistics with those from previously captured known patterns. Our method determines, from a single digital image, captured with a digital single-lens reflex (DSLR) camera under controlled uniform lighting, the woven cloth structure, depth, and albedo, thus removing the need for separately measured depth data. The focus of this work is on the rapid acquisition of woven cloth structure and therefore we use standard approaches to render the results. Our pipeline first estimates the weave pattern, yarn characteristics, and noise statistics using a novel combination of low-level image processing and Fourier analysis. Next, we estimate a 3D structure for the fabric sample using a first-order Markov chain and our estimated noise model as input, also deriving a depth map and an albedo. Our volumetric textile model includes information about the 3D path of the center of the yarns, their variable width, and hence the volume occupied by the yarns, and colors. We demonstrate the efficacy of our approach through comparison images of test scenes rendered using (a) the original photograph, (b) the segmented image, (c) the estimated weave pattern, and (d) the rendered result.

TOG Paper
What Are Optimal Coding Functions for Time-of-Flight Imaging?

Mohit Gupta, Andreas Velten, Shree Nayar, Eric Breitbach

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The depth resolution achieved by a continuous wave time-of-flight (C-ToF) imaging system is determined by the coding (modulation and demodulation) functions that it uses. Almost all current C-ToF systems use sinusoid or square coding functions, resulting in a limited depth resolution. In this article, we present a mathematical framework for exploring and characterizing the space of C-ToF coding functions in a geometrically intuitive space. Using this framework, we design families of novel coding functions that are based on Hamiltonian cycles on hypercube graphs. Given a fixed total source power and acquisition time, the new Hamiltonian coding scheme can achieve up to an order of magnitude higher resolution as compared to the current state-of-the-art methods, especially in low signal-to-noise ratio (SNR) settings. We also develop a comprehensive physically-motivated simulator for C-ToF cameras that can be used to evaluate various coding schemes prior to a real hardware implementation. Since most off-the-shelf C-ToF sensors use sinusoid or square functions, we develop a hardware prototype that can implement a wide range of coding functions. Using this prototype and our software simulator, we demonstrate the performance advantages of the proposed Hamiltonian coding functions in a wide range of imaging settings.

TOG Paper
Water Surface Wavelets

Stefan Jeschke, Tomas Skrivan, Nuttapong Chentanez, Matthias Mueller-Fischer, Miles Macklin, Chris Wojtan

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The current state of the art in real-time two-dimensional water wave simulation requires developers to choose between efficient Fourier-based methods, which lack interactions with moving obstacles, and finite-difference or finite element methods, which handle environmental interactions but are significantly more expensive. This paper attempts to bridge this long-standing gap between complexity and performance, by proposing a new wave simulation method that can faithfully simulate wave interactions with moving obstacles in real time while simultaneously preserving minute details and accommodating very large simulation domains. Previous methods for simulating 2D water waves directly compute the change in height of the water surface, a strategy which imposes limitations based on the CFL condition (fast moving waves require small time steps) and Nyquist's limit (small wave details require closely-spaced simulation variables). This paper proposes a novel wavelet transformation that discretizes the liquid motion in terms of amplitude-like functions that vary over space, frequency, and direction, effectively generalizing Fourier-based methods to handle local interactions. Because these new variables change much more slowly over space than the original water height function, our change of variables drastically reduces the limitations of the CFL condition and Nyquist limit, allowing us to simulate highly detailed water waves at very large visual resolutions. Our discretization is amenable to fast summation and easy to parallelize. We also present basic extensions like pre-computed wave paths and two-way solid fluid coupling. Finally, we argue that our discretization provides a convenient set of variables for artistic manipulation, which we illustrate with a novel wave-painting interface.

Technical Paper
Voxel Cores: Efficient, Robust, and Provably Good Approximation of 3D Medial Axes

Yajie Yan, David Letscher, Tao Ju

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We present a novel algorithm for computing the medial axes of 3D shapes. We make the observation that the medial axis of a voxel shape can be simply yet faithfully approximated by the interior Voronoi diagram of the boundary vertices, which we call the voxel core. We further show that voxel cores can approximate the medial axes of any smooth shape with homotopy equivalence and geometric convergence. These insights motivate an algorithm that is simple, efficient, numerically stable, and equipped with theoretical guarantees. Compared with existing voxel-based methods, our method inherits their simplicity but is more scalable and can process significantly larger inputs. Compared with sampling-based methods that offer similar theoretical guarantees, our method produces visually comparable results but more robustly captures the topology of the input shape.

Technical Paper
Visual Rhythm and Beat

Abe Davis, Maneesh Agrawala

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We present a visual analogue for musical rhythm derived from an analysis of motion in video, and show that alignment of visual rhythm with its musical counterpart results in the appearance of dance. Central to our work is the concept of visual beats --- patterns of motion that can be shifted in time to control visual rhythm. By warping visual beats into alignment with musical beats, we can create or manipulate the appearance of dance in video. Using this approach we demonstrate a variety of retargeting applications that control musical synchronization of audio and video: we can change what song performers are dancing to, warp irregular motion into alignment with music so that it appears to be dancing, or search collections of video for moments of accidentally dance-like motion that can be used to synthesize musical performances.

Technical Paper
VisemeNet: Audio-Driven Animator-Centric Speech Animation

Yang Zhou, Zhan Xu, Chris Landreth, Evangelos Kalogerakis, Subhransu Maji, Karan Singh

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We present a novel deep-learning based approach to producing animator-centric speech motion curves that drive a JALI or standard FACS-based production face-rig, directly from input audio. Our three-stage Long Short-Term Memory (LSTM) network architecture is motivated by psycho-linguistic insights: segmenting speech audio into a stream of phonetic-groups is sufficient for viseme construction; speech styles like mumbling or shouting are strongly co-related to the motion of facial landmarks; and animator style is encoded in viseme motion curve profiles. Our contribution is an automatic real-time lip-synchronization from audio solution that integrates seamlessly into existing animation pipelines. We evaluate our results by: cross-validation to ground-truth data; animator critique and edits; visual comparison to recent deep-learning lip-synchronization solutions; and showing our approach to be resilient to diversity in speaker and language.

Technical Paper
Variational Surface Cutting

Nicholas MW Sharp, Keenan M. Crane

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This paper develops a global variational approach to cutting curved surfaces so that they can be flattened into the plane with low metric distortion. Such cuts are a critical component in a variety of algorithms that seek to parameterize surfaces over flat domains, or fabricate structures from flat materials. Rather than evaluate the quality of a cut solely based on properties of the curve itself (e.g., its length or curvature), we formulate a flow that directly optimizes the distortion induced by cutting and flattening. Notably, we do not have to explicitly parameterize the surface in order to evaluate the cost of a cut, but can instead integrate a simple evolution equation defined on the cut curve itself. We arrive at this flow via a novel application of shape derivatives to the Yamabe equation from conformal geometry. We then develop an Eulerian numerical integrator on triangulated surfaces, which does not restrict cuts to mesh edges and can incorporate user-defined data such as importance or occlusion. The resulting cut curves can be used to drive distortion to arbitrarily low levels, and have a very different character from cuts obtained via purely discrete formulations. We briefly explore potential applications to computational design, as well as connections to space filling curves and the problem of uniform heat distribution.

Technical Paper
Toward Wave-Based Sound Synthesis for Computer Animation

Jui-Hsien Wang, Ante Qu, Timothy Langlois, Doug James

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We explore an integrated approach to sound generation that supports a wide variety of physics-based simulation models and computer-animated phenomena. Targeting high-quality offline sound synthesis, we seek to resolve animation-driven sound radiation with near-field scattering and diffraction effects. The core of our approach is a sharp-interface finite-difference time-domain (FDTD) wavesolver, with a series of supporting algorithms to handle rapidly deforming and vibrating embedded interfaces arising in physics-based animation sound. Once the solver rasterizes these interfaces, it must evaluate acceleration boundary conditions (BCs) that involve model-and phenomena-specific computations. We introduce acoustic shaders as a mechanism to abstract away these complexities, and describe a variety of implementations for computer animation: near-rigid objects with ringing and acceleration noise, deformable (finite element) models such as thin shells, bubble-based water, and virtual characters. Since time-domain wave synthesis is expensive, we only simulate pressure waves in a small region about each sound source, then estimate a far-field pressure signal. To further improve scalability beyond multi-threading, we propose a fully time-parallel sound synthesis method that is demonstrated on commodity cloud computing resources. In addition to presenting results for multiple animation phenomena (water, rigid, shells, kinematic deformers, etc.) we also propose 3D automatic dialogue replacement (3DADR) for virtual characters so that pre-recorded dialogue can include character movement, and near-field shadowing and scattering sound effects.

Technical Paper
ToonSynth: Example-Based Synthesis of Hand-Colored Cartoon Animations

Marek Dvorožňák, Wilmot Li, Vova Kim, Daniel Sýkora

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We present a new example-based approach for synthesizing hand-colored cartoon animations. Our method produces results that preserve the specific visual appearance and stylized motion of manually authored animations without requiring artists to draw every frame from scratch. In our framework, the artist first stylizes a limited set of known source skeletal animations from which we extract a style-aware puppet that encodes the appearance and motion characteristics of the artwork. Given a new target skeletal motion, our method automatically transfers the style from the source examples to create a hand-colored target animation. Compared to previous work, our technique is the first to preserve both the detailed visual appearance and stylized motion of the original hand-drawn content. Our approach has numerous practical applications including traditional animation production and content creation for games.

Technical Paper
The Layer Laboratory: A Calculus for Additive and Subtractive Composition of Anisotropic Surface Reflectance

Tizian Zeltner, Wenzel Jakob

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We present a versatile computational framework for modeling the reflective and transmissive properties of arbitrarily layered anisotropic material structures. Given a set of input layers, our model synthesizes an effective BSDF of the entire structure, which accounts for all orders of internal scattering and is efficient to sample and evaluate in modern rendering systems. Our technique builds on the insight that reflectance data is sparse when expanded into a suitable frequency-space representation, and that this property extends to the class of anisotropic materials. This sparsity enables an efficient matrix calculus that admits the entire space of BSDFs and considerably expands the scope of prior work on layered material modeling. We show how both measured data and the popular class of microfacet models can be expressed in our representation, and how the presence of anisotropy leads to a weak coupling between Fourier orders in frequency space. In addition to additive composition, our models supports subtractive composition, a fascinating new operation that reconstructs the BSDF of a material that can only be observed indirectly through another layer with known reflectance properties. The operation produces a new BSDF of the desired layer as if measured in isolation. Subtractive composition can be interpreted as a type of deconvolution that removes both internal scattering and blurring due to transmission through the known layer. We experimentally demonstrate the accuracy and scope of our model and validate both additive and subtractive composition using measurements of real-world layered materials. Both implementation and data will be released to ensure full reproducibility of all of our results.1

Technical Paper
The Human Touch: Measuring Contact with Real Human Soft Tissues

Dinesh K. Pai, Austin Rothwell, Pearson Wyder-Hodge, Alistair Wick, Ye Fan, Egor Larionov, Darcy Harrison, Debanga Raj Neog, Cole Shing

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Simulating how the human body deforms in contact with external objects, tight clothing, or other humans is of central importance to many fields. Despite great advances in numerical methods, the material properties required to accurately simulate the body of a real human have been sorely lacking. Here we show that mechanical properties of the human body can be directly measured using a novel hand-held device. We describe a complete pipeline for measurement, modeling, parameter estimation, and simulation using the finite element method. We introduce a phenomenological model (the sliding thick skin model) that is effective for both simulation and parameter estimation. Our data also provide new insights into how the human body actually behaves. The methods described here can be used to create personalized models of an individual human or of a population. Consequently, our methods have many potential applications in computer animation, product design, e-commerce, and medicine.

Technical Paper
Tetrahedral Meshing in the Wild

Yixin Hu, Qingnan Zhou, Xifeng Gao, Alec Jacobson, Denis Zorin, Daniele Panozzo

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We propose a novel tetrahedral meshing technique that is unconditionally robust, requires no user interaction, and can directly convert a triangle soup into an analysis-ready volumetric mesh. The approach is based on several core principles: (1) initial mesh construction based on a fully robust, yet efficient, filtered exact computation (2) explicit (automatic or user-defined) tolerancing of the mesh relative to the surface input (3) iterative mesh improvement with guarantees, at every step, of the output validity. The quality of the resulting mesh is a direct function of the target mesh size and allowed tolerance: increasing allowed deviation from the initial mesh and decreasing the target edge length both lead to higher mesh quality. Our approach enables "black-box" analysis, i.e. it allows to automatically solve partial differential equations on geometrical models available in the wild, offering a robustness and reliability comparable to, e.g., image processing algorithms, opening the door to automatic, large scale processing of real-world geometric data.

Technical Paper
T-junctions in Spline Surfaces

Kestutis Karciauskas, Daniele Panozzo, Jorg Peters

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T-junctions occur where surface strips start or terminate. This paper develops a new way to create smooth piecewise polynomial free-form spline surfaces from quad-meshes that include T-junctions. All mesh nodes are interpreted as control points of GT-splines, that is, geometrically smoothly joined piecewise polynomials. GT-splines are akin to and compatible with B-splines and cover simple T-junctions by two polynomial pieces of degree bi-4 and more complex ones by four such patches. They complement multi-sided surface constructions in generating free-form surfaces with adaptive layout. Since GT-splines do not require a global coordination of knot intervals, GT-constructions are easy to deploy and can provide smooth surfaces with T-junctions where T-splines cannot have a smooth parameterization. GT-constructions display a uniform highlight linedistribution on input meshes where alternatives, such as Catmull-Clark subdivision, exhibit oscillations.

TOG Paper
Synthetic Depth-of-Field with a Single-Camera Mobile Phone

Neal Wadhwa, Rahul Garg, David E. Jacobs, Bryan E. Feldman, Nori Kanazawa, Robert Carroll, Yair Movshovitz-Attias, Jonathan T. Barron, Yael Pritch, Marc Levoy

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Shallow depth-of-field is commonly used by photographers to isolate a subject from a distracting background. However, standard cell phone cameras cannot produce such images optically, as their short focal lengths and small apertures capture nearly all-in-focus images. We present a system to computationally synthesize shallow depth-of-field images with a single mobile camera and a single button press. If the image is of a person, we use a person segmentation network to separate the person and their accessories from the background. If available, we also use dense dual-pixel auto-focus hardware, effectively a 2-sample light field with an approximately 1 millimeter baseline, to compute a dense depth map. These two signals are combined and used to render a defocused image. Our system can process a 5.4 megapixel image in 4 seconds on a mobile phone, is fully automatic, and is robust enough to be used by non-experts. The modular nature of our system allows it to degrade naturally in the absence of a dual-pixel sensor or a human subject.

Technical Paper
Support-Free Volume Printing by Multi-Axis Motion

Chengkai Dai, Charlie C. L. Wang, Chenming Wu, Sylvain Lefebvre, Guoxin Fang, Yongjin Liu

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This paper presents a new method to fabricate 3D models on a robotic printing system equipped with multi-axis motion. Materials are accumulated inside the volume along curved tool-paths so that the need of supporting structures can be tremendously reduced - if not completely abandoned - on all models. Our strategy to tackle the challenge of tool-path planning for multi-axis 3D printing is to perform two successive decompositions, first volume-to-surfaces and then surfaces-to-curves. The volume-to-surfaces decomposition is achieved by optimizing a scalar field within the volume that represents the fabrication sequence. The field is constrained such that its iso-values represent curved layers that are supported from below, and present a convex surface affording for collision-free navigation of the printer head. After extracting all curved layers, the surfaces-to-curves decomposition covers them with tool-paths while taking into account constraints from the robotic printing system. Our method successfully generates tool-paths for 3D printing models with large overhangs and high-genus topology. We fabricated several challenging cases on our robotic platform to verify and demonstrate its capabilities.

Technical Paper
StrokeAggregator: Consolidating Raw Sketches into Artist-Intended Curve Drawings

Chenxi Liu, Enrique Rosales, Alla Sheffer

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When creating line drawings, artists frequently depict intended curves using multiple, tightly clustered, or overdrawn, strokes. Given such sketches, human observers can readily envision these intended, aggregate, curves, and mentally assemble the artist's envisioned 2D imagery. Algorithmic stroke consolidation---replacement of overdrawn stroke clusters by corresponding aggregate curves---can benefit a range of sketch processing and sketch-based modeling applications which are designed to operate on consolidated, intended curves. We propose StrokeAggregator, a novel stroke consolidation method that significantly improves on the state of the art, and produces aggregate curve drawings validated to be consistent with viewer expectations. Our framework clusters strokes into groups that jointly define intended aggregate curves by leveraging principles derived from human perception research and observation of artistic practices. We employ these principles within a coarse-to-fine clustering method that starts with an initial clustering based on pairwise stroke compatibility analysis, and then refines it by analyzing interactions both within and in-between clusters of strokes. We facilitate this analysis by computing a common 1D parameterization for groups of strokes via common aggregate curve fitting. We demonstrate our method on a large range of line drawings, and validate its ability to generate consolidated drawings that are consistent with viewer perception via qualitative user evaluation, and comparisons to manually consolidated drawings and algorithmic alternatives.

Technical Paper