SIGGRAPH 2018 Papers

ACM SIGGRAPH Conference

Decision breakdown

167papers

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

  • Other / unlabeled
    167100.0%

Top 10 topics (click to filter)

No topic data yet.

Trends for all 207 research topics

Browse all papers

Optimizing for Aesthetically Pleasing Quadrotor Camera Motion

Christoph Gebhardt, Stefan Stevsic, Otmar Hilliges

Expand abstract

In this paper we first contribute a large scale online study (N ≈ 400) to better understand aesthetic perception of aerial video. The results indicate that it is paramount to optimize smoothness of trajectories across all keyframes. However, for experts timing control remains an essential tool. Satisfying this dual goal is technically challenging because it requires giving up desirable properties in the optimization formulation. Second, informed by this study we propose a method that optimizes positional and temporal reference fit jointly. This allows to generate globally smooth trajectories, while retaining user control over reference timings. The formulation is posed as a variable, infinite horizon, contour-following algorithm. Finally, a comparative lab study indicates that our optimization scheme outperforms the state-of-the-art in terms of perceived usability and preference of resulting videos. For novices our method produces smoother and better looking results and also experts benefit from generated timings.

Technical Paper
Optimal Cone Singularities for Conformal Flattening

Yousuf Soliman, Dejan Slepčev, Keenan Crane

Expand abstract

Angle-preserving or conformal surface parameterization has proven to be a powerful tool across applications ranging from geometry processing, to digital manufacturing, to machine learning, yet conformal maps can still suffer from severe area distortion. Cone singularities provide a way to mitigate this distortion, but finding the best configuration of cones is notoriously difficult. This paper develops a strategy that is globally optimal in the sense that it minimizes total area distortion among all possible cone configurations (number, placement, and size) that have no more than a fixed total cone angle. A key insight is that, for the purpose of optimization, one should not work directly with curvature measures (which naturally represent cone configurations), but can instead apply Fenchel-Rockafellar duality to obtain a formulation involving only ordinary functions. The result is a convex optimization problem, which can be solved via a sequence of sparse linear systems easily built from the usual cotangent Laplacian. The method supports user-defined notions of importance, constraints on cone angles (e.g., positive, or within a given range), and sophisticated boundary conditions (e.g., convex, or polygonal). We compare our approach to previous techniques on a variety of challenging models, often achieving dramatically lower distortion, and demonstrating that global optimality leads to extreme robustness in the presence of noise or poor discretization.

Technical Paper
Online Optical Marker-Based Hand Tracking with Deep Labels

Shangchen Han, Beibei Liu, Robert Wang, Yuting Ye, Christopher D. Twigg, Kenrick Kin

Expand abstract

Optical marker-based motion capture is the dominant way for obtaining high-fidelity human body animation for special effects, movies, and video games. However, motion capture has seen limited application to the human hand due to the difficulty of automatically identifying (or labeling) identical markers on self-similar fingers. We propose a technique that frames the labeling problem as a keypoint regression problem conducive to a solution using convolutional neural networks. We demonstrate robustness of our labeling solution to occlusion, ghost markers, hand shape, and even motions involving two hands or handheld objects. Our technique is equally applicable to sparse or dense marker sets and can run in real-time to support interaction prototyping with high-fidelity hand tracking and hand presence in virtual reality.

Technical Paper
Object-Aware Guidance for Autonomous Scene Reconstruction

Ligang Liu, Xi Xia, Han Sun, Qi Shen, Juzhan Xu, Bin Chen, Hui Huang, Kai Xu

Expand abstract

To carry out autonomous 3D scanning and online reconstruction of unknown indoor scenes, one has to find a balance between global exploration of the entire scene and local scanning of the objects within it. In this work, we propose a novel approach, which provides object-aware guidance for autoscanning, for exploring, reconstructing, and understanding an unknown scene within one navigation pass. Our approach interleaves between object analysis to identify the next best object (NBO) for global exploration, and object-aware information gain analysis to plan the next best view (NBV) for local scanning. First, an objectness-based segmentation method is introduced to extract semantic objects from the current scene surface via a multi-class graph cuts minimization. Then, an object of interest (OOI) is identified as the NBO which the robot aims to visit and scan. The robot then conducts fine scanning on the OOI with views determined by the NBV strategy. When the OOI is recognized as a full object, it can be replaced by its most similar 3D model in a shape database. The algorithm iterates until all of the objects are recognized and reconstructed in the scene. Various experiments and comparisons have shown the feasibility of our proposed approach.

Technical Paper
Numerical Coarsening Using Discontinuous Shape Functions

Jiong Chen, Hujun Bao, Tianyu Wang, Mathieu Desbrun, Jin Huang

Expand abstract

In this paper, an efficient and scalable approach for simulating inhomogeneous and non-linear elastic objects is introduced. Our numerical coarsening approach consists in optimizing non-conforming and matrix-valued shape functions to allow for predictive simulation of heterogeneous materials with non-linear constitutive laws even on coarse grids, thus saving orders of magnitude in computational time compared to traditional finite element computations. The set of local shape functions over coarse elements is carefully tailored in a preprocessing step to balance geometric continuity and local material stiffness. In particular, we do not impose continuity of our material-aware shape functions between neighboring elements to significantly reduce the fictitious numerical stiffness that conforming bases induce; however, we enforce crucial geometric and physical properties such as partition of unity and exact reproduction of representative fine displacements to eschew the use of discontinuous Galerkin methods. We demonstrate that we can simulate, with no parameter tuning, inhomogeneous and non-linear materials significantly better than previous approaches that traditionally try to homogenize the constitutive model instead.

Technical Paper
Non-Stationary Texture Synthesis by Adversarial Expansion

Yang Zhou, Zhen Zhu, Xiang Bai, Dani Lischinski, Daniel Cohen-Or, Hui Huang

Expand abstract

The real world exhibits an abundance of non-stationary textures. Examples include textures with large scale structures, as well as spatially variant and inhomogeneous textures. While existing example-based texture synthesis methods can cope well with stationary textures, non-stationary textures still pose a considerable challenge, which remains unresolved. In this paper, we propose a new approach for example-based non-stationary texture synthesis. Our approach uses a generative adversarial network (GAN), trained to double the spatial extent of texture blocks extracted from a specific texture exemplar. Once trained, the fully convolutional generator is able to expand the size of the entire exemplar, as well as of any of its sub-blocks. We demonstrate that this conceptually simple approach is highly effective for capturing large scale structures, as well as other non-stationary attributes of the input exemplar. As a result, it can cope with challenging textures, which, to our knowledge, no other existing method can handle.

Technical Paper
Neural Best-Buddies: Sparse Cross-Domain Correspondence

Kfir Aberman, Jing Liao, Mingyi Shi, Dani Lischinski, Baoquan Chen, Daniel Cohen-Or

Expand abstract

Correspondence between images is a fundamental problem in computer vision, with a variety of graphics applications. This paper presents a novel method for sparse cross-domain correspondence. Our method is designed for pairs of images where the main objects of interest may belong to different semantic categories and differ drastically in shape and appearance, yet still contain semantically related or geometrically similar parts. Our approach operates on hierarchies of deep features, extracted from the input images by a pre-trained CNN. Specifically, starting from the coarsest layer in both hierarchies, we search for Neural Best Buddies (NBB): pairs of neurons that are mutual nearest neighbors. The key idea is then to percolate NBBs through the hierarchy, while narrowing down the search regions at each level and retaining only NBBs with significant activations. Furthermore, in order to overcome differences in appearance, each pair of search regions is transformed into a common appearance. We evaluate our method via a user study, in addition to comparisons with alternative correspondence approaches. The usefulness of our method is demonstrated using a variety of graphics applications, including cross-domain image alignment, creation of hybrid images, automatic image morphing, and more.

Technical Paper
Natural Boundary Conditions for Smoothing in Geometry Processing

Oded Stein, Eitan Grinspun, Max Wardetzky, Alec Jacobson

Expand abstract

In geometry processing, smoothness energies are commonly used to model scattered data interpolation, dense data denoising, and regularization during shape optimization. The squared Laplacian energy is a popular choice of energy and has a corresponding standard implementation: squaring the discrete Laplacian matrix. For compact domains, when values along the boundary are not known in advance, this construction bakes in low-order boundary conditions. This causes the geometric shape of the boundary to strongly bias the solution. For many applications, this is undesirable. Instead, we propose using the squared Frobenius norm of the Hessian as a smoothness energy. Unlike the squared Laplacian energy, this energy’s natural boundary conditions (those that best minimize the energy) correspond to meaningful high-order boundary conditions. These boundary conditions model free boundaries where the shape of the boundary should not bias the solution locally. Our analysis begins in the smooth setting and concludes with discretizations using finite-differences on 2D grids or mixed finite elements for triangle meshes. We demonstrate the core behavior of the squared Hessian as a smoothness energy for various tasks.

TOG Paper
Multi-Scale Simulation of Nonlinear Thin-Shell Sound with Wave Turbulence

Gabriel Cirio, Ante Qu, George Drettakis, Eitan Grinspun, Changxi Zheng

Expand abstract

Thin shells --- solids that are thin in one dimension compared to the other two --- often emit rich nonlinear sounds when struck. Strong excitations can even cause chaotic thin-shell vibrations, producing sounds whose energy spectrum diffuses from low to high frequencies over time --- a phenomenon known as wave turbulence. It is all these nonlinearities that grant shells such as cymbals and gongs their characteristic "glinting" sound. Yet, simulation models that efficiently capture these sound effects remain elusive. We propose a physically based, multi-scale reduced simulation method to synthesize nonlinear thin-shell sounds. We first split nonlinear vibrations into two scales, with a small low-frequency part simulated in a fully nonlinear way, and a high-frequency part containing many more modes approximated through time-varying linearization. This allows us to capture interesting nonlinearities in the shells' deformation, tens of times faster than previous approaches. Furthermore, we propose a method that enriches simulated sounds with wave turbulent sound details through a phenomenological diffusion model in the frequency domain, and thereby sidestep the expensive simulation of chaotic high-frequency dynamics. We show several examples of our simulations, illustrating the efficiency and realism of our model.

Technical Paper
MonoPerfCap: Human Performance Capture from Monocular Video

Weipeng Xu, Avishek Chatterjee, Michael Zollhoefer, Helge Jochen Rhodin, Dushyant Mehta, Hans-Peter Seidel, Christian Theobalt

Expand abstract

We present the first marker-less approach for temporally coherent 3D performance capture of a human with general clothing from monocular video. Our approach reconstructs articulated human skeleton motion as well as medium-scale non-rigid surface deformations in general scenes. Human performance capture is a challenging problem due to the large range of articulation, potentially fast motion, and considerable non-rigid deformations, even from multi-view data. Reconstruction from monocular video alone is drastically more challenging, since strong occlusions and the inherent depth ambiguity lead to a highly ill-posed reconstruction problem. We tackle these challenges by a novel approach that employs sparse 2D and 3D human pose detections from a convolutional neural network using a batch-based pose estimation strategy. Joint recovery of per-batch motion allows us to resolve the ambiguities of the monocular reconstruction problem based on a low-dimensional trajectory subspace. In addition, we propose refinement of the surface geometry based on fully automatically extracted silhouettes to enable medium-scale non-rigid alignment. We demonstrate state-of-the-art performance capture results that enable exciting applications such as video editing and free viewpoint video, previously infeasible from monocular video. Our qualitative and quantitative evaluation demonstrates that our approach significantly outperforms previous monocular methods in terms of accuracy, robustness, and scene complexity that can be handled.

TOG Paper
Modeling n-Symmetry Vector Fields Using Higher-Order Energies

Christopher Brandt, Leonardo Scandolo, Elmar Eisemann, Klaus Hildebrandt

Expand abstract

We introduce a variational approach for modeling n-symmetry vector and direction fields on surfaces that supports interpolation and alignment constraints, placing singularities and local editing, while providing real-time responses. The approach is based on novel biharmonic and m-harmonic energies for n-fields on surface meshes and the integration of hard constraints to the resulting optimization problems. Real-time computation rates are achieved by a model reduction approach employing a Fourier-like n-vector field decomposition, which associates frequencies and modes to n-vector fields on surfaces. To demonstrate the benefits of the proposed n-field modeling approach, we use it for controlling stroke directions in line-art drawings of surfaces and for the modeling of anisotropic BRDFs, which define the reflection behavior of surfaces.

TOG Paper
Mode-Adaptive Neural Networks for Quadruped Motion Control

He Zhang, Sebastian Starke, Taku Komura, Jun Saito

Expand abstract

Quadruped motion includes a wide variation of gaits such as walk, pace, trot and canter, and actions such as jumping, sitting, turning and idling. Applying existing data-driven character control frameworks to such data requires a significant amount of data preprocessing such as motion labeling and alignment. In this paper, we propose a novel neural network architecture called Mode-Adaptive Neural Networks for controlling quadruped characters. The system is composed of the motion prediction network and the gating network. At each frame, the motion prediction network computes the character state in the current frame given the state in the previous frame and the user-provided control signals. The gating network dynamically updates the weights of the motion prediction network by selecting and blending what we call the expert weights, each of which specializes in a particular movement. Due to the increased flexibility, the system can learn consistent expert weights across a wide range of non-periodic/periodic actions, from unstructured motion capture data, in an end-to-end fashion. In addition, the users are released from performing complex labeling of phases in different gaits. We show that this architecture is suitable for encoding the multi-modality of quadruped locomotion and synthesizing responsive motion in real-time.

Technical Paper
Methodology for Assessing Mesh-Based Contact Point Methods

Kenny Erleben

Expand abstract

Computation of contact points is a critical sub-component of physics-based animation. The success and correctness of simulation results are very sensitive to the quality of the contact points. Hence, quality plays a critical role when comparing methods, and this is highly relevant for simulating objects with sharp edges. The importance of contact point quality is largely overlooked and lacks rigor and as such may become a bottleneck in moving the research field forward. We establish a taxonomy of contact point generation methods and lay down an analysis of what normal contact quality implies. The analysis enables us to establish a novel methodology for assessing and studying quality for mesh-based shapes. The core idea is based on a test suite of three complex cases and a small portfolio of simple cases. We apply our methodology to eight local contact point generation methods and conclude that the selected local methods are unable to provide correct information in all cases. The immediate benefit of the proposed methodology is a foundation for others to evaluate and select the best local method for their specific application. In the longer perspective, the presented work suggests future research focusing on semi-local methods.

TOG Paper
Metamolds: Computational Design of Silicone Molds

Thomas Alderighi, Luigi Malomo, Daniela Giorgi, Nico Pietroni, Bernd Bickel, Paolo Cignoni

Expand abstract

We propose a new method for fabricating digital objects through reusable silicone molds. Molds are generated by casting liquid silicone into custom 3D printed containers called metamolds. Metamolds automatically define the cuts that are needed to extract the cast object from the silicone mold. The shape of metamolds is designed through a novel segmentation technique, which takes into account both geometric and topological constraints involved in the process of mold casting. Our technique is simple, does not require changing the shape or topology of the input objects, and only requires of-the-shelf materials and technologies. We successfully tested our method on a set of challenging examples with complex shapes and rich geometric detail.

Technical Paper
MergeTree: A Fast Hardware HLBVH Constructor for Animated Ray Tracing

Timo Viitanen, Matias Koskela, Pekka Jääskeläinen, Heikki Kultala, Jarmo Takala

Expand abstract

Ray tracing is a computationally intensive rendering technique traditionally used in offline high-quality rendering. Powerful hardware accelerators have been recently developed that put real-time ray tracing even in the reach of mobile devices. However, rendering animated scenes remains difficult, as updating the acceleration trees for each frame is a memory-intensive process. This article proposes MergeTree, the first hardware architecture for Hierarchical Linear Bounding Volume Hierarchy (HLBVH) construction, designed to minimize memory traffic. For evaluation, the hardware constructor is synthesized on a 28nm process technology. Compared to a state-of-the-art binned surface area heuristic sweep (SAH) builder, the present work speeds up construction by a factor of 5, reduces build energy by a factor of 3.2, and memory traffic by a factor of 3. A software HLBVH builder on a graphics processing unit (GPU) requires 3.3 times more memory traffic. To take tree quality into account, a rendering accelerator is modeled alongside the builder. Given the use of a toplevel build to improve tree quality, the proposed builder reduces system energy per frame by an average 41% with primary rays and 13% with diffuse rays. In large ( > 500K triangles) scenes, the difference is more pronounced, 62% and 35%, respectively.

TOG Paper
Megapixel Adaptive Optics: Towards Correcting Large-Scale Distortions in Computational Cameras

Congli Wang, Qiang Fu, Xiong Dun, Wolfgang Heidrich

Expand abstract

Adaptive optics has become a valuable tool for correcting minor optical aberrations in applications such as astronomy and microscopy. However, due to the limited resolution of both the wavefront sensing and the wavefront correction hardware, it has so far not been feasible to use adaptive optics for correcting large-scale waveform deformations that occur naturally in regular photography and other imaging applications. In this work, we demonstrate an adaptive optics system for regular cameras. We achieve a significant improvement in focus for large wavefront distortions by improving upon a recently developed high resolution coded wavefront sensor, and combining it with a spatial phase modulator to create a megapixel adaptive optics system with unprecedented capability to sense and correct large distortions.

Technical Paper
Mechanical Characterization of Structured Sheet Materials

Christian Schumacher, Steve Marschner, Markus Gross, Bernhard Thomaszewski

Expand abstract

We propose a comprehensive approach to characterizing the mechanical properties of structured sheet materials, i.e., planar rod networks whose mechanics and aesthetics are inextricably linked. We establish a connection between the complex mesoscopic deformation behavior of such structures and their macroscopic elastic properties through numerical homogenization. Our approach leverages 3D Kirchhoff rod simulation in order to capture nonlinear effects for both in-plane and bending deformations. We apply our method to different families of structures based on isohedral tilings---a simple yet extensive and aesthetically interesting group of space-filling patterns. We show that these tilings admit a wide range of material properties, and our homogenization approach allows us to create concise and intuitive descriptions of a material's direction-dependent macromechanical behavior that are easy to communicate even to non-experts. We perform this characterization for an extensive set of structures and organize these data in a material browser to enable efficient forward exploration of the aesthetic-mechanical space of structured sheet materials. We also propose an inverse design method to automatically find structure parameters that best approximate a user-specified target behavior.

Technical Paper
Mastering Sketching: Adversarial Augmentation for Structured Prediction

Edgar Simo-Serra, Satoshi Iizuka, Hiroshi Ishikawa

Expand abstract

We present an integral framework for training sketch simplification networks that convert challenging rough sketches into clean line drawings. Our approach augments a simplification network with a discriminator network, training both networks jointly so that the discriminator network discerns whether a line drawing is real training data or the output of the simplification network, which, in turn, tries to fool it. This approach has two major advantages: first, because the discriminator network learns the structure in line drawings, it encourages the output sketches of the simplification network to be more similar in appearance to the training sketches. Second, we can also train the networks with additional unsupervised data: by adding rough sketches and line drawings that are not corresponding to each other, we can improve the quality of the sketch simplification. Thanks to a difference in the architecture, our approach has advantages over similar adversarial training approaches in stability of training and the aforementioned ability to utilize unsupervised training data. We show how our framework can be used to train models that significantly outperform the state of the art in the sketch simplification task, despite using the same architecture for inference. We also present an approach to optimize for a single image, which improves accuracy at the cost of additional computation time. Finally, we show that, using the same framework, it is possible to train the network to perform the inverse problem, i.e., convert simple line sketches into pencil drawings, which is not possible using the standard mean squared error loss. We validate our framework with two user tests, in which our approach is preferred to the state of the art in sketch simplification 88.9% of the time.

TOG Paper
Magnetization Dynamics for Magnetic Object Interactions

Seung-wook Kim, Sun Young Park, JungHyun Han

Expand abstract

The goal of this paper is to simulate the interactions between magnetic objects in a physically correct way. The simulation scheme is based on magnetization dynamics, which describes the temporal change of magnetic moments. For magnetization dynamics, the Landau-Lifshitz-Gilbert equation is adopted, which is widely used in micromagnetics. Through effectively-designed novel models of magnets, it is extended into the macro scale so as to be combined with real-time rigid-body dynamics. The overall simulation is stable and enables us to implement mutual induction and remanence that have not been tackled by the state-of-the-art technique in magnet simulation. The proposed method can be applied to various fields including magnet experiments in the virtual world.

Technical Paper