SIGGRAPH 2019 Papers

ACM SIGGRAPH Conference

Decision breakdown

216papers

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

  • Poster
    7434.3%
  • Other / unlabeled
    14265.7%

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Affine Interpolation in a Lie Group Framework

Sumukh Bansal, Aditya Tatu

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Affine transformations are of vital importance in many tasks pertaining to motion design and animation. Interpolation of affine transformations is non-trivial. Typically, the given affine transformation is decomposed into simpler components which are easier to interpolate. This may lead to unintuitive results, while in some cases, such solutions may not work. In this work, we propose an interpolation framework which is based on a Lie group representation of the affine transformation. The Lie group representation decomposes the given transformation into simpler and meaningful components, on which computational tools like the exponential and logarithm maps are available in closed form. Interpolation exists for all affine transformations while preserving a few characteristics of the original transformation. A detailed analysis and several experiments of the proposed framework are included.

Technical Paper
Accurate Markerless Jaw Tracking for Facial Performance Capture

Gaspard Zoss, Thabo Beeler, Markus Gross, Derek Bradley

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We present the first method to accurately track the invisible jaw based solely on the visible skin surface, without the need for any markers or augmentation of the actor. As such, the method can readily be integrated with off-the-shelf facial performance capture systems. The core idea is to learn a non-linear mapping from the skin deformation to the underlying jaw motion on a dataset where ground-truth jaw poses have been acquired, and then to retarget the mapping to new subjects. Solving for the jaw pose plays a central role in visual effects pipelines, since accurate jaw motion is required when retargeting to fantasy characters and for physical simulation. Currently, this task is performed mostly manually to achieve the desired level of accuracy, and the presented method has the potential to fully automate this labour intense and error prone process.

Technical Paper
Accurate Appearance Preserving Prefiltering for Rendering Displacement-Mapped Surfaces

Lifan Wu, Shuang Zhao, Ling-Qi Yan, Ravi Ramamoorthi

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Prefiltering the reflectance of a displacement-mapped surface while preserving its overall appearance is challenging, as smoothing a displacement map causes complex changes of illumination effects such as shadowing-masking and interreflection. In this paper, we introduce a new method that prefilters displacement maps and BRDFs jointly and constructs SVBRDFs at reduced resolutions. These SVBRDFs preserve the appearance of the input models by capturing both shadowing-masking and interreflection effects. To express our appearance-preserving SVBRDFs efficiently, we leverage a new representation that involves spatially varying NDFs and a novel scaling function that accurately captures micro-scale changes of shadowing, masking, and interreflection effects. Further, we show that the 6D scaling function can be factorized into a 2D function of surface location and a 4D function of direction. By exploiting the smoothness of these functions, we develop a simple and efficient factorization method that does not require computing the full scaling function. The resulting functions can be represented at low resolutions (e.g., 42 for the spatial function and 154 for the angular function), leading to minimal additional storage. Our method generalizes well to different types of geometries beyond Gaussian surfaces. Models prefiltered using our approach at different scales can be combined to form mipmaps, allowing accurate and anti-aliased level-of-detail (LoD) rendering.

Technical Paper
A Unified Framework for Compression and Compressed Sensing of Light Fields and Light Field Videos

Ehsan Miandji, Saghi Hajisharif, Jonas Unger

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In this article we present a novel dictionary learning framework designed for compression and sampling of light fields and light field videos. Unlike previous methods, where a single dictionary with one-dimensional atoms is learned, we propose to train a Multidimensional Dictionary Ensemble (MDE). It is shown that learning an ensemble in the native dimensionality of the data promotes sparsity, hence increasing the compression ratio and sampling efficiency. To make maximum use of correlations within the light field data sets, we also introduce a novel nonlocal pre-clustering approach that constructs an Aggregate MDE (AMDE). The pre-clustering not only improves the image quality but also reduces the training time by an order of magnitude in most cases. The decoding algorithm supports efficient local reconstruction of the compressed data, which enables efficient real-time playback of high-resolution light field videos. Moreover, we discuss the application of AMDE for compressed sensing. A theoretical analysis is presented that indicates the required conditions for exact recovery of point-sampled light fields that are sparse under AMDE. The analysis provides guidelines for designing efficient compressive light field cameras. We use various synthetic and natural light field and light field video data sets to demonstrate the utility of our approach in comparison with the state-of-the-art learning-based dictionaries, as well as established analytical dictionaries.

TOG Paper
A Symmetric Objective Function for ICP

Szymon Rusinkiewicz

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The Iterative Closest Point (ICP) algorithm, commonly used for alignment of 3D models, has previously been defined using either a point-to-point or point-to-plane objective. Alternatively, researchers have proposed computationally-expensive methods that directly minimize the distance function between surfaces. We introduce a new symmetrized objective function that achieves the simplicity and computational efficiency of point-to-plane optimization, while yielding improved convergence speed and a wider convergence basin. In addition, we present a linearization of the objective that is exact in the case of exact correspondences. We experimentally demonstrate the improved speed and convergence basin of the symmetric objective, on both smooth models and challenging cases involving noise and partial overlap.

Technical Paper
A Similarity Measure for Material Appearance

Manuel Lagunas, Sandra Malpica, Ana Serrano, Elena Garces, Diego Gutierrez, Belen Masia

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We present a model to measure the similarity in appearance between different materials, which correlates with human similarity judgments. We first create a database of 9,000 rendered images depicting objects with varying materials, shape and illumination. We then gather data on perceived similarity from crowdsourced experiments; our analysis of over 114,840 answers suggests that indeed a shared perception of appearance similarity exists. We feed this data to a deep learning architecture with a novel loss function, which learns a feature space for materials that correlates with such perceived appearance similarity. Our evaluation shows that our model outperforms existing metrics. Last, we demonstrate several applications enabled by our metric, including appearance-based search for material suggestions, database visualization, clustering and summarization, and gamut mapping.

Technical Paper
A Procedural Approach to Creating American Second Empire Houses

Madison Kramer, Ergun Akleman

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In this article, we present a procedural approach to capture a variety of appearances of American Second Empire houses, which are well known for their mansard roofs and their inspired ornamentation. To develop this procedural approach, we have identified the set of rules and similarities of Second Empire houses. Our procedural approach, therefore, captures the style differences of Second Empire houses with a relatively few number of parameters. Using our interface, we are able to generate virtual houses in a wide variety of styles of American Second Empire architecture. We have also developed a method to break up these virtual models into slices in order to efficiently and economically 3D-print them. Using this method, we have printed miniatures of two landmark buildings in Savannah, GA and Baltimore, MD: The Hamilton-Turner Inn and Enoch Pratt House, respectively. We observe that the virtual models still provide more details because of the limited resolution of the 3D printing process as shown in Figures 1 and 2.

Poster
A Null-Scattering Path Integral Formulation of Light Transport

Bailey Miller, Iliyan Georgiev, Wojciech Jarosz

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Unbiased rendering of general, heterogeneous participating media currently requires using null-collision approaches for estimating transmittance and generating free-flight distances. A long-standing limitation of these approaches, however, is that the corresponding path pdfs cannot be computed due to the black-box nature of the null-collision rejection sampling process. These techniques therefore cannot be combined with other sampling techniques via multiple importance sampling (MIS), which significantly limits their robustness and generality. Recently, Galtier et al. [2013] showed how to derive these algorithms directly from the radiative transfer equation (RTE). We build off this generalized RTE to derive a path integral formulation of null scattering, which reveals the sampling pdfs and allows us to devise new, express existing, and combine complementary unbiased techniques via MIS. We demonstrate the practicality of our theory by combining, for the first time, several path sampling techniques in spatially and spectrally varying media, generalizing and outperforming the prior state of the art.

Technical Paper
A Monte Carlo Framework for Rendering Speckle Statistics in Scattering Media

Chen Bar, Marina Alterman, Ioannis Gkioulekas, Anat Levin

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We present a Monte Carlo rendering framework for the physically-accurate simulation of speckle patterns arising from volumetric scattering of coherent waves. These noise-like patterns are characterized by strong statistical properties, such as the so-called memory effect. These properties are at the core of imaging techniques for applications as diverse as tissue imaging, motion tracking, and non-line-of-sight imaging. Our rendering framework can replicate these properties computationally, in a way that is orders of magnitude more efficient than alternatives based on directly solving the wave equations. At the core of our framework is a path-space formulation for the covariance of speckle patterns arising from a scattering volume, which we derive from first principles. We use this formulation to develop two Monte Carlo rendering algorithms, for computing speckle covariance as well as directly speckle fields. While approaches based on wave equation solvers require knowing the microscopic position of wavelength-sized scatterers, our approach takes as input only bulk parameters describing the statistical distribution of these scatterers inside a volume. We validate the accuracy of our framework by comparing against speckle patterns simulated using wave equation solvers, use it to simulate memory effect observations that were previously only possible through lab measurements, and demonstrate its applicability for computational imaging tasks.

Technical Paper
A Method for Rectifying Inclination of Panoramic Images

Naoki Kawai

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We propose a method for transforming inclined panoramic images into upright posture as if they were captured up straight. The method rectifies images automatically using neither additional information nor external instructions, while it enables panoramic images of both indoor and outdoor scenes to stand upright robustly. It helps unskilled people to make high quality panoramic images used for widespread applications including city navigation and real estate easier.

Poster
A Learned Shape-Adaptive Subsurface Scattering Model

Delio Vicini, Vladlen Koltun, Wenzel Jakob

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Subsurface scattering, in which light refracts into a translucent material to interact with its interior, is the dominant mode of light transport in many types of organic materials. Accounting for this phenomenon is thus crucial for visual realism, but explicit simulation of the complex internal scattering process is often too costly. BSSRDF models based on analytic transport solutions are significantly more efficient but impose severe assumptions that are almost always violated, e.g. planar geometry, isotropy, low absorption, and spatio-directional separability. The resulting discrepancies between model and usage lead to objectionable errors in renderings, particularly near geometric features that violate planarity. This article introduces a new shape-adaptive BSSRDF model that retains the efficiency of prior analytic methods while greatly improving overall accuracy. Our approach is based on a conditional variational autoencoder, which learns to sample from a reference distribution produced by a brute-force volumetric path tracer. In contrast to the path tracer, our autoencoder directly samples outgoing locations on the object surface, bypassing a potentially lengthy internal scattering process. The distribution is conditional on both material properties and a set of features characterizing geometric variation in a neighborhood of the incident location. We use a low-order polynomial to model the local geometry as an implicitly defined surface, capturing curvature, thickness, corners, as well as cylindrical and toroidal regions. We present several examples of objects with challenging medium parameters and complex geometry and compare to ground truth simulations and prior work.

Technical Paper
A Formal Process to Design Visual Archetypes Based on Character Taxonomies

Angela Wang, Anthony Dalton Eason, Ergun Akleman

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While there are many professional examples of successful character designs, there seems to be little academic formalization in standardizing a process to achieve consistent visual results. In this work, we present such a formal process to construct visual designs for character archetypes that are given by "verbal descriptions". This process is based on visual semiotics that are used for creating clear meaning behind design choices while still retaining a sense of aesthetic through principles of artistic design. Using this process, we have developed a set of encyclopedic references for a wide variety of psychology and literary archetypes to demonstrate the power of this approach. We also used this process successfully in a visual storytelling class.

Poster
A Dataset for Benchmarking Time-Resolved Non-Line-of-Sight Imaging

Miguel Galindo, Julio Marco, Matthew O'Toole, Gordon Wetzstein, Diego Gutierrez, Adrian Jarabo

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Time-resolved imaging has made it possible to look around corners by exploiting information from diffuse light bounces. While there have been successive improvements in the field since its conception, so far it has only been proven to work in very simple and controlled scenarios. We present a public dataset of synthetic time-resolved Non-Line-of-Sight (NLOS) scenes with varied complexity aimed at benchmarking reconstructions. It includes scenes that are common in the real world but remain a challenge for NLOS reconstruction methods due to the ambiguous nature of higher-order diffuse bounces naturally occurring in them. With over 300 reconstructible scenes, the dataset contains an order of magnitude more scenes than what is available currently. The final objective of the dataset it to boost NLOS research to take it closer to its real-world applications.

Poster
A Data-Driven Compression Method For Transient Rendering

Yun Liang, Mingqin Chen, Zesheng Huang, Diego Gutierrez, Adolfo Muñoz, Julio Marco

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Monte Carlo methods for transient rendering have become a powerful instrument to generate reliable data in transient imaging applications, either for benchmarking, analysis, or as a source for data-driven approaches. However, due to the increased dimensionality of time-resolved renders, storage and data bandwidth are significant limiting constraints, where a single time-resolved render of a scene can take several hundreds of megabytes. In this work we propose a learning-based approach that makes use of deep encoder-decoder architectures to learn lower-dimensional feature vectors of time-resolved pixels. We demonstrate how our method is capable of compressing transient renders up to a factor of 32, and recover the full transient profile making use of a decoder. Additionally, we show how our learned features significantly mitigate variance on the recovered signal, addressing one of the pathological problems in transient rendering.

Poster
3D Printing for Mixed Reality Hands-On Museum Exhibit Interaction

Laura Mann, Oleg Fryazinov

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This work presents a combination of 3D printing with mixed reality to use the results in the context of museum exhibitions or for cultural heritage. While now priceless artefacts are encased in glass, kept safe and out of reach of the visitors, we present a new pipeline which would allow visitors hands-on interaction with realistic 3D printed replicas of the artefacts which are then digitally augmented to have the genuine artefacts' appearances.

Poster
3D Aerial Display With Micro Mirror Array Plate and Reversed Depth Integral Photography

Nahomi Maki, Toshiaki Yamanouchi, Kazuhisa Yanaka

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We propose a new aerial imaging display in which autostereoscopic objects with horizontal and vertical parallax appear as if they are floating in the air. This system operates by displaying an integral photography image in which depth is reversed beforehand and by observing the image from the other side of a micro mirror array.

Poster