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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Vectorization of Line Drawings via PolyVector Fields

Mikhail Bessmeltsev, Justin Solomon

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Image tracing is a foundational component of the workflow in graphic design, engineering, and computer animation, linking hand-drawn concept images to collections of smooth curves needed for geometry processing and editing. Even for clean line drawings, modern algorithms often fail to faithfully vectorize junctions, or points at which curves meet; this produces vector drawings with incorrect connectivity. This subtle issue undermines the practical application of vectorization tools and accounts for hesitance among artists and engineers to use automatic vectorization software. To address this issue, we propose a novel image vectorization method based on state-of-the-art mathematical algorithms for frame field processing. Our algorithm is tailored specifically to disambiguate junctions without sacrificing quality.

TOG Paper
Vector Based Glyph Style Transfer

Praveen Kumar Dhanuka, Nirmal Kumawat, Nipun Jindal

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In this work, we solve the problem of real-time transfer of geometric style from a single glyph to the entire glyph set of a vector font. In our solution, a single glyph is defined as one or more closed Bézier paths which is further broken down in primitives to define a set of segments. The modification to these segments is percolated to the entire glyph set by comparing the set of segments across glyphs using techniques like the order and direction of segments and the spatial placement of segments. Once the target segments in other glyphs is identified the transformation from style glyph is applied to the target glyph. Furthermore, we establish user-controlled policies for percolation of style like mapping line segment modification to curve segments. This extension to the algorithm enables the user to create multiple variations of a glyph.

Poster
Variational Implicit Point Set Surfaces

Zhiyang Huang, Nathan Carr, Tao Ju

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We propose a new method for reconstructing an implicit surface from an un-oriented point set. While existing methods often involve non-trivial heuristics and require additional constraints, such as normals or labelled points, we introduce a direct definition of the function from the points as the solution to a constrained quadratic optimization problem. The definition has a number of appealing features: it uses a single parameter (parameter-free for exact interpolation), applies to any dimensions, commutes with similarity transformations, and can be easily implemented without discretizing the space. More importantly, the use of a global smoothness energy allows our definition to be much more resilient to sampling imperfections than existing methods, making it particularly suited for sparse and non-uniform inputs.

Technical Paper
VRProp-Net: Real-Time Interaction With Virtual Props

Catherine Taylor, Robin McNicholas, Darren Cosker

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Virtual and Augmented Reality (VR and AR) are two fast growing mediums, not only in the entertainment industry but also in health, education and engineering. A good VR or AR application seamlessly merges the real and virtual world, making the user feels fully immersed. Traditionally, a computer-generated object can be interacted with using controllers or hand gestures [HTC 2019; Microsoft 2019; Oculus 2019]. However, these motions can feel unnatural and do not accurately represent the motion of interacting with a real object. On the other hand, a physical object can be used to control the motion of a virtual object. At present, this can be done by tracking purely rigid motion using an external sensor [HTC 2019]. Alternatively, a sparse number of markers can be tracked, for example using a motion capture system, and the positions of these used to drive the motion of an underlying non-rigid model. However, this approach is sensitive to changes in marker position and occlusions and often involves costly non-standard hardware [Vicon 2019]. In addition, these approaches often require a virtual model to be manually sculpted and rigged which can be a time consuming process. Neural networks have been shown to be successful tools in computer vision, with several key methods using networks for tracking rigid and non-rigid motion in RGB images [Andrychowicz et al. 2018; Kanazawa et al. 2018; Pumarola et al. 2018]. While these methods show potential, they are limited to using multiple RGB cameras or large, costly amounts of labelled training data.

Poster
VR Facial Animation via Multiview Image Translation

Shih-En Wei, Jason Saragih, Tomas Simon, Adam W. Harley, Stephen Lombardi, Michal Perdoch, Alexander Hypes, Dawei Wang, Hernan Badino, Yaser Sheikh

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A key promise of Virtual Reality (VR) is the possibility of remote social interaction that is more immersive than any prior telecommunication media. However, existing social VR experiences are mediated by inauthentic digital representations of the user (i.e., stylized avatars). These stylized representations have limited the adoption of social VR applications in precisely those cases where immersion is most necessary (e.g., professional interactions and intimate conversations). In this work, we present a bidirectional system that can animate avatar heads of both users' full likeness using consumer-friendly headset mounted cameras (HMC). There are two main challenges in doing this: unaccommodating camera views and the image-to-avatar domain gap. We address both challenges by leveraging constraints imposed by multiview geometry to establish precise image-to-avatar correspondence, which are then used to learn an end-to-end model for real-time tracking. We present designs for a training HMC, aimed at data-collection and model building, and a tracking HMC for use during interactions in VR. Correspondence between the avatar and the HMC-acquired images are automatically found through self-supervised multiview image translation, which does not require manual annotation or one-to-one correspondence between domains. We evaluate the system on a variety of users and demonstrate significant improvements over prior work.

Technical Paper
VFX Fractal Toolkit: Integrating Fractals Into VFX Pipeline

Juraj Tomori

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This paper proposes an innovative industry practice regarding fractal geometry generating and rendering processes. VFX Fractal Toolkit (VFT) aims to provide powerful, yet intuitive and artist-friendly workflows for exploration and generating of vast amounts of fractals. VFT allows for node-based description of fractals implemented in SideFX Houdini. VFT is built specifically for Visual Effects (VFX) pipelines and employs standard practices. It aims to provide artists with a toolset which would help them explore fractal forms of generative art directly in VFX applications.

Poster
Using Moments to Represent Bounded Signals for Spectral Rendering

Christoph Peters, Sebastian Merzbach, Johannes Hanika, Carsten Dachsbacher

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We present a compact and efficient representation of spectra for accurate rendering using more than three dimensions. While tristimulus color spaces are sufficient for color display, a spectral renderer has to simulate light transport per wavelength. Consequently, emission spectra and surface albedos need to be known at each wavelength. It is practical to store dense samples for emission spectra but for albedo textures, the memory requirements of this approach are unreasonable. Prior works that approximate dense spectra from tristimulus data introduce strong errors under illuminants with sharp peaks and in indirect illumination. We represent spectra by an arbitrary number of Fourier coefficients. However, we do not use a common truncated Fourier series because its ringing could lead to albedos below zero or above one. Instead, we present a novel approach for reconstruction of bounded densities based on the theory of moments. The core of our technique is our bounded maximum entropy spectral estimate. It uses an efficient closed form to compute a smooth signal between zero and one that matches the given Fourier coefficients exactly. Still, a ground truth that localizes all of its mass around a few wavelengths can be reconstructed adequately. Therefore, our representation covers the full gamut of valid reflectances. The resulting textures are compact because each coefficient can be stored in 10 bits. For compatibility with existing tristimulus assets, we implement a mapping from tristimulus color spaces to three Fourier coefficients. Using three coefficients, our technique gives state of the art results without some of the drawbacks of related work. With four to eight coefficients, our representation is superior to all existing representations. Our focus is on offline rendering but we also demonstrate that the technique is fast enough for real-time rendering.

Technical Paper
Unsupervised Incremental Learning for Hand Shape and Pose Estimation

Pratik Kalshetti, Parag Chaudhuri

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We present an unsupervised incremental learning method for refining hand shape and pose estimation. We propose a refiner network (RefNet) that can augment a state-of-the-art hand tracking system (BaseNet) by refining its estimations on unlabeled data. At each input depth frame, the estimations from the BaseNet are iteratively refined by RefNet using a model-fitting strategy. During this process, the RefNet adapts to the input data characteristics by incremental learning. We show that our method provides more accurate hand shape and pose estimates on both a standard dataset and real data.

Poster
TriWild: Robust Triangulation With Curve Constraints

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

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We propose a robust 2D meshing algorithm, TriWild, to generate curved triangles reproducing smooth feature curves, leading to coarse meshes designed to match the simulation requirements necessary by applications and avoiding the geometrical errors introduced by linear meshes. The robustness and effectiveness of our technique are demonstrated by batch processing an SVG collection of 20k images, and by comparing our results against state of the art linear and curvilinear meshing algorithms. We demonstrate for our algorithm the practical utility of computing diffusion curves, fluid simulations, elastic deformations, and shape inflation on complex 2D geometries.

Technical Paper
TileGAN: Synthesis of Large-Scale Non-Homogeneous Textures

Anna Frühstück, Ibraheem Alhashim, Peter Wonka

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We tackle the problem of texture synthesis in the setting where many input images are given and a large-scale output is required. We build on recent generative adversarial networks and propose two extensions in this paper. First, we propose an algorithm to combine outputs of GANs trained on a smaller resolution to produce a large-scale plausible texture map with virtually no boundary artifacts. Second, we propose a user interface to enable artistic control. Our quantitative and qualitative results showcase the generation of synthesized high-resolution maps consisting of up to hundreds of megapixels as a case in point.

Technical Paper
The Vector Heat Method

Nicholas Sharp, Yousuf Soliman, Keenan Crane

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This article describes a method for efficiently computing parallel transport of tangent vectors on curved surfaces, or more generally, any vector-valued data on a curved manifold. More precisely, it extends a vector field defined over any region to the rest of the domain via parallel transport along shortest geodesics. This basic operation enables fast, robust algorithms for extrapolating level set velocities, inverting the exponential map, computing geometric medians and Karcher/Fréchet means of arbitrary distributions, constructing centroidal Voronoi diagrams, and finding consistently ordered landmarks. Rather than evaluate parallel transport by explicitly tracing geodesics, we show that it can be computed via a short-time heat flow involving the connection Laplacian. As a result, transport can be achieved by solving three prefactored linear systems, each akin to a standard Poisson problem. To implement the method, we need only a discrete connection Laplacian, which we describe for a variety of geometric data structures (point clouds, polygon meshes, etc.). We also study the numerical behavior of our method, showing empirically that it converges under refinement, and augment the construction of intrinsic Delaunay triangulations so that they can be used in the context of tangent vector field processing.

TOG Paper
The Face of Art: Landmark Detection and Geometric Style in Portraits

Jordan Yaniv, Yael Newman, Ariel Shamir

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Facial Landmark detection in natural images is a very active research domain. Impressive progress has been made in recent years, with the rise of neural-network based methods and large-scale datasets. However, it is still a challenging and largely unexplored problem in the artistic portraits domain. Compared to natural face images, artistic portraits are much more diverse. They contain a much wider style variation in both geometry and texture and are more complex to analyze. Moreover, datasets that are necessary to train neural networks are unavailable. We propose a method for artistic augmentation of natural face images that enables training deep neural networks for landmark detection in artistic portraits. We utilize conventional facial landmarks datasets, and transform their content from natural images into "artistic face" images. In addition, we use a feature-based landmark correction step, to reduce the dependency between the different facial features, which is necessary due to position and shape variations of facial landmarks in artworks. To evaluate our landmark detection framework, we created an "Artistic-Faces" dataset, containing 160 artworks of various art genres, artists and styles, with a large variation in both geometry and texture. Using our method, we can detect facial features in artistic portraits and analyze their geometric style. This allows the definition of signatures for artistic styles of artworks and artists, that encode both the geometry and the texture style. It also allows us to present a geometric-aware style transfer method for portraits.

Technical Paper
Text-Based Editing of Talking-Head Video

Ohad Fried, Ayush Tewari, Michael Zollhöfer, Adam Finkelstein, Eli Shechtman, Dan B. Goldman, Kyle Genova, Zeyu Jin, Christian Theobalt, Maneesh Agrawala

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Editing talking-head video to change the speech content or to remove filler words is challenging. We propose a novel method to edit talking-head video based on its transcript to produce a realistic output video in which the dialogue of the speaker has been modified, while maintaining a seamless audio-visual flow (i.e. no jump cuts). Our method automatically annotates an input talking-head video with phonemes, visemes, 3D face pose and geometry, reflectance, expression and scene illumination per frame. To edit a video, the user has to only edit the transcript, and an optimization strategy then chooses segments of the input corpus as base material. The annotated parameters corresponding to the selected segments are seamlessly stitched together and used to produce an intermediate video representation in which the lower half of the face is rendered with a parametric face model. Finally, a recurrent video generation network transforms this representation to a photorealistic video that matches the edited transcript. We demonstrate a large variety of edits, such as the addition, removal, and alteration of words, as well as convincing language translation and full sentence synthesis.

Technical Paper
Tensor Maps for Synchronizing Heterogeneous Shape Collections

Qixing Huang, Zhenxiao Liang, Haoyun Wang, Simiao Zuo, Chandrajit Bajaj

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Establishing high-quality correspondence maps between geometric shapes has been shown to be the fundamental problem in managing geometric shape collections. Prior work has focused on computing efficient maps between pairs of shapes, and has shown a quantifiable benefit of joint map synchronization, where a collection of shapes are used to improve (denoise) the pairwise maps for consistency and correctness. However, these existing map synchronization techniques place very strong assumptions on the input shapes collection such as all the input shapes fall into the same category and/or the majority of the input pairwise maps are correct. In this paper, we present a multiple map synchronization approach that takes a heterogeneous shape collection as input and simultaneously outputs consistent dense pairwise shape maps. We achieve our goal by using a novel tensor-based representation for map synchronization, which is efficient and robust than all prior matrix-based representations. We demonstrate the usefulness of this approach across a wide range of geometric shape datasets and the applications in shape clustering and shape co-segmentation.

Technical Paper
Temporal and Spatial Anti-Aliasing for Rendering Reflection on a Water Surface

Namo Podee, Nelson Max, Kei Iwasaki, Yoshinori Dobashi

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The ocean surface is highly dynamic. It moves rapidly and thus its shading changes rapidly as well. Usually, this doesn't pose any problems if the shading is smooth. However, for a surface that has a strong highlight or bright reflection moving rapidly, it causes an inaccurate and unnatural flickering. In the traditional rendering algorithms, each frame is rendered independently at a discrete time, resulting in serious temporal aliasing artifacts. Particularly, for a wavy water surface, reflection vectors may not hit the light source even though they actually hit for part of the frame time. Removing such aliasing in real-time is an active research area and many methods have been proposed [Jimenez et al. 2011]. They can improve the fidelity and efficiency of the rendering method. However, their focus is on spatial anti-aliasing and most of them do not address the temporal aliasing problem, particularly the one observed in rendering a reflected image of a light source on the water surface.

Poster
Tangent-Space Optimization for Interactive Animation Control

Loïc Ciccone, Cengiz Öztireli, Robert W. Sumner

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Character animation tools are based on a keyframing metaphor where artists pose characters at selected keyframes and the software automatically interpolates the frames inbetween. Although the quality of the interpolation is critical for achieving a fluid and engaging animation, the tools available to adjust the result of the automatic inbetweening are rudimentary and typically require manual editing of spline parameters. As a result, artists spend a tremendous amount of time posing and setting more keyframes. In this pose-centric workflow, animators use combinations of forward and inverse kinematics. While forward kinematics leads to intuitive interpolations, it does not naturally support positional constraints such as fixed contact points. Inverse kinematics can be used to fix certain points in space at keyframes, but can lead to inferior interpolations, is slow to compute, and does not allow for positional contraints at non-keyframe frames. In this paper, we address these problems by formulating the control of interpolations with positional constraints over time as a space-time optimization problem in the tangent space of the animation curves driving the controls. Our method has the key properties that it (1) allows the manipulation of positions and orientations over time, extending inverse kinematics, (2) does not add new keyframes that might conflict with an artist's preferred keyframe style, and (3) works in the space of artist editable animation curves and hence integrates seamlessly with current pipelines. We demonstrate the utility of the technique in practice via various examples and use cases.

Technical Paper
Synthetic Silviculture: Multi-Scale Modeling of Plant Ecosystems

Milosz Makowski, Torsten Haedrich, Jan Scheffczyk, Dominik L. Michels, Soeren Pirk, Wojtek Palubicki

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Due to the enormous amount of detail and the interplay of various biological phenomena, modeling realistic ecosystems of trees and other plants is a challenging and open problem. Previous research on modeling plant ecologies has focused on representations to handle this complexity, mostly through geometric simplifications, such as points or billboards. In this paper we describe a multi-scale method to design large-scale ecosystems with individual plants that are realistically modeled and faithfully capture biological features, such as growth, plant interactions, different types of tropism, and the competition for resources. Our approach is based on leveraging inter- and intra-plant self-similarities for efficiently modeling plant geometry. We focus on the interactive design of plant ecosystems of up to 500K plants, while adhering to biological priors known in forestry and botany research. The introduced parameter space supports modeling properties of nine distinct plant ecologies while each plant is represented as a 3D surface mesh. The capabilities of our framework are illustrated through numerous models of forests, individual plants, and validations.

Technical Paper
Synthetic Defocus and Look-Ahead Autofocus for Casual Videography

Cecilia Zhang, Kevin Matzen, Vivien Nguyen, Dillon Yao, You Zhang, Ren Ng

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In cinema, large camera lenses create beautiful shallow depth of field (DOF), but make focusing difficult and expensive. Accurate cinema focus usually relies on a script and a person to control focus in realtime. Casual videographers often crave cinematic focus, but fail to achieve it. We either sacrifice shallow DOF, as in smartphone videos; or we struggle to deliver accurate focus, as in videos from larger cameras. This paper is about a new approach in the pursuit of cinematic focus for casual videography. We present a system that synthetically renders refocusable video from a deep DOF video shot with a smartphone, and analyzes future video frames to deliver context-aware autofocus for the current frame. To create refocusable video, we extend recent machine learning methods designed for still photography, contributing a new dataset for machine training, a rendering model better suited to cinema focus, and a filtering solution for temporal coherence. To choose focus accurately for each frame, we demonstrate autofocus that looks at upcoming video frames and applies AI-assist modules such as motion, face, audio and saliency detection. We also show that autofocus benefits from machine learning and a large-scale video dataset with focus annotation, where we use our RVR-LAAF GUI to create this sizable dataset efficiently. We deliver, for example, a shallow DOF video where the autofocus transitions onto each person before she begins to speak. This is impossible for conventional camera autofocus because it would require seeing into the future.

Technical Paper
Synthesis of Biologically Realistic Human Motion Using Joint Torque Actuation

Yifeng Jiang, Tom Van Wouwe, Friedl De Groote, Karen Liu

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Using joint actuators to drive the skeletal movements is a common practice in character animation, but the resultant torque patterns are often unnatural or infeasible for real humans to achieve. On the other hand, physiologically-based models explicitly simulate muscles and tendons and thus produce more human-like movements and torque patterns. This paper introduces a technique to transform an optimal control problem formulated in the muscle-actuation space to an equivalent problem in the joint-actuation space, such that the solutions to both problems have the same optimal value. By solving the equivalent problem in the joint-actuation space, we can generate human-like motions comparable to those generated by musculotendon models, while retaining the benefit of simple modeling and fast computation offered by joint-actuation models. Our method transforms constant bounds on muscle activations to nonlinear, state-dependent torque limits in the joint-actuation space. In addition, the metabolic energy function on muscle activations is transformed to a nonlinear function of joint torques, joint configuration and joint velocity. Our technique can also benefit policy optimization using deep reinforcement learning approach, by providing a more anatomically realistic action space for the agent to explore during the learning process. We take the advantage of the physiologically-based simulator, OpenSim, to provide training data for learning the torque limits and the metabolic energy function. Once trained, the same torque limits and the energy function can be applied to drastically different motor tasks formulated as either trajectory optimization or policy learning.

Technical Paper
Symmetric Moving Frames

Etienne Corman, Keenan Crane

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A basic challenge in field-guided hexahedral meshing is to find a spatially-varying frame that is adapted to the domain geometry and is continuous up to symmetries of the cube. We introduce a fundamentally new representation of such 3D cross fields based on Cartan's method of moving frames. Our key observation is that cross fields and ordinary frame fields are locally characterized by identical conditions on their Darboux derivative. Hence, by using derivatives as the principal representation (and only later recovering the field itself), one avoids the need to explicitly account for symmetry during optimization. At the discrete level, derivatives are encoded by skew-symmetric matrices associated with the edges of a tetrahedral mesh; these matrices encode arbitrarily large rotations along each edge, and can robustly capture singular behavior even on coarse meshes. We apply this representation to compute 3D cross fields that are as smooth as possible everywhere but on a prescribed network of singular curves---since these fields are adapted to curve tangents, they can be directly used as input for field-guided mesh generation algorithms. Optimization amounts to an easy nonlinear least squares problem that behaves like a convex program in the sense that it always appears to produce the same result, independent of initialization. We study the numerical behavior of this procedure, and perform some preliminary experiments with mesh generation.

Technical Paper