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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Efficient Mask Expansion for Green-Screen Keying Using Color Distributions

Alexandre Derouet-Jourdan, Marc Salvati, Xiaoxiong Xing, Takuro Nishikawa

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Masks are heavily used in image and video processing, particularly in the context of green screen keying. Designing good masks is a difficult task that involves painting over small details of images. Usually, only a rough mask is created. We propose an algorithm to expand such a mask, using color similarity. Our approach is fast, even on 4K images, and compares favorably with standard tools used in keying.

Poster
Editing Fluid Animation Using Flow Interpolation

Syuhei Sato, Yoshinori Dobashi, Tomoyuki Nishita

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The computational cost for creating realistic fluid animations by numerical simulation is generally expensive. In digital production environments, existing precomputed fluid animations are often reused for different scenes in order to reduce the cost of creating scenes containing fluids. However, applying the same animation to different scenes often produces unacceptable results, so the animation needs to be edited. In order to help animators with the editing process, we develop a novel method for synthesizing the desired fluid animations by combining existing flow data. Our system allows the user to place flows at desired positions and combine them. We do this by interpolating velocities at the boundaries between the flows. The interpolation is formulated as a minimization problem of an energy function, which is designed to take into account the inviscid, incompressible Navier-Stokes equations. Our method focuses on smoke simulations defined on a uniform grid. We demonstrate the potential of our method by showing a set of examples, including a large-scale sandstorm created from a few flow data simulated in a small-scale space.

TOG Paper
EasyFont: A Style Learning-Based System to Easily Build Your Large-Scale Handwriting Fonts

Zhouhui Lian, Bo Zhao, Xudong Chen, Jianguo Xiao

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Generating personal handwriting fonts with large amounts of characters is a boring and time-consuming task. For example, the official standard GB18030-2000 for commercial font products consists of 27,533 Chinese characters. Consistently and correctly writing out such huge amounts of characters is usually an impossible mission for ordinary people. To solve this problem, we propose a system, EasyFont, to automatically synthesize personal handwriting for all (e.g., Chinese) characters in the font library by learning style from a small number (as few as 1%) of carefully-selected samples written by an ordinary person. Major technical contributions of our system are twofold. First, we design an effective stroke extraction algorithm that constructs best-suited reference data from a trained font skeleton manifold and then establishes correspondence between target and reference characters via a non-rigid point set registration approach. Second, we develop a set of novel techniques to learn and recover users’ overall handwriting styles and detailed handwriting behaviors. Experiments including Turing tests with 97 participants demonstrate that the proposed system generates high-quality synthesis results, which are indistinguishable from original handwritings. Using our system, for the first time, the practical handwriting font library in a user’s personal style with arbitrarily large numbers of Chinese characters can be generated automatically. It can also be observed from our experiments that recently-popularized deep learning based end-to-end methods are not able to properly handle this task, which implies the necessity of expert knowledge and handcrafted rules for many applications.

TOG Paper
Distortion-Free Wide-Angle Portraits on Camera Phones

YiChang Shih, Wei-Sheng Lai, Chia-Kai Liang

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Photographers take wide-angle shots to enjoy expanding views, group portraits that never miss anyone, or composite subjects with spectacular scenery background. In spite of the rapid proliferation of wide-angle cameras on mobile phones, a wider field-of-view (FOV) introduces a stronger perspective distortion. Most notably, faces are stretched, squished, and skewed, to look vastly different from real-life. Correcting such distortions requires professional editing skills, as trivial manipulations can introduce other kinds of distortions. This paper introduces a new algorithm to undistort faces without affecting other parts of the photo. Given a portrait as an input, we formulate an optimization problem to create a content-aware warping mesh which locally adapts to the stereographic projection on facial regions, and seamlessly evolves to the perspective projection over the background. Our new energy function performs effectively and reliably for a large group of subjects in the photo. The proposed algorithm is fully automatic and operates at an interactive rate on the mobile platform. We demonstrate promising results on a wide range of FOVs from 70° to 120°.

Technical Paper
Display Methods of Projection Augmented Reality Based on Deep Learning Pose Estimation

Hyocheol Ro, YoonJung Park, Jung-Hyun Byun, Tack-Don Han

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In this paper, we propose three display methods for projection-based augmented reality. In spatial augmented reality (SAR), determining where information, objects, or contents are to be displayed is a difficult and important issue. We use deep learning models to estimate user pose and suggest ways to solve the issue based on this data. Finally, each method can be appropriately applied according to various the applications and scenarios.

Poster
Direct Delta Mush Skinning and Variants

Binh Huy Le, JP Lewis

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A significant fraction of the world's population have experienced virtual characters through games and movies, and the possibility of online VR social experiences may greatly extend this audience. At present, the skin deformation for interactive and real-time characters is typically computed using geometric skinning methods. These methods are efficient and simple to implement, but obtaining quality results requires considerable manual "rigging" effort involving trial-and-error weight painting, the addition of virtual helper bones, etc. The recently introduced Delta Mush algorithm largely solves this rig authoring problem, but its iterative computational approach has prevented direct adoption in real-time engines. This paper introduces Direct Delta Mush, a new algorithm that simultaneously improves on the efficiency and control of Delta Mush while generalizing previous algorithms. Specifically, we derive a direct rather than iterative algorithm that has the same ballpark computational form as some previous geometric weight blending algorithms. Straightforward variants of the algorithm are then proposed to further optimize computational and storage cost with insignificant quality losses. These variants are equivalent to special cases of several previous skinning algorithms. Our algorithm simultaneously satisfies the goals of reasonable efficiency, quality, and ease of authoring. Further, its explicit decomposition of rotational and translational effects allows independent control over bending versus twisting deformation, as well as a skin sliding effect.

Technical Paper
DiCE: Dichoptic Contrast Enhancement for VR and Stereo Displays

Fangcheng Zhong, George Koulieris, George Drettakis, Fredo Durand, Martin Banks, Mathieu Chambe, Rafal Mantiuk

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In stereoscopic displays, such as those used in VR/AR headsets, our eyes are presented with two different views. The disparity between the views is typically used to convey depth cues, but it could be also used to enhance image appearance. We devise a novel technique that takes advantage of binocular fusion to boost perceived local contrast and visual quality of images. Since the technique is based on fixed tone curves, it has negligible computational cost and it is well suited for real-time applications, such as VR rendering. To control the trade-off between contrast gain and binocular rivalry, we conduct a series of experiments to explain the factors that dominate rivalry perception in a dichoptic presentation where two images of different contrasts are displayed. With this new finding, we can effectively enhance contrast and control rivalry in mono- and stereoscopic images, and in VR rendering, as confirmed in validation experiments.

Poster
Designing a Full-Body Customizable Haptic Interface Using Two-Dimensional Signal Transmission

Taichi Furukawa, Nobuhisa Hanamitsu, Yoichi Kamiyama, Hideaki Nii, Charalampos Krekoukiotis, Kouta Minamizawa, Akihito Noda, Junko Yamada, Keiichi Kitamura, Daisuke Niwa, Yoshiaki Hirano, Tetsuya Mizuguchi

Expand abstract

The concept of spatial computing has a high potential to augment our lives. We can imagine the expansion of the concept of spatial computing in the future as the expanded visual space will blend into our daily lives. In such a future, how do we feel and interact with another reality that overlaps with real space? We have researched this question from an approach using a haptic interface. We previously developed the Synesthesia Suit[Konishi et al. 2016]. This is a full body haptic suit that extends the VR experience of the game "Rez Infinite". It delivers the visual and musical experience of "Rez" to the whole body, and provides haptic feedback. However, the Synesthesia Suit is difficult to walk around in a physical space, due to the thick cables required for its operation. Basically it is especially suited for VR gaming and it was difficult to apply to spatial computing experience.

Poster
Designing Chain Reaction Contraptions From Causal Graphs

Robin Roussel, Marie-Paule Cani, Jean-Claude Léon, Niloy J. Mitra

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Chain reaction contraptions, commonly referred to as Rube Goldberg machines, achieve simple tasks in an intentionally complex fashion via a cascading sequence of events. They are fun, engaging and satisfying to watch. Physically realizing them, however, involves hours or even days of manual trial-and-error effort. The main difficulties lie in predicting failure factors over long chains of events and robustly enforcing an expected causality between parallel chains, especially under perturbations of the layout. We present a computational framework to help design the layout of such contraptions by optimizing their robustness to possible assembly errors. Inspired by the active learning paradigm in machine learning, we propose a generic sampling-based method to progressively approximate the success probability distribution of a given scenario over the design space of possible scene layouts. The success or failure of any given simulation is determined from a user-specified causal graph enforcing a time ordering between expected events. Our method scales to complex causal graphs and high dimensional design spaces by dividing the graph and scene into simpler sub-scenarios. The aggregated success probability distribution is subsequently used to optimize the entire layout. We demonstrate the use of our framework through a range of real world examples of increasing complexity, and report significant improvements over alternative approaches. Code and fabrication diagrams are available on the project page.

Technical Paper
Delaunay Lofts: A New Class of Space-Filling Shapes

Sai Ganesh Subramanian, Matthew R. Eng, Vinayak Krishnamurthy, ERGUN Akleman

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We have developed an approach to construct and design a new class of space-filling shapes, which we call Delaunay Lofts. Our approach is based on interpolation of a stack of planar tiles whose dual tilings are Delaunay diagrams. We construct control curves that interpolate Delaunay vertices. Voronoi decomposition of the volume using these control curves as Voronoi sites gives us lofted interpolation of original polygons in planar tiles. This, combined with the use of wallpaper symmetries allows for the design of space-filling shapes in 3-space. In the poster exhibition, we will also demonstrate 3D printed examples of the new class of shapes (See Figures 1 and 3).

Poster
Deformation Capture via Soft and Stretchable Sensor Arrays

Oliver Glauser, Daniele Panozzo, Otmar Hilliges, Olga Sorkine-Hornung

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We propose a hardware and software pipeline to fabricate flexible wearable sensors and use them to capture deformations without line-of-sight. Our first contribution is a low-cost fabrication pipeline to embed multiple aligned conductive layers with complex geometries into silicone compounds. Overlapping conductive areas from separate layers form local capacitors that measure dense area changes. Contrary to existing fabrication methods, the proposed technique only requires hardware that is readily available in modern fablabs. While area measurements alone are not enough to reconstruct the full 3D deformation of a surface, they become sufficient when paired with a data-driven prior. A novel semi-automatic tracking algorithm, based on an elastic surface geometry deformation, allows us to capture ground-truth data with an optical mocap system, even under heavy occlusions or partially unobservable markers. The resulting dataset is used to train a regressor based on deep neural networks, directly mapping the area readings to global positions of surface vertices. We demonstrate the flexibility and accuracy of the proposed hardware and software in a series of controlled experiments and design a prototype of wearable wrist, elbow, and biceps sensors, which do not require line-of-sight and can be worn below regular clothing.

TOG Paper
Deferred Neural Rendering: Image Synthesis Using Neural Textures

Justus Thies, Michael Zollhöfer, Matthias Nießner

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The modern computer graphics pipeline can synthesize images at remarkable visual quality; however, it requires well-defined, high-quality 3D content as input. In this work, we explore the use of imperfect 3D content, for instance, obtained from photo-metric reconstructions with noisy and incomplete surface geometry, while still aiming to produce photo-realistic (re-)renderings. To address this challenging problem, we introduce Deferred Neural Rendering, a new paradigm for image synthesis that combines the traditional graphics pipeline with learnable components. Specifically, we propose Neural Textures, which are learned feature maps that are trained as part of the scene capture process. Similar to traditional textures, neural textures are stored as maps on top of 3D mesh proxies; however, the high-dimensional feature maps contain significantly more information, which can be interpreted by our new deferred neural rendering pipeline. Both neural textures and deferred neural renderer are trained end-to-end, enabling us to synthesize photo-realistic images even when the original 3D content was imperfect. In contrast to traditional, black-box 2D generative neural networks, our 3D representation gives us explicit control over the generated output, and allows for a wide range of application domains. For instance, we can synthesize temporally-consistent video re-renderings of recorded 3D scenes as our representation is inherently embedded in 3D space. This way, neural textures can be utilized to coherently re-render or manipulate existing video content in both static and dynamic environments at real-time rates. We show the effectiveness of our approach in several experiments on novel view synthesis, scene editing, and facial reenactment, and compare to state-of-the-art approaches that leverage the standard graphics pipeline as well as conventional generative neural networks.

Technical Paper
Deep-ChildAR Bot: Educational Activities and Safety Care Augmented Reality System With Deep-Learning for Preschool

YoonJung Park, Hyocheol Ro, Tack-Don Han

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We propose a projection-based augmented reality (AR) robot system that provides pervasive support for the education and safety of preschoolers via a deep learning framework. This system can utilize real-world objects as metaphors for educational tools by performing object detection based on deep learning in real-time, and it can help recognize the dangers of real-world objects that may pose risks to children. We designed the system in a simple and intuitive way to provide user-friendly interfaces and interactions for children. Children's experiences through the proposed system can improve their physical, cognitive, emotional, and thinking abilities.

Poster
Deep View Synthesis From Sparse Photometric Images

Zexiang Xu, Sai Bi, Kalyan Sunkavalli, Sunil Hadap, Hao Su, Ravi Ramamoorthi

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The goal of light transport acquisition is to take images from a sparse set of lighting and viewing directions, and combine them to enable arbitrary relighting with changing view. While relighting from sparse images has received significant attention, there has been relatively less progress on view synthesis from a sparse set of "photometric" images---images captured under controlled conditions, lit by a single directional source; we use a spherical gantry to position the camera on a sphere surrounding the object. In this paper, we synthesize novel viewpoints across a wide range of viewing directions (covering a 60° cone) from a sparse set of just six viewing directions. While our approach relates to previous view synthesis and image-based rendering techniques, those methods are usually restricted to much smaller baselines, and are captured under environment illumination. At our baselines, input images have few correspondences and large occlusions; however we benefit from structured photometric images. Our method is based on a deep convolutional network trained to directly synthesize new views from the six input views. This network combines 3D convolutions on a plane sweep volume with a novel per-view per-depth plane attention map prediction network to effectively aggregate multi-view appearance. We train our network with a large-scale synthetic dataset of 1000 scenes with complex geometry and material properties. In practice, it is able to synthesize novel viewpoints for captured real data and reproduces complex appearance effects like occlusions, view-dependent specularities and hard shadows. Moreover, the method can also be combined with previous relighting techniques to enable changing both lighting and view, and applied to computer vision problems like multiview stereo from sparse image sets.

Technical Paper
Deep Inverse Rendering for High-Resolution SVBRDF Estimation From an Arbitrary Number of Images

Duan Gao, Xiao Li, Yue Dong, Pieter Peers, Kun Xu, Xin Tong

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In this paper we present a unified deep inverse rendering framework for estimating the spatially-varying appearance properties of a planar exemplar from an arbitrary number of input photographs, ranging from just a single photograph to many photographs. The precision of the estimated appearance scales from plausible when the input photographs fails to capture all the reflectance information, to accurate for large input sets. A key distinguishing feature of our framework is that it directly optimizes for the appearance parameters in a latent embedded space of spatially-varying appearance, such that no handcrafted heuristics are needed to regularize the optimization. This latent embedding is learned through a fully convolutional auto-encoder that has been designed to regularize the optimization. Our framework not only supports an arbitrary number of input photographs, but also at high resolution. We demonstrate and evaluate our deep inverse rendering solution on a wide variety of publicly available datasets.

Technical Paper
Deep Convolutional Reconstruction for Gradient-Domain Rendering

Markus Kettunen, Erik Härkönen, Jaakko Lehtinen

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It has been shown that rendering in the gradient domain, i.e., estimating finite difference gradients of image intensity using correlated samples, and combining them with direct estimates of pixel intensities by solving a screened Poisson problem, often offers fundamental benefits over merely sampling pixel intensities. The reasons can be traced to the frequency content of the light transport integrand and its interplay with the gradient operator. However, while they often yield state of the art performance among algorithms that are based on Monte Carlo sampling alone, gradient-domain rendering algorithms have, until now, not generally been competitive with techniques that combine Monte Carlo sampling with post-hoc noise removal using sophisticated non-linear filtering. Drawing on the power of modern convolutional neural networks, we propose a novel reconstruction method for gradient-domain rendering. Our technique replaces the screened Poisson solver of previous gradient-domain techniques with a novel dense variant of the U-Net autoencoder, additionally taking auxiliary feature buffers as inputs. We optimize our network to minimize a perceptual image distance metric calibrated to the human visual system. Our results significantly improve the quality obtained from gradient-domain path tracing, allowing it to overtake state-of-the-art comparison techniques that denoise traditional Monte Carlo samplings. In particular, we observe that the correlated gradient samples --- that offer information about the smoothness of the integrand unavailable in standard Monte Carlo sampling --- notably improve image quality compared to an equally powerful neural model that does not make use of gradient samples.

Technical Paper
Decomposed Optimization Time Integrator for Large-Step Elastodynamics

Minchen Li, Ming Gao, Timothy Langlois, Chenfanfu Jiang, Danny M. Kaufman

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Simulation methods are rapidly advancing the accuracy, consistency and controllability of elastodynamic modeling and animation. Critical to these advances, we require efficient time step solvers that reliably solve all implicit time integration problems for elastica. While available time step solvers succeed admirably in some regimes, they become impractically slow, inaccurate, unstable, or even divergent in others --- as we show here. Towards addressing these needs we present the Decomposed Optimization Time Integrator (DOT), a new domain-decomposed optimization method for solving the per time step, nonlinear problems of implicit numerical time integration. DOT is especially suitable for large time step simulations of deformable bodies with nonlinear materials and high-speed dynamics. It is efficient, automated, and robust at large, fixed-size time steps, thus ensuring stable, continued progress of high-quality simulation output. Across a broad range of extreme and mild deformation dynamics, using frame-rate size time steps with widely varying object shapes and mesh resolutions, we show that DOT always converges to user-set tolerances, generally well-exceeding and always close to the best wall-clock times across all previous nonlinear time step solvers, irrespective of the deformation applied.

Technical Paper
CurviSlicer: Slightly Curved Slicing for 3-axis Printers

Jimmy Etienne, Nicolas Ray, Daniele Panozzo, Samuel Hornus, Charlie C. L. Wang, Jonas Martinez-Bayona, Sara McMains, Marc Alexa, Brian Wyvill, Sylvain Lefebvre

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Most additive manufacturing processes fabricate objects by stacking planar layers of solidified material. As a result, produced parts exhibit a so-called staircase effect, which results from sampling slanted surfaces with parallel planes. Using thinner slices reduces this effect, but it always remains visible where layers almost align with the input surfaces. In this research we exploit the ability of some additive manufacturing processes to deposit material slightly out of plane to dramatically reduce these artifacts. We focus in particular on the widespread Fused Filament Fabrication (FFF) technology, since most printers in this category can deposit along slightly curved paths, under deposition slope and thickness constraints. Our algorithm curves the layers, making them either follow the natural slope of the input surface or on the contrary, make them intersect the surfaces at a steeper angle thereby improving the sampling quality. Rather than directly computing curved layers, our algorithm optimizes for a deformation of the model which is then sliced with a standard planar approach. We demonstrate that this approach enables us to encode all fabrication constraints, including the guarantee of generating collision-free toolpaths, in a convex optimization that can be solved using a QP solver. We produce a variety of models and compare print quality between curved deposition and planar slicing.

Technical Paper