SIGGRAPH 2020 Papers

ACM SIGGRAPH Conference

Decision breakdown

221papers

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

  • Poster
    5826.2%
  • Other / unlabeled
    16373.8%

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Learning Temporal Coherence via Self-supervision for GAN-based Video Generation

Mengyu Chu, You Xie, Jonas Mayer, Laura Leal-Taixé, Nils Thuerey

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Our work explores temporal self-supervision for GAN-based video generation tasks. While adversarial training successfully yields generative models for a variety of areas, temporal relationships in the generated data are much less explored. Natural temporal changes are crucial for sequential generation tasks, e.g. video super-resolution and unpaired video translation. For the former, state-of-the-art methods often favor simpler norm losses such as L2 over adversarial training. However, their averaging nature easily leads to temporally smooth results with an undesirable lack of spatial detail. For unpaired video translation, existing approaches modify the generator networks to form spatio-temporal cycle consistencies. In contrast, we focus on improving learning objectives and propose a temporally self-supervised algorithm. For both tasks, we show that temporal adversarial learning is key to achieving temporally coherent solutions without sacrificing spatial detail. We also propose a novel Ping-Pong loss to improve the long-term temporal consistency. It effectively prevents recurrent networks from accumulating artifacts temporally without depressing detailed features. Additionally, we propose a first set of metrics to quantitatively evaluate the accuracy as well as the perceptual quality of the temporal evolution. A series of user studies confirm the rankings computed with these metrics. Code, data, models, and results are provided at https://github.com/thunil/TecoGAN.

Technical Paper
Learned Motion Matching

Daniel Holden, Oussama Kanoun, Maksym Perepichka, Tiberiu Popa

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In this paper we present a learned alternative to the Motion Matching algorithm which retains the positive properties of Motion Matching but additionally achieves the scalability of neural-network-based generative models. Although neural-network-based generative models for character animation are capable of learning expressive, compact controllers from vast amounts of animation data, methods such as Motion Matching still remain a popular choice in the games industry due to their flexibility, predictability, low preprocessing time, and visual quality - all properties which can sometimes be difficult to achieve with neural-network-based methods. Yet, unlike neural networks, the memory usage of such methods generally scales linearly with the amount of data used, resulting in a constant trade-off between the diversity of animation which can be produced and real world production budgets. In this work we combine the benefits of both approaches and, by breaking down the Motion Matching algorithm into its individual steps, show how learned, scalable alternatives can be used to replace each operation in turn. Our final model has no need to store animation data or additional matching meta-data in memory, meaning it scales as well as existing generative models. At the same time, we preserve the behavior of Motion Matching, retaining the quality, control, and quick iteration time which are so important in the industry.

Technical Paper
Langevin Monte Carlo Rendering With Gradient-based Adaptation

Fujun Luan, Shuang Zhao, Kavita Bala, Ioannis Gkioulekas

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We introduce a suite of Langevin Monte Carlo algorithms for efficient photorealistic rendering of scenes with complex light transport effects, such as caustics, interreflections, and occlusions. Our algorithms operate in primary sample space, and use the Metropolis-adjusted Langevin algorithm (MALA) to generate new samples. Drawing inspiration from state-of-the-art stochastic gradient descent procedures, we combine MALA with adaptive preconditioning and momentum schemes that re-use previously-computed first-order gradients, either in an online or in a cache-driven fashion. This combination allows MALA to adapt to the local geometry of the primary sample space, without the computational overhead associated with previous Hessian-based adaptation algorithms. We use the theory of controlled Markov chain Monte Carlo to ensure that these combinations remain ergodic, and are therefore suitable for unbiased Monte Carlo rendering. Through extensive experiments, we show that our algorithms, MALA with online and cache-driven adaptation, can successfully handle complex light transport in a large variety of scenes, leading to improved performance (on average more than 3× variance reduction at equal time, and 7× for motion blur) compared to state-of-the-art Markov chain Monte Carlo rendering algorithms.

Technical Paper
Lagrangian Neural Style Transfer for Fluids

Byungsoo Kim, Vinicius C. Azevedo, Markus Gross, Barbara Solenthaler

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Artistically controlling the shape, motion and appearance of fluid simulations pose major challenges in visual effects production. In this paper, we present a neural style transfer approach from images to 3D fluids formulated in a Lagrangian viewpoint. Using particles for style transfer has unique benefits compared to grid-based techniques. Attributes are stored on the particles and hence are trivially transported by the particle motion. This intrinsically ensures temporal consistency of the optimized stylized structure and notably improves the resulting quality. Simultaneously, the expensive, recursive alignment of stylization velocity fields of grid approaches is unnecessary, reducing the computation time to less than an hour and rendering neural flow stylization practical in production settings. Moreover, the Lagrangian representation improves artistic control as it allows for multi-fluid stylization and consistent color transfer from images, and the generality of the method enables stylization of smoke and liquids likewise.

Technical Paper
Kinetic Shape Reconstruction

Jean-Philippe Bauchet, Florent Lafarge

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Converting point clouds into concise polygonal meshes in an automated manner is an enduring problem in computer graphics. Prior works, which typically operate by assembling planar shapes detected from input points, largely overlooked the scalability issue of processing a large number of shapes. As a result, they tend to produce overly simplified meshes with assembling approaches that can hardly digest more than 100 shapes in practice. We propose a shape assembling mechanism that is at least one order of magnitude more efficient, both in time and in number of processed shapes. Our key idea relies upon the design of a kinetic data structure for partitioning the space into convex polyhedra. Instead of slicing all the planar shapes exhaustively as prior methods, we create a partition where shapes grow at constant speed until colliding and forming polyhedra. This simple idea produces a lighter yet meaningful partition with a lower algorithmic complexity than an exhaustive partition. A watertight polygonal mesh is then extracted from the partition with a min-cut formulation. We demonstrate the robustness and efficacy of our algorithm on a variety of objects and scenes in terms of complexity, size, and acquisition characteristics. In particular, we show the method can both faithfully represent piecewise planar structures and approximate freeform objects while offering high resilience to occlusions and missing data.

TOG Paper
Inverse Procedural Modeling of Branching Structures by Inferring L-Systems

Jianwei Guo, Haiyong Jiang, Bedrich Benes, Oliver Deussen, Xiaopeng Zhang, Dani Lischinski, Hui Huang

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We introduce an inverse procedural modeling approach that learns L-system representations of pixel images with branching structures. Our fully automatic model generates a compact set of textual rewriting rules that describe the input. We use deep learning to discover atomic structures such as line segments or branchings. Orientation and scaling of these structures are determined and the detected structures are combined into a tree. The initial representation is analyzed, and repeating parts are encoded into a small grammar by using greedy optimization while the user can control the size of the detected rules. The output is an L-system that represents the input image as a simple text and a set of terminal symbols. We apply our approach to a variety of examples, demonstrate its robustness against noise and blur, and we show that it can detect user sketches and complex input structures.

TOG Paper
Interferometric Transmission Probing with Coded Mutual Intensity

Alankar Kotwal, Anat Levin, Ioannis Gkioulekas

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We introduce a new interferometric imaging methodology that we term interferometry with coded mutual intensity, which allows selectively imaging photon paths based on attributes such as their length and endpoints. At the core of our methodology is a new technical result that shows that manipulating the spatial coherence properties of the light source used in an interferometric system is equivalent, through a Fourier transform, to implementing light path probing patterns. These patterns can be applied to either the coherent transmission matrix, or the incoherent light transport matrix describing the propagation of light in a scene. We test our theory by building a prototype inspired by the Michelson interferometer, extended to allow for programmable phase and amplitude modulation of the illumination injected in the interferometer. We use our prototype to perform experiments such as visualizing complex fields, capturing direct and global transport components, acquiring light transport matrices, and performing anisotropic descattering, both in steady-state imaging and, by combining our technique with optical coherence tomography, in transient imaging.

Technical Paper
Interactive Video Stylization Using Few-shot Patch-based Training

Ondřej Texler, David Futschik, Michal Kučera, Ondřej Jamriška, Šárka Sochorová, Menglei Chai, Sergey Tulyakov, Daniel Sýkora

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In this paper, we present a learning-based method to the keyframe-based video stylization that allows an artist to propagate the style from a few selected keyframes to the rest of the sequence. Its key advantage is that the resulting stylization is semantically meaningful, i.e., specific parts of moving objects are stylized according to the artist's intention. In contrast to previous style transfer techniques, our approach does not require any lengthy pre-training process nor a large training dataset. We demonstrate how to train an appearance translation network from scratch using only a few stylized exemplars while implicitly preserving temporal consistency. This leads to a video stylization framework that supports real-time inference, parallel processing, and random access to an arbitrary output frame. It can also merge the content from multiple keyframes without the need to perform an explicit blending operation. We demonstrate its practical utility in various interactive scenarios, where the user paints over a selected keyframe and sees her style transferred to an existing recorded sequence or a live video stream.

Technical Paper
Inter-surface Maps via Constant-curvature Metrics

Patrick Schmidt, Marcel Campen, Janis Born, Leif Kobbelt

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We propose a novel approach to represent maps between two discrete surfaces of the same genus and to minimize intrinsic mapping distortion. Our maps are well-defined at every surface point and are guaranteed to be continuous bijections (surface homeomorphisms). As a key feature of our approach, only the images of vertices need to be represented explicitly, since the images of all other points (on edges or in faces) are properly defined implicitly. This definition is via unique geodesics in metrics of constant Gaussian curvature. Our method is built upon the fact that such metrics exist on surfaces of arbitrary topology, without the need for any cuts or cones (as asserted by the uniformization theorem). Depending on the surfaces' genus, these metrics exhibit one of the three classical geometries: Euclidean, spherical or hyperbolic. Our formulation handles constructions in all three geometries in a unified way. In addition, by considering not only the vertex images but also the discrete metric as degrees of freedom, our formulation enables us to simultaneously optimize the images of these vertices and images of all other points.

Technical Paper
Inside-out Tracking Controller for VR/AR HMD Using Image Recognition With Smartphones

Keisuke Hattori, Tatsunori Hirai

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To smoothly operate an HMD controller in the 3D space, a variety of operation methods that are linked to the real hand movements have been proposed. Many controller recognition methods are based on outside-in tracking. Therefore, those controllers have the disadvantage that it cannot be operated if it moves into the occluded area from the sensor. In this paper, we propose an inside-out controller for HMD using a smartphone that can estimate its own position and the angle via image recognition. This is a system that transmits the controller’s 6DoF(six degrees of freedom) information to the HMD and performs raycasting based on the 6DoF information. Wherever the controller is located, the user can operate it. This method covers the disadvantages of existing HMD controllers.

Poster
Immersive Light Field Video With a Layered Mesh Representation

Michael Broxton, John Flynn, Ryan Overbeck, Daniel Erickson, Peter Hedman, Matthew Duvall, Jason Dourgarian, Jay Busch, Matt Whalen, Paul Debevec

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We present a system for capturing, reconstructing, compressing, and rendering high quality immersive light field video. We accomplish this by leveraging the recently introduced DeepView view interpolation algorithm, replacing its underlying multi-plane image (MPI) scene representation with a collection of spherical shells that are better suited for representing panoramic light field content. We further process this data to reduce the large number of shell layers to a small, fixed number of RGBA+depth layers without significant loss in visual quality. The resulting RGB, alpha, and depth channels in these layers are then compressed using conventional texture atlasing and video compression techniques. The final compressed representation is lightweight and can be rendered on mobile VR/AR platforms or in a web browser. We demonstrate light field video results using data from the 16-camera rig of [Pozo et al. 2019] as well as a new low-cost hemispherical array made from 46 synchronized action sports cameras. From this data we produce 6 degree of freedom volumetric videos with a wide 70 cm viewing baseline, 10 pixels per degree angular resolution, and a wide field of view, at 30 frames per second video frame rates. Advancing over previous work, we show that our system is able to reproduce challenging content such as view-dependent reflections, semi-transparent surfaces, and near-field objects as close as 34 cm to the surface of the camera rig.

Technical Paper
Image-based Acquisition and Modeling of Polarimetric Reflectance

Seung-Hwan Baek, Tizian Zeltner, Hyun Jin Ku, Inseung Hwang, Xin Tong, Wenzel Jakob, Min H. Kim

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Realistic modeling of the bidirectional reflectance distribution function (BRDF) of scene objects is a vital prerequisite for any type of physically based rendering. In the last decades, the availability of databases containing real-world material measurements has fueled considerable innovation in the development of such models. However, previous work in this area was mainly focused on increasing the visual realism of images, and hence ignored the effect of scattering on the polarization state of light, which is normally imperceptible to the human eye. Existing databases thus only capture scattered flux, or polarimetric BRDF datasets are too directionally sparse (e.g., in-plane) to be usable for simulation. While subtle to human observers, polarization is easily perceived by any optical sensor (e.g., using polarizing filters), providing a wealth of additional information about shape and material properties of the object under observation. Given the increasing application of rendering in the solution of inverse problems via analysis-by-synthesis and differentiation, the ability to realistically model polarized radiative transport is thus highly desirable. Polarization depends on the wavelength of the spectrum, and thus we provide the first polarimetric BRDF (pBRDF) dataset that captures the polarimetric properties of real-world materials over the full angular domain, and at multiple wavelengths. Acquisition of such reflectance data is challenging due to the extremely large space of angular, spectral, and polarimetric configurations that must be observed, and we propose a scheme combining image-based acquisition with spectroscopic ellipsometry to perform measurements in a realistic amount of time. This process yields raw Mueller matrices, which we subsequently transform into Rusinkiewicz-parameterized pBRDFs that can be used for rendering. Our dataset provides 25 isotropic pBRDFs spanning a wide range of appearances: diffuse/specular, metallic/dielectric, rough/smooth, and different color albedos, captured in five wavelength ranges covering the visible spectrum. We demonstrate usage of our data-driven pBRDF model in a physically based renderer that accounts for polarized interreflection, and we investigate the relationship of polarization and material appearance, providing insights into the behavior of characteristic real-world pBRDFs.

Technical Paper
IQ-MPM: An Interface Quadrature Material Point Method for Non-sticky Strongly Two-way Coupled Nonlinear Solids and Fluids

Yu Fang, Ziyin Qu, Minchen Li, Xinxin Zhang, Yixin Zhu, Mridul Aanjaneya, Chenfanfu Jiang

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We propose a novel scheme for simulating two-way coupled interactions between nonlinear elastic solids and incompressible fluids. The key ingredient of this approach is a ghost matrix operator-splitting scheme for strongly coupled nonlinear elastica and incompressible fluids through the weak form of their governing equations. This leads to a stable and efficient method handling large time steps under the CFL limit while using a single monolithic solve for the coupled pressure fields, even in the case with highly nonlinear elastic solids. The use of the Material Point Method (MPM) is essential in the designing of the scheme, it not only preserves discretization consistency with the hybrid Lagrangian-Eulerian fluid solver, but also works naturally with our novel interface quadrature (IQ) discretization for free-slip boundary conditions. While traditional MPM suffers from sticky numerical artifacts, our framework naturally supports discontinuous tangential velocities at the solid-fluid interface. Our IQ discretization results in an easy-to-implement, fully particle-based treatment of the interfacial boundary, avoiding the additional complexities associated with intermediate level set or explicit mesh representations. The efficacy of the proposed scheme is verified by various challenging simulations with fluid-elastica interactions.

Technical Paper
ICF: A Shape-based 3D Segmentation Method

Koji Kobayashi, Takafumi Aoki, Koichi Ito

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As a new method that can contribute to 3D shape analysis, we propose Incremental Contour Flow (ICF), which divides a 3D object into segments separated by boundary surfaces at narrow parts. ICF utilizes a property of distance transform that generates local maxima in a center of swollen part and bottleneck-like structures in a narrow part. Core of segment is defined as a local maximum layer that has a higher value than surrounding layers in a layer structure generated by converting the distance values to integers. Voxels in a surrounding layer of a core are added to the core incrementally, thereby 3D voxels are grouped to as many segments as the cores. As shown in an example to be discussed, ICF can generates combined soap bubble-like boundary surfaces from a 3D object made from merged three spheres. Since human organs tend to be distinguished by its shape in medical 3D images, ICF can be useful in the medical imaging applications.

Poster
Hybrid MBlur: Using Ray Tracing to Solve the Partial Occlusion Artifacts in Real-time Rendering of Motion Blur Effect

Yu Wei Tan, Xiaohan Cui, Anand Bhojan

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For a foreground object in motion, details of its background which would otherwise be hidden are uncovered through its inner blur. This paper presents a novel hybrid motion blur rendering technique combining post-process image filtering and hardware-accelerated ray tracing. In each frame, we advance rays recursively into the scene to retrieve background information for inner blur regions and apply a post-process filtering pass on the ray-traced background and rasterized colour before compositing them together. Our approach achieves more accurate partial occlusion semi-transparencies for moving objects while maintaining interactive frame rates.

Poster
Hybrid DoF: Ray-traced and Post-processed Hybrid Depth of Field Effect for Real-time Rendering

Yu Wei Tan, Nicholas Chua, Nathan Biette, Anand Bhojan

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Depth of Field (DoF) in games is usually achieved as a post-process effect by blurring pixels in the sharp rasterized image based on the defined focus plane. This paper describes a novel real-time DoF technique that uses ray tracing with image filtering to achieve more accurate partial occlusion semi-transparencies on edges of blurry foreground geometry. This hybrid rendering technique leverages ray tracing hardware acceleration as well as spatio-temporal reconstruction techniques to achieve interactive frame rates.

Poster