SIGGRAPH 2021 Papers

ACM SIGGRAPH Conference

Decision breakdown

221papers

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

  • Poster
    4520.4%
  • Other / unlabeled
    17679.6%

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Seamless Manga Inpainting With Semantics Awareness

Minshan Xie, Menghan Xia, Xueting Liu, Chengze Li, Tien-Tsin Wong

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Manga inpainting fills up the disoccluded pixels due to the removal of dialogue balloons or "sound effect" text. This process is long needed by the industry for the language localization and the conversion to animated manga. It is mostly done manually, as existing methods (mostly for natural image inpainting) cannot produce satisfying results. Manga inpainting is more tricky than natural image inpainting because its highly abstract illustration using structural lines and screentone patterns, which confuses the semantic interpretation and visual content synthesis. In this paper, we present the first manga inpainting method, a deep learning model, that generates high-quality results. Instead of direct inpainting, we propose to separate the complicated inpainting into two major phases, semantic inpainting and appearance synthesis. This separation eases both the feature understanding and hence the training of the learning model. A key idea is to disentangle the structural line and screentone, that helps the network to better distinguish the structural line and the screentone features for semantic interpretation. Both the visual comparison and the quantitative experiments evidence the effectiveness of our method and justify its superiority over existing state-of-the-art methods in the application of manga inpainting.

Technical Paper
Screenshots From Screen Photography

Lvmin Zhang, Chengze Li

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Screenshot is a frequently used tool in our daily life, while the screenshot capturing techniques are not much discussed in computer graphics and image processing researches. Capturing a screenshot is not always as easy as it seems. Firstly, the target devices for screenshot capturing must have screenshot software installed or featured in their operating systems. Secondly, the users must have input access to control the screenshot software within the target devices. Thirdly, the target devices must have Internet access or other hardware interfaces (such as USB ports) so that the users can take their screenshots out. When these requirements are not met, people often need to use their smartphones to take photographs in front of the screens as a substitute of screenshots. This allows direct sharing of the screen content, but the fidelity of the obtained content is apparently not as good as software screenshots. Might we be able to achieve a computer graphic solution to directly convert a screen photography to a screenshot, which looks like as if it was taken using software?

Poster
Scalable Visual Simulation of Ductile and Brittle Fracture

Avirup Mandal, Parag Chaudhuri, Subhasis Chaudhuri

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Fracture of solid objects produces debris. Modelling the physics that produces the broken fragments from the original solid requires an increase in the number of degrees of freedom. This causes a huge increase in computational cost for FEM based methods used to model such phenomena. We present a graph-based FEM method that tackles this issue by relabeling the edges of the graph induced in a volumetric mesh, using a damage variable. We reformulate the system dynamics for this relabelled graph in order to simulate the fracture mechanics using FEM without an explosion in the computation cost. Our method therefore requires no remeshing of the volumetric mesh used for computation and this makes it very scalable to high-resolution meshes. We demonstrate that the method can simulate both brittle and ductile fracture.

Poster
Scalable Image-based Indoor Scene Rendering With Reflections

Jiamin Xu, Xiuchao Wu, Zihan Zhu, Weiwei Xu, Yin Yang, Hujun Bao, Qixing Huang

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This paper proposes a novel scalable image-based rendering (IBR) pipeline for indoor scenes with reflections. We make substantial progress towards three sub-problems in IBR, namely, depth and reflection reconstruction, view selection for temporally coherent view-warping, and smooth rendering refinements. First, we introduce a global-mesh-guided alternating optimization algorithm that robustly extracts a two-layer geometric representation. The front and back layers encode the RGB-D reconstruction and the reflection reconstruction, respectively. This representation minimizes the image composition error under novel views, enabling accurate renderings of reflections. Second, we introduce a novel approach to select adjacent views and compute blending weights for smooth and temporal coherent renderings. The third contribution is a supersampling network with a motion vector rectification module that refines the rendering results to improve the final output's temporal coherence. These three contributions together lead to a novel system that produces highly realistic rendering results with various reflections. The rendering quality outperforms state-of-the-art IBR or neural rendering algorithms considerably.

Technical Paper
SWAGAN: A Style-based Wavelet-driven Generative Model

Rinon Gal, Dana Cohen Hochberg, Amit Bermano, Daniel Cohen-Or

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In recent years, considerable progress has been made in the visual quality of Generative Adversarial Networks (GANs). Even so, these networks still suffer from degradation in quality for high-frequency content, stemming from a spectrally biased architecture, and similarly unfavorable loss functions. To address this issue, we present a novel general-purpose Style and WAvelet based GAN (SWAGAN) that implements progressive generation in the frequency domain. SWAGAN incorporates wavelets throughout its generator and discriminator architectures, enforcing a frequency-aware latent representation at every step of the way. This approach, designed to directly tackle the spectral bias of neural networks, yields an improvement in the ability to generate medium and high frequency content, including structures which other networks fail to learn. We demonstrate the advantage of our method by integrating it into the SyleGAN2 framework, and verifying that content generation in the wavelet domain leads to more realistic high-frequency content, even when trained for fewer iterations. Furthermore, we verify that our model's latent space retains the qualities that allow StyleGAN to serve as a basis for a multitude of editing tasks, and show that our frequency-aware approach also induces improved high-frequency performance in downstream tasks.

Technical Paper
SP-GAN: Sphere-guided 3D Shape Generation and Manipulation

Ruihui Li, Xianzhi Li, Ka-Hei Hui, Chi-Wing Fu

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We present SP-GAN, a new unsupervised sphere-guided generative model for direct synthesis of 3D shapes in the form of point clouds. Compared with existing models, SP-GAN is able to synthesize diverse and high-quality shapes with fine details and promote controllability for part-aware shape generation and manipulation, yet trainable without any parts annotations. In SP-GAN, we incorporate a global prior (uniform points on a sphere) to spatially guide the generative process and attach a local prior (a random latent code) to each sphere point to provide local details. The key insight in our design is to disentangle the complex 3D shape generation task into a global shape modeling and a local structure adjustment, to ease the learning process and enhance the shape generation quality. Also, our model forms an implicit dense correspondence between the sphere points and points in every generated shape, enabling various forms of structure-aware shape manipulations such as part editing, part-wise shape interpolation, and multi-shape part composition, etc., beyond the existing generative models. Experimental results, which include both visual and quantitative evaluations, demonstrate that our model is able to synthesize diverse point clouds with fine details and less noise, as compared with the state-of-the-art models.

Technical Paper
SIERE: A Hybrid Semi-implicit Exponential Integrator for Efficiently Simulating Stiff Deformable Objects

Yu Ju Chen, Seung Heon Sheen, Uri Ascher, Dinesh K. Pai

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Physics-based simulation methods for deformable objects suffer limitations due to the conflicting requirements that are placed on them. The work horse semi-implicit (SI) backward Euler method is very stable and inexpensive, but it is also a blunt instrument. It applies heavy damping, which depends on the timestep, to all solution modes and not just to high-frequency ones. As such, it makes simulations less lively, potentially missing important animation details. At the other end of the scale, exponential methods (exponential Rosenbrock Euler (ERE)) are known to deliver good approximations to all modes, but they get prohibitively expensive and less stable for very stiff material. In this article, we devise a hybrid, semi-implicit method called SIERE that allows the previous methods SI and ERE to each perform what they are good at. To do this, we employ at each timestep a partial spectral decomposition, which picks the lower, leading modes, applying ERE in the corresponding subspace. The rest is handled (i.e., effectively damped out) by SI. No solution of nonlinear algebraic equations is required throughout the algorithm. We show that the resulting method produces simulations that are visually as good as those of the exponential method at a computational price that does not increase with stiffness, while displaying stability and damping with respect to the high-frequency modes. Furthermore, the phenomenon of occasional divergence of SI is avoided.

TOG Paper
SANM: A Symbolic Asymptotic Numerical Solver With Applications in Mesh Deformation

Kai Jia

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Solving nonlinear systems is an important problem. Numerical continuation methods efficiently solve certain nonlinear systems. The Asymptotic Numerical Method (ANM) is a powerful continuation method that usually converges faster than Newtonian methods. ANM explores the landscape of the function by following a parameterized solution curve approximated with a high-order power series. Although ANM has successfully solved a few graphics and engineering problems, prior to our work, applying ANM to new problems required significant effort because the standard ANM assumes quadratic functions, while manually deriving the power series expansion for nonquadratic systems is a tedious and challenging task. This paper presents a novel solver, SANM, that applies ANM to solve symbolically represented nonlinear systems. SANM solves such systems in a fully automated manner. SANM also extends ANM to support many nonquadratic operators, including intricate ones such as singular value decomposition. Furthermore, SANM generalizes ANM to support the implicit homotopy form. Moreover, SANM achieves high computing performance via optimized system design and implementation. We deploy SANM to solve forward and inverse elastic force equilibrium problems and controlled mesh deformation problems with a few constitutive models. Our results show that SANM converges faster than Newtonian solvers, requires little programming effort for new problems, and delivers comparable or better performance than a hand-coded, specialized ANM solver. While we demonstrate on mesh deformation problems, SANM is generic and potentially applicable to many tasks.

Technical Paper
Revisiting Integration in the Material Point Method: A Scheme for Easier Separation and Less Dissipation

Yun (Raymond) Fei, Qi Guo, Rundong Wu, Li Huang, Ming Gao

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The material point method (MPM) recently demonstrated its efficacy at simulating many materials and the coupling between them on a massive scale. However, in scenarios containing debris, MPM manifests more dissipation and numerical viscosity than traditional Lagrangian methods. We have two observations from carefully revisiting existing integration methods used in MPM. First, nearby particles would end up with smoothed velocities without recovering momentum for each particle during the particle-grid-particle transfers. Second, most existing integrators assume continuity in the entire domain and advect particles by directly interpolating the positions from deformed nodal positions, which would trap the particles and make them harder to separate. We propose an integration scheme that corrects particle positions at each time step. We demonstrate our method's effectiveness with several large-scale simulations involving brittle materials. Our approach effectively reduces diffusion and unphysical viscosity compared to traditional integrators.

Technical Paper
Reliable Feature-line Driven Quad-remeshing

Nico Pietroni, Stefano Nuvoli, Thomas Alderighi, Paolo Cignoni, Marco Tarini

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We present a new algorithm for the semi-regular quadrangulation of an input surface, driven by its line features, such as sharp creases. We define a perfectly feature-aligned cross-field and a coarse layout of polygonal-shaped patches where we strictly ensure that all the feature-lines are represented as patch boundaries. To be able to consistently do so, we allow non-quadrilateral patches and T-junctions in the layout; the key is the ability to constrain the layout so that it still admits a globally consistent, T-junction-free, and pure-quad internal tessellation of its patches. This requires the insertion of additional irregular-vertices inside patches, but the regularity of the final-mesh is safeguarded by optimizing for both their number and for their reciprocal alignment. In total, our method guarantees the reproduction of feature-lines by construction, while still producing good quality, isometric, pure-quad, conforming meshes, making it an ideal candidate for CAD models. Moreover, the method is fully automatic, requiring no user intervention, and remarkably reliable, requiring little assumptions on the input mesh, as we demonstrate by batch processing the entire Thingi10K repository, with less than 0.5% of the attempted cases failing to produce a usable mesh.

Technical Paper
Reflectance Estimation for Free-viewpoint Video

George Ash, Juraj Tomori, Mike Pelton, Charles Dupont

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We present a method to infer physically-based material properties for free-viewpoint video. Given a multi-camera image feed and reconstructed geometry, our method infers material properties, such as albedo, surface normal, metallic and roughness maps. We use a physically based, differentiable renderer to generate candidate images which are compared against the image feed. Our method searches for material textures which minimise an image-space loss metric between candidate renders and the ground truth image feed. Our method produces results that approximate state of the art reflectance capture, and produces texture maps that are compatible with common real-time and offline shading models.

Poster
Recurrent Video Deblurring With Blur-invariant Motion Estimation and Pixel Volumes

Hyeongseok Son, Junyong Lee, Jonghyeop Lee, Sunghyun Cho, Seungyong Lee

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For the success of video deblurring, it is essential to utilize information from neighboring frames. Most state-of-the-art video deblurring methods adopt motion compensation between video frames to aggregate information from multiple frames that can help deblur a target frame. However, the motion compensation methods adopted by previous deblurring methods are not blur-invariant, and consequently, their accuracy is limited for blurry frames with different blur amounts. To alleviate this problem, we propose two novel approaches to deblur videos by effectively aggregating information from multiple video frames. First, we present blur-invariant motion estimation learning to improve motion estimation accuracy between blurry frames. Second, for motion compensation, instead of aligning frames by warping with estimated motions, we use a pixel volume that contains candidate sharp pixels to resolve motion estimation errors. We combine these two processes to propose an effective recurrent video deblurring network that fully exploits deblurred previous frames. Experiments show that our method achieves the state-of-the-art performance both quantitatively and qualitatively compared to recent methods that use deep learning.

TOG Paper
Real-time Sports Video Analysis for Video Content Viewing With Haptic Information

Masaki Takahashi, Makiko Azuma, Takuya Handa, Taichi Ishiwatari, Masanori Sano, Yuko Yamanouchi

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ACM Reference Format: Masaki Takahashi,MakikoAzuma, TakuyaHanda, Taichi Ishiwatari, Masanori Sano, and Yuko Yamanouchi. 2021. Real-time sports video analysis for video content viewing with haptic information . In Special Interest Group on Computer Graphics and Interactive Techniques Conference Posters (SIGGRAPH ’21 Posters), August 09-13, 2021. ACM, New York, NY, USA, 2 pages. https://doi.org/10.1145/3450618.3469135

Poster
Real-time Projection of Lip Animation Onto Face Masks Using OmniProcam

Luna Takagi, Toshiki Sato, Shio Miyafuji, Hideki Koike

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This paper describes an OmniProcam system, which enables 360 degree horizontal projection by a fisheye lens with a coaxial procam in which the optical axes of the camera and projector are exactly matched. Combined with 2D marker recognition, the OmniProcam can display images onto screens at arbitrary positions in 3D space. As an example application, we developed a system which projects lip animation onto the user’s face masks for better communication at the physical meeting in current COVID-19 situation. The system recognizes the user’s speech, generates the lip animation using Lipsync, and projects the animation onto the user’s face masks.

Poster
Real-time Neural Radiance Caching for Path Tracing

Thomas Müller, Fabrice Rousselle, Jan Novák, Alex Keller

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We present a real-time neural radiance caching method for path-traced global illumination. Our system is designed to handle fully dynamic scenes, and makes no assumptions about the lighting, geometry, and materials. The data-driven nature of our approach sidesteps many difficulties of caching algorithms, such as locating, interpolating, and updating cache points. Since pretraining neural networks to handle novel, dynamic scenes is a formidable generalization challenge, we do away with pretraining and instead achieve generalization via adaptation, i.e. we opt for training the radiance cache while rendering. We employ self-training to provide low-noise training targets and simulate infinite-bounce transport by merely iterating few-bounce training updates. The updates and cache queries incur a mild overhead---about 2.6ms on full HD resolution---thanks to a streaming implementation of the neural network that fully exploits modern hardware. We demonstrate significant noise reduction at the cost of little induced bias, and report state-of-the-art, real-time performance on a number of challenging scenarios.

Technical Paper
Real-time Locally Injective Volumetric Deformation

Wentao Liao, Renjie Chen, Yuchen Hua, Ligang Liu, Ofir Weber

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We present a highly efficient method for interactive volumetric meshless shape deformation. Our method operates within a low dimensional sub-space of shape-aware C∞ harmonic maps, and is the first method that is guaranteed to produce a smooth locally injective deformation in 3D. Unlike mesh-based methods in which local injectivity is enforced on tetrahedral elements, our method enforces injectivity on a sparse set of domain samples. The main difficulty is then to certify the map as locally injective throughout the entire domain. This is done by utilizing the Lipschitz continuity property of the harmonic basis functions. We show a surprising relation between the Lipschitz constant of the smallest singular value of the map Jacobian and the norm of the Hessian. We further carefully derive a Lipschitz constant for the Hessian, and develop a sufficient condition for the injectivity certification. This is done by utilizing the special structure of the harmonic basis functions combined with a novel regularization term that pushes the Lipschitz constants further down. As a result, the injectivity analysis can be performed on a relatively sparse set of samples. Combined with a parallel GPU-based implementation, our method can produce superior deformations with unique quality guarantees at real-time rates which were possible only in 2D so far.

Technical Paper
Real-time Global Illumination Decomposition of Videos

Abhimitra Meka, Mohammad Shafiei, Michael Zollhöfer, Christian Richardt, Christian Theobalt

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We propose the first approach for the decomposition of a monocular color video into direct and indirect illumination components in real time. We retrieve, in separate layers, the contribution made to the scene appearance by the scene reflectance, the light sources, and the reflections from various coherent scene regions to one another. Existing techniques that invert global light transport require image capture under multiplexed controlled lighting or only enable the decomposition of a single image at slow off-line frame rates. In contrast, our approach works for regular videos and produces temporally coherent decomposition layers at real-time frame rates. At the core of our approach are several sparsity priors that enable the estimation of the per-pixel direct and indirect illumination layers based on a small set of jointly estimated base reflectance colors. The resulting variational decomposition problem uses a new formulation based on sparse and dense sets of non-linear equations that we solve efficiently using a novel alternating data-parallel optimization strategy. We evaluate our approach qualitatively and quantitatively and show improvements over the state-of-the-art in this field, in both quality and runtime. In addition, we demonstrate various real-time appearance editing applications for videos with consistent illumination.

TOG Paper
Real-time Deep Dynamic Characters

Marc Habermann, Lingjie Liu, Weipeng Xu, Michael Zollhoefer, Gerard Pons-Moll, Christian Theobalt

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We propose a deep videorealistic 3D human character model displaying highly realistic shape, motion, and dynamic appearance learned in a new weakly supervised way from multi-view imagery. In contrast to previous work, our controllable 3D character displays dynamics, e.g., the swing of the skirt, dependent on skeletal body motion in an efficient data-driven way, without requiring complex physics simulation. Our character model also features a learned dynamic texture model that accounts for photo-realistic motion-dependent appearance details, as well as view-dependent lighting effects. During training, we do not need to resort to difficult dynamic 3D capture of the human; instead we can train our model entirely from multi-view video in a weakly supervised manner. To this end, we propose a parametric and differentiable character representation which allows us to model coarse and fine dynamic deformations, e.g., garment wrinkles, as explicit spacetime coherent mesh geometry that is augmented with high-quality dynamic textures dependent on motion and view point. As input to the model, only an arbitrary 3D skeleton motion is required, making it directly compatible with the established 3D animation pipeline. We use a novel graph convolutional network architecture to enable motion-dependent deformation learning of body and clothing, including dynamics, and a neural generative dynamic texture model creates corresponding dynamic texture maps. We show that by merely providing new skeletal motions, our model creates motion-dependent surface deformations, physically plausible dynamic clothing deformations, as well as video-realistic surface textures at a much higher level of detail than previous state of the art approaches, and even in real-time.

Technical Paper
Real-time 3D Neural Facial Animation From Binocular Video

Chen Cao, Vasu Agrawal, Fernando De la Torre, Lele Chen, Jason Saragih, Tomas Simon, Yaser Sheikh

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We present a method for performing real-time facial animation of a 3D avatar from binocular video. Existing facial animation methods fail to automatically capture precise and subtle facial motions for driving a photo-realistic 3D avatar "in-the-wild" (i.e., variability in illumination, camera noise). The novelty of our approach lies in a light-weight process for specializing a personalized face model to new environments that enables extremely accurate real-time face tracking anywhere. Our method uses a pre-trained high-fidelity personalized model of the face that we complement with a novel illumination model to account for variations due to lighting and other factors often encountered in-the-wild (e.g., facial hair growth, makeup, skin blemishes). Our approach comprises two steps. First, we solve for our illumination model's parameters by applying analysis-by-synthesis on a short video recording. Using the pairs of model parameters (rigid, non-rigid) and the original images, we learn a regression for real-time inference from the image space to the 3D shape and texture of the avatar. Second, given a new video, we fine-tune the real-time regression model with a few-shot learning strategy to adapt the regression model to the new environment. We demonstrate our system's ability to precisely capture subtle facial motions in unconstrained scenarios, in comparison to competing methods, on a diverse collection of identities, expressions, and real-world environments.

Technical Paper
RXMesh: A GPU Mesh Data Structure

Ahmed Mahmoud, Serban D. Porumbescu, John D. Owens

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We propose a new static high-performance mesh data structure for triangle surface meshes on the GPU. Our data structure is carefully designed for parallel execution while capturing mesh locality and confining data access, as much as possible, within the GPU's fast "shared memory." We achieve this by subdividing the mesh into patches and representing these patches compactly using a matrix-based representation. Our patching technique is decorated with ribbons , thin mesh strips around patches that eliminate the need to communicate between different computation thread blocks, resulting in consistent high throughput. We call our data structure RXMesh : Ribbon-matriX Mesh. We hide the complexity of our data structure behind a flexible but powerful programming model that helps deliver high performance by inducing load balance even in highly irregular input meshes. We show the efficacy of our programming model on common geometry processing applications---mesh smoothing and filtering, geodesic distance, and vertex normal computation. For evaluation, we benchmark our data structure against well-optimized GPU and (single and multi-core) CPU data structures and show significant speedups.

Technical Paper