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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Discrete Conformal Equivalence of Polyhedral Surfaces

Mark Gillespie, Boris Springborn, Keenan Crane

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This paper describes a numerical method for surface parameterization, yielding maps that are locally injective and discretely conformal in an exact sense. Unlike previous methods for discrete conformal parameterization, the method is guaranteed to work for any manifold triangle mesh, with no restrictions on triangulatiothat each task can be formulated as a convex problem where the triangulation is allowed to change---we complete the picture by introducing the machinery needed to actually construct a discrete conformal map. In particular, we introduce a new scheme for tracking correspondence between triangulations based on normal coordinates, and a new interpolation procedure based on layout in the light cone. Stress tests involving difficult cone configurations and near-degenerate triangulations indicate that the method is extremely robust in practice, and provides high-quality interpolation even on meshes with poor elements.

Technical Paper
Discovering Diverse Athletic Jumping Strategies

Zhiqi Yin, Zeshi Yang, Michiel van de Panne, KangKang Yin

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We present a framework that enables the discovery of diverse and natural-looking motion strategies for athletic skills such as the high jump. The strategies are realized as control policies for physics-based characters. Given a task objective and an initial character configuration, the combination of physics simulation and deep reinforcement learning (DRL) provides a suitable starting point for automatic control policy training. To facilitate the learning of realistic human motions, we propose a Pose Variational Autoencoder (P-VAE) to constrain the actions to a subspace of natural poses. In contrast to motion imitation methods, a rich variety of novel strategies can naturally emerge by exploring initial character states through a sample-efficient Bayesian diversity search (BDS) algorithm. A second stage of optimization that encourages novel policies can further enrich the unique strategies discovered. Our method allows for the discovery of diverse and novel strategies for athletic jumping motions such as high jumps and obstacle jumps with no motion examples and less reward engineering than prior work.

Technical Paper
Dirty Pixels: Towards End-to-end Image Processing and Perception

Steven Diamond, Vincent Sitzmann, Frank Julca-Aguilar, Stephen Boyd, Gordon Wetzstein, Felix Heide

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Real-world, imaging systems acquire measurements that are degraded by noise, optical aberrations, and other imperfections that make image processing for human viewing and higher-level perception tasks challenging. Conventional cameras address this problem by compartmentalizing imaging from high-level task processing. As such, conventional imaging involves processing the RAW sensor measurements in a sequential pipeline of steps, such as demosaicking, denoising, deblurring, tone-mapping, and compression. This pipeline is optimized to obtain a visually pleasing image. High-level processing, however, involves steps such as feature extraction, classification, tracking, and fusion. While this silo-ed design approach allows for efficient development, it also dictates compartmentalized performance metrics without knowledge of the higher-level task of the camera system. For example, today’s demosaicking and denoising algorithms are designed using perceptual image quality metrics but not with domain-specific tasks such as object detection in mind. We propose an end-to-end differentiable architecture that jointly performs demosaicking, denoising, deblurring, tone-mapping, and classification (see Figure 1). The architecture does not require any intermediate losses based on perceived image quality and learns processing pipelines whose outputs differ from those of existing ISPs optimized for perceptual quality, preserving fine detail at the cost of increased noise and artifacts. We show that state-of-the-art ISPs discard information that is essential in corner cases, such as extremely low-light conditions, where conventional imaging and perception stacks fail. We demonstrate on captured and simulated data that our model substantially improves perception in low light and other challenging conditions, which is imperative for real-world applications such as autonomous driving, robotics, and surveillance. Finally, we found that the proposed model also achieves state-of-the-art accuracy when optimized for image reconstruction in low-light conditions, validating the architecture itself as a potentially useful drop-in network for reconstruction and analysis tasks beyond the applications demonstrated in this work. Our proposed models, datasets, and calibration data are available at https://github.com/princeton-computational-imaging/DirtyPixels.

TOG Paper
Direct Delta Mush Skinning Compression With Continuous Examples

Binh Huy Le, Keven Villeneuve, Carlos Gonzalez-Ochoa

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Direct Delta Mush (DDM) is a high-quality, direct skinning method with a low setup cost. However, its storage and run-time computing cost are relatively high for two reasons: its skinning weights are 4 X 4 matrices instead of scalars like other direct skinning methods, and its computation requires one 3 X 3 Singular Value Decomposition per vertex. In this paper, we introduce a compression method that takes a DDM model and splits it into two layers: the first layer is a smaller DDM model that computes a set of virtual bone transformations and the second layer is a Linear Blend Skinning model that computes per-vertex transformations from the output of the first layer. The two-layer model can approximate the deformation of the original DDM model with significantly lower costs. Our main contribution is a novel problem formulation for the DDM compression based on a continuous example-based technique, in which we minimize the compression error on an uncountable set of example poses. This formulation provides an elegant metric for the compression error and simplifies the problem to the common linear matrix factorization. Our formulation also takes into account the skeleton hierarchy of the model, the bind pose, and the range of motions. In addition, we propose a new update rule to optimize DDM weights of the first layer and a modification to resolve the floating-point cancellation issue of DDM.

Technical Paper
Differentiable Compound Optics and Processing Pipeline Optimization for End-to-end Camera Design

Ethan Tseng, Ali Mosleh, Fahim Mannan, Karl St-Arnaud, Avinash Sharma, Yifan (Evan) Peng, Alexander Braun, Derek Nowrouzezahrai, Jean-Francois Lalonde, Felix Heide

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Most modern commodity imaging systems we use directly for photography—or indirectly rely on for downstream applications—employ optical systems of multiple lenses that must balance deviations from perfect optics, manufacturing constraints, tolerances, cost, and footprint. Although optical designs often have complex interactions with downstream image processing or analysis tasks, today’s compound optics are designed in isolation from these interactions. Existing optical design tools aim to minimize optical aberrations, such as deviations from Gauss’ linear model of optics, instead of application-specific losses, precluding joint optimization with hardware image signal processing (ISP) and highly parameterized neural network processing. In this article, we propose an optimization method for compound optics that lifts these limitations. We optimize entire lens systems jointly with hardware and software image processing pipelines, downstream neural network processing, and application-specific end-to-end losses. To this end, we propose a learned, differentiable forward model for compound optics and an alternating proximal optimization method that handles function compositions with highly varying parameter dimensions for optics, hardware ISP, and neural nets. Our method integrates seamlessly atop existing optical design tools, such as Zemax. We can thus assess our method across many camera system designs and end-to-end applications. We validate our approach in an automotive camera optics setting—together with hardware ISP post processing and detection—outperforming classical optics designs for automotive object detection and traffic light state detection. For human viewing tasks, we optimize optics and processing pipelines for dynamic outdoor scenarios and dynamic low-light imaging. We outperform existing compartmentalized design or fine-tuning methods qualitatively and quantitatively, across all domain-specific applications tested.

TOG Paper
DiffAqua: A Differentiable Computational Design Pipeline for Soft Underwater Swimmers with Shape Interpolation

Pingchuan Ma, Tao Du, John Z. Zhang, Kui Wu, Andrew Spielberg, Robert K. Katzschmann, Wojciech Matusik

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The computational design of soft underwater swimmers is challenging because of the high degrees of freedom in soft-body modeling. In this paper, we present a differentiable pipeline for co-designing a soft swimmer's geometry and controller. Our pipeline unlocks gradient-based algorithms for discovering novel swimmer designs more efficiently than traditional gradient-free solutions. We propose Wasserstein barycenters as a basis for the geometric design of soft underwater swimmers since it is differentiable and can naturally interpolate between bio-inspired base shapes via optimal transport. By combining this design space with differentiable simulation and control, we can efficiently optimize a soft underwater swimmer's performance with fewer simulations than baseline methods. We demonstrate the efficacy of our method on various design problems such as fast, stable, and energy-efficient swimming and demonstrate applicability to multi-objective design.

Technical Paper
Developable Surface Segmentation for CAD Models

Zheng Zeng, Xiaohong Jia, Liyong Shen, Pengbo Bo

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We present a novel method to segment CAD models into developable patches by detecting curve-like features on Gauss images of the corresponding patches. A region-growing approach is employed to detect planar and curved developable patches. The Gauss image of each segmented patch is constrained to be curve-like via principal component analysis and Pearson correlation analysis. Experimental results demonstrate that our approach generates nice results on CAD models with all kinds of developable surfaces.

Poster
Designing an Encoder for StyleGAN Image Manipulation

Omer Tov, Yuval Alaluf, Yotam Nitzan, Or Patashnik, Daniel Cohen-Or

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Recently, there has been a surge of diverse methods for performing image editing by employing pre-trained unconditional generators. Applying these methods on real images, however, remains a challenge, as it necessarily requires the inversion of the images into their latent space. To successfully invert a real image, one needs to find a latent code that reconstructs the input image accurately, and more importantly, allows for its meaningful manipulation. In this paper, we carefully study the latent space of StyleGAN, the state-of-the-art unconditional generator. We identify and analyze the existence of a distortion-editability tradeoff and a distortion-perception tradeoff within the StyleGAN latent space. We then suggest two principles for designing encoders in a manner that allows one to control the proximity of the inversions to regions that StyleGAN was originally trained on. We present an encoder based on our two principles that is specifically designed for facilitating editing on real images by balancing these tradeoffs. By evaluating its performance qualitatively and quantitatively on numerous challenging domains, including cars and horses, we show that our inversion method, followed by common editing techniques, achieves superior real-image editing quality, with only a small reconstruction accuracy drop.

Technical Paper
Designing Actuation Systems for Animatronic Figures via Globally Optimal Discrete Search

Simon Huber, Roi Poranne, Stelian Coros

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We present an algorithmic approach to designing animatronic figures - expressive robotic characters whose movements are driven by a large number of actuators. The input to our design system provides a high-level specification of the space of motions the character should be able to perform. The output consists of a fully functional mechatronic blueprint. We cast the design task as a search problem in a vast combinatorial space of possible solutions. To find an optimal design in this space, we propose an efficient best-first search algorithm that is guided by an admissible heuristic. The objectives guiding the search process demand that the design remains free of singularities and self-collisions at any point in the high-dimensional space of motions the character is expected to be able to execute. To identify worst-case self-collision scenarios for multi degree-of-freedom closed-loop mechanisms, we additionally develop an elegant technique inspired by the concept of adversarial attacks. We demonstrate the efficacy of our approach by creating designs for several animatronic figures of varying complexity.

Technical Paper
DeepFormableTag: End-to-end Generation and Recognition of Deformable Fiducial Markers

Mustafa B. Yaldiz, Andreas Meuleman, Hyeonjoong Jang, Hyunho Ha, Min H. Kim

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Fiducial markers have been broadly used to identify objects or embed messages that can be detected by a camera. Primarily, existing detection methods assume that markers are printed on ideally planar surfaces. The size of a message or identification code is limited by the spatial resolution of binary patterns in a marker. Markers often fail to be recognized due to various imaging artifacts of optical/perspective distortion and motion blur. To overcome these limitations, we propose a novel deformable fiducial marker system that consists of three main parts: First, a fiducial marker generator creates a set of free-form color patterns to encode significantly large-scale information in unique visual codes. Second, a differentiable image simulator creates a training dataset of photorealistic scene images with the deformed markers, being rendered during optimization in a differentiable manner. The rendered images include realistic shading with specular reflection, optical distortion, defocus and motion blur, color alteration, imaging noise, and shape deformation of markers. Lastly, a trained marker detector seeks the regions of interest and recognizes multiple marker patterns simultaneously via inverse deformation transformation. The deformable marker creator and detector networks are jointly optimized via the differentiable photorealistic renderer in an end-to-end manner, allowing us to robustly recognize a wide range of deformable markers with high accuracy. Our deformable marker system is capable of decoding 36-bit messages successfully at ~29 fps with severe shape deformation. Results validate that our system significantly outperforms the traditional and data-driven marker methods. Our learning-based marker system opens up new interesting applications of fiducial markers, including cost-effective motion capture of the human body, active 3D scanning using our fiducial markers' array as structured light patterns, and robust augmented reality rendering of virtual objects on dynamic surfaces.

Technical Paper
DeepFaceEditing: Deep Face Generation and Editing With Disentangled Geometry and Appearance Control

Shu-Yu Chen, Feng-Lin Liu, Yu-Kun Lai, Paul Rosin, Chun-Peng Li, Hongbo Fu, Lin Gao

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Recent facial image synthesis methods have been mainly based on conditional generative models. Sketch-based conditions can effectively describe the geometry of faces, including the contours of facial components, hair structures, as well as salient edges (e.g., wrinkles) on face surfaces but lack effective control of appearance, which is influenced by color, material, lighting condition, etc. To have more control of generated results, one possible approach is to apply existing disentangling works to disentangle face images into geometry and appearance representations. However, existing disentangling methods are not optimized for human face editing, and cannot achieve fine control of facial details such as wrinkles. To address this issue, we propose DeepFaceEditing, a structured disentanglement framework specifically designed for face images to support face generation and editing with disentangled control of geometry and appearance. We adopt a local-to-global approach to incorporate the face domain knowledge: local component images are decomposed into geometry and appearance representations, which are fused consistently using a global fusion module to improve generation quality. We exploit sketches to assist in extracting a better geometry representation, which also supports intuitive geometry editing via sketching. The resulting method can either extract the geometry and appearance representations from face images, or directly extract the geometry representation from face sketches. Such representations allow users to easily edit and synthesize face images, with decoupled control of their geometry and appearance. Both qualitative and quantitative evaluations show the superior detail and appearance control abilities of our method compared to state-of-the-art methods.

Technical Paper
Deep Relightable Appearance Models for Animatable Faces

Sai Bi, Stephen Lombardi, Shunsuke Saito, Tomas Simon, Shih-En Wei, Kevyn McPhail, Ravi Ramamoorthi, Yaser Sheikh, Jason Saragih

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We present a method for building high-fidelity animatable 3D face models that can be posed and rendered with novel lighting environments in real-time. Our main insight is that relightable models trained to produce an image lit from a single light direction can generalize to natural illumination conditions but are computationally expensive to render. On the other hand, efficient, high-fidelity face models trained with point-light data do not generalize to novel lighting conditions. We leverage the strengths of each of these two approaches. We first train an expensive but generalizable model on point-light illuminations, and use it to generate a training set of high-quality synthetic face images under natural illumination conditions. We then train an efficient model on this augmented dataset, reducing the generalization ability requirements. As the efficacy of this approach hinges on the quality of the synthetic data we can generate, we present a study of lighting pattern combinations for dynamic captures and evaluate their suitability for learning generalizable relightable models. Towards achieving the best possible quality, we present a novel approach for generating dynamic relightable faces that exceeds state-of-the-art performance. Our method is capable of capturing subtle lighting effects and can even generate compelling near-field relighting despite being trained exclusively with far-field lighting data. Finally, we motivate the utility of our model by animating it with images captured from VR-headset mounted cameras, demonstrating the first system for face-driven interactions in VR that uses a photorealistic relightable face model.

Technical Paper
DAG Amendment for Inverse Control of Parametric Shapes

Élie Michel, Tamy Boubekeur

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Parametric shapes model objects as programs producing a geometry based on a few semantic degrees of freedom, called hyper-parameters. These shapes are the typical output of non-destructive modeling, CAD modeling or rigging. However they suffer from the core issue of being manipulated only indirectly, through a series of values rather than the geometry itself. In this paper, we introduce an amendment process of the underlying direct acyclic graph (DAG) of a parametric shape. This amendment enables a local differentiation of the shape w.r.t. its hyper-parameters that we leverage to provide interactive direct manipulation of the output. By acting on the shape synthesis process itself, our method is agnostic to the variations of the connectivity and topology that may occur in its output while changing the input hyper-parameters. Furthermore, our method is oblivious to the internal logic of the DAG nodes. We illustrate our approach on a collection of examples combining the typical nodes found in modern parametric modeling packages - such as deformation, booleans and surfacing operators - for which our method provides the user with inverse control over the hyper-parameters through a brush stroke metaphor.

Technical Paper
Cross Sample Similarity for Stable Training of GAN

Jung Eun Lee, Seungkyu Lee

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Recently attention network finding similarity in non-local area within a 2D image has shown outstanding improvement in multi-class generation task in GAN. However it frequently shows unstable training state sometimes falling in mode collapse. We propose cross sample similarity loss to penalize similar features of fake samples that are rarely observed in reals. Proposed method shows improved FID score compared to baseline methods on CelebA, LSUN, and decreased mode collapse on Cifar10[Krizhevsky 2009].

Poster
Creating Crowd Characters Through Procedural Deformation

Nathan Lindig

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Crowd simulations are a popular narrative tool in the entertainment industry and rely heavily on crowd characters for their effectiveness. The traditional processes employed for modeling characters are expensive and impractical for creating crowd character models, leading to the development and use of combinatorial methods. While combinatorial methods are effective at creating large numbers of unique character variations, they lack the flexibility to create characters outside the range of possible variations. This limitation is particularly troublesome in production circumstances that entail frequent fluctuations in character asset requests and in real-time interactive experiences. This is primarily because it is difficult to predetermine the various states in which crowd characters will be rendered. This thesis explores a procedural, parametrically driven system for creating crowd characters that allows for greater flexibility in changing scenarios. This system uses craniofacial anthropometric data - sourced from existing literature - to create a multidimensional parametric structure from which procedurally randomized values can be generated and selected. Once new parametric values are generated, a base craniofacial model is deformed accordingly, resulting in a unique model that represents the parameter values assigned. The results of this method demonstrate the ability of a procedurally driven, craniofacial anthropometric facial deformation system to rapidly and efficiently create a large set of unique crowd character facial models that share a single UV map and polygonal topology. The results of this research indicate such a procedurally driven crowd character creation system would provide artists with the flexibility to quickly iterate and produce desirable results in scenarios such as interactive games.

Poster
Control Strategies for Physically Simulated Characters Performing Two-player Competitive Sports

Jungdam Won, Deepak Gopinath, Jessica Hodgins

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In two-player competitive sports, such as boxing and fencing , athletes often demonstrate efficient and tactical movements during a competition. In this paper, we develop a learning framework that generates control policies for physically simulated athletes who have many degrees-of-freedom. Our framework uses a two step-approach, learning basic skills and learning bout-level strategies, with deep reinforcement learning, which is inspired by the way that people how to learn competitive sports. We develop a policy model based on an encoder-decoder structure that incorporates an autoregressive latent variable, and a mixture-of-experts decoder. To show the effectiveness of our framework, we implemented two competitive sports, boxing and fencing , and demonstrate control policies learned by our framework that can generate both tactical and natural-looking behaviors. We also evaluate the control policies with comparisons to other learning configurations and with ablation studies.

Technical Paper
Constrained Willmore Surfaces

Yousuf Soliman, Albert Chern, Olga Diamanti, Felix Knöppel, Ulrich Pinkall, Peter Schröder

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Smooth curves and surfaces can be characterized as minimizers of squared curvature bending energies subject to constraints. In the univariate case with an isometry (length) constraint this leads to classic non-linear splines. For surfaces, isometry is too rigid a constraint and instead one asks for minimizers of the Willmore (squared mean curvature) energy subject to a conformality constraint. We present an efficient algorithm for (conformally) constrained Willmore surfaces using triangle meshes of arbitrary topology with or without boundary. Our conformal class constraint is based on the discrete notion of conformal equivalence of triangle meshes. The resulting non-linear constrained optimization problem can be solved efficiently using the competitive gradient descent method together with appropriate Sobolev metrics. The surfaces can be represented either through point positions or differential coordinates. The latter enable the realization of abstract metric surfaces without an initial immersion. A versatile toolkit for extrinsic conformal geometry processing, suitable for the construction and manipulation of smooth surfaces, results through the inclusion of additional point, area, and volume constraints.

Technical Paper
Constrained Projective Dynamics: Real-time Simulation of Deformable Objects With Energy-momentum Conservation

Min Hyung Kee, Kiwon Um, WooSeok Jeong, JungHyun Han

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This paper proposes a novel energy-momentum conserving integration method. Adopting Projective Dynamics, the proposed method extends its unconstrained minimization for time integration into the constrained form with the position-based energy-momentum constraints. This resolves the well-known problem of unwanted dissipation of energy and momenta without compromising the real-time performance and simulation stability. The proposed method also enables users to directly control the energy and momenta so as to easily create the vivid deformable and global motions they want, which is a fascinating feature for many real-time applications such as virtual/augmented reality and games.

Technical Paper
Consistent Depth of Moving Objects in Video

Zhoutong Zhang, Forrester Cole, Tali Dekel, Richard Tucker, William T. Freeman

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We present a method to estimate depth of a dynamic scene, containing arbitrary moving objects, from an ordinary video captured with a moving camera. We seek a geometrically and temporally consistent solution to this under-constrained problem: the depth predictions of corresponding points across frames should induce plausible, smooth motion in 3D. We formulate this objective in a new test-time training framework where a depth-prediction CNN is trained in tandem with an auxiliary scene-flow prediction MLP over the entire input video. By recursively unrolling the scene-flow prediction MLP over varying time steps, we compute both short-range scene flow to impose local smooth motion priors directly in 3D, and long-range scene flow to impose multi-view consistency constraints with wide baselines. We demonstrate accurate and temporally coherent results on a variety of challenging videos containing diverse moving objects (pets, people, cars), as well as camera motion. Our depth maps give rise to a number of depth-and-motion aware video editing effects such as object and lighting insertion.

Technical Paper
Computing Minimal Surfaces With Differential Forms

Stephanie Wang, Albert Chern

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We describe a new algorithm that solves a classical geometric problem: Find a surface of minimal area bordered by an arbitrarily prescribed boundary curve. Existing numerical methods face challenges due to the non-convexity of the problem. Using a representation of curves and surfaces via differential forms on the ambient space, we reformulate this problem as a convex optimization. This change of variables overcomes many difficulties in previous numerical attempts and allows us to find the global minimum across all possible surface topologies. The new algorithm is based on differential forms on the ambient space and does not require handling meshes. We adopt the Alternating Direction Method of Multiplier (ADMM) to find global minimal surfaces. The resulting algorithm is simple and efficient: it boils down to an alternation between a Fast Fourier Transform (FFT) and a pointwise shrinkage operation. We also show other applications of our solver in geometry processing such as surface reconstruction.

Technical Paper