SIGGRAPH 2022 Papers

ACM SIGGRAPH Conference

Decision breakdown

313papers

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

  • Poster
    6621.1%
  • Other / unlabeled
    24778.9%

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Generative GaitNet

Jungnam Park, Sehee Min, Phil Sik Chang, Jaedong Lee, Moon Seok Park, Jehee Lee

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Understanding the relation between anatomy and gait is key to successful predictive gait simulation. In this paper, we present Generative GaitNet, which is a novel network architecture based on deep reinforcement learning for controlling a comprehensive, full-body, musculoskeletal model with 304 Hill-type musculotendons. The Generative GaitNet is a pre-trained, integrated system of artificial neural networks learned in a 618-dimensional continuous domain of anatomy conditions (e.g., mass distribution, body proportion, bone deformity, and muscle deficits) and gait conditions (e.g., stride and cadence). The pre-trained GaitNet takes anatomy and gait conditions as input and generates a series of gait cycles appropriate to the conditions through physics-based simulation. We will demonstrate the efficacy and expressive power of Generative GaitNet to generate a variety of healthy and pathological human gaits in real-time physics-based simulation.

Technical Paper
Generation of Traditional Japanese Patterns From Natural Patterns With StyleGAN

Asahi Adachi, Lana Sinapayen, Jun Rekimoto

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Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). SIGGRAPH ’22 Posters, August 07-11, 2022, Vancouver, BC, Canada © 2022 Copyright held by the owner/author(s). ACM ISBN 978-1-4503-9361-4/22/08. https://doi.org/10.1145/3532719.3543221 Figure 2: Example wagara images. Most wagara are inspired by patterns and textures in our daily life. In each pair of four examples, wagara (right) is inspired by the scene shown in the left photo. Photos are fromAdobe Stock, and wagara images are from [Jogan 2009, 2010].

Poster
Generating Diverse Indoor Furniture Arrangements

Ya-Chuan Hsu, Stefanos Nikolaidis

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We present a method for generating arrangements of indoor furniture from human-designed furniture layout data. Our method creates arrangements that target specified diversity, such as the total price of all furniture in the room and the number of pieces placed. To generate realistic furniture arrangement, we train a generative adversarial network (GAN) on human-designed layouts. To target specific diversity in the arrangements, we optimize the latent space of the GAN via a quality diversity algorithm to generate a diverse arrangement collection. Experiments show our approach discovers a set of arrangements that are similar to human-designed layouts but varies in price and number of furniture pieces.

Poster
Generating 3D Human Texture From a Single Image With Sampling and Refinement

Sihun Cha, Kwanggyoon Seo, Amirsaman Ashtari, Junyong Noh

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Generating the texture map for a 3D human mesh from a single image is challenging. To generate a plausible texture map, the invisible parts of the texture need to be synthesized with relevance to the visible part and the texture should semantically align to the UV space of the template mesh. To overcome such challenges, we propose a novel method that incorporates SamplerNet and RefineNet. SamplerNet predicts a sampling grid that enables sampling from the given visible texture information, and RefineNet refines the sampled texture to maintain spatial alignment.

Poster
Generalized Resampled Importance Sampling: Foundations of ReSTIR

Daqi Lin, Markus Kettunen, Benedikt Bitterli, Jacopo Pantaleoni, Cem Yuksel, Chris Wyman

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As scenes become ever more complex and real-time applications embrace ray tracing, path sampling algorithms that maximize quality at low sample counts become vital. Recent resampling algorithms building on Talbot et al.'s [2005] resampled importance sampling (RIS) reuse paths spatiotemporally to render surprisingly complex light transport with a few samples per pixel. These reservoir-based spatiotemporal importance resamplers (ReSTIR) and their underlying RIS theory make various assumptions, including sample independence. But sample reuse introduces correlation, so ReSTIR-style iterative reuse loses most convergence guarantees that RIS theoretically provides. We introduce generalized resampled importance sampling (GRIS) to extend the theory, allowing RIS on correlated samples, with unknown PDFs and taken from varied domains. This solidifies the theoretical foundation, allowing us to derive variance bounds and convergence conditions in ReSTIR-based samplers. It also guides practical algorithm design and enables advanced path reuse between pixels via complex shift mappings. We show a path-traced resampler (ReSTIR PT) running interactively on complex scenes, capturing many-bounce diffuse and specular lighting while shading just one path per pixel. With our new theoretical foundation, we can also modify the algorithm to guarantee convergence for offline renderers.

Technical Paper
GANimator: Neural Motion Synthesis From a Single Sequence

Peizhuo Li, Kfir Aberman, Zihan Zhang, Rana Hanocka, Olga Sorkine-Hornung

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We present GANimator, a generative model that learns to synthesize novel motions from a single, short motion sequence. GANimator generates motions that resemble the core elements of the original motion, while simultaneously synthesizing novel and diverse movements. Existing data-driven techniques for motion synthesis require a large motion dataset which contains the desired and specific skeletal structure. By contrast, GANimator only requires training on a single motion sequence, enabling novel motion synthesis for a variety of skeletal structures e.g., bipeds, quadropeds, hexapeds, and more. Our framework contains a series of generative and adversarial neural networks, each responsible for generating motions in a specific frame rate. The framework progressively learns to synthesize motion from random noise, enabling hierarchical control over the generated motion content across varying levels of detail. We show a number of applications, including crowd simulation, key-frame editing, style transfer, and interactive control, which all learn from a single input sequence. Code and data for this paper are at https://peizhuoli.github.io/ganimator.

Technical Paper
GAN Applied to Wave Function Collapse for Procedural Map Generation

Alain Lioret, Nicolas Ruche, Etienne Gibiat, Cédric Chopin

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This paper describes the use of Generative Adversarial Network (GAN) applied to the Wave Function Collapse (WFC) algorithm for procedural content generation. The goal of this system is to enable level designers to generate coherent 3D worlds with brand new meshes generated by the GAN.

Poster
Free2CAD: Parsing Freehand Drawings Into CAD Commands

Changjian Li, Hao Pan, Adrien Bousseau, Niloy Mitra

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CAD modeling, despite being the industry-standard, remains restricted to usage by skilled practitioners due to two key barriers. First, the user must be able to mentally parse a final shape into a valid sequence of supported CAD commands; and second, the user must be sufficiently conversant with CAD software packages to be able to execute the corresponding CAD commands. As a step towards addressing both these challenges, we present Free2CAD wherein the user can simply sketch the final shape and our system parses the input strokes into a sequence of commands expressed in a simplified CAD language. When executed, these commands reproduce the sketched object. Technically, we cast sketch-based CAD modeling as a sequence-to-sequence translation problem, for which we leverage the powerful Transformers neural network architecture. Given the sequence of pen strokes as input, we introduce the new task of grouping strokes that correspond to individual CAD operations. We combine stroke grouping with geometric fitting of the operation parameters, such that intermediate groups are geometrically corrected before being reused, as context, for subsequent steps in the sequence inference. Although trained on synthetically-generated data, we demonstrate that Free2CAD generalizes to sketches created from real-world CAD models as well as to sketches drawn by novice users. Code and data are at https://github.com/Enigma-li/Free2CAD.

Technical Paper
Free-viewpoint Indoor Neural Relighting from Multi-view Stereo

Julien Philip, Sébastien Morgenthaler, Michaël Gharbi, George Drettakis, Julien Philip

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We introduce a neural relighting algorithm for captured indoors scenes, that allows interactive free-viewpoint navigation. Our method allows illumination to be changed synthetically, while coherently rendering cast shadows and complex glossy materials. We start with multiple images of the scene and a three-dimensional mesh obtained by multi-view stereo (MVS) reconstruction. We assume that lighting is well explained as the sum of a view-independent diffuse component and a view-dependent glossy term concentrated around the mirror reflection direction. We design a convolutional network around input feature maps that facilitate learning of an implicit representation of scene materials and illumination, enabling both relighting and free-viewpoint navigation. We generate these input maps by exploiting the best elements of both image-based and physically based rendering. We sample the input views to estimate diffuse scene irradiance, and compute the new illumination caused by user-specified light sources using path tracing. To facilitate the network's understanding of materials and synthesize plausible glossy reflections, we reproject the views and compute mirror images. We train the network on a synthetic dataset where each scene is also reconstructed with MVS. We show results of our algorithm relighting real indoor scenes and performing free-viewpoint navigation with complex and realistic glossy reflections, which so far remained out of reach for view-synthesis techniques.

TOG Paper
Fine Wrinkling on Coarsely Meshed Thin Shells

Zhen Chen, Hsiao-yu Chen, Danny Kaufman, Melina Skouras, Etienne Vouga, Zhen Chen

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We propose a new model and algorithm to capture the high-definition statics of thin shells via coarse meshes. This model predicts global, fine-scale wrinkling at frequencies much higher than the resolution of the coarse mesh; moreover, it is grounded in the geometric analysis of elasticity, and does not require manual guidance, a corpus of training examples, nor tuning of ad hoc parameters. We first approximate the coarse shape of the shell using tension field theory, in which material forces do not resist compression. We then augment this base mesh with wrinkles, parameterized by an amplitude and phase field that we solve for over the base mesh, which together characterize the geometry of the wrinkles. We validate our approach against both physical experiments and numerical simulations, and we show that our algorithm produces wrinkles qualitatively similar to those predicted by traditional shell solvers requiring orders of magnitude more degrees of freedom.

TOG Paper
Filament Based Plasma

Marcel Padilla, Oliver Gross, Felix Knöppel, Albert Chern, Ulrich Pinkall, Peter Schröder

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Simulation of stellar atmospheres, such as that of our own sun, is a common task in CGI for scientific visualization, movies and games. A fibrous volumetric texture is a visually dominant feature of the solar corona---the plasma that extends from the solar surface into space. These coronal fibers can be modeled as magnetic filaments whose shape is governed by the magnetohydrostatic equation. The magnetic filaments provide a Lagrangian curve representation and their initial configuration can be prescribed by an artist or generated from magnetic flux given as a scalar texture on the sun's surface. Subsequently, the shape of the filaments is determined based on a variational formulation. The output is a visual rendering of the whole sun. We demonstrate the fidelity of our method by comparing the resulting renderings with actual images of our sun's corona.

Technical Paper
Fast Evaluation of Smooth Distance Constraints on Co-dimensional Geometry

Abhishek Madan, David Levin

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We present a new method for computing a smooth minimum distance function based on the LogSumExp function for point clouds, edge meshes, triangle meshes, and combinations of all three. We derive blending weights and a modified Barnes-Hut acceleration approach that ensure our method approximates the true distance, and is conservative (points outside the zero isosurface are guaranteed to be outside the surface) and efficient to evaluate for all the above data types. This, in combination with its ability to smooth sparsely sampled and noisy data, like point clouds, shortens the gap between data acquisition and simulation, and thereby enables new applications such as direct, co-dimensional rigid body simulation using unprocessed lidar data.

Technical Paper
Facial Hair Tracking for High Fidelity Performance Capture

Sebastian Winberg, Gaspard Zoss, Prashanth Chandran, Paulo Gotardo, Derek Bradley

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Facial hair is a largely overlooked topic in facial performance capture. Most production pipelines in the entertainment industry do not have a way to automatically capture facial hair or track the skin underneath it. Thus, actors are asked to shave clean before face capture, which is very often undesirable. Capturing the geometry of individual facial hairs is very challenging, and their presence makes it harder to capture the deforming shape of the underlying skin surface. Some attempts have already been made at automating this task, but only for static faces with relatively sparse 3D hair reconstructions. In particular, current methods lack the temporal correspondence needed when capturing a sequence of video frames depicting facial performance. The problem of robustly tracking the skin underneath also remains unaddressed. In this paper, we propose the first multiview reconstruction pipeline that tracks both the dense 3D facial hair, as well as the underlying 3D skin for entire performances. Our method operates with standard setups for face photogrammetry, without requiring dense camera arrays. For a given capture subject, our algorithm first reconstructs a dense, high-quality neutral 3D facial hairstyle by registering sparser hair reconstructions over multiple frames that depict a neutral face under quasi-rigid motion. This custom-built, reference facial hairstyle is then tracked throughout a variety of changing facial expressions in a captured performance, and the result is used to constrain the tracking of the 3D skin surface underneath. We demonstrate the proposed capture pipeline on a variety of different facial hairstyles and lengths, ranging from sparse and short to dense full-beards.

Technical Paper
Face Extrusion Quad Meshes

Karran Pandey, J. Andreas Bærentzen, Karan Singh

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We propose a 3D object construction methodology built on face-loop modeling operations. Our Face Extrusion Quad (FEQ) meshes, have a well designed face-loop structure similar to artist crafted 3D models. Furthermore, we define a construction graph which encodes a sequence of primitive extrude/collapse and bridge/separate operations that operate on admissible face-loops. We show that FEQs are imbued with a meaningful face-loop induced shape skeleton, part segmentation, plausible construction history, and possess the many advantages of extrusion-based 3D modeling. Our evaluation is threefold: we show a gallery of challenging 3D models transformed to FEQs with compelling face-loop structure; we showcase the potential of an inherent construction graph, using FEQ-based cut-paste and inverse modeling applications; and we demonstrate the impact of various algorithmic and parameter related choices for FEQ modeling and application.

Technical Paper
Face Deblurring Using Dual Camera Fusion on Mobile Phones

Wei-Sheng Lai, YiChang Shih, Lun-Cheng Chu, Xiaotong Wu, Sung-fang Tsai, Michael Krainin, Deqing Sun, Chia-Kai Liang

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Motion blur of fast-moving subjects is a longstanding problem in photography and very common on mobile phones due to limited light collection efficiency, particularly in low-light conditions. While we have witnessed great progress in image deblurring in recent years, most methods require significant computational power and have limitations in processing high-resolution photos with severe local motions. To this end, we develop a novel face deblurring system based on the dual camera fusion technique for mobile phones. The system detects subject motion to dynamically enable a reference camera, e.g., ultrawide angle camera commonly available on recent premium phones, and captures an auxiliary photo with faster shutter settings. While the main shot is low noise but blurry (Figure 1(a)), the reference shot is sharp but noisy (Figure 1(b)). We learn ML models to align and fuse these two shots and output a clear photo without motion blur (Figure 1(c)). Our algorithm runs efficiently on Google Pixel 6, which takes 463 ms overhead per shot. Our experiments demonstrate the advantage and robustness of our system against alternative single-image, multi-frame, face-specific, and video deblurring algorithms as well as commercial products. To the best of our knowledge, our work is the first mobile solution for face motion deblurring that works reliably and robustly over thousands of images in diverse motion and lighting conditions.

Technical Paper
Estimation of Yarn-level Simulation Models for Production Fabrics

Georg Sperl, Rosa M. Sánchez-Banderas, Manwen Li, Chris Wojtan, Miguel A. Otaduy

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This paper introduces a methodology for inverse-modeling of yarn-level mechanics of cloth, based on the mechanical response of fabrics in the real world. We compiled a database from physical tests of several different knitted fabrics used in the textile industry. These data span different types of complex knit patterns, yarn compositions, and fabric finishes, and the results demonstrate diverse physical properties like stiffness, nonlinearity, and anisotropy. We then develop a system for approximating these mechanical responses with yarn-level cloth simulation. To do so, we introduce an efficient pipeline for converting between fabric-level data and yarn-level simulation, including a novel swatch-level approximation for speeding up computation, and some small-but-necessary extensions to yarn-level models used in computer graphics. The dataset used for this paper can be found at http://mslab.es/projects/YarnLevelFabrics.

Technical Paper
Escherization With Large Deformations Based on As-rigid-as-possible Shape Modeling

Yuichi Nagata, Shinji Imahori, Yuichi Nagata

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Escher tiling is well known as a tiling that consists of one or a few recognizable figures, such as animals. The Escherization problem involves finding the most similar shape to a given goal figure that can tile the plane. However, it is easy to imagine that there is no similar tile shape for complex goal shapes. This article devises a method for finding a satisfactory tile shape in such a situation. To obtain a satisfactory tile shape, the tile shape is generated by deforming the goal shape to a considerable extent while retaining the characteristics of the original shape. To achieve this, both goal and tile shapes are represented as triangular meshes to consider not only the contours but also the internal similarity of the shapes. To measure the naturalness of the deformation, energy functions based on traditional as-rigid-as-possible shape modeling are incorporated into a recently developed framework of the exhaustive search of the templates for the Escherization problem. The developed algorithms find satisfactory tile shapes with natural deformations for fairly complex goal shapes.

TOG Paper