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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Do We Measure What We Perceive? Comparison of Perceptual and Computed Differences Between Hand Animations

Jacob Justice, Alex Adkins, Tommy Dong, Sophie Jörg

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An increased interest in public motion capture data has allowed for the use of data-driven animation algorithms through neural networks. While motion capture data is increasingly accessible, data sets have become too large to sort through manually. Similarity metrics quantify how different two motions are and can be used to search databases much faster when compared to manual searches as well as to train neural networks. However, the most popular similarity metrics are not informed by human perception, resulting in the potential for data that is not perceptually similar being labeled as such by these metrics. We conducted an experiment with hand motions to identify how large the differences between human perception and common similarity metrics are. In this study, participants watched two animations of hand motions, one altered and the other unaltered, and scored their similarity on a 7-point Likert scale. In our comparisons, we found that none of the tested similarity metrics correlated with human judged scores of similarity.

Poster
Disentangling Random and Cyclic Effects in Time-lapse Sequences

Erik Härkönen, Miika Aittala, Tuomas Kynkäänniemi, Samuli Laine, Timo Aila, Jaakko Lehtinen

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Time-lapse image sequences offer visually compelling insights into dynamic processes that are too slow to observe in real time. However, playing a long time-lapse sequence back as a video often results in distracting flicker due to random effects, such as weather, as well as cyclic effects, such as the day-night cycle. We introduce the problem of disentangling time-lapse sequences in a way that allows separate, after-the-fact control of overall trends, cyclic effects, and random effects in the images, and describe a technique based on data-driven generative models that achieves this goal. This enables us to "re-render" the sequences in ways that would not be possible with the input images alone. For example, we can stabilize a long sequence to focus on plant growth over many months, under selectable, consistent weather. Our approach is based on Generative Adversarial Networks (GAN) that are conditioned with the time coordinate of the time-lapse sequence. Our architecture and training procedure are designed so that the networks learn to model random variations, such as weather, using the GAN's latent space, and to disentangle overall trends and cyclic variations by feeding the conditioning time label to the model using Fourier features with specific frequencies. We show that our models are robust to defects in the training data, enabling us to amend some of the practical difficulties in capturing long time-lapse sequences, such as temporary occlusions, uneven frame spacing, and missing frames.

Technical Paper
DiffusionNet: Discretization Agnostic Learning on Surfaces

Nicholas Sharp, Souhaib Attaiki, Keenan Crane, Maks Ovsjanikov, Nicholas Sharp

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We introduce a new general-purpose approach to deep learning on three-dimensional surfaces based on the insight that a simple diffusion layer is highly effective for spatial communication. The resulting networks are automatically robust to changes in resolution and sampling of a surface—a basic property that is crucial for practical applications. Our networks can be discretized on various geometric representations, such as triangle meshes or point clouds, and can even be trained on one representation and then applied to another. We optimize the spatial support of diffusion as a continuous network parameter ranging from purely local to totally global, removing the burden of manually choosing neighborhood sizes. The only other ingredients in the method are a multi-layer perceptron applied independently at each point and spatial gradient features to support directional filters. The resulting networks are simple, robust, and efficient. Here, we focus primarily on triangle mesh surfaces and demonstrate state-of-the-art results for a variety of tasks, including surface classification, segmentation, and non-rigid correspondence.

TOG Paper
Differentiable Signed Distance Function Rendering

Delio Vicini, Sébastien Speierer, Wenzel Jakob

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Physically-based differentiable rendering has recently emerged as an attractive new technique for solving inverse problems that recover complete 3D scene representations from images. The inversion of shape parameters is of particular interest but also poses severe challenges: shapes are intertwined with visibility, whose discontinuous nature introduces severe bias in computed derivatives unless costly precautions are taken. Shape representations like triangle meshes suffer from additional difficulties, since the continuous optimization of mesh parameters cannot introduce topological changes. One common solution to these difficulties entails representing shapes using signed distance functions (SDFs) and gradually adapting their zero level set during optimization. Previous differentiable rendering of SDFs did not fully account for visibility gradients and required the use of mask or silhouette supervision, or discretization into a triangle mesh. In this article, we show how to extend the commonly used sphere tracing algorithm so that it additionally outputs a reparameterization that provides the means to compute accurate shape parameter derivatives. At a high level, this resembles techniques for differentiable mesh rendering, though we show that the SDF representation admits a particularly efficient reparameterization that outperforms prior work. Our experiments demonstrate the reconstruction of (synthetic) objects without complex regularization or priors, using only a per-pixel RGB loss.

Technical Paper
DiffPD: Differentiable Projective Dynamics

Tao Du, Kui Wu, Pingchuan Ma, Sebastien Wah, Andrew Spielberg, Daniela Rus, Wojciech Matusik, Kui Wu

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We present a novel, fast differentiable simulator for soft-body learning and control applications. Existing differentiable soft-body simulators can be classified into two categories based on their time integration methods: Simulators using explicit timestepping schemes require tiny timesteps to avoid numerical instabilities in gradient computation, and simulators using implicit time integration typically compute gradients by employing the adjoint method and solving the expensive linearized dynamics. Inspired by Projective Dynamics (PD), we present Differentiable Projective Dynamics (DiffPD), an efficient differentiable soft-body simulator based on PD with implicit time integration. The key idea in DiffPD is to speed up backpropagation by exploiting the prefactorized Cholesky decomposition in forward PD simulation. In terms of contact handling, DiffPD supports two types of contacts: a penalty-based model describing contact and friction forces and a complementarity-based model enforcing non-penetration conditions and static friction. We evaluate the performance of DiffPD and observe it is 4–19 times faster compared with the standard Newton’s method in various applications including system identification, inverse design problems, trajectory optimization, and closed-loop control. We also apply DiffPD in a reality-to-simulation (real-to-sim) example with contact and collisions and show its capability of reconstructing a digital twin of real-world scenes.

TOG Paper
DiffCloth: Differentiable Cloth Simulation With Dry Frictional Contact

Yifei Li, Tao Du, Kui Wu, Jie Xu, Wojciech Matusik, Yifei Li

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Cloth simulation has wide applications in computer animation, garment design, and robot-assisted dressing. This work presents a differentiable cloth simulator whose additional gradient information facilitates cloth-related applications. Our differentiable simulator extends a state-of-the-art cloth simulator based on Projective Dynamics (PD) and with dry frictional contact [Ly et al. 2020]. We draw inspiration from previous work [Du et al. 2021] to propose a fast and novel method for deriving gradients in PD-based cloth simulation with dry frictional contact. Furthermore, we conduct a comprehensive analysis and evaluation of the usefulness of gradients in contact-rich cloth simulation. Finally, we demonstrate the efficacy of our simulator in a number of downstream applications, including system identification, trajectory optimization for assisted dressing, closed-loop control, inverse design, and real-to-sim transfer. We observe a substantial speedup obtained from using our gradient information in solving most of these applications.

TOG Paper
Development of Exergame to Resolve Deconditioning in Children With Orthostatic Dysregulation

Hitomi Miyazaki, Wataru Kurihara, Xu Han, Saki Sakaguchi, Kumiko Kushiyama

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In this study, we proposed an exergame to reduce resistance to exercise and maintain motivation in adolescents with orthostatic dysregulation. We created a 2D side-scrolling action game in Unity to be played on smartphones. The game is synchronized with exercises that can be done in a lying posture. We analyzed the effect of the game on the feelings of the participants. Our experiments showed that the use of the exergame has a positive effect on the participants’ emotions during exercise.

Poster
Developability-driven Piecewise Approximations for Triangular Meshes

Zheng-Yu Zhao, Qing Fang, Wenqing Ouyang, Zheng Zhang, Ligang Liu, Xiao-Ming Fu

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We propose a novel method to compute a piecewise mesh with a few developable patches and a small approximation error for an input triangular mesh. Our key observation is that a deformed mesh after enforcing discrete developability is easily partitioned into nearly developable patches. To obtain the nearly developable mesh, we present a new edge-oriented notion of discrete developability to define a developability-encouraged deformation energy, which is further optimized by the block nonlinear Gauss-Seidel method. The key to successfully applying this optimizer is three types of auxiliary variables. Then, a coarse-to-fine segmentation technique is developed to partition the deformed mesh into a small set of nearly discrete developable patches. Finally, we refine the segmented mesh to reduce the discrete Gaussian curvature while keeping the patches smooth and the approximation error small. In practice, our algorithm achieves a favorable tradeoff between the number of developable patches and the approximation error. We demonstrate the feasibility and practicability of our method over various examples, including seventeen physical manufacturing models with paper.

Technical Paper
Dev2PQ: Planar Quadrilateral Strip Remeshing of Developable Surfaces

Floor Verhoeven, Amir Vaxman, Tim Hoffmann, Olga Sorkine-Hornung, Floor Verhoeven

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We introduce an algorithm to remesh triangle meshes representing developable surfaces to planar quad dominant meshes. The output of our algorithm consists of planar quadrilateral (PQ) strips that are aligned to principal curvature directions and closely approximate the curved parts of the input developable, and planar polygons representing the flat parts of the input that connect the PQ strips. Developable PQ-strip meshes are useful in many areas of shape modeling, thanks to the simplicity of fabrication from flat sheet material. Unfortunately, they are difficult to model due to their restrictive combinatorics. Other representations of developable surfaces, such as arbitrary triangle or quad meshes, are more suitable for interactive freeform modeling but generally have non-planar faces or are not aligned to principal curvatures. Our method leverages the modeling flexibility of non-ruling-based representations of developable surfaces while still obtaining developable, curvature-aligned PQ-strip meshes. Our algorithm optimizes for a scalar function on the input mesh, such that its isolines are extrinsically straight and align well to the locally estimated ruling directions. The condition that guarantees straight isolines is non-linear of high order and numerically difficult to enforce in a straightforward manner. We devise an alternating optimization method that makes our problem tractable and practical to compute. Our method works automatically on any developable input, including multiple patches and curved folds, without explicit domain decomposition. We demonstrate the effectiveness of our approach on a variety of developable surfaces and show how our remeshing can be used alongside handle-based interactive freeform modeling of developable shapes.

TOG Paper
Determining the Orientation of Low Resolution Images of a De-Bruijn Tracking Pattern With a CNN

Andreas Schmid, Raphael Wimmer

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Inside-out optical 2D tracking of tangible objects on a surface oftentimes uses a high-resolution pattern printed on the surface. While De-Bruijn-torus patterns offer maximum information density, their orientation must be known to decode them. Determining the orientation is challenging for patterns with very fine details; traditional algorithms, such as Hough Lines, do not work reliably. We show that a convolutional neural network can reliably determine the orientation of quasi-random bitmaps with 6 × 6 pixels per block within 36 × 36 pixel images taken by a mouse sensor. Mean error rate is below 2°. Furthermore, our model outperformed Hough Lines in a test with arbitrarily rotated low-resolution rectangles. This implies that CNN-based rotation-detection might also be applicable for more general use cases.

Poster
Detecting Viewer-perceived Intended Vector Sketch Connectivity

Jerry Yin, Chenxi Liu, Rebecca Lin, Nicholas Vining, Helge Rhodin, Alla Sheffer

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Many sketch processing applications target precise vector drawings with accurately specified stroke intersections, yet free-form artist drawn sketches are typically inexact: strokes that are intended to intersect often stop short of doing so. While human observers easily perceive the artist intended stroke connectivity, manually, or even semi-manually, correcting drawings to generate correctly connected outputs is tedious and highly time consuming. We propose a novel, robust algorithm that extracts viewer-perceived stroke connectivity from inexact free-form vector drawings by leveraging observations about local and global factors that impact human perception of inter-stroke connectivity. We employ the identified local cues to train classifiers that assess the likelihood that pairs of strokes are perceived as forming end-to-end or T- junctions based on local context. We then use these classifiers within an incremental framework that combines classifier provided likelihoods with a more global, contextual and closure-based, analysis. We demonstrate our method on over 95 diversely sourced inputs, and validate it via a series of perceptual studies; participants prefer our outputs over the closest alternative by a factor of 9 to 1.

Technical Paper
Designing Perceptual Puzzles by Differentiating Probabilistic Programs

Kartik Chandra, Tzu-Mao Li, Joshua Tenenbaum, Jonathan Ragan-Kelley

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We design new visual illusions by finding “adversarial examples” for principled models of human perception — specifically, for probabilistic models, which treat vision as Bayesian inference. To perform this search efficiently, we design a differentiable probabilistic programming language, whose API exposes MCMC inference as a first-class differentiable function. We demonstrate our method by automatically creating illusions for three features of human vision: color constancy, size constancy, and face perception.

Technical Paper
Denoising and Guided Upsampling of Monte Carlo Path Traced Low Resolution Renderings

Kadir Cenk Alpay, Ahmet Oguz Akyuz

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Monte Carlo path tracing generates renderings by estimating the rendering equation using the Monte Carlo method. Studies focus on rendering a noisy image at the original resolution with a low sample per pixel count to decrease the rendering time. Image-space denoising is then applied to produce a visually appealing output. However, denoising process cannot handle the high variance of the noisy image accurately if the sample count is reduced harshly to finish the rendering in a shorter time. We propose a framework that renders the image at a reduced resolution to cast more samples than the harshly lowered sample count in the same time budget. The image is then robustly denoised, and the denoised result is upsampled using original resolution G-buffer of the scene as guidance.

Poster
DeltaConv: Anisotropic Operators for Geometric Deep Learning on Point Clouds

Ruben Timotheues Wiersma, Ahmad Nasikun, Elmar Eisemann, Klaus Hildebrandt

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Learning from 3D point-cloud data has rapidly gained momentum, motivated by the success of deep learning on images and the increased availability of 3D data. In this paper, we aim to construct anisotropic convolution layers that work directly on the surface derived from a point cloud. This is challenging because of the lack of a global coordinate system for tangential directions on surfaces. We introduce DeltaConv, a convolution layer that combines geometric operators from vector calculus to enable the construction of anisotropic filters on point clouds. Because these operators are defined on scalar- and vector-fields, we separate the network into a scalar- and a vector-stream, which are connected by the operators. The vector stream enables the network to explicitly represent, evaluate, and process directional information. Our convolutions are robust and simple to implement and match or improve on state-of-the-art approaches on several benchmarks, while also speeding up training and inference.

Technical Paper
DeepPhase: Periodic Autoencoders for Learning Motion Phase Manifolds

Sebastian Starke, Ian Mason, Taku Komura

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Learning the spatial-temporal structure of body movements is a fundamental problem for character motion synthesis. In this work, we propose a novel neural network architecture called the Periodic Autoencoder that can learn periodic features from large unstructured motion datasets in an unsupervised manner. The character movements are decomposed into multiple latent channels that capture the non-linear periodicity of different body segments while progressing forward in time. Our method extracts a multi-dimensional phase space from full-body motion data, which effectively clusters animations and produces a manifold in which computed feature distances provide a better similarity measure than in the original motion space to achieve better temporal and spatial alignment. We demonstrate that the learned periodic embedding can significantly help to improve neural motion synthesis in a number of tasks, including diverse locomotion skills, style-based movements, dance motion synthesis from music, synthesis of dribbling motions in football, and motion query for matching poses within large animation databases.

Technical Paper
Deep Deformable 3D Caricatures With Learned Shape Control

Yucheol Jung, Wonjong Jang, Soongjin Kim, Jiaolong Yang, Xin Tong, Seungyong Lee

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A 3D caricature is an exaggerated 3D depiction of a human face. The goal of this paper is to model the variations of 3D caricatures in a compact parameter space so that we can provide a useful data-driven toolkit for handling 3D caricature deformations. To achieve the goal, we propose an MLP-based framework for building a deformable surface model, which takes a latent code and produces a 3D surface. In the framework, a SIREN MLP models a function that takes a 3D position on a fixed template surface and returns a 3D displacement vector for the input position. We create variations of 3D surfaces by learning a hypernetwork that takes a latent code and produces the parameters of the MLP. Once learned, our deformable model provides a nice editing space for 3D caricatures, supporting label-based semantic editing and point-handle-based deformation, both of which produce highly exaggerated and natural 3D caricature shapes. We also demonstrate other applications of our deformable model, such as automatic 3D caricature creation. Our code and supplementary materials are available at https://github.com/ycjungSubhuman/DeepDeformable3DCaricatures.

Technical Paper
Deep Compliant Control

Seunghwan Lee, Jehee Lee, Phil Sik Chang

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In many physical interactions such as opening doors and playing sports, humans act compliantly to move in various ways to avoid large impacts or to manipulate objects. This paper aims to build a framework for simulation and control of humanoids that creates physically compliant interactions with surroundings. We can generate a broad spectrum of movements ranging from passive reactions to external physical perturbations, to active manipulations with clear intentions. Technical challenges include defining compliance, reproducing physically reliable movements, and robustly controlling under-actuated dynamical systems. The key technical contribution is a two-level control architecture based on deep reinforcement learning that imitates human movements while adjusting their bodies to external perturbations. The controller minimizes the interaction forces and the control torques for imitation, and we demonstrate the effectiveness of the controller with various motor skills including opening doors, balancing a ball, and running hand in hand.

Technical Paper