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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Artemis: Articulated Neural Pets With Appearance and Motion Synthesis

Haimin Luo, Teng Xu, Yuheng Jiang, Chenglin Zhou, Qiwei Qiu, Yingliang Zhang, Wei Yang, Lan Xu, Jingyi Yu

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We, humans, are entering into a virtual era and indeed want to bring animals to the virtual world as well for companion. Yet, computer-generated (CGI) furry animals are limited by tedious off-line rendering, let alone interactive motion control. In this paper, we present ARTEMIS, a novel neural modeling and rendering pipeline for generating ARTiculated neural pets with appEarance and Motion synthesIS. Our ARTEMIS enables interactive motion control, real-time animation, and photo-realistic rendering of furry animals. The core of our ARTEMIS is a neural-generated (NGI) animal engine, which adopts an efficient octree-based representation for animal animation and fur rendering. The animation then becomes equivalent to voxel-level deformation based on explicit skeletal warping. We further use a fast octree indexing and efficient volumetric rendering scheme to generate appearance and density features maps. Finally, we propose a novel shading network to generate high-fidelity details of appearance and opacity under novel poses from appearance and density feature maps. For the motion control module in ARTEMIS, we combine state-of-the-art animal motion capture approach with recent neural character control scheme. We introduce an effective optimization scheme to reconstruct the skeletal motion of real animals captured by a multi-view RGB and Vicon camera array. We feed all the captured motion into a neural character control scheme to generate abstract control signals with motion styles. We further integrate ARTEMIS into existing engines that support VR headsets, providing an unprecedented immersive experience where a user can intimately interact with a variety of virtual animals with vivid movements and photo-realistic appearance. Extensive experiments and showcases demonstrate the effectiveness of our ARTEMIS system in achieving highly realistic rendering of NGI animals in real-time, providing daily immersive and interactive experiences with digital animals unseen before. We make available our ARTEMIS model and dynamic furry animal dataset at https://haiminluo.github.io/publication/artemis/.

Technical Paper
Approximate Convex Decomposition for 3D Meshes With Collision-aware Concavity and Tree Search

Xinyue Wei, Minghua Liu, Zhan Ling, Hao Su

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Approximate convex decomposition aims to decompose a 3D shape into a set of almost convex components, whose convex hulls can then be used to represent the input shape. It thus enables efficient geometry processing algorithms specifically designed for convex shapes and has been widely used in game engines, physics simulations, and animation. While prior works can capture the global structure of input shapes, they may fail to preserve fine-grained details (e.g., filling a toaster's slots), which are critical for retaining the functionality of objects in interactive environments. In this paper, we propose a novel method that addresses the limitations of existing approaches from three perspectives: (a) We introduce a novel collision-aware concavity metric that examines the distance between a shape and its convex hull from both the boundary and the interior. The proposed concavity preserves collision conditions and is more robust to detect various approximation errors. (b) We decompose shapes by directly cutting meshes with 3D planes. It ensures generated convex hulls are intersection-free and avoids voxelization errors. (c) Instead of using a one-step greedy strategy, we propose employing a multi-step tree search to determine the cutting planes, which leads to a globally better solution and avoids unnecessary cuttings. Through extensive evaluation on a large-scale articulated object dataset, we show that our method generates decompositions closer to the original shape with fewer components. It thus supports delicate and efficient object interaction in downstream applications.

Technical Paper
Animating Portrait Line Drawings From a Single Face Photo and a Speech Signal

Ran Yi, Zipeng Ye, Ruoyu Fan, Yezhi Shu, Yong-Jin Liu, Yu-Kun Lai, Paul Rosin

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Animating a single face photo is an important research topic which receives considerable attention in computer vision and graphics. Yet line drawings for face portraits, which is a longstanding and popular art form, have not been explored much in this area. Simply concatenating a realistic talking face video generation model with a photo-to-drawing style transfer module suffers from severe inter-frame discontinuity issues. To address this new challenge, we propose a novel framework to generate artistic talking portrait-line-drawing video, given a single face photo and a speech signal. After predicting facial landmark movements from the input speech signal, we propose a novel GAN model to simultaneously handle domain transfer (from photo to drawing) and facial geometry change (according to the predicted facial landmarks). To address the inter-frame discontinuity issues, we propose two novel temporal coherence losses: one based on warping and the other based on a temporal coherence discriminator. Experiments show that our model produces high quality artistic talking portrait-line-drawing videos and outperforms baseline methods. We also show our method can be easily extended to other artistic styles and generate good results. The source code is available at https://github.com/AnimatePortrait/AnimatePortrait .

Technical Paper
Analytically Integratable Zero-restlength Springs for Capturing Dynamic Modes Unrepresented by Quasistatic Neural Networks

Yongxu Jin, Yushan Han, Zhenglin Geng, Joseph Teran, Ronald Fedkiw

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We present a novel paradigm for modeling certain types of dynamic simulation in real-time with the aid of neural networks. In order to significantly reduce the requirements on data (especially time-dependent data), as well as decrease generalization error, our approach utilizes a data-driven neural network only to capture quasistatic information (instead of dynamic or time-dependent information). Subsequently, we augment our quasistatic neural network (QNN) inference with a (real-time) dynamic simulation layer. Our key insight is that the dynamic modes lost when using a QNN approximation can be captured with a quite simple (and decoupled) zero-restlength spring model, which can be integrated analytically (as opposed to numerically) and thus has no time-step stability restrictions. Additionally, we demonstrate that the spring constitutive parameters can be robustly learned from a surprisingly small amount of dynamic simulation data. Although we illustrate the efficacy of our approach by considering soft-tissue dynamics on animated human bodies, the paradigm is extensible to many different simulation frameworks.

Technical Paper
An Inverse Procedural Modeling Pipeline for SVBRDF Maps

Yiwei Hu, Cheng'an He, Valentin Deschaintre, Julie Dorsey, Holly Rushmeier, Yiwei Hu

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Procedural modeling is now the de facto standard of material modeling in industry. Procedural models can be edited and are easily extended, unlike pixel-based representations of captured materials. In this article, we present a semi-automatic pipeline for general material proceduralization. Given Spatially Varying Bidirectional Reflectance Distribution Functions (SVBRDFs) represented as sets of pixel maps, our pipeline decomposes them into a tree of sub-materials whose spatial distributions are encoded by their associated mask maps. This semi-automatic decomposition of material maps progresses hierarchically, driven by our new spectrum-aware material matting and instance-based decomposition methods. Each decomposed sub-material is proceduralized by a novel multi-layer noise model to capture local variations at different scales. Spatial distributions of these sub-materials are modeled either by a by-example inverse synthesis method recovering Point Process Texture Basis Functions (PPTBF) [30] or via random sampling. To reconstruct procedural material maps, we propose a differentiable rendering-based optimization that recomposes all generated procedures together to maximize the similarity between our procedural models and the input material pixel maps. We evaluate our pipeline on a variety of synthetic and real materials. We demonstrate our method’s capacity to process a wide range of material types, eliminating the need for artist designed material graphs required in previous work [38, 53]. As fully procedural models, our results expand to arbitrary resolution and enable high-level user control of appearance.

TOG Paper
An Efficient B-spline Lagrangian/Eulerian Method for Compressible Flow, Shock Waves, and Fracturing Solids

Yadi Cao, Yunuo Chen, Minchen Li, Yin Yang, Xinxin Zhang, Mridul Aanjaneya, Chenfanfu Jiang, Yadi Cao

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This study presents a new method for modeling the interaction between compressible flow, shock waves, and deformable structures, emphasizing destructive dynamics. Extending advances in time-splitting compressible flow and the Material Point Methods (MPM), we develop a hybrid Eulerian and Lagrangian/Eulerian scheme for monolithic flow-structure interactions. We adopt the second-order WENO scheme to advance the continuity equation. To stably resolve deforming boundaries with sub-cell particles, we propose a blending treatment of reflective and passable boundary conditions inspired by the theory of porous media. The strongly coupled velocity-pressure system is discretized with a new mixed-order finite element formulation employing B-spline shape functions. Shock wave propagation, temperature/density-induced buoyancy effects, and topology changes in solids are unitedly captured.

TOG Paper
Alpha Wrapping With an Offset

Cédric Portaneri, Mael Rouxel-Labbé, David Cohen-Steiner, Michael Hemmer, Pierre Alliez

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Given an input 3D geometry such as a triangle soup or a point set, we address the problem of generating a watertight and orientable surface triangle mesh that strictly encloses the input. The output mesh is obtained by greedily refining and carving a 3D Delaunay triangulation on an offset surface of the input, while carving with empty balls of radius alpha. The proposed algorithm is controlled via two user-defined parameters: alpha and offset. Alpha controls the size of cavities or holes that cannot be traversed during carving, while offset controls the distance between the vertices of the output mesh and the input. Our algorithm is guaranteed to terminate and to yield a valid and strictly enclosing mesh, even for defect-laden inputs. Genericity is achieved using an abstract interface probing the input, enabling any geometry to be used, provided a few basic geometric queries can be answered. We benchmark the algorithm on large public datasets such as Thingi10k, and compare it to state-of-the-art approaches in terms of robustness, approximation, output complexity, speed, and peak memory consumption. Our implementation is available through the CGAL library.

Technical Paper
Adjoint Nonlinear Ray Tracing

Arjun Teh, Ioannis Gkioulekas, Matthew O'Toole

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Reconstructing and designing media with continuously-varying refractive index fields remains a challenging problem in computer graphics. A core difficulty in trying to tackle this inverse problem is that light travels inside such media along curves, rather than straight lines. Existing techniques for this problem make strong assumptions on the shape of the ray inside the medium, and thus limit themselves to media where the ray deflection is relatively small. More recently, differentiable rendering techniques have relaxed this limitation, by making it possible to differentiably simulate curved light paths. However, the automatic differentiation algorithms underlying these techniques use large amounts of memory, restricting existing differentiable rendering techniques to relatively small media and low spatial resolutions. We present a method for optimizing refractive index fields that both accounts for curved light paths and has a small, constant memory footprint. We use the adjoint state method to derive a set of equations for computing derivatives with respect to the refractive index field of optimization objectives that are subject to nonlinear ray tracing constraints. We additionally introduce discretization schemes to numerically evaluate these equations, without the need to store nonlinear ray trajectories in memory, significantly reducing the memory requirements of our algorithm. We use our technique to optimize high-resolution refractive index fields for a variety of applications, including creating different types of displays (multiview, lightfield, caustic), designing gradient-index optics, and reconstructing gas flows.

Technical Paper
Adaptive Rigidification of Elastic Solids

Alexandre Mercier-Aubin, Alexander Winter, David Levin, Paul Kry

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We present a method for reducing the computational cost of elastic solid simulation by treating connected sets of non-deforming elements as rigid bodies. Non-deforming elements are identified as those where the strain rate squared Frobenius norm falls below a threshold for several frames. Rigidification uses a breadth first search to identify connected components while avoiding connections that would form hinges between rigid components. Rigid elements become elastic again when their approximate strain velocity rises above a threshold, which is fast to compute using a single iteration of conjugate gradient with a fixed Laplacian-based incomplete Cholesky preconditioner. With rigidification, the system size to solve at each time step can be greatly reduced, and if all elastic element become rigid, it reduces to solving the rigid body system. We demonstrate our results on a variety of 2D and 3D examples, and show that our method is likewise especially beneficial in contact rich examples.

Technical Paper
Active Exploration for Neural Global Illumination of Variable Scenes

Stavros Diolatzis, Julien Philip, George Drettakis, Stavros Diolatzis

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Neural rendering algorithms introduce a fundamentally new approach for photorealistic rendering, typically by learning a neural representation of illumination on large numbers of ground truth images. When training for a given variable scene, such as changing objects, materials, lights, and viewpoint, the space \( \mathcal {D} \) of possible training data instances quickly becomes unmanageable as the dimensions of variable parameters increase. We introduce a novel Active Exploration method using Markov Chain Monte Carlo, which explores \( \mathcal {D} \) , generating samples (i.e., ground truth renderings) that best help training and interleaves training and on-the-fly sample data generation. We introduce a self-tuning sample reuse strategy to minimize the expensive step of rendering training samples. We apply our approach on a neural generator that learns to render novel scene instances given an explicit parameterization of the scene configuration. Our results show that Active Exploration trains our network much more efficiently than uniformly sampling and, together with our resolution enhancement approach, achieves better quality than uniform sampling at convergence. Our method allows interactive rendering of hard light transport paths (e.g., complex caustics), which require very high samples counts to be captured, and provides dynamic scene navigation and manipulation, after training for 5 to 18 hours depending on required quality and variations.

TOG Paper
Accurate Diffuse Lighting From Spherical Gaussian Lights

Yusuke Tokuyoshi, Atsushi Yoshimura

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1 Accuracy of Our Approximation 1.1 Clamped Cosine Fig. 1 shows the error of our spherical Gaussian (SG) approximation for clamped cosine. Our approximation balances the approximation error and numerical error to reduce the sum of them. Even without using Kahan’s precise computation [Kahan(2004)] for Eq. 3 in the main document, the maximum numerical error is still almost the same as the maximum approximation error. Difference

Poster
Accommodative Holography: Improving Accommodation Response for Perceptually Realistic Holographic Displays

Dongyeon Kim, Seung-Woo Nam, Byounghyo Lee, Jong-Mo Seo, Byoungho Lee

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Holographic displays have gained unprecedented attention as next-generation virtual and augmented reality applications with recent achievements in the realization of a high-contrast image through computer-generated holograms (CGHs). However, these holograms show a high energy concentration in a limited angular spectrum, whereas the holograms with uniformly distributed angular spectrum suffer from a severe speckle noise in the reconstructed images. In this study, we claim that these two physical phenomena attributed to the existing CGHs significantly limit the support of accommodation cues, which is known as one of the biggest advantages of holographic displays. To support the statement, we analyze and evaluate various CGH algorithms with contrast gradients - a change of contrast over the change of the focal diopter of the eye - simulated based on the optical configuration of the display system and human visual perception models. We first introduce two approaches to improve monocular accommodation response in holographic viewing experience; optical and computational approaches to provide holographic images with sufficient contrast gradients. We design and conduct user experiments with our prototype of holographic near-eye displays, validating the deficient support of accommodation cues in the existing CGH algorithms and demonstrating the feasibility of the proposed solutions with significant improvements on accommodative gains.

Technical Paper
ASSET: Autoregressive Semantic Scene Editing With Transformers at High Resolutions

Difan Liu, Sandesh Shetty, Tobias Hinz, Matthew Fisher, Richard Zhang, Taesung Park, Evangelos Kalogerakis

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We present ASSET, a neural architecture for automatically modifying an input high-resolution image according to a user's edits on its semantic segmentation map. Our architecture is based on a transformer with a novel attention mechanism. Our key idea is to sparsify the transformer's attention matrix at high resolutions, guided by dense attention extracted at lower image resolutions. While previous attention mechanisms are computationally too expensive for handling high-resolution images or are overly constrained within specific image regions hampering long-range interactions, our novel attention mechanism is both computationally efficient and effective. Our sparsified attention mechanism is able to capture long-range interactions and context, leading to synthesizing interesting phenomena in scenes, such as reflections of landscapes onto water or fora consistent with the rest of the landscape, that were not possible to generate reliably with previous convnets and transformer approaches. We present qualitative and quantitative results, along with user studies, demonstrating the effectiveness of our method. Our code and dataset are available at our project page: https://github.com/DifanLiu/ASSET

Technical Paper
ASE: Large-scale Reusable Adversarial Skill Embeddings for Physically Simulated Characters

Xue Bin Peng, Yunrong Guo, Lina Halper, Sergey Levine, Sanja Fidler

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The incredible feats of athleticism demonstrated by humans are made possible in part by a vast repertoire of general-purpose motor skills, acquired through years of practice and experience. These skills not only enable humans to perform complex tasks, but also provide powerful priors for guiding their behaviors when learning new tasks. This is in stark contrast to what is common practice in physics-based character animation, where control policies are most typically trained from scratch for each task. In this work, we present a large-scale data-driven framework for learning versatile and reusable skill embeddings for physically simulated characters. Our approach combines techniques from adversarial imitation learning and unsupervised reinforcement learning to develop skill embeddings that produce life-like behaviors, while also providing an easy to control representation for use on new downstream tasks. Our models can be trained using large datasets of unstructured motion clips, without requiring any task-specific annotation or segmentation of the motion data. By leveraging a massively parallel GPU-based simulator, we are able to train skill embeddings using over a decade of simulated experiences, enabling our model to learn a rich and versatile repertoire of skills. We show that a single pre-trained model can be effectively applied to perform a diverse set of new tasks. Our system also allows users to specify tasks through simple reward functions, and the skill embedding then enables the character to automatically synthesize complex and naturalistic strategies in order to achieve the task objectives.

Technical Paper
ADOP: Approximate Differentiable One-pixel Point Rendering

Darius Rückert, Linus Franke, Marc Stamminger

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In this paper we present ADOP, a novel point-based, differentiable neural rendering pipeline. Like other neural renderers, our system takes as input calibrated camera images and a proxy geometry of the scene, in our case a point cloud. To generate a novel view, the point cloud is rasterized with learned feature vectors as colors and a deep neural network fills the remaining holes and shades each output pixel. The rasterizer renders points as one-pixel splats, which makes it very fast and allows us to compute gradients with respect to all relevant input parameters efficiently. Furthermore, our pipeline contains a fully differentiable physically-based photometric camera model, including exposure, white balance, and a camera response function. Following the idea of inverse rendering, we use our renderer to refine its input in order to reduce inconsistencies and optimize the quality of its output. In particular, we can optimize structural parameters like the camera pose, lens distortions, point positions and features, and a neural environment map, but also photometric parameters like camera response function, vignetting, and per-image exposure and white balance. Because our pipeline includes photometric parameters, e.g. exposure and camera response function, our system can smoothly handle input images with varying exposure and white balance, and generates high-dynamic range output. We show that due to the improved input, we can achieve high render quality, also for difficult input, e.g. with imperfect camera calibrations, inaccurate proxy geometry, or varying exposure. As a result, a simpler and thus faster deep neural network is sufficient for reconstruction. In combination with the fast point rasterization, ADOP achieves real-time rendering rates even for models with well over 100M points. https://github.com/darglein/ADOP

Technical Paper
A Unified Newton Barrier Method for Multibody Dynamics

Yunuo Chen, Minchen Li, Lei Lan, Hao Su, Yin Yang, Chenfanfu Jiang

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We present a simulation framework for multibody dynamics via a universal variational integration. Our method naturally supports mixed rigid-deformables and mixed codimensional geometries, while providing guaranteed numerical convergence and accurate resolution of contact, friction, and a wide range of articulation constraints. We unify (1) the treatment of simulation degrees of freedom for rigid and soft bodies by formulating them both in terms of Lagrangian nodal displacements, (2) the handling of general linear equality joint constraints through an efficient change-of-variable strategy, (3) the enforcement of nonlinear articulation constraints based on novel distance potential energies, (4) the resolution of frictional contact between mixed dimensions and bodies with a variational Incremental Potential Contact formulation, and (5) the modeling of generalized restitution through semi-implicit Rayleigh damping. We conduct extensive unit tests and benchmark studies to demonstrate the efficacy of our method.

Technical Paper
A Theoretical Analysis of Compactness of the Light Transport Operator

Cyril Soler, Ronak Molazem, Kartic Subr

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Rendering photorealistic visuals of virtual scenes requires tractable models for the simulation of light. The rendering equation describes one such model using an integral equation, the crux of which is a continuous integral operator. A majority of rendering algorithms aim to approximate the effect of this light transport operator via discretization (using rays, particles, patches, etc.). Research spanning four decades has uncovered interesting properties and intuition surrounding this operator. In this paper we analyze compactness, a key property that is independent of its discretization and which characterizes the ability to approximate the operator uniformly by a sequence of finite rank operators. We conclusively prove lingering suspicions that this operator is not compact and therefore that any discretization that relies on a finite-rank or nonadaptive finite-bases is susceptible to unbounded error over arbitrary light distributions. Our result justifies the expectation for rendering algorithms to be evaluated using a variety of scenes and illumination conditions. We also discover that its lower dimensional counterpart (over purely diffuse scenes) is not compact except in special cases, and uncover connections with it being noninvertible and acting as a low-pass filter. We explain the relevance of our results in the context of previous work. We believe that our theoretical results will inform future rendering algorithms regarding practical choices.

Technical Paper