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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Searching for Fast Demosaicking Algorithms

Karima Ma, Michael Gharbi, Andrew Adams, Shoaib Kamil, Tzu-Mao Li, Connelly Barnes, Jonathan Ragan-Kelley, Karima Ma

Expand abstract

We present a method to automatically synthesize efficient, high-quality demosaicking algorithms, across a range of computational budgets, given a loss function and training data. It performs a multi-objective, discrete-continuous optimization which simultaneously solves for the program structure and parameters that best tradeoff computational cost and image quality. We design the method to exploit domain-specific structure for search efficiency. We apply it to several tasks, including demosaicking both Bayer and Fuji X-Trans color filter patterns, as well as joint demosaicking and super-resolution. In a few days on 8 GPUs, it produces a family of algorithms that significantly improves image quality relative to the prior state-of-the-art across a range of computational budgets from 10 s to 1000 s of operations per pixel (1 dB–3 dB higher quality at the same cost, or 8.5–200× higher throughput at same or better quality). The resulting programs combine features of both classical and deep learning-based demosaicking algorithms into more efficient hybrid combinations, which are bandwidth-efficient and vectorizable by construction. Finally, our method automatically schedules and compiles all generated programs into optimized SIMD code for modern processors.

TOG Paper
Scalable Neural Indoor Scene Rendering

Xiuchao Wu, Jiamin Xu, Zihan Zhu, Hujun Bao, Qixing Huang, James Tompkin, Weiwei Xu

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We propose a scalable neural scene reconstruction and rendering method to support distributed training and interactive rendering of large indoor scenes. Our representation is based on tiles. Tile appearances are trained in parallel through a background sampling strategy that augments each tile with distant scene information via a proxy global mesh. Each tile has two low-capacity MLPs: one for view-independent appearance (diffuse color and shading) and one for view-dependent appearance (specular highlights, reflections). We leverage the phenomena that complex view-dependent scene reflections can be attributed to virtual lights underneath surfaces at the total ray distance to the source. This lets us handle sparse samplings of the input scene where reflection highlights do not always appear consistently in input images. We show interactive free-viewpoint rendering results from five scenes, one of which covers an area of more than 100 m2. Experimental results show that our method produces higher-quality renderings than a single large-capacity MLP and five recent neural proxy-geometry and voxel-based baseline methods. Our code and data are available at project webpage https://xchaowu.github.io/papers/scalable-nisr.

Technical Paper
SVBRDF Estimation Using a Normal Sorting Technique

Snehal Padhye, David Messinger, James Ferwerda

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. Spatially varying bidirectional reflectance distribution functions (SVBRDFs) play an important role in appearance modeling of real-world surfaces. Automatic capture of these surface properties is highly desirable, but many techniques only partially capture these properties or use complicated setups to do so. Micro surface roughness variations are especially difficult to capture using image-based methods. In this paper, we propose a novel approach towards estimating the complete SVBRDFs of surfaces using a portable projector-camera system made of standard consumer-grade components. Our approach uses insights about the relations between the illumination and viewing geometry and captured image statistics to estimate surface reflectance properties. Our technique should be of great value to practitioners seeking to model and render the geometric and reflectance properties of complex real-world surfaces.

Poster
SPCBPT: Subspace-based Probabilistic Connections for Bidirectional Path Tracing

Fujia Su, Sheng Li, Guoping Wang

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Bidirectional path tracing (BDPT) can be accelerated by selecting appropriate light sub-paths for connection. However, existing algorithms need to perform frequent distribution reconstruction and have expensive overhead. We present a novel approach, SPCBPT, for probabilistic connections that constructs the light selection distribution in sub-path space. Our approach bins the sub-paths into multiple subspaces and keeps the sub-paths in the same subspace of low discrepancy, wherein the light sub-paths can be selected by a subspace-based two-stage sampling method, i.e., first sampling the light subspace and then resampling the light sub-paths within this subspace. The subspace-based distribution is free of reconstruction and provides efficient light selection at a very low cost. We also propose a method that considers the Multiple Importance Sampling (MIS) term in the light selection and thus obtain an MIS-aware distribution that can minimize the upper bound of variance of the combined estimator. Prior methods typically omit this MIS weights term. We evaluate our algorithm using various benchmarks, and the results show that our approach has superior performance and can significantly reduce the noise compared with the state-of-the-art method.

Technical Paper
SPAGHETTI: Editing Implicit Shapes Through Part Aware Generation

Amir Hertz, Or Perel, Raja Giryes, Olga Sorkine-Hornung, Daniel Cohen-Or

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Neural implicit fields are quickly emerging as an attractive representation for learning based techniques. However, adopting them for 3D shape modeling and editing is challenging. We introduce a method for Editing Implicit Shapes Through Part Aware GeneraTion, permuted in short as SPAGHETTI. Our architecture allows for manipulation of implicit shapes by means of transforming, interpolating and combining shape segments together, without requiring explicit part supervision. SPAGHETTI disentangles shape part representation into extrinsic and intrinsic geometric information. This characteristic enables a generative framework with part-level control. The modeling capabilities of SPAGHETTI are demonstrated using an interactive graphical interface, where users can directly edit neural implicit shapes. Our code, editing user interface demo and pre-trained models are available at github.com/amirhertz/spaghetti.

Technical Paper
SNeRF: Stylized Neural Implicit Representations for 3D Scenes

Thu Nguyen-Phuoc, Feng Liu, Lei Xiao

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This paper presents a stylized novel view synthesis method. Applying state-of-the-art stylization methods to novel views frame by frame often causes jittering artifacts due to the lack of cross-view consistency. Therefore, this paper investigates 3D scene stylization that provides a strong inductive bias for consistent novel view synthesis. Specifically, we adopt the emerging neural radiance fields (NeRF) as our choice of 3D scene representation for their capability to render high-quality novel views for a variety of scenes. However, as rendering a novel view from a NeRF requires a large number of samples, training a stylized NeRF requires a large amount of GPU memory that goes beyond an off-the-shelf GPU capacity. We introduce a new training method to address this problem by alternating the NeRF and stylization optimization steps. Such a method enables us to make full use of our hardware memory capacity to both generate images at higher resolution and adopt more expressive image style transfer methods. Our experiments show that our method produces stylized NeRFs for a wide range of content, including indoor, outdoor and dynamic scenes, and synthesizes high-quality novel views with cross-view consistency.

Technical Paper
Robust Computation of Implicit Surface Networks for Piecewise Linear Functions

Xingyi Du, Qingnan Zhou, Nathan Carr, Tao Ju

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Implicit surface networks, such as arrangements of implicit surfaces and materials interfaces, are used for modeling piecewise smooth or partitioned shapes. However, accurate and numerically robust algorithms for discretizing either structure on a grid are still lacking. We present a unified approach for computing both types of surface networks for piecewise linear functions defined on a tetrahedral grid. Both algorithms are guaranteed to produce a correct combinatorial structure for any number of functions. Our main contribution is an exact and efficient method for partitioning a tetrahedron using the level sets of linear functions defined by barycentric interpolation. To further improve performance, we designed look-up tables to speed up processing of tetrahedra involving few functions and introduced an efficient algorithm for identifying nested 3D regions.

Technical Paper
Rewriting Geometric Rules of a GAN

Sheng-Yu Wang, David Bau, Jun-Yan Zhu

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Deep generative models make visual content creation more accessible to novice users by automating the synthesis of diverse, realistic content based on a collected dataset. However, the current machine learning approaches miss a key element of the creative process - the ability to synthesize things that go far beyond the data distribution and everyday experience. To begin to address this issue, we enable a user to "warp" a given model by editing just a handful of original model outputs with desired geometric changes. Our method applies a low-rank update to a single model layer to reconstruct edited examples. Furthermore, to combat overfitting, we propose a latent space augmentation method based on style-mixing. Our method allows a user to create a model that synthesizes endless objects with defined geometric changes, enabling the creation of a new generative model without the burden of curating a large-scale dataset. We also demonstrate that edited models can be composed to achieve aggregated effects, and we present an interactive interface to enable users to create new models through composition. Empirical measurements on multiple test cases suggest the advantage of our method against recent GAN fine-tuning methods. Finally, we showcase several applications using the edited models, including latent space interpolation and image editing.

Technical Paper
Rendering of Subjective Speckle Formed by Rough Statistical Surfaces

Shlomi Steinberg, Ling-Qi Yan, Shlomi Steinberg

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Tremendous effort has been extended by the computer graphics community to advance the level of realism of material appearance reproduction by incorporating increasingly more advanced techniques. We are now able to re-enact the complicated interplay between light and microscopic surface features—scratches, bumps and other imperfections—in a visually convincing fashion. However, diffractive patterns arise even when no explicitly defined features are present: Any random surface will act as a diffracting aperture and its statistics heavily influence the statistics of the diffracted wave fields. Nonetheless, the problem of rendering diffraction effects induced by surfaces that are defined purely statistically remains wholly unexplored. We present a thorough derivation, from core optical principles, of the intensity of the scattered fields that arise when a natural, partially coherent light source illuminates a random surface. We follow with a probability theory analysis of the statistics of those fields and present our rendering algorithm. All of our derivations are formally proven and verified numerically as well. Our method is the first to render diffraction effects produced by a surface described statistically only, and bridges the theoretical gap between contemporary surface modelling and rendering.

TOG Paper
Rendering of Scratched Transparent Materials Using Precomputed SV-BSDFs

Shintaro Fuji, Syuhei Sato, Kei Iwasaki, Yoshinori Dobashi, Shangce Gao, Zheng Tang

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Recently, many methods have been proposed to realistically render various materials. The realism of the synthetic images can be improved by rendering small-scale details on the surfaces of 3D objects. We focus on the efficient rendering of the scratches on the transparent objects. Although a fast rendering method using precomputed 2D BRDFs for a scratched material has been proposed, the method is limited to the opaque materials such as metals. We extend this method to the transparent objects. On the surface of the transparent object, rays are split into specular reflections and refractions. We therefore precompute Bidirectional Scattering Distribution Functions (BSDFs). We use a 2D ray tracer as in the previous method to accelerate the precomputation. We show several examples to demonstrate the effectiveness of our method.

Poster
Rendering Neural Materials on Curved Surfaces

Alexandr Kuznetsov, Fujun Luan, Krishna Mullia, Zexiang Xu, Xuezheng Wang, Milos Hasan, Ravi Ramamoorthi

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Neural material reflectance representations address some limitations of traditional analytic BRDFs with parameter textures; they can theoretically represent any material data, whether a complex synthetic microgeometry with displacements, shadows and inter-reflections, or real measured reflectance. However, they still approximate the material on an infinite plane, which prevents them from correctly handling silhouette and parallax effects for viewing directions close to grazing. The goal of this paper is to design a neural material representation capable of correctly handling such silhouette effects. We extend the neural network query to take surface curvature information as input, while the query output is extended to return a transparency value in addition to reflectance. We train the new neural representation on synthetic data that contains queries spanning a variety of surface curvatures. We show an ability to accurately represent complex silhouette behavior that would traditionally require more expensive and less flexible techniques, such as on-the-fly geometry displacement or ray marching.

Technical Paper
Rendering Iridescent Rock Dove Neck Feathers

Weizhen Huang, Sebastian Merzbach, Clara Callenberg, Doekele Stavenga, Matthias Hullin

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Bird feathers exhibit fascinating reflectance, which is governed by fiber-like structures. Unlike hair and fur, the feather geometric structures follow intricate hierarchical patterns that span many orders of magnitude in scale. At the smallest scales, fiber elements have strongly non-cylindrical cross-sections and are often complemented by regular nanostructures, causing rich structural color. Therefore, past attempts to render feathers using fiber- or texture-based appearance models missed characteristic aspects of the visual appearance. We introduce a new feather modeling and rendering framework, which abstracts the microscopic geometry and reflectance into a microfacet-like BSDF. The R, TRT and T lobes, also known from hair and fur, here account for specular reflection off the cortex, diffuse reflection off the medulla, and transmission due to barbule spacing, respectively. Our BSDF, which does not require precomputation or storage, can be efficiently importance-sampled and readily integrated into rendering pipelines that represent feather geometry down to the barb level. We verify our approach using a BSDF-capturing setup for small biological structures, as well as against calibrated photographs of rock dove neck feathers.

Technical Paper
Regression-based Monte Carlo Integration

Corentin Salaun, Adrien Gruson, Binh-Son Hua, Toshiya Hachisuka, Gurprit Singh

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Monte Carlo integration is typically interpreted as an estimator of the expected value using stochastic samples. There exists an alternative interpretation in calculus where Monte Carlo integration can be seen as estimating a constant function---from the stochastic evaluations of the integrand---that integrates to the original integral. The integral mean value theorem states that this constant function should be the mean (or expectation) of the integrand. Since both interpretations result in the same estimator, little attention has been devoted to the calculus-oriented interpretation. We show that the calculus-oriented interpretation actually implies the possibility of using a more complex function than a constant one to construct a more efficient estimator for Monte Carlo integration. We build a new estimator based on this interpretation and relate our estimator to control variates with least-squares regression on the stochastic samples of the integrand. Unlike prior work, our resulting estimator is provably better than or equal to the conventional Monte Carlo estimator. To demonstrate the strength of our approach, we introduce a practical estimator that can act as a simple drop-in replacement for conventional Monte Carlo integration. We experimentally validate our framework on various light transport integrals. The code is available at https://github.com/iribis/regressionmc.

Technical Paper
Recording and Replaying Psychomotor User Actions in VR

Manos Kamarianakis, Ilias Chrysovergis, Mike Kentros, George Papagiannakis

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We introduce a novel method that describes the functionality and characteristics of an efficient VR recorder with replay capabilities, implemented in a modern game engine, publicly available for free.

Poster
Reconstructing Translucent Objects Using Differentiable Rendering

Xi Deng, Fujun Luan, Bruce Walter, Kavita Bala, Steve Marschner

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Inverse rendering is a powerful approach to modeling objects from photographs, and we extend previous techniques to handle translucent materials that exhibit subsurface scattering. Representing translucency using a heterogeneous bidirectional scattering-surface reflectance distribution function (BSSRDF), we extend the framework of path-space differentiable rendering to accommodate both surface and subsurface reflection. This introduces new types of paths requiring new methods for sampling moving discontinuities in material space that arise from visibility and moving geometry. We use this differentiable rendering method in an end-to-end approach that jointly recovers heterogeneous translucent materials (represented by a BSSRDF) and detailed geometry of an object (represented by a mesh) from a sparse set of measured 2D images in a coarse-to-fine framework incorporating Laplacian preconditioning for the geometry. To efficiently optimize our models in the presence of the Monte Carlo noise introduced by the BSSRDF integral, we introduce a dual-buffer method for evaluating the L2 image loss. This efficiently avoids potential bias in gradient estimation due to the correlation of estimates for image pixels and their derivatives and enables correct convergence of the optimizer even when using low sample counts in the renderer. We validate our derivatives by comparing against finite differences and demonstrate the effectiveness of our technique by comparing inverse-rendering performance with previous methods. We show superior reconstruction quality on a set of synthetic and real-world translucent objects as compared to previous methods that model only surface reflection.

Technical Paper
Real-time Lens Distortion Algorithm on Embedded GPU Systems

Young-Woo Kim, Duksu Kim

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The lens distortion is essential for displaying VR contents on a head-mounted display (HMD) with a distorted display surface. We propose a novel lens distortion algorithm on an embedded GPU system. To minimize the memory access overhead, we propose a compressed form of a lookup table. We also utilize the integrated memory architecture of the edge GPU system (e.g., NVIDIA’s Jetson devices) to reduce data communication overhead between host and device. As a result, our method shows up to 1.72-times higher performance than prior lookup table-based lens distortion approaches while it consumes up to 28.93% less power. Finally, our algorithm achieved real-time performance for high-resolution images on edge GPU systems (e.g., 94 FPS for 8K image on Jetson NX). These results demonstrate the benefits of our approach from the perspectives of both performance and energy.

Poster
Real-time Controllable Motion Transition for Characters

Xiangjun Tang, He Wang, Bo Hu, Xu Gong, Ruifan Yi, Qilong Kou, Xiaogang Jin

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Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability and speed, which renders any methods that need offline computation (or post-processing) or cannot incorporate (often unpredictable) user control undesirable. To this end, we propose a new real-time transition method to address the aforementioned challenges. Our approach consists of two key components: motion manifold and conditional transitioning. The former learns the important low-level motion features and their dynamics; while the latter synthesizes transitions conditioned on a target frame and the desired transition duration. We first learn a motion manifold that explicitly models the intrinsic transition stochasticity in human motions via a multi-modal mapping mechanism. Then, during generation, we design a transition model which is essentially a sampling strategy to sample from the learned manifold, based on the target frame and the aimed transition duration. We validate our method on different datasets in tasks where no post-processing or offline computation is allowed. Through exhaustive evaluation and comparison, we show that our method is able to generate high-quality motions measured under multiple metrics. Our method is also robust under various target frames (with extreme cases).

Technical Paper
ReLU Fields: The Little Non-linearity That Could

Animesh Karnewar, Tobias Ritschel, Oliver Wang, Niloy Mitra

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In many recent works, multi-layer perceptions (MLPs) have been shown to be suitable for modeling complex spatially-varying functions including images and 3D scenes. Although the MLPs are able to represent complex scenes with unprecedented quality and memory footprint, this expressive power of the MLPs, however, comes at the cost of long training and inference times. On the other hand, bilinear/trilinear interpolation on regular grid-based representations can give fast training and inference times, but cannot match the quality of MLPs without requiring significant additional memory. Hence, in this work, we investigate what is the smallest change to grid-based representations that allows for retaining the high fidelity result of MLPs while enabling fast reconstruction and rendering times. We introduce a surprisingly simple change that achieves this task – simply allowing a fixed non-linearity (ReLU) on interpolated grid values. When combined with coarse-to-fine optimization, we show that such an approach becomes competitive with the state-of-the-art. We report results on radiance fields, and occupancy fields, and compare against multiple existing alternatives. Code and data for the paper are available at https://geometry.cs.ucl.ac.uk/projects/2022/relu_fields.

Technical Paper
Rapid Design of Articulated Objects

Joon Hyub Lee, Hanbit Kim, Seok-Hyung Bae

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Designing articulated objects is challenging because, unlike with static objects, it requires complex decisions to be made regarding the form, parts, rig, poses, and motion. We present a novel 3D sketching system for rapidly authoring concepts of articulated objects for the early stages of design, when designers make such decisions. Compared to existing CAD software, which focuses on slowly but elaborately producing models consisting of precise surfaces and volumes, our system focuses on quickly but roughly producing models consisting of key curves through a small set of coherent pen and multi-touch gestures. We found that professional designers could easily learn and use our system and author compelling concepts in a short time, showing that 3D sketching can be extended to designing articulated objects and is generally applicable in film, animation, game, and product design.

Technical Paper