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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Low-poly Mesh Generation for Building Models

Xifeng Gao, Kui Wu, Zherong Pan

Expand abstract

As a common practice, game modelers manually craft low-poly meshes for given 3D building models in order to achieve the ideal balance between the small element count and the visual similarity. This can take hours and involve tedious trial and error. We propose a novel and simple algorithm to automate this process by converting high-poly 3D building models into both simple and visually preserving low-poly meshes. Our algorithm has three stages: First, a watertight, self-collision-free visual hull is generated via Boolean intersecting 3D extrusions of input’s silhouettes; We then carve out notable but redundant structures from the visual hull via Boolean subtracting 3D primitives derived from parts of the input; Finally, we generate a progressively simplified low-poly mesh sequence from the carved mesh and extract the Pareto front for users to select the desired output. Each stage of our approach is guided by visual metrics, aiming to preserve the visual similarity to the input. We have tested our method on a dataset containing 100 building models with different styles, most of which are used in popular digital games. We highlight the superior robustness and quality by comparing with state-of-the-art competing techniques. Executable program for this paper is at lowpoly-modeling.github.io.

Technical Paper
LookOut! Interactive Camera Gimbal Controller for Filming Long Takes

Mohamed Sayed, Robert Cinca, Enrico Costanza, Gabriel Brostow, Mohamed Sayed

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The job of a camera operator is challenging, and potentially dangerous, when filming long moving camera shots. Broadly, the operator must keep the actors in frame while safely navigating around obstacles and while fulfilling an artistic vision. We propose a unified hardware and software system that distributes some of the camera operator’s burden, freeing the operator up to focus on safety and aesthetics during a take. Our real-time system provides solo operators with end-to-end control so that they can balance on-set responsiveness to action against planned storyboards and framing while looking where they are going. By default, we film without a field monitor. Our LookOut system is built around a lightweight commodity camera gimbal mechanism, with heavy modifications to the controller, which would normally just provide active stabilization. Our control algorithm reacts to speech commands, video, and a premade script. Specifically, our automatic monitoring of the live video feed saves the operator from distractions. In preproduction, an artist uses our graphical user interface (GUI) to design a sequence of high-level camera “behaviors.” Those can be specific, based on a storyboard, or looser objectives, such as “frame both actors.” Then, during filming, a machine-readable script, exported from the GUI, ties together with the sensor readings to drive the gimbal. To validate our algorithm, we compared tracking strategies, interfaces, and hardware protocols and collected impressions from (a) filmmakers who used all aspects of our system and (b) filmmakers who watched footage filmed using LookOut.

TOG Paper
Loki: A Unified Multiphysics Simulation Framework for Production

Steve Lesser, Alexey Stomakhin, Gilles Daviet, Joel Wretborn, John Edholm, Noh-hoon Lee, Eston Schweickart, Xiao Zhai, Sean Flynn, Andrew Moffat

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We introduce Loki, a new framework for robust simulation of fluid, rigid, and deformable objects with non-compromising fidelity on any single element, and capabilities for coupling and representation transitions across multiple elements. Loki adapts multiple best-in-class solvers into a unified framework driven by a declarative state machine where users declare 'what' is simulated but not 'when,' so an automatic scheduling system takes care of mixing any combination of objects. This leads to intuitive setups for coupled simulations such as hair in the wind or objects transitioning from one representation to another, for example bulk water FLIP particles to SPH spray particles to volumetric mist. We also provide a consistent treatment for components used in several domains, such as unified collision and attachment constraints across 1D, 2D, 3D deforming and rigid objects. Distribution over MPI, custom linear equation solvers, and aggressive application of sparse techniques keep performance within production requirements. We demonstrate a variety of solvers within the framework and their interactions, including FLIPstyle liquids, spatially adaptive volumetric fluids, SPH, MPM, and mesh-based solids, including but not limited to discrete elastic rods, elastons, and FEM with state-of-the-art constitutive models. Our framework has proven powerful and intuitive enough for voluntary artist adoption and has delivered creature and FX simulations for multiple major movie productions in the preceding four years.

Technical Paper
Local Scale Adaptation for Augmenting Hand Shape Models

Pratik Kalshetti, Parag Chaudhuri

Expand abstract

The accuracy of hand pose and shape recovery algorithms depends on how closely the geometric hand model resembles the user’s hand. Most existing methods rely on learned shape space, e.g. MANO; but this shape model fails to generalize to unseen hand shapes with large deviations from the training set. We introduce a new hand shape model, aMANO, that augments MANO by introducing local scale adaptation that enables modeling substantially different hand sizes. We use both MANO and aMANO for calibrating the shape to new users from a stream of depth images and observe the improvement of aMANO over MANO. We believe that our new hand shape model is a significant step in improving the robustness and accuracy of existing hand tracking solutions.

Poster
Learning to Use Chopsticks in Diverse Gripping Styles

Zeshi Yang, KangKang Yin, Libin Liu

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Learning dexterous manipulation skills is a long-standing challenge in computer graphics and robotics, especially when the task involves complex and delicate interactions between the hands, tools and objects. In this paper, we focus on chopsticks-based object relocation tasks, which are common yet demanding. The key to successful chopsticks skills is steady gripping of the sticks that also supports delicate maneuvers. We automatically discover physically valid chopsticks holding poses by Bayesian Optimization (BO) and Deep Reinforcement Learning (DRL), which works for multiple gripping styles and hand morphologies without the need of example data. Given as input the discovered gripping poses and desired objects to be moved, we build physics-based hand controllers to accomplish relocation tasks in two stages. First, kinematic trajectories are synthesized for the chopsticks and hand in a motion planning stage. The key components of our motion planner include a grasping model to select suitable chopsticks configurations for grasping the object, and a trajectory optimization module to generate collision-free chopsticks trajectories. Then we train physics-based hand controllers through DRL again to track the desired kinematic trajectories produced by the motion planner. We demonstrate the capabilities of our framework by relocating objects of various shapes and sizes, in diverse gripping styles and holding positions for multiple hand morphologies. Our system achieves faster learning speed and better control robustness, when compared to vanilla systems that attempt to learn chopstick-based skills without a gripping pose optimization module and/or without a kinematic motion planner. Our code and models are available at this link.1

Technical Paper
Learning to Get Up

Tianxin Tao, Matthew Wilson, Ruiyu Gou, Michiel van de Panne

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Getting up from an arbitrary fallen state is a basic human skill. Existing methods for learning this skill often generate highly dynamic and erratic get-up motions, which do not resemble human get-up strategies, or are based on tracking recorded human get-up motions. In this paper, we present a staged approach using reinforcement learning, without recourse to motion capture data. The method first takes advantage of a strong character model, which facilitates the discovery of solution modes. A second stage then learns to adapt the control policy to work with progressively weaker versions of the character. Finally, a third stage learns control policies that can reproduce the weaker get-up motions at much slower speeds. We show that across multiple runs, the method can discover a diverse variety of get-up strategies, and execute them at a variety of speeds. The results usually produce policies that use a final stand-up strategy that is common to the recovery motions seen from all initial states. However, we also find policies for which different strategies are seen for prone and supine initial fallen states. The learned get-up control strategies often have significant static stability, i.e., they can be paused at a variety of points during the get-up motion. We further test our method on novel constrained scenarios, such as having a leg and an arm in a cast.

Technical Paper
Learning to Brachiate via Simplified Model Imitation

Daniele Reda, Hung Yu Ling, Michiel van de Panne

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Brachiation is the primary form of locomotion for gibbons and siamangs, in which these primates swing from tree limb to tree limb using only their arms. It is challenging to control because of the limited control authority, the required advance planning, and the precision of the required grasps. We present a novel approach to this problem using reinforcement learning, and as demonstrated on a finger-less 14-link planar model that learns to brachiate across challenging handhold sequences. Key to our method is the use of a simplified model, a point mass with a virtual arm, for which we first learn a policy that can brachiate across handhold sequences with a prescribed order. This facilitates the learning of the policy for the full model, for which it provides guidance by providing an overall center-of-mass trajectory to imitate, as well as for the timing of the holds. Lastly, the simplified model can also readily be used for planning suitable sequences of handholds in a given environment. Our results demonstrate brachiation motions with a variety of durations for the flight and hold phases, as well as emergent extra back-and-forth swings when this proves useful. The system is evaluated with a variety of ablations. The method enables future work towards more general 3D brachiation, as well as using simplified model imitation in other settings. For videos, supplementary material and code, visit: https://brachiation-rl.github.io/brachiation.

Technical Paper
Learning a Personalized Generative Prior for Face Images

Yotam Nitzan, Kfir Aberman, Orly Liba, Qiurui He, Michal Yarom, Yossi Gandelsman, Inbar Mosseri, Yael Pritch, Daniel Cohen-Or

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Figure 1: Using our personalized prior forMichelle Obama, we solve inpainting, super-resolution, and semantic editing (smile), while faithfully preservingher key facial characteristic. Each example shows the original input image,whichmaybe corrupted (top left), and the output based on our personalized (right) and generic (bottom left) face priors. The generic face prior is learned from a diverse set of images and produces results that do not preserve Obama’s key facial characteristics. Left and middle blocks ©U.S. Government, right block ©Tim Pierce.

Poster
Learning Smooth Neural Functions via Lipschitz Regularization

Hsueh-Ti Derek Liu, Francis Williams, Alec Jacobson, Sanja Fidler, Or Litany

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Neural implicit fields have recently emerged as a useful representation for 3D shapes. These fields are commonly represented as neural networks which map latent descriptors and 3D coordinates to implicit function values. The latent descriptor of a neural field acts as a deformation handle for the 3D shape it represents. Thus, smoothness with respect to this descriptor is paramount for performing shape-editing operations. In this work, we introduce a novel regularization designed to encourage smooth latent spaces in neural fields by penalizing the upper bound on the field’s Lipschitz constant. Compared with prior Lipschitz regularized networks, ours is computationally fast, can be implemented in four lines of code, and requires minimal hyperparameter tuning for geometric applications. We demonstrate the effectiveness of our approach on shape interpolation and extrapolation as well as partial shape reconstruction from 3D point clouds, showing both qualitative and quantitative improvements over existing state-of-the-art and non-regularized baselines.

Technical Paper
Learning High-DOF Reaching-and-grasping via Dynamic Representation of Gripper-object Interaction

Qijin She, Ruizhen Hu, Juzhan Xu, Min Liu, Kai Xu, Hui Huang

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We approach the problem of high-DOF reaching-and-grasping via learning joint planning of grasp and motion with deep reinforcement learning. To resolve the sample efficiency issue in learning the high-dimensional and complex control of dexterous grasping, we propose an effective representation of grasping state characterizing the spatial interaction between the gripper and the target object. To represent gripper-object interaction, we adopt Interaction Bisector Surface (IBS) which is the Voronoi diagram between two close by 3D geometric objects and has been successfully applied in characterizing spatial relations between 3D objects. We found that IBS is surprisingly effective as a state representation since it well informs the finegrained control of each finger with spatial relation against the target object. This novel grasp representation, together with several technical contributions including a fast IBS approximation, a novel vector-based reward and an effective training strategy, facilitate learning a strong control model of high-DOF grasping with good sample efficiency, dynamic adaptability, and cross-category generality. Experiments show that it generates high-quality dexterous grasp for complex shapes with smooth grasping motions. Code and data for this paper are at https://github.com/qijinshe/IBS-Grasping.

Technical Paper
Learning From Documents in the Wild to Improve Document Unwarping

Ke Ma, Sagnik Das, Zhixin Shu, Dimitris Samaras

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Document image unwarping is important for document digitization and analysis. The state-of-the-art approach relies on purely synthetic data to train deep networks for unwarping. As a result, the trained networks have generalization limitations when testing on real-world images, often yielding unsatisfying results. In this work, we propose to improve document unwarping performance by incorporating real-world images in training. We collected Document-in-the-Wild (DIW) dataset contains 5000 captured document images with large diversities in content, shape, and capturing environment. We annotate the boundaries of all DIW images and use them for weakly supervised learning. We propose a novel network architecture, PaperEdge, to train with a hybrid of synthetic and real document images. Additionally, we identify and analyze the flaws of popular evaluation metrics, e.g., MS-SSIM and Local Distortion (LD), for document unwarping and propose a more robust and reliable error metric called Aligned Distortion (AD). Training with a combination of synthetic and real-world document images, we demonstrate state-of-the-art performance on popular benchmarks with comprehensive quantitative evaluations and ablation studies. Code and data are available at https://github.com/cvlab-stonybrook/PaperEdge.

Technical Paper
Kuchibashi: 3D-printed Tweezers Bioinspired by the New Caledonian Crow’s Beak

Takahito Murakami, Maya Torii, Xanat Vargas Meza, Yoichi Ochiai

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In this study we implemented Kuchibashi, the New Caledonian Crow beak-like tweezers, and conducted a user study to evaluate the prototype's usability. We proved that Kuchibashi is superior in interacting with large spherical objects than hands and tweezers. Also, impressions of security and safeness were perceived positively by the participants.

Poster
Joint Neural Phase Retrieval and Compression for Energy- and Computation-efficient Holography on the Edge

Yujie Wang, Praneeth Chakravarthula, Qi Sun, Baoquan Chen

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Recent deep learning approaches have shown remarkable promise to enable high fidelity holographic displays. However, lightweight wearable display devices cannot afford the computation demand and energy consumption for hologram generation due to the limited onboard compute capability and battery life. On the other hand, if the computation is conducted entirely remotely on a cloud server, transmitting lossless hologram data is not only challenging but also result in prohibitively high latency and storage. In this work, by distributing the computation and optimizing the transmission, we propose the first framework that jointly generates and compresses high-quality phase-only holograms. Specifically, our framework asymmetrically separates the hologram generation process into high-compute remote encoding (on the server), and low-compute decoding (on the edge) stages. Our encoding enables light weight latent space data, thus faster and efficient transmission to the edge device. With our framework, we observed a reduction of 76% computation and consequently 83% in energy cost on edge devices, compared to the existing hologram generation methods. Our framework is robust to transmission and decoding errors, and approach high image fidelity for as low as 2 bits-per-pixel, and further reduced average bit-rates and decoding time for holographic videos.

Technical Paper
Iterative Poisson Surface Reconstruction (iPSR) for Unoriented Points

Fei Hou, Chiyu Wang, Wencheng Wang, Hong Qin, Chen Qian, Ying He

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Poisson surface reconstruction (PSR) remains a popular technique for reconstructing watertight surfaces from 3D point samples thanks to its efficiency, simplicity, and robustness. Yet, the existing PSR method and subsequent variants work only for oriented points. This paper intends to validate that an improved PSR, called iPSR, can completely eliminate the requirement of point normals and proceed in an iterative manner. In each iteration, iPSR takes as input point samples with normals directly computed from the surface obtained in the preceding iteration, and then generates a new surface with better quality. Extensive quantitative evaluation confirms that the new iPSR algorithm converges in 5--30 iterations even with randomly initialized normals. If initialized with a simple visibility based heuristic, iPSR can further reduce the number of iterations. We conduct comprehensive comparisons with PSR and other powerful implicit-function based methods. Finally, we confirm iPSR's effectiveness and scalability on the AIM@SHAPE dataset and challenging (indoor and outdoor) scenes. Code and data for this paper are at https://github.com/houfei0801/ipsr.

Technical Paper
Interactive Editing of Monocular Depth

Obumneme Stanley Dukor, S. Mahdi H. Miangoleh, Mahesh Kumar Krishna Reddy, Long Mai, Yağız Aksoy

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Recent advances in computer vision have made 3D structure-aware editing of still photographs a reality. Such computational photography applications use a depth map that is automatically generated by monocular depth estimation methods to represent the scene structure. In this work, we present a lightweight, web-based interactive depth editing and visualization tool that adapts low-level conventional image editing operations for geometric manipulation to enable artistic control in the 3D photography workflow. Our tool provides real-time feedback on the geometry through a 3D scene visualization to make the depth map editing process more intuitive for artists. Our web-based tool is open-source1 and platform-independent to support wider adoption of 3D photography techniques in everyday digital photography.

Poster
Interactive Augmented Reality Storytelling Guided by Scene Semantics

Changyang Li, Wanwan Li, Haikun Huang, Lap-Fai Yu

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We present a novel interactive augmented reality (AR) storytelling approach guided by indoor scene semantics. Our approach automatically populates virtual contents in real-world environments to deliver AR stories, which match both the story plots and scene semantics. During the storytelling process, a player can participate as a character in the story. Meanwhile, the behaviors of the virtual characters and the placement of the virtual items adapt to the player's actions. An input raw story is represented as a sequence of events, which contain high-level descriptions of the characters' states, and is converted into a graph representation with automatically supplemented low-level spatial details. Our hierarchical story sampling approach samples realistic character behaviors that fit the story contexts through optimizations; and an animator, which estimates and prioritizes the player's actions, animates the virtual characters to tell the story in AR. Through experiments and a user study, we validated the effectiveness of our approach for AR storytelling in different environments.

Technical Paper
Instant Neural Graphics Primitives With a Multiresolution Hash Encoding

Thomas Müller, Alex Evans, Christoph Schied, Alexander Keller

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Neural graphics primitives, parameterized by fully connected neural networks, can be costly to train and evaluate. We reduce this cost with a versatile new input encoding that permits the use of a smaller network without sacrificing quality, thus significantly reducing the number of floating point and memory access operations: a small neural network is augmented by a multiresolution hash table of trainable feature vectors whose values are optimized through stochastic gradient descent. The multiresolution structure allows the network to disambiguate hash collisions, making for a simple architecture that is trivial to parallelize on modern GPUs. We leverage this parallelism by implementing the whole system using fully-fused CUDA kernels with a focus on minimizing wasted bandwidth and compute operations. We achieve a combined speedup of several orders of magnitude, enabling training of high-quality neural graphics primitives in a matter of seconds, and rendering in tens of milliseconds at a resolution of 1920×1080.

Technical Paper