SIGGRAPH 2023 Papers

ACM SIGGRAPH Conference

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239papers

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

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An Extensible, Data-oriented Architecture for High-performance, Many-world Simulation

Brennan Shacklett, Luc Guy Rosenzweig, Bidipta Sarkar, Zhiqiang Xie, Andrew Szot, Erik Wijmans, Vladlen Koltun, Dhruv Batra, Kayvon Fatahalian

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Training AI agents to perform complex tasks in simulated worlds requires millions to billions of steps of experience. To achieve high performance, today's fastest simulators for training AI agents adopt the idea of batch simulation: using a single simulation engine to simultaneously step many environments in parallel. We introduce a framework for productively authoring novel training environments (including custom logic for environment generation, environment time stepping, and generating agent observations and rewards) that execute as high-performance, GPU-accelerated batched simulators. Our key observation is that the entity-component-system (ECS) design pattern, popular for expressing CPU-side game logic today, is also well-suited for providing the structure needed for high-performance batched simulators. We contribute the first fully-GPU accelerated ECS implementation that natively supports batch environment simulation. We demonstrate how ECS abstractions impose structure on a training environment's logic and state that allows the system to efficiently manage state, amortize work, and identify GPU-friendly coherent parallel computations within and across different environments. We implement several learning environments in this framework, and demonstrate GPU speedups of two to three orders of magnitude over open source CPU baselines and 5-33× over strong baselines running on a 32-thread CPU. An implementation of the OpenAI hide and seek 3D environment written in our framework, which performs rigid body physics and ray tracing in each simulator step, achieves over 1.9 million environment steps per second on a single GPU.

Technical Paper
An Elastic Basis for Spectral Shape Correspondence

Florine Hartwig, Josua Sassen, Omri Azencot, Martin Rumpf, Mirela Ben-Chen

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Finding correspondences between shapes is a central task in geometry processing with applications such as texture or deformation transfer and shape interpolation. We develop a spectral method for finding correspondences between non-isometric shapes that aligns extrinsic features. For this, we propose a novel crease aware spectral basis, that is derived from the Hessian of an elastic thin shell energy. We incorporate this basis in a functional map framework and demonstrate the effectiveness of our approach for mapping non-isometric shapes such that prominent features are put in correspondence. Finally, we describe the necessary adaptations to the functional map framework for working with non-orthogonal basis functions, thus considerably widening the scope of future uses of spectral shape correspondence.

Technical Paper
Algebraic Smooth Occluding Contours

Ryan Capouellez, Jiacheng Dai, Aaron Hertzmann, Denis Zorin

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Computing occluding contours is a key step in 3D non-photorealistic rendering, but producing smooth contours with consistent visibility has been a notoriously-challenging open problem. This paper describes the first general-purpose smooth surface construction for which the occluding contours can be computed in closed form. Given an input mesh and camera viewpoint, we show how to approximate the mesh with a G1 piecewise-quadratic surface, for which the occluding contours are piecewise-rational curves in image-space. We show that this method produces smooth contours with consistent visibility much more efficiently than the state-of-the-art.

Technical Paper
Adaptive Local Basis Functions for Shape Completion

Hui Ying, Tianjia Shao, He Wang, Yin Yang, Kun Zhou

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In this paper, we focus on the task of 3D shape completion from partial point clouds using deep implicit functions. Existing methods seek to use voxelized basis functions or the ones from a certain family of functions (e.g., Gaussians), which leads to high computational costs or limited shape expressivity. On the contrary, our method employs adaptive local basis functions, which are learned end-to-end and not restricted in certain forms. Based on those basis functions, a local-to-local shape completion framework is presented. Our algorithm learns sparse parameterization with a small number of basis functions while preserving local geometric details during completion. Quantitative and qualitative experiments demonstrate that our method outperforms the state-of-the-art methods in shape completion, detail preservation, generalization to unseen geometries, and computational cost. Code and data for this paper are at https://github.com/yinghdb/Adaptive-Local-Basis-Functions.

Technical Paper
Acting as Inverse Inverse Planning

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

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Great storytellers know how to take us on a journey. They direct characters to act—not necessarily in the most rational way—but rather in a way that leads to interesting situations, and ultimately creates an impactful experience for audience members looking on. If audience experience is what matters most, then can we help artists and animators directly craft such experiences, independent of the concrete character actions needed to evoke those experiences? In this paper, we offer a novel computational framework for such tools. Our key idea is to optimize animations with respect to simulated audience members’ experiences. To simulate the audience, we borrow an established principle from cognitive science: that human social intuition can be modeled as “inverse planning,” the task of inferring an agent’s (hidden) goals from its (observed) actions. Building on this model, we treat storytelling as “inverse inverse planning,” the task of choosing actions to manipulate an inverse planner’s inferences. Our framework is grounded in literary theory, naturally capturing many storytelling elements from first principles. We give a series of examples to demonstrate this, with supporting evidence from human subject studies.

Technical Paper
A Temporal Coherent Topology Optimization Approach for Assembly Planning of Bespoke Frame Structures

Ziqi Wang, Florian Kennel-Maushart, Yijiang Huang, Bernhard Thomaszewski, Stelian Coros

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We present a computational framework for planning the assembly sequence of bespoke frame structures. Frame structures are one of the most commonly used structural systems in modern architecture, providing resistance to gravitational and external loads. Building frame structures requires traversing through several partially built states. If the assembly sequence is planned poorly, these partial assemblies can exhibit substantial deformation due to self-weight, slowing down or jeopardizing the assembly process. Finding a good assembly sequence that minimizes intermediate deformations is an interesting yet challenging combinatorial problem that is usually solved by heuristic search algorithms. In this paper, we propose a new optimization-based approach that models sequence planning using a series of topology optimization problems. Our key insight is that enforcing temporal coherent constraints in the topology optimization can lead to sub-structures with small deformations while staying consistent with each other to form an assembly sequence. We benchmark our algorithm on a large data set and show improvements in both performance and computational time over greedy search algorithms. In addition, we demonstrate that our algorithm can be extended to handle assembly with static or dynamic supports. We further validate our approach by generating a series of results in multiple scales, including a real-world prototype with a mixed reality assistant using our computed sequence and a simulated example demonstrating a multi-robot assembly application.

Technical Paper
A Sparse Non-parametric BRDF Model

Tanaboon Tongbuasirilai, Jonas Unger, Christine Guillemot, Ehsan Miandji, Tanaboon Tongbuasirilai

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This paper presents a novel sparse non-parametric Bidirectional Reflectance Distribution Function (BRDF) model derived using a machine learning approach to represent the space of possible BRDFs using a set of multidimensional sub-spaces, or dictionaries. By training the dictionaries under a sparsity constraint, the model guarantees high-quality representations with minimal storage requirements and an inherent clustering of the BDRF-space. The model can be trained once and then reused to represent a wide variety of measured BRDFs. Moreover, the proposed method is flexible to incorporate new unobserved data sets, parameterizations, and transformations. In addition, we show that any two, or more, BRDFs can be smoothly interpolated in the coefficient space of the model rather than the significantly higher-dimensional BRDF space. The proposed sparse BRDF model is evaluated using the MERL, DTU, and RGL-EPFL BRDF databases. Experimental results show that the proposed approach results in about 9.75dB higher signal-to-noise ratio on average for rendered images as compared to current state-of-the-art models.

TOG Paper
A Sparse Distributed Gigascale Resolution Material Point Method

Yuxing Qiu, Samuel Temple Reeve, Minchen Li, Yin Yang, Stuart Slattery, Chenfanfu Jiang, Yuxing Qiu

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In this article, we present a four-layer distributed simulation system and its adaptation to the Material Point Method (MPM). The system is built upon a performance portable C++ programming model targeting major High-Performance-Computing (HPC) platforms. A key ingredient of our system is a hierarchical block-tile-cell sparse grid data structure that is distributable to an arbitrary number of Message Passing Interface (MPI) ranks. We additionally propose strategies for efficient dynamic load balance optimization to maximize the efficiency of MPI tasks. Our simulation pipeline can easily switch among backend programming models, including OpenMP and CUDA, and can be effortlessly dispatched onto supercomputers and the cloud. Finally, we construct benchmark experiments and ablation studies on supercomputers and consumer workstations in a local network to evaluate the scalability and load balancing criteria. We demonstrate massively parallel, highly scalable, and gigascale resolution MPM simulations of up to 1.01 billion particles for less than 323.25 seconds per frame with 8 OpenSSH-connected workstations.

TOG Paper
A Realistic Surface-based Cloth Rendering Model

Junqiu Zhu, Adrian Jarabo, Carlos Aliaga, Ling-Qi Yan, Matt Jen-Yuan Chiang

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We propose a surface-based cloth shading model that generates realistic cloth appearance with ply-level details. It generalizes previous surface-based models to a broader set of cloth including knitted and thin woven cloth. Our model takes into account the most dominant visual features of cloth, including anisotropic S-shaped reflection highlight, cross-shaped transmission highlights, delta transmission, and shadowing masking. We model these elements via a comprehensive micro-scale BSDF and a meso-scale effective BSDF formulation. Then, we propose an implementation that leverages the Monte Carlo sampler of path tracing for reducing precomputation to the bare minimum, by evaluating the effective BSDF as a Monte Carlo estimate, and encoding visibility using anisotropic spherical Gaussians. We demonstrate our model by replicating a set of woven and knitted fabrics, showing good match with respect to captured photographs.

Technical Paper
A Practical Wave Optics Reflection Model for Hair and Fur

Mengqi Xia, Bruce Walter, Christophe Hery, Olivier Maury, Eric Michielssen, Steve Marschner

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Traditional fiber scattering models, based on ray optics, are missing some important visual aspects of fiber appearance. Previous work [Xia et al. 2020] on wave scattering from ideal extrusions demonstrated that diffraction produces strong forward scattering and colorful effects that are missing from ray-based models. However, that work was unable to include some important surface characteristics such as surface roughness and tilted cuticle scales, which are known to be important for fiber appearance. In this work, we take an important step to study wave effects from rough fibers with arbitrary 3D microgeometry. While the full-wave simulation of realistic 3D fibers remains intractable, we developed a 3D wave optics simulator based on a physical optics approximation, using a GPU-based hierarchical algorithm to greatly accelerate the calculation. It simulates surface reflection and diffractive scattering, which are present in all fibers and typically dominate for darkly pigmented fibers. The simulation provides a detailed picture of first order scattering, but it is not practical to use for production rendering as this would require tabulation per fiber geometry. To practically handle geometry variations in the scene, we propose a model based on wavelet noise, capturing the important statistical features in the simulation results that are relevant for rendering. Both our simulation and practical model show similar granular patterns to those observed in optical measurement. Our compact noise model can be easily combined with existing scattering models to render hair and fur of various colors, introducing visually important colorful glints that were missing from all previous models.

Technical Paper
A Practical Walk-on-Boundary Method for Boundary Value Problems

Ryusuke Sugimoto, Terry Chen, Yiti Jiang, Christopher Batty, Toshiya Hachisuka

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We introduce the walk-on-boundary (WoB) method for solving boundary value problems to computer graphics. WoB is a grid-free Monte Carlo solver for certain classes of second order partial differential equations. A similar Monte Carlo solver, the walk-on-spheres (WoS) method, has been recently popularized in computer graphics due to its advantages over traditional spatial discretization-based alternatives. We show that WoB's intrinsic properties yield further advantages beyond those of WoS. Unlike WoS, WoB naturally supports various boundary conditions (Dirichlet, Neumann, Robin, and mixed) for both interior and exterior domains. WoB builds upon boundary integral formulations, and it is mathematically more similar to light transport simulation in rendering than the random walk formulation of WoS. This similarity between WoB and rendering allows us to implement WoB on top of Monte Carlo ray tracing, and to incorporate advanced rendering techniques (e.g., bidirectional estimators with multiple importance sampling, the virtual point lights method, and Markov chain Monte Carlo) into WoB. WoB does not suffer from the intrinsic bias of WoS near the boundary and can estimate solutions precisely on the boundary. Our numerical results highlight the advantages of WoB over WoS as an attractive alternative to solve boundary value problems based on Monte Carlo.

Technical Paper
A Hybrid Generator Architecture for Controllable Face Synthesis

Dann Mensah, Nam Hee Kim, Miika Aittala, Samuli Laine, Jaakko Lehtinen

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Modern data-driven image generation models often surpass traditional graphics techniques in quality. However, while traditional modeling and animation tools allow precise control over the image generation process in terms of interpretable quantities — e.g., shapes and reflectances — endowing learned models with such controls is generally difficult. In the context of human faces, we seek a data-driven generator architecture that simultaneously retains the photorealistic quality of modern generative adversarial networks (GAN) and allows explicit, disentangled controls over head shapes, expressions, identity, background, and illumination. While our high-level goal is shared by a large body of previous work, we approach the problem with a different philosophy: We treat the problem as an unconditional synthesis task, and engineer interpretable inductive biases into the model that make it easy for the desired behavior to emerge. Concretely, our generator is a combination of learned neural networks and fixed-function blocks, such as a 3D morphable head model and texture-mapping rasterizer, and we leave it up to the training process to figure out how they should be used together. This greatly simplifies the training problem by removing the need for labeled training data; we learn the distributions of the independent variables that drive the model instead of requiring that their values are known for each training image. Furthermore, we need no contrastive or imitation learning for correct behavior. We show that our design successfully encourages the generative model to make use of the internal, interpretable representations in a semantically meaningful manner. This allows sampling of different aspects of the image independently, as well as precise control of the results by manipulating the internal state of the interpretable blocks within the generator. This enables, for instance, facial animation using traditional animation tools.

Technical Paper
A Full-wave Reference Simulator for Computing Surface Reflectance

Yunchen Yu, Mengqi Xia, Bruce Walter, Eric Michielssen, Steve Marschner

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Computing light reflection from rough surfaces is an important topic in computer graphics. Reflection models developed based on geometric optics fail to capture wave effects such as diffraction and interference, while existing models based on physical optics approximations give erroneous predictions under many circumstances (e.g. when multiple scattering from the surface cannot be ignored). We present a scalable 3D full-wave simulator for computing reference solutions to surface scattering problems, which can be used to evaluate and guide the development of approximate models for rendering. We investigate the range of validity for some existing wave optics based reflection models; our results confirm these models for low-roughness surfaces but also show that prior rendering methods do not accurately predict the scattering behavior of some types of surfaces. Our simulator is based on the boundary element method (BEM) and accelerated using the adaptive integral method (AIM), and is implemented to execute on modern GPUs. We demonstrate the simulator on domains up to 60 × 60 × 10 wavelengths, involving surface samples with significant height variations. Furthermore, we propose a new system for efficiently computing BRDF values for large numbers of incident and outgoing directions at once, by combining small simulations to characterize larger areas. Our simulator will be released as an open-source toolkit for computing surface scattering.

Technical Paper
A Fast Geometric Multigrid Method for Curved Surfaces

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

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We introduce a geometric multigrid method for solving linear systems arising from variational problems on surfaces in geometry processing, Gravo MG. Our scheme uses point clouds as a reduced representation of the levels of the multigrid hierarchy to achieve a fast hierarchy construction and to extend the applicability of the method from triangle meshes to other surface representations like point clouds, nonmanifold meshes, and polygonal meshes. To build the prolongation operators, we associate each point of the hierarchy to a triangle constructed from points in the next coarser level. We obtain well-shaped candidate triangles by computing graph Voronoi diagrams centered around the coarse points and determining neighboring Voronoi cells. Our selection of triangles ensures that the connections of each point to points at adjacent coarser and finer levels are balanced in the tangential directions. As a result, we obtain sparse prolongation matrices with three entries per row and fast convergence of the solver. Code is available at https://graphics.tudelft.nl/gravo_mg.

Technical Paper
A Convex Optimization Framework for Regularized Geodesic Distances

Michal Edelstein, Nestor Guillen, Justin Solomon, Mirela Ben-Chen

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We propose a general convex optimization problem for computing regularized geodesic distances. We show that under mild conditions on the regularizer the problem is well posed. We propose three different regularizers and provide analytical solutions in special cases, as well as corresponding efficient optimization algorithms. Additionally, we show how to generalize the approach to the all pairs case by formulating the problem on the product manifold, which leads to symmetric distances. Our regularized distances compare favorably to existing methods, in terms of robustness and ease of calibration.

Technical Paper
A Contact Proxy Splitting Method for Lagrangian Solid-fluid Coupling

Tianyi Xie, Minchen Li, Yin Yang, Chenfanfu Jiang

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We present a robust and efficient method for simulating Lagrangian solid-fluid coupling based on a new operator splitting strategy. We use variational formulations to approximate fluid properties and solid-fluid interactions, and introduce a unified two-way coupling formulation for SPH fluids and FEM solids using interior point barrier-based frictional contact. We split the resulting optimization problem into a fluid phase and a solid-coupling phase using a novel time-splitting approach with augmented contact proxies, and propose efficient custom linear solvers. Our technique accounts for fluids interaction with nonlinear hyperelastic objects of different geometries and codimensions, while maintaining an algorithmically guaranteed non-penetrating criterion. Comprehensive benchmarks and experiments demonstrate the efficacy of our method.

Technical Paper
3DShape2VecSet: A 3D Shape Representation for Neural Fields and Generative Diffusion Models

Biao Zhang, Jiapeng Tang, Matthias Nießner, Peter Wonka

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We introduce 3DShape2VecSet, a novel shape representation for neural fields designed for generative diffusion models. Our shape representation can encode 3D shapes given as surface models or point clouds, and represents them as neural fields. The concept of neural fields has previously been combined with a global latent vector, a regular grid of latent vectors, or an irregular grid of latent vectors. Our new representation encodes neural fields on top of a set of vectors. We draw from multiple concepts, such as the radial basis function representation, and the cross attention and self-attention function, to design a learnable representation that is especially suitable for processing with transformers. Our results show improved performance in 3D shape encoding and 3D shape generative modeling tasks. We demonstrate a wide variety of generative applications: unconditioned generation, category-conditioned generation, text-conditioned generation, point-cloud completion, and image-conditioned generation. Code: https://1zb.github.io/3DShape2VecSet/.

Technical Paper
3D Gaussian Splatting for Real-time Radiance Field Rendering

Bernhard Kerbl, Georgios Kopanas, Thomas Leimkuehler, George Drettakis

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Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (≥ 30 fps) novel-view synthesis at 1080p resolution. First, starting from sparse points produced during camera calibration, we represent the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space; Second, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets.

Technical Paper