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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The Visual Language of Fabrics

Valentin Deschaintre, Julia Guerrero Viu, Diego Gutierrez, Tamy Boubekeur, Belen Masia

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We introduce text2fabric, a novel dataset that links free-text descriptions to various fabric materials. The dataset comprises 15,000 natural language descriptions associated to 3,000 corresponding images of fabric materials. Traditionally, material descriptions come in the form of tags/keywords, which limits their expressivity, induces pre-existing knowledge of the appropriate vocabulary, and ultimately leads to a chopped description system. Therefore, we study the use of free-text as a more appropriate way to describe material appearance, taking the use case of fabrics as a common item that non-experts may often deal with. Based on the analysis of the dataset, we identify a compact lexicon, set of attributes and key structure that emerge from the descriptions. This allows us to accurately understand how people describe fabrics and draw directions for generalization to other types of materials. We also show that our dataset enables specializing large vision-language models such as CLIP, creating a meaningful latent space for fabric appearance, and significantly improving applications such as fine-grained material retrieval and automatic captioning.

Technical Paper
Textured Mesh Quality Assessment: Large-scale Dataset and Deep Learning-based Quality Metric

Yana Nehmé, Johanna Delanoy, Florent Dupont, Jean-Philippe Farrugia, Patrick Le Callet, Guillaume Lavoué, Yana Nehmé

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Over the past decade, three-dimensional (3D) graphics have become highly detailed to mimic the real world, exploding their size and complexity. Certain applications and device constraints necessitate their simplification and/or lossy compression, which can degrade their visual quality. Thus, to ensure the best Quality of Experience, it is important to evaluate the visual quality to accurately drive the compression and find the right compromise between visual quality and data size. In this work, we focus on subjective and objective quality assessment of textured 3D meshes. We first establish a large-scale dataset, which includes 55 source models quantitatively characterized in terms of geometric, color, and semantic complexity, and corrupted by combinations of five types of compression-based distortions applied on the geometry, texture mapping, and texture image of the meshes. This dataset contains over 343k distorted stimuli. We propose an approach to select a challenging subset of 3,000 stimuli for which we collected 148,929 quality judgments from over 4,500 participants in a large-scale crowdsourced subjective experiment. Leveraging our subject-rated dataset, a learning-based quality metric for 3D graphics was proposed. Our metric demonstrates state-of-the-art results on our dataset of textured meshes and on a dataset of distorted meshes with vertex colors. Finally, we present an application of our metric and dataset to explore the influence of distortion interactions and content characteristics on the perceived quality of compressed textured meshes.

TOG Paper
TextDeformer: Geometry Manipulation Using Text Guidance

William Gao, Noam Aigerman, Thibault Groueix, Vova Kim, Rana Hanocka

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We present a technique for automatically producing a deformation of an input triangle mesh, guided solely by a text prompt. Our framework is capable of deformations that produce both large, low-frequency shape changes, and small high-frequency details. Our framework relies on differentiable rendering to connect geometry to powerful pre-trained image encoders, such as CLIP and DINO. Notably, updating mesh geometry by taking gradient steps through differentiable rendering is notoriously challenging, commonly resulting in deformed meshes with significant artifacts. These difficulties are amplified by noisy and inconsistent gradients from CLIP. To overcome this limitation, we opt to represent our mesh deformation through Jacobians, which updates deformations in a global, smooth manner (rather than locally-sub-optimal steps). Our key observation is that Jacobians are a representation that favors smoother, large deformations, leading to a global relation between vertices and pixels, and avoiding localized noisy gradients. Additionally, to ensure the resulting shape is coherent from all 3D viewpoints, we encourage the deep features computed on the 2D encoding of the rendering to be consistent for a given vertex from all viewpoints. We demonstrate that our method is capable of smoothly-deforming a wide variety of source mesh and target text prompts, achieving both large modifications to, e.g., body proportions of animals, as well as adding fine semantic details, such as shoe laces on an army boot and fine details of a face.

Technical Paper
Temporal Set Inversion for Animated Implicits

Kavosh Jazar, Paul G. Kry

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We exploit the temporal coherence of closed-form animated implicit surfaces by locally re-evaluating an octree-like discretization of the implicit field only as and where is necessary to rigorously maintain a global error invariant over time, thereby saving resources in static or slowly-evolving areas far from the motion where per-frame updates are not necessary. We treat implicit surface rendering as a special case of the continuous constraint satisfaction problem of set inversion, which seeks preimages of arbitrary sets under vector-valued functions. From this perspective, we formalize a temporally-coherent set inversion algorithm that localizes changes in the field by range-bounding its time derivatives using interval arithmetic. We implement our algorithm on the GPU using persistent thread scheduling and apply it to the scalar case of implicit surface and swept volume rendering where we achieve significant speedups in complex scenes with localized deformations like those found in games and modelling applications where interactivity is required and bounded-error approximation is acceptable.

Technical Paper
TEXTure: Text-guided Texturing of 3D Shapes

Elad Richardson, Gal Metzer, Yuval Alaluf, Raja Giryes, Daniel Cohen-Or

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In this paper, we present TEXTure, a novel method for text-guided generation, editing, and transfer of textures for 3D shapes. Leveraging a pretrained depth-to-image diffusion model, TEXTure applies an iterative scheme that paints a 3D model from different viewpoints. Yet, while depth-to-image models can create plausible textures from a single viewpoint, the stochastic nature of the generation process can cause many inconsistencies when texturing an entire 3D object. To tackle these problems, we dynamically define a trimap partitioning of the rendered image into three progression states, and present a novel elaborated diffusion sampling process that uses this trimap representation to generate seamless textures from different views. We then show that one can transfer the generated texture maps to new 3D geometries without requiring explicit surface-to-surface mapping, as well as extract semantic textures from a set of images without requiring any explicit reconstruction. Finally, we show that TEXTure can be used to not only generate new textures but also edit and refine existing textures using either a text prompt or user-provided scribbles. We demonstrate that our TEXTuring method excels at generating, transferring, and editing textures through extensive evaluation, and further close the gap between 2D image generation and 3D texturing. Code is available via our project page: https://texturepaper.github.io/TEXTurePaper/.

Technical Paper
Synthesizing Physical Character-scene Interactions

Mohamed Hassan, Yunrong Guo, Tingwu Wang, Michael Black, Sanja Fidler, Xue Bin Peng

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Movement is how people interact with and affect their environment. For realistic character animation, it is necessary to synthesize such interactions between virtual characters and their surroundings. Despite recent progress in character animation using machine learning, most systems focus on controlling an agent’s movements in fairly simple and homogeneous environments, with limited interactions with other objects. Furthermore, many previous approaches that synthesize human-scene interactions require significant manual labeling of the training data. In contrast, we present a system that uses adversarial imitation learning and reinforcement learning to train physically-simulated characters that perform scene interaction tasks in a natural and life-like manner. Our method learns scene interaction behaviors from large unstructured motion datasets, without manual annotation of the motion data. These scene interactions are learned using an adversarial discriminator that evaluates the realism of a motion within the context of a scene. The key novelty involves conditioning both the discriminator and the policy networks on scene context. We demonstrate the effectiveness of our approach through three challenging scene interaction tasks: carrying, sitting, and lying down, which require coordination of a character’s movements in relation to objects in the environment. Our policies learn to seamlessly transition between different behaviors like idling, walking, and sitting. By randomizing the properties of the objects and their placements during training, our method is able to generalize beyond the objects and scenarios depicted in the training dataset, producing natural character-scene interactions for a wide variety of object shapes and placements. The approach takes physics-based character motion generation a step closer to broad applicability. Please see our supplementary video for more results.

Technical Paper
Synthesizing Dexterous Nonprehensile Pregrasp for Ungraspable Objects

Sirui Chen, Albert Wu, C. Karen Liu

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Daily objects embedded in a contextual environment are often ungraspable initially. Whether it is a book sandwiched by other books on a fully packed bookshelf or a piece of paper lying flat on the desk, a series of nonprehensile pregrasp maneuvers is required to manipulate the object into a graspable state. Humans are proficient at utilizing environmental contacts to achieve manipulation tasks that are otherwise impossible, but synthesizing such nonprehensile pregrasp behaviors is challenging to existing methods. We present a novel method that combines graph search, optimal control, and a learning-based objective function to synthesize physically realistic and diverse nonprehensile pre-grasp motions that leverage the external contacts. Since the “graspability” of an object in context with its surrounding is difficult to define, we utilize a dataset of dexterous grasps to learn a metric which implicitly takes into account the exposed surface of the object and the finger tip locations. Our method can efficiently discover hand and object trajectories that are certified to be physically feasible by the simulation and kinematically achievable by the dexterous hand. We evaluate our method on eight challenging scenarios where nonprehensile pre-grasps are required to succeed. We also show that our method can be applied to unseen objects different from those in the training dataset. Finally, we report quantitative analyses on generalization and robustness of our method, as well as an ablation study.

Technical Paper
Symmetric Volume Maps: Order-invariant Volumetric Mesh Correspondence With Free Boundary

Mazdak Abulnaga, Oded Stein, Polina Golland, Justin Solomon, Mazdak Abulnaga

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Although shape correspondence is a central problem in geometry processing, most methods for this task apply only to two-dimensional surfaces. The neglected task of volumetric correspondence—a natural extension relevant to shapes extracted from simulation, medical imaging, and volume rendering—presents unique challenges that do not appear in the two-dimensional case. In this work, we propose a method for mapping between volumes represented as tetrahedral meshes. Our formulation minimizes a distortion energy designed to extract maps symmetrically, i.e., without dependence on the ordering of the source and target domains. We accompany our method with theoretical discussion describing the consequences of this symmetry assumption, leading us to select a symmetrized ARAP energy that favors isometric correspondences. Our final formulation optimizes for near-isometry while matching the boundary. We demonstrate our method on a diverse geometric dataset, producing low-distortion matchings that align closely to the boundary.

TOG Paper
Surface and Edge Detection for Primitive Fitting of Point Clouds

Yuanqi Li, Shun Liu, Xinran Yang, Jianwei Guo, Jie Guo, Yanwen Guo

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Fitting primitives for point cloud data to obtain a structural representation has been widely adopted for reverse engineering and other graphics applications. Existing segmentation-based approaches only segment primitive patches but ignore edges that indicate boundaries of primitives, leading to inaccurate and incomplete reconstruction. To fill the gap, we present a novel surface and edge detection network (SED-Net) for accurate geometric primitive fitting of point clouds. The key idea is to learn parametric surfaces (including B-spline patches) and edges jointly that can be assembled into a regularized and seamless CAD model in one unified and efficient framework. SED-Net is equipped with a two-branch structure to extract type and edge features and geometry features of primitives. At the core of our network is a two-stage feature fusion mechanism to utilize the type, edge and geometry features fully. Precisely detected surface patches can be employed as contextual information to facilitate the detection of edges and corners. Benefiting from the simultaneous detection of surfaces and edges, we can obtain a parametric and compact model representation. This enables us to represent a CAD model with predefined primitive-specific meshes and also allows users to edit its shape easily. Extensive experiments and comparisons against previous methods demonstrate our effectiveness and superiority.

Technical Paper
Surface Simplification Using Intrinsic Error Metrics

Hsueh-Ti Derek Liu, Mark Gillespie, Benjamin Chislett, Nicholas Sharp, Alec Jacobson, Keenan Crane

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This paper describes a method for fast simplification of surface meshes. Whereas past methods focus on visual appearance, our goal is to solve equations on the surface. Hence, rather than approximate the extrinsic geometry, we construct a coarse intrinsic triangulation of the input domain. In the spirit of the quadric error metric (QEM) , we perform greedy decimation while agglomerating global information about approximation error. In lieu of extrinsic quadrics, however, we store intrinsic tangent vectors that track how far curvature "drifts" during simplification. This process also yields a bijective map between the fine and coarse mesh, and prolongation operators for both scalar- and vector-valued data. Moreover, we obtain hard guarantees on element quality via intrinsic retriangulation---a feature unique to the intrinsic setting. The overall payoff is a "black box" approach to geometry processing, which decouples mesh resolution from the size of matrices used to solve equations. We show how our method benefits several fundamental tasks, including geometric multigrid, all-pairs geodesic distance, mean curvature flow, geodesic Voronoi diagrams, and the discrete exponential map.

Technical Paper
Surface Reconstruction From Point Clouds Without Normals by Parametrizing the Gauss Formula

Siyou Lin, Dong Xiao, Zuoqiang Shi, Bin Wang, Siyou Lin

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We propose Parametric Gauss Reconstruction (PGR) for surface reconstruction from point clouds without normals. Our insight builds on the Gauss formula in potential theory, which represents the indicator function of a region as an integral over its boundary. By viewing surface normals and surface element areas as unknown parameters, the Gauss formula interprets the indicator as a member of some parametric function space. We can solve for the unknown parameters using the Gauss formula and simultaneously obtain the indicator function. Our method bypasses the need for accurate input normals as required by most existing non-data-driven methods, while also exhibiting superiority over data-driven methods, since no training is needed. Moreover, by modifying the Gauss formula and employing regularization, PGR also adapts to difficult cases such as noisy inputs, thin structures, sparse or nonuniform points, for which accurate normal estimation becomes quite difficult. Our code is publicly available at https://github.com/jsnln/ParametricGaussRecon .

TOG Paper
Sum-of-squares Collision Detection for Curved Shapes and Paths

Paul Zhang, Zoë Marschner, Justin Solomon, Rasmus Tamstorf

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Sum-of-Squares Programming (SOSP) has recently been introduced to graphics as a unified way to address a large set of difficult problems involving higher order primitives. Unfortunately, a challenging aspect of this approach is the computational cost—especially for problems involving multiple geometries like collision detection. In this paper, we present techniques to reduce the cost of SOSP significantly. We use these improvements to speed up difficult problems like collision detection between Bézier triangles by as much as 300 ×. In addition, motivated by hair bundle simulation, we present SOSP based collision detection on the tapered cubic cylinder. We also present an algebraic formulation of rigid body motion enabling SOSP based collision detection for curved geometries and trajectories simultaneously. While these new formulations are complex, our speedups make them feasible. These advances improve the applicability of SOSP based collision detection and enable the continued progress of higher-order geometry processing.

Technical Paper
StripMaker: Perception-driven Learned Vector Sketch Consolidation

Chenxi Liu, Toshiki Aoki, Mikhail Bessmeltsev, Alla Sheffer

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Artist sketches often use multiple overdrawn strokes to depict a single intended curve. Humans effortlessly mentally consolidate such sketches by detecting groups of overdrawn strokes and replacing them with the corresponding intended curves. While this mental process is near instantaneous, manually annotating or retracing sketches to communicate this intended mental image is highly time consuming; yet most sketch applications are not designed to handle overdrawing and can only operate on overdrawing-free, consolidated sketches. We propose StripMaker , a new and robust learning based method for automatic consolidation of raw vector sketches. We avoid the need for an unsustainably large manually annotated learning corpus by leveraging observations about artist workflow and perceptual cues viewers employ when mentally consolidating sketches. We train two perception-aware classifiers that assess the likelihood that a pair of stroke groups jointly depicts the same intended curve: our first classifier is purely local and only accounts for the properties of the evaluated strokes; our second classifier incorporates global context and is designed to operate on approximately consolidated sketches. We embed these classifiers within a consolidation framework that leverages artist workflow: we first process strokes in the order they were drawn and use our local classifier to arrive at an approximate consolidation output, then use the contextual classifier to refine this output and finalize the consolidated result. We validate StripMaker by comparing its results to manual consolidation outputs and algorithmic alternatives. StripMaker achieves comparable performance to manual consolidation. In a comparative study participants preferred our results by a 53% margin over those of the closest algorithmic alternative (67% versus 14%, other/neither 19%).

Technical Paper
Stealth Shaper: Reflectivity Optimization as Surface Stylization

Kenji Tojo, Ariel Shamir, Bernd Bickel, Nobuyuki Umetani

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We present a technique to optimize the reflectivity of a surface while preserving its overall shape. The naïve optimization of the mesh vertices using the gradients of reflectivity simulations results in undesirable distortion. In contrast, our robust formulation optimizes the surface normal as an independent variable that bridges the reflectivity term with differential rendering, and the regularization term with as-rigid-as-possible elastic energy. We further adaptively subdivide the input mesh to improve the convergence. Consequently, our method can minimize the retroreflectivity of a wide range of input shapes, resulting in sharply creased shapes ubiquitous among stealth aircraft and Sci-Fi vehicles. Furthermore, by changing the reward for the direction of the outgoing light directions, our method can be applied to other reflectivity design tasks, such as the optimization of architectural walls to concentrate light in a specific region. We have tested the proposed method using light-transport simulations and real-world 3D-printed objects.

Technical Paper
SpongeCake: A Layered Microflake Surface Appearance Model

Beibei Wang, Wenhua Jin, Miloš Hašan, Ling-Qi Yan, Ling-Qi Yan, Beibei Wang

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In this article, we propose SpongeCake: A layered BSDF model where each layer is a volumetric scattering medium, defined using microflake or other phase functions. We omit any reflecting and refracting interfaces between the layers. The first advantage of this formulation is that an exact and analytic solution for single scattering, regardless of the number of volumetric layers, can be derived. We propose to approximate multiple scattering by an additional single-scattering lobe with modified parameters and a Lambertian lobe. We use a parameter mapping neural network to find the parameters of the newly added lobes to closely approximate the multiple scattering effect. Despite the absence of layer interfaces, we demonstrate that many common material effects can be achieved with layers of SGGX microflake and other volumes with appropriate parameters. A normal mapping effect can also be achieved through mapping of microflake orientations, which avoids artifacts common in standard normal maps. Thanks to the analytical formulation, our model is very fast to evaluate and sample. Through various parameter settings, our model is able to handle many types of materials, like plastics, wood, cloth, and so on, opening a number of practical applications.

TOG Paper
Split-Lohmann Multifocal Displays

Yingsi Qin, Wei-Yu Chen, Matthew O'Toole, Aswin C. Sankaranarayanan

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This work provides the design of a multifocal display that can create a dense stack of focal planes in a single shot. We achieve this using a novel computational lens that provides spatial selectivity in its focal length, i.e, the lens appears to have different focal lengths across points on a display behind it. This enables a multifocal display via an appropriate selection of the spatially-varying focal length, thereby avoiding time multiplexing techniques that are associated with traditional focus tunable lenses. The idea central to this design is a modification of a Lohmann lens, a focus tunable lens created with two cubic phase plates that translate relative to each other. Using optical relays and a phase spatial light modulator, we replace the physical translation of the cubic plates with an optical one, while simultaneously allowing for different pixels on the display to undergo different amounts of translations and, consequently, different focal lengths. We refer to this design as a Split-Lohmann multifocal display. Split-Lohmann displays provide a large étendue as well as high spatial and depth resolutions; the absence of time multiplexing and the extremely light computational footprint for content processing makes it suitable for video and interactive experiences. Using a lab prototype, we show results over a wide range of static, dynamic, and interactive 3D scenes, showcasing high visual quality over a large working range.

Technical Paper
Spectral Coarsening With Hodge Laplacians

Alexandros D. Keros, Kartic Subr

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Many computational algorithms applied to geometry operate on discrete representations of shape. It is sometimes necessary to first simplify, or coarsen, representations found in modern datasets for practicable or expedited processing. The utility of a coarsening algorithm depends on both, the choice of representation as well as the specific processing algorithm or operator. e.g. simulation using the Finite Element Method, calculating Betti numbers, etc. We propose a novel method that can coarsen triangle meshes, tetrahedral meshes and simplicial complexes. Our method allows controllable preservation of salient features from the high-resolution geometry and can therefore be customized to different applications.

Technical Paper