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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Skin-Screen: A Computational Fabrication Framework for Color Tattoos

Michal Piovarci, Alexandre Chapiro, Bernd Bickel

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Tattoos are a highly popular medium, with both artistic and medical applications. Although the mechanical process of tattoo application has evolved historically, the results are reliant on the artisanal skill of the artist. This can be especially challenging for some skin tones, or in cases where artists lack experience. We provide the first systematic overview of tattooing as a computational fabrication technique. We built an automated tattooing rig and a recipe for the creation of silicone sheets mimicking realistic skin tones, which allowed us to create an accurate model predicting tattoo appearance. This enables several exciting applications including tattoo previewing, color retargeting, novel ink spectra optimization, color-accurate prosthetics, and more.

Technical Paper
SketchFaceNeRF: Sketch-based Facial Generation and Editing in Neural Radiance Fields

Lin Gao, Feng-Lin Liu, Shu-Yu Chen, Kaiwen Jiang, Chun-Peng Li, Yu-Kun Lai, Hongbo Fu

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Realistic 3D facial generation based on Neural Radiance Fields (NeRFs) from 2D sketches benefits various applications. Despite the high realism of free-view rendering results of NeRFs, it is tedious and difficult for artists to achieve detailed 3D control and manipulation. Meanwhile, due to its conciseness and expressiveness, sketching has been widely used for 2D facial image generation and editing. Applying sketching to NeRFs is challenging due to the inherent uncertainty for 3D generation with 2D constraints, a significant gap in content richness when generating faces from sparse sketches, and potential inconsistencies for sequential multi-view editing given only 2D sketch inputs. To address these challenges, we present SketchFaceNeRF, a novel sketch-based 3D facial NeRF generation and editing method, to produce free-view photo-realistic images. To solve the challenge of sketch sparsity, we introduce a Sketch Tri-plane Prediction net to first inject the appearance into sketches, thus generating features given reference images to allow color and texture control. Such features are then lifted into compact 3D tri-planes to supplement the absent 3D information, which is important for improving robustness and faithfulness. However, during editing, consistency for unseen or unedited 3D regions is difficult to maintain due to limited spatial hints in sketches. We thus adopt a Mask Fusion module to transform free-view 2D masks (inferred from sketch editing operations) into the tri-plane space as 3D masks, which guide the fusion of the original and sketch-based generated faces to synthesize edited faces. We further design an optimization approach with a novel space loss to improve identity retention and editing faithfulness. Our pipeline enables users to flexibly manipulate faces from different viewpoints in 3D space, easily designing desirable facial models. Extensive experiments validate that our approach is superior to the state-of-the-art 2D sketch-based image generation and editing approaches in realism and faithfulness.

Technical Paper
Sketch-guided Text-to-image Diffusion Models

Andrey Voynov, Kfir Aberman, Daniel Cohen-Or

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Text-to-Image models have introduced a remarkable leap in the evolution of machine learning, demonstrating high-quality synthesis of images from a given text-prompt. However, these powerful pretrained models still lack control handles that can guide spatial properties of the synthesized images. In this work, we introduce a universal approach to guide a pretrained text-to-image diffusion model, with a spatial map from another domain (e.g., sketch) during inference time. Unlike previous works, our method does not require to train a dedicated model or a specialized encoder for the task. Our key idea is to train a Latent Guidance Predictor (LGP) - a small, per-pixel, Multi-Layer Perceptron (MLP) that maps latent features of noisy images to spatial maps, where the deep features are extracted from the core Denoising Diffusion Probabilistic Model (DDPM) network. The LGP is trained only on a few thousand images and constitutes a differential guiding map predictor, over which the loss is computed and propagated back to push the intermediate images to agree with the spatial map. The per-pixel training offers flexibility and locality which allows the technique to perform well on out-of-domain sketches, including free-hand style drawings. We take a particular focus on the sketch-to-image translation task, revealing a robust and expressive way to generate images that follow the guidance of a sketch of arbitrary style or domain.

Technical Paper
Single-shot Implicit Morphable Faces With Consistent Texture Parameterization

Connor Lin, Koki Nagano, Jan Kautz, Eric Chan, Umar Iqbal, Leonidas Guibas, Gordon Wetzstein, Sameh Khamis

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There is a growing demand for the accessible creation of high-quality 3D avatars that are animatable and customizable. Although 3D morphable models provide intuitive control for editing and animation, and robustness for single-view face reconstruction, they cannot easily capture geometric and appearance details. Methods based on neural implicit representations, such as signed distance functions (SDF) or neural radiance fields, approach photo-realism, but are difficult to animate and do not generalize well to unseen data. To tackle this problem, we propose a novel method for constructing implicit 3D morphable face models that are both generalizable and intuitive for editing. Trained from a collection of high-quality 3D scans, our face model is parameterized by geometry, expression, and texture latent codes with a learned SDF and explicit UV texture parameterization. Once trained, we can reconstruct an avatar from a single in-the-wild image by leveraging the learned prior to project the image into the latent space of our model. Our implicit morphable face models can be used to render an avatar from novel views, animate facial expressions by modifying expression codes, and edit textures by directly painting on the learned UV-texture maps. We demonstrate quantitatively and qualitatively that our method improves upon photo-realism, geometry, and expression accuracy compared to state-of-the-art methods.

Technical Paper
Single Image Neural Material Relighting

James Bieron, Xin Tong, Pieter Peers

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This paper presents a novel neural material relighting method for revisualizing a photograph of a planar spatially-varying material under novel viewing and lighting conditions. Our approach is motivated by the observation that the plausibility of a spatially varying material is judged purely on the visual appearance, not on the underlying distribution of appearance parameters. Therefore, instead of using an intermediate parametric representation (e.g., SVBRDF) that requires a rendering stage to visualize the spatially-varying material for novel viewing and lighting conditions, neural material relighting directly generates the target visual appearance. We explore and evaluate two different use cases where the relit results are either used directly, or where the relit images are used to enhance the input in existing multi-image spatially varying reflectance estimation methods. We demonstrate the robustness and efficacy for both use cases on a wide variety of spatially varying materials.

Technical Paper
Simulation and Retargeting of Complex Multi-character Interactions

Yunbo Zhang, Deepak Gopinath, Yuting Ye, Jessica Hodgins, Greg Turk, Jungdam Won

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We present a method for reproducing complex multi-character interactions for physically simulated humanoid characters using deep reinforcement learning. Our method learns control policies for characters that imitate not only individual motions, but also the interactions between characters, while maintaining balance and matching the complexity of reference data. Our approach uses a novel reward formulation based on an interaction graph that measures distances between pairs of interaction landmarks. This reward encourages control policies to efficiently imitate the character’s motion while preserving the spatial relationships of the interactions in the reference motion. We evaluate our method on a variety of activities, from simple interactions such as a high-five greeting to more complex interactions such as gymnastic exercises, Salsa dancing, and box carrying and throwing. This approach can be used to “clean-up” existing motion capture data to produce physically plausible interactions or to retarget motion to new characters with different sizes, kinematics or morphologies while maintaining the interactions in the original data.

Technical Paper
Shortest Path to Boundary for Self-intersecting Meshes

He Chen, Elie Diaz, Cem Yuksel

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We introduce a method for efficiently computing the exact shortest path to the boundary of a mesh from a given internal point in the presence of self-intersections. We provide a formal definition of shortest boundary paths for self-intersecting objects and present a robust algorithm for computing the actual shortest boundary path. The resulting method offers an effective solution for collision and self-collision handling while simulating deformable volumetric objects, using fast simulation techniques that provide no guarantees on collision resolution. Our evaluation includes complex self-collision scenarios with a large number of active contacts, showing that our method can successfully handle them by introducing a relatively minor computational overhead.

Technical Paper
ShapeCoder: Discovering Abstractions for Visual Programs From Unstructured Primitives

R. Kenny Jones, Paul Guerrero, Niloy J. Mitra, Daniel Ritchie

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We introduce ShapeCoder, the first system capable of taking a dataset of shapes, represented with unstructured primitives, and jointly discovering (i) useful abstraction functions and (ii) programs that use these abstractions to explain the input shapes. The discovered abstractions capture common patterns (both structural and parametric) across a dataset, so that programs rewritten with these abstractions are more compact, and suppress spurious degrees of freedom. ShapeCoder improves upon previous abstraction discovery methods, finding better abstractions, for more complex inputs, under less stringent input assumptions. This is principally made possible by two methodological advancements: (a) a shape-to-program recognition network that learns to solve sub-problems and (b) the use of e-graphs, augmented with a conditional rewrite scheme, to determine when abstractions with complex parametric expressions can be applied, in a tractable manner. We evaluate ShapeCoder on multiple datasets of 3D shapes, where primitive decompositions are either parsed from manual annotations or produced by an unsupervised cuboid abstraction method. In all domains, ShapeCoder discovers a library of abstractions that captures high-level relationships, removes extraneous degrees of freedom, and achieves better dataset compression compared with alternative approaches. Finally, we investigate how programs rewritten to use discovered abstractions prove useful for downstream tasks.

Technical Paper
Semi-supervised Reference-based Sketch Extraction Using a Contrastive Learning Framework

Chang Wook Seo, Amirsaman Ashtari, Junyong Noh

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Sketches reflect the drawing style of individual artists; therefore, it is important to consider their unique styles when extracting sketches from color images for various applications. Unfortunately, most existing sketch extraction methods are designed to extract sketches of a single style. Although there have been some attempts to generate various style sketches, the methods generally suffer from two limitations: low quality results and difficulty in training the model due to the requirement of a paired dataset. In this paper, we propose a novel multi-modal sketch extraction method that can imitate the style of a given reference sketch with unpaired data training in a semi-supervised manner. Our method outperforms state-of-the-art sketch extraction methods and unpaired image translation methods in both quantitative and qualitative evaluations.

Technical Paper
Semantics and Scheduling for Machine Knitting Compilers

Jenny Lin, Vidya Narayanan, Yuka Ikarashi, Jonathan Ragan-Kelley, Gilbert Bernstein, James McCann

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Machine knitting is a well-established fabrication technique for complex soft objects, and both companies and researchers have developed tools for generating machine knitting patterns. However, existing representations for machine knitted objects are incomplete (do not cover the complete domain of machine knittable objects) or overly specific (do not account for symmetries and equivalences among knitting instruction sequences). This makes it difficult to define correctness in machine knitting, let alone verify the correctness of a given program or program transformation. The major contribution of this work is a formal semantics for knitout, a low-level Domain Specific Language for knitting machines. We accomplish this by using what we call the fenced tangle , which extends concepts from knot theory to allow for a mathematical definition of knitting program equivalence that matches the intuition behind knit objects. Finally, using this formal representation, we prove the correctness of a sequence of rewrite rules; and demonstrate how these rewrite rules can form the foundation for higher-level tasks such as compiling a program for a specific machine and optimizing for time/reliability, all while provably generating the same knit object under our proposed semantics. By establishing formal definitions of correctness, this work provides a strong foundation for compiling and optimizing knit programs.

Technical Paper
Seeing Photons in Color

Sizhuo Ma, Varun Sundar, Paul Mos, Claudio Bruschini, Edoardo Charbon, Mohit Gupta

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Megapixel single-photon avalanche diode (SPAD) arrays have been developed recently, opening up the possibility of deploying SPADs as generalpurpose passive cameras for photography and computer vision. However, most previous work on SPADs has been limited to monochrome imaging. We propose a computational photography technique that reconstructs high-quality color images from mosaicked binary frames captured by a SPAD array, even for high-dyanamic-range (HDR) scenes with complex and rapid motion. Inspired by conventional burst photography approaches, we design algorithms that jointly denoise and demosaick single-photon image sequences. Based on the observation that motion effectively increases the color sample rate, we design a blue-noise pseudorandom RGBW color filter array for SPADs, which is tailored for imaging dark, dynamic scenes. Results on simulated data, as well as real data captured with a fabricated color SPAD hardware prototype shows that the proposed method can reconstruct high-quality images with minimal color artifacts even for challenging low-light, HDR and fast-moving scenes. We hope that this paper, by adding color to computational single-photon imaging, spurs rapid adoption of SPADs for real-world passive imaging applications.

Technical Paper
Second-order Stencil Descent for Interior-point Hyperelasticity

Lei Lan, Minchen Li, Chenfanfu Jiang, Huamin Wang, Yin Yang

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In this paper, we present a GPU algorithm for finite element hyperelastic simulation. We show that the interior-point method, known to be effective for robust collision resolution, can be coupled with non-Newton procedures and be massively sped up on the GPU. Newton's method has been widely chosen for the interior-point family, which fully solves a linear system at each step. After that, the active set associated with collision/contact constraints is updated. Mimicking this routine using a non-Newton optimization (like gradient descent or ADMM) unfortunately does not deliver expected accelerations. This is because the barrier functions employed in an interior-point method need to be updated at every iteration to strictly confine the search to the feasible region. The associated cost (e.g., per-iteration CCD) quickly overweights the benefit brought by the GPU, and a new parallelism modality is needed. Our algorithm is inspired by the domain decomposition method and designed to move interior-point-related computations to local domains as much as possible. We minimize the size of each domain (i.e., a stencil) by restricting it to a single element, so as to fully exploit the capacity of modern GPUs. The stencil-level results are integrated into a global update using a novel hybrid sweep scheme. Our algorithm is locally second-order offering better convergence. It enables simulation acceleration of up to two orders over its CPU counterpart. We demonstrate the scalability, robustness, efficiency, and quality of our algorithm in a variety of simulation scenarios with complex and detailed collision geometries.

Technical Paper
Scratch-based Reflection Art via Differentiable Rendering

Pengfei Shen, Ruizeng Li, Beibei Wang, Ligang Liu

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The 3D visual optical arts create fascinating special effects by carefully designing interactions between objects and light sources. One of the essential types is 3D reflection art, which aims to create reflectors that can display different images when viewed from different directions. Existing works produce impressive visual effects. Unfortunately, previous works discretize the reflector surface with regular grids/facets, leading to a large parameter space and a high optimization time cost. In this paper, we introduce a new type of 3D reflection art -scratch-based reflection art, which allows for a more compact parameter space, easier fabrication, and computationally efficient optimization. To design a 3D reflection art with scratches, we formulate it as a multi-view optimization problem and introduce differentiable rendering to enable efficient gradient-based optimizers. For that, we propose an analytical scratch rendering approach, together with a high-performance rendering pipeline, allowing efficient differentiable rendering. As a consequence, we could display multiple images on a single metallic board with only several minutes for optimization. We demonstrate our work by showing virtual objects and manufacturing our designed reflectors with a carving machine.

Technical Paper
ScanBot: Autonomous Reconstruction via Deep Reinforcement Learning

Hezhi Cao, Xia Xi, Guan Wu, Ruizhen Hu, Ligang Liu

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Autoscanning of an unknown environment is the key to many AR/VR and robotic applications. However, autonomous reconstruction with both high efficiency and quality remains a challenging problem. In this work, we propose a reconstruction-oriented autoscanning approach, called ScanBot, which utilizes hierarchical deep reinforcement learning techniques for global region-of-interest (ROI) planning to improve the scanning efficiency and local next-best-view (NBV) planning to enhance the reconstruction quality. Given the partially reconstructed scene, the global policy designates an ROI with insufficient exploration or reconstruction. The local policy is then applied to refine the reconstruction quality of objects in this region by planning and scanning a series of NBVs. A novel mixed 2D-3D representation is designed for these policies, where a 2D quality map with tailored quality channels encoding the scanning progress is consumed by the global policy, and a coarse-to-fine 3D volumetric representation that embodies both local environment and object completeness is fed to the local policy. These two policies iterate until the whole scene has been completely explored and scanned. To speed up the learning of complex environmental dynamics and enhance the agent's memory for spatial-temporal inference, we further introduce two novel auxiliary learning tasks to guide the training of our global policy. Thorough evaluations and comparisons are carried out to show the feasibility of our proposed approach and its advantages over previous methods. Code and data are available at https://github.com/HezhiCao/Scanbot.

Technical Paper
Sag-free Initialization for Strand-based Hybrid Hair Simulation

Jerry Hsu, Tongtong Wang, Zherong Pan, Xifeng Gao, Cem Yuksel, Kui Wu

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Lagrangian/Eulerian hybrid strand-based hair simulation techniques have quickly become a popular approach in VFX and real-time graphics applications. With Lagrangian hair dynamics, the inter-hair contacts are resolved in the Eulerian grid using the continuum method, i.e., the MPM scheme with the granular Drucker-Prager rheology, to avoid expensive collision detection and handling. This fuzzy collision handling makes the authoring process significantly easier. However, although current hair grooming tools provide a wide range of strand-based modeling tools for this simulation approach, the crucial sag-free initialization functionality remains often ignored. Thus, when the simulation starts, gravity would cause any artistic hairstyle to sag and deform into unintended and undesirable shapes. This paper proposes a novel four-stage sag-free initialization framework to solve stable quasistatic configurations for hybrid strand-based hair dynamic systems. These four stages are split into two global-local pairs. The first one ensures static equilibrium at every Eulerian grid node with additional inequality constraints to prevent stress from exiting the yielding surface. We then derive several associated closed-form solutions in the local stage to compute segment rest lengths, orientations, and particle deformation gradients in parallel. The second global-local step solves along each hair strand to ensure all the bend and twist constraints produce zero net torque on every hair segment, followed by a local step to adjust the rest Darboux vectors to a unit quaternion. We also introduce an essential modification for the Darboux vector to eliminate the ambiguity of the Cosserat rod rest pose in both initialization and simulation. We evaluate our method on a wide range of hairstyles, and our approach can only take a few seconds to minutes to get the rest quasistatic configurations for hundreds of hair strands. Our results show that our method successfully prevents sagging and has minimal impact on the hair motion during simulation.

Technical Paper
Robust Low-poly Meshing for General 3D Models

Zhen Chen, Zherong Pan, Kui Wu, Etienne Vouga, Xifeng Gao

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We propose a robust re-meshing approach that can automatically generate visual-preserving low-poly meshes for any high-poly models found in the wild. Our method can be seamlessly integrated into current mesh-based 3D asset production pipelines. Given an input high-poly, our method proceeds in two stages: 1) Robustly extracting an offset surface mesh that is feature-preserving, and guaranteed to be watertight, manifold, and self-intersection free; 2) Progressively simplifying and flowing the offset mesh to bring it close to the input. The simplicity and the visual-preservation of the generated low-poly is controlled by a user-required target screen size of the input: decreasing the screen size reduces the element count of the low-poly but enlarges its visual difference from the input. We have evaluated our method on a subset of the Thingi10K dataset that contains models created by practitioners in different domains, with varying topological and geometric complexities. Compared to state-of-the-art approaches and widely used software, our method demonstrates its superiority in terms of the element count, visual preservation, geometry, and topology guarantees of the generated low-polys.

Technical Paper
Revisiting Controlled Mixture Sampling for Rendering Applications

Qingqin Hua, Pascal Grittmann, Philipp Slusallek

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Monte Carlo rendering makes heavy use of mixture sampling and multiple importance sampling (MIS). Previous work has shown that control variates can be used to make such mixtures more efficient and more robust. However, the existing approaches failed to yield practical applications, chiefly because their underlying theory is based on the unrealistic assumption that a single mixture is optimized for a single integral. This is in stark contrast with rendering reality, where millions of integrals are computed---one per pixel---and each is infinitely recursive. We adapt and extend the theory introduced by previous work to tackle the challenges of real-world rendering applications. We achieve robust mixture sampling and (approximately) optimal MIS weighting for common applications such as light selection, BSDF sampling, and path guiding.

Technical Paper
Restricted Delaunay Triangulation for Explicit Surface Reconstruction

Pengfei Wang, Zixiong Wang, Shiqing Xin, Xifeng Gao, Wenping Wang, Changhe Tu, Pengfei Wang

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The task of explicit surface reconstruction is to generate a surface mesh by interpolating a given point cloud. Explicit surface reconstruction is necessary when the point cloud is required to appear exactly on the surface. However, for a non-perfect input, such as lack of normals, low density, irregular distribution, thin and tiny parts, and high genus, a robust explicit reconstruction method that can generate a high-quality manifold triangulation is missing. We propose a robust explicit surface reconstruction method that starts from an initial simple surface mesh, alternately performs a Filmsticking step and a Sculpting step of the initial mesh, and converges when the surface mesh interpolates all input points (except outliers) and remains stable. The Filmsticking is to minimize the geometric distance between the surface mesh and the point cloud through iteratively performing a restricted Voronoi diagram technique on the surface mesh, whereas the Sculpting is to bootstrap the Filmsticking iteration from local minima by applying appropriate geometric and topological changes of the surface mesh. Our algorithm is fully automatic and produces high-quality surface meshes for non-perfect inputs that are typically considered to be challenging for prior state of the art. We conducted extensive experiments on simulated scans and real scans to validate the effectiveness of our approach.

TOG Paper
Relighting Neural Radiance Fields With Shadow and Highlight Hints

Chong Zeng, Guojun Chen, Yue Dong, Pieter Peers, Hongzhi Wu, Xin Tong

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This paper presents a novel neural implicit radiance representation for free viewpoint relighting from a small set of unstructured photographs of an object lit by a moving point light source different from the view position. We express the shape as a signed distance function modeled by a multi layer perceptron. In contrast to prior relightable implicit neural representations, we do not disentangle the different light transport components, but model both the local and global light transport at each point by a second multi layer perceptron that, in addition, to density features, the current position, the normal (from the signed distance function), view direction, and light position, also takes shadow and highlight hints to aid the network in modeling the corresponding high frequency light transport effects. These hints are provided as a suggestion, and we leave it up to the network to decide how to incorporate these in the final relit result. We demonstrate and validate our neural implicit representation on synthetic and real scenes exhibiting a wide variety of shapes, material properties, and global illumination light transport.

Technical Paper