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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GestureDiffuCLIP: Gesture Diffusion Model With CLIP Latents

Tenglong Ao, Zeyi Zhang, Libin Liu

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The automatic generation of stylized co-speech gestures has recently received increasing attention. Previous systems typically allow style control via predefined text labels or example motion clips, which are often not flexible enough to convey user intent accurately. In this work, we present GestureDiffuCLIP, a neural network framework for synthesizing realistic, stylized co-speech gestures with flexible style control. We leverage the power of the large-scale Contrastive-Language-Image-Pre-training (CLIP) model and present a novel CLIP-guided mechanism that extracts efficient style representations from multiple input modalities, such as a piece of text, an example motion clip, or a video. Our system learns a latent diffusion model to generate high-quality gestures and infuses the CLIP representations of style into the generator via an adaptive instance normalization (AdaIN) layer. We further devise a gesture-transcript alignment mechanism that ensures a semantically correct gesture generation based on contrastive learning. Our system can also be extended to allow fine-grained style control of individual body parts. We demonstrate an extensive set of examples showing the flexibility and generalizability of our model to a variety of style descriptions. In a user study, we show that our system outperforms the state-of-the-art approaches regarding human likeness, appropriateness, and style correctness.

Technical Paper
Geometric Optimisation via Spectral Shifting

Roman Poya, Rogelio Ortigosa, Theodore Kim, Theodore Kim

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We present a geometric optimisation framework that can recover fold-over free maps from non-injective initial states using popular flip-preventing distortion energies. Since flip-preventing energies are infinite for folded configurations, we propose a new regularisation scheme that shifts the singular values of the deformation gradient. This allow us to re-use many existing algorithms, especially locally injective methods for initially folded maps. Our regularisation is suitable for both singular value- and invariant-based formulations, and systematically contributes multiple stabilisers to the Hessian. In contrast to proxy-based techniques, we maintain second-order convergence. Compact expressions for the energy eigensystems can be obtained for our extended stretch invariants, enabling the use of fast projected Newton solvers. Although spectral shifting in general has no theoretical guarantees that the global minimum is an injection, extensive experiments show that our framework is fast and extremely robust in practice, and capable of generating high-quality maps from severely distorted, degenerate and folded initialisations.

TOG Paper
Generative Design of Sheet Metal Structures

Amir Barda, guy tevet, adriana Schulz, Amit Haim Bermano

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Sheet Metal (SM) fabrication is perhaps one of the most common metalworking technique. Despite its prevalence, SM design is manual and costly, with rigorous practices that restrict the search space, yielding suboptimal results. In contrast, we present a framework for the first automatic design of SM parts. Focusing on load bearing applications, our novel system generates a high-performing manufacturable SM that adheres to the numerous constraints that SM design entails: The resulting part minimizes manufacturing costs while adhering to structural, spatial, and manufacturing constraints. In other words, the part should be strong enough, not disturb the environment, and adhere to the manufacturing process. These desiderata sum up to an elaborate, sparse, and expensive search space. Our generative approach is a carefully designed exploration process, comprising two steps. In Segment Discovery connections from the input load to attachable regions are accumulated, and during Segment Composition the most performing valid combination is searched for. For Discovery, we define a slim grammar, and sample it for parts using a Markov-Chain Monte Carlo (MCMC) approach, ran in intercommunicating instances (i.e, chains) for diversity. This, followed by a short continuous optimization, enables building a diverse and high-quality library of substructures. During Composition, a valid and minimal cost combination of the curated substructures is selected. To improve compliance significantly without additional manufacturing costs, we reinforce candidate parts onto themselves --- a unique SM capability called self-riveting. we provide our code and data in https://github.com/amir90/AutoSheetMetal. We show our generative approach produces viable parts for numerous scenarios. We compare our system against a human expert and observe improvements in both part quality and design time. We further analyze our pipeline's steps with respect to resulting quality, and have fabricated some results for validation. We hope our system will stretch the field of SM design, replacing costly expert hours with minutes of standard CPU, making this cheap and reliable manufacturing method accessible to anyone.

Technical Paper
Generating Procedural Materials From Text or Image Prompts

Yiwei Hu, Paul Guerrero, Milos Hasan, Holly Rushmeier, Valentin Deschaintre

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Node graph systems are used ubiquitously for material design in computer graphics. They allow the use of visual programming to achieve desired effects without writing code. As high-level design tools they provide convenience and flexibility, but mastering the creation of node graphs usually requires professional training. We propose an algorithm capable of generating multiple node graphs from different types of prompts, significantly lowering the bar for users to explore a specific design space. Previous work [Guerrero et al. 2022] was limited to unconditional generation of random node graphs, making the generation of an envisioned material challenging. We propose a multi-modal node graph generation neural architecture for high-quality procedural material synthesis which can be conditioned on different inputs (text or image prompts), using a CLIP-based encoder. We also create a substantially augmented material graph dataset, key to improving the generation quality. Finally, we generate high-quality graph samples using a regularized sampling process and improve the matching quality by differentiable optimization for top-ranked samples. We compare our methods to CLIP-based database search baselines (which are themselves novel) and achieve superior or similar performance without requiring massive data storage. We further show that our model can produce a set of material graphs unconditionally, conditioned on images, text prompts or partial graphs, serving as a tool for automatic visual programming completion.

Technical Paper
Generating Activity Snippets by Learning Human-scene Interactions

Changyang Li, Lap-Fai Yu

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We present an approach to generate virtual activity snippets, which comprise sequenced keyframes of multi-character, multi-object interaction scenarios in 3D environments, by learning from recordings of human-scene interactions. The generation consists of two stages. First, we use a sequential deep graph generative model with a temporal module to iteratively generate keyframe descriptions, which represent abstract interactions using graphs, while preserving spatial-temporal relations through the activities. Second, we devise an optimization framework to instantiate the activity snippets in virtual 3D environments guided by the generated keyframe descriptions. Our approach optimizes the poses of character and object instances encoded by the graph nodes to satisfy the relations and constraints encoded by the graph edges. The instantiation process includes a coarse 2D optimization followed by a fine 3D optimization to effectively explore the complex solution space for placing and posing the instances. Through experiments and a perceptual study, we applied our approach to generate plausible activity snippets under different settings.

Technical Paper
Generalizing Shallow Water Simulations With Dispersive Surface Waves

Stefan Jeschke, Chris Wojtan

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This paper introduces a novel method for simulating large bodies of water as a height field. At the start of each time step, we partition the waves into a bulk flow (which approximately satisfies the assumptions of the shallow water equations) and surface waves (which approximately satisfy the assumptions of Airy wave theory). We then solve the two wave regimes separately using appropriate state-of-the-art techniques, and re-combine the resulting wave velocities at the end of each step. This strategy leads to the first heightfield wave model capable of simulating complex interactions between both deep and shallow water effects, like the waves from a boat wake sloshing up onto a beach, or a dam break producing wave interference patterns and eddies. We also analyze the numerical dispersion created by our method and derive an exact correction factor for waves at a constant water depth, giving us a numerically perfect re-creation of theoretical water wave dispersion patterns.

Technical Paper
Galaxy Maps: Localized Foliations for Bijective Volumetric Mapping

Steffen Hinderink, Marcel Campen

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A method is presented to compute volumetric maps and parametrizations of objects over 3D domains. As a key feature, continuity and bijectivity are ensured by construction. Arbitrary objects of ball topology, represented as tetrahedral meshes, are supported. Arbitrary convex as well as star-shaped domains are supported. Full control over the boundary mapping is provided. The method is based on the technique of simplicial foliations, generalized to a broader class of domain shapes and applied adaptively in a novel localized manner. This increases flexibility as well as efficiency over the state of the art, while maintaining reliability in guaranteeing map bijectivity.

Technical Paper
GREIL-Crowds: Crowd Simulation With Deep Reinforcement Learning and Examples

Panayiotis Charalambous, Julien Pettre, Vassilis Vassiliades, Yiorgos Chrysanthou, Nuria Pelechano

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Simulating crowds with realistic behaviors is a difficult but very important task for a variety of applications. Quantifying how a person balances between different conflicting criteria such as goal seeking, collision avoidance and moving within a group is not intuitive, especially if we consider that behaviors differ largely between people. Inspired by recent advances in Deep Reinforcement Learning, we propose Guided REinforcement Learning (GREIL) Crowds, a method that learns a model for pedestrian behaviors which is guided by reference crowd data. The model successfully captures behaviors such as goal seeking, being part of consistent groups without the need to define explicit relationships and wandering around seemingly without a specific purpose. Two fundamental concepts are important in achieving these results: (a) the per agent state representation and (b) the reward function. The agent state is a temporal representation of the situation around each agent. The reward function is based on the idea that people try to move in situations/states in which they feel comfortable in. Therefore, in order for agents to stay in a comfortable state space, we first obtain a distribution of states extracted from real crowd data; then we evaluate states based on how much of an outlier they are compared to such a distribution. We demonstrate that our system can capture and simulate many complex and subtle crowd interactions in varied scenarios. Additionally, the proposed method generalizes to unseen situations, generates consistent behaviors and does not suffer from the limitations of other data-driven and reinforcement learning approaches.

Technical Paper
Forming Terrains by Glacial Erosion

Guillaume Cordonnier, Guillaume Jouvet, Adrien Peytavie, Jean Braun, Marie-Paule Cani, Bedrich Benes, Eric Galin, Eric Guerin, James Gain

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We introduce the first solution for simulating the formation and evolution of glaciers, together with their attendant erosive effects, for periods covering the combination of glacial and inter-glacial cycles. Our efficient solution includes both a fast yet accurate deep learning-based estimation of highorder ice flows and a new, multi-scale advection scheme enabling us to account for the distinct time scales at which glaciers reach equilibrium compared to eroding the terrain. We combine the resulting glacial erosion model with finer-scale erosive phenomena to account for the transport of debris flowing from cliffs. This enables us to model the formation of terrain shapes not previously adequately modeled in Computer Graphics, ranging from U-shaped and hanging valleys to fjords and glacial lakes.

Technical Paper
Focal Path Guiding for Light Transport Simulation

Alexander Rath, Ömercan Yazici, Philipp Slusallek

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Focal points are fascinating effects that emerge from various constellations, for example when light passes through narrow gaps or when objects are seen through lenses or mirrors. These effects can be challenging to render, as paths need to pass through small regions that are not always known beforehand and can occur freely in space. Specialized algorithms exist for some effects, but many of them rely on Markov chain Monte Carlo integration, which is known to suffer from uneven convergence undesirable in practice. Path guiding methods are a promising alternative, but existing techniques only handle a subset of focal effects. We propose a novel form of guiding that is specifically tailored to identify focal points and sample them in accordance to their image contribution. Our technique is the first to unify all focal effects in a single framework and we demonstrate that it can render effects that previous state-of-the-art techniques are unable to handle.

Technical Paper
Fluid-solid Coupling in Kinetic Two-phase Flow Simulation

Wei Li, Mathieu Desbrun

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Real-life flows exhibit complex and visually appealing behaviors such as bubbling, splashing, glugging and wetting that simulation techniques in graphics have attempted to capture for years. While early approaches were not capable of reproducing multiphase flow phenomena due to their excessive numerical viscosity and low accuracy, kinetic solvers based on the lattice Boltzmann method have recently demonstrated the ability to simulate water-air interaction at high Reynolds numbers in a massively-parallel fashion. However, robust and accurate handling of fluid-solid coupling has remained elusive: be it for CG or CFD solvers, as soon as the motion of immersed objects is too fast or too sudden, pressures near boundaries and interfacial forces exhibit spurious oscillations leading to blowups. Built upon a phase-field and velocity-distribution based lattice-Boltzmann solver for multiphase flows, this paper spells out a series of numerical improvements in momentum exchange, interfacial forces, and two-way coupling to drastically reduce these typical artifacts, thus significantly expanding the types of fluid-solid coupling that we can efficiently simulate. We highlight the numerical benefits of our solver through various challenging simulation results, including comparisons to previous work and real footage.

Technical Paper
Fluid Cohomology

Hang Yin, Mohammad Sina Nabizadeh, Baichuan Wu, Stephanie Wang, Albert Chern

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The vorticity-streamfunction formulation for incompressible inviscid fluids is the basis for many fluid simulation methods in computer graphics, including vortex methods, streamfunction solvers, spectral methods, and Monte Carlo methods. We point out that current setups in the vorticity-streamfunction formulation are insufficient at simulating fluids on general non-simply-connected domains. This issue is critical in practice, as obstacles, periodic boundaries, and nonzero genus can all make the fluid domain multiply connected. These scenarios introduce nontrivial cohomology components to the flow in the form of harmonic fields. The dynamics of these harmonic fields have been previously overlooked. In this paper, we derive the missing equations of motion for the fluid cohomology components. We elucidate the physical laws associated with the new equations, and show their importance in reproducing physically correct behaviors of fluid flows on domains with general topology.

Technical Paper
Flexible Isosurface Extraction for Gradient-based Mesh Optimization

Tianchang Shen, Jacob Munkberg, Jon Hasselgren, Kangxue Yin, Zian Wang, Wenzheng Chen, Zan Gojcic, Sanja Fidler, Nicholas Sharp, Jun Gao

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This work considers gradient-based mesh optimization, where we iteratively optimize for a 3D surface mesh by representing it as the isosurface of a scalar field, an increasingly common paradigm in applications including photogrammetry, generative modeling, and inverse physics. Existing implementations adapt classic isosurface extraction algorithms like Marching Cubes or Dual Contouring; these techniques were designed to extract meshes from fixed, known fields, and in the optimization setting they lack the degrees of freedom to represent high-quality feature-preserving meshes, or suffer from numerical instabilities. We introduce FlexiCubes, an isosurface representation specifically designed for optimizing an unknown mesh with respect to geometric, visual, or even physical objectives. Our main insight is to introduce additional carefully-chosen parameters into the representation, which allow local flexible adjustments to the extracted mesh geometry and connectivity. These parameters are updated along with the underlying scalar field via automatic differentiation when optimizing for a downstream task. We base our extraction scheme on Dual Marching Cubes for improved topological properties, and present extensions to optionally generate tetrahedral and hierarchically-adaptive meshes. Extensive experiments validate FlexiCubes on both synthetic benchmarks and real-world applications, showing that it offers significant improvements in mesh quality and geometric fidelity.

Technical Paper
Film Grain Rendering and Parameter Estimation

kaixuan zhang, Jingxian Wang, Daizong Tian, Thrasyvoulos Pappas

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We propose a realistic film grain rendering algorithm based on statistics derived analytically from a physics-based Boolean model that Newson et al. adopted for Monte Carlo simulations of film grain. We also propose formulas for estimation of the model parameters from scanned film grain images. The proposed rendering is computationally efficient and can be used for real-time film grain simulation for a wide range of film grain parameters when the individual film grains are not visible. Experimental results demonstrate the effectiveness of the proposed approach for both constant and real-world images, for a six orders of magnitude speed-up compared with the Monte Carlo simulations of the Newson et al. approach.

Technical Paper
Fast GPU-based Two-way Continuous Collision Handling

Tianyu Wang, Jiong Chen, Dongping Li, Xiaowei Liu, Huamin Wang, Kun Zhou, Tianyu Wang

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Step-and-project is a popular method to simulate non-penetrating deformable bodies in physically based animation. The strategy is to first integrate the system in time without considering contacts and then resolve potential intersections, striking a good balance between plausibility and efficiency. However, existing methods can be defective and unsafe when using large time steps, taking risks of failure or demanding repetitive collision testing and resolving that severely degrade performance. In this article, we propose a novel two-way method for fast and reliable continuous collision handling. Our method launches an optimization from both ends of the intermediate time-integrated state and the previous intersection-free state. It progressively generates a piecewise linear path and eventually obtains a feasible solution for the next time step. The algorithm efficiently alternates between a forward step and a backward step until the result is conditionally converged. Thanks to a set of unified volume-based contact constraints, our method offers flexible and reliable handling of various codimensional deformable bodies, including volumetric bodies, cloth, hair, and sand. Experimental results demonstrate the safety, robustness, physical fidelity, and numerical efficiency of our method, making it particularly suitable for scenarios involving large deformations or large time steps.

TOG Paper
Fast Complementary Dynamics via Skinning Eigenmodes

Otman Benchekroun, Jiayi Eris Zhang, Siddhartha Chaudhuri, Eitan Grinspun, Yi Zhou, Alec Jacobson

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We propose a reduced-space elastodynamic solver that is well suited for augmenting rigged character animations with secondary motion. At the core of our method is a novel deformation subspace based on Linear Blend Skinning that overcomes many of the shortcomings prior subspace methods face. Our skinning subspace is parameterized entirely by a set of scalar weights, which we can obtain through a small, material-aware and rig-sensitive generalized eigenvalue problem. The resulting subspace can easily capture rotational motion and guarantees that the resulting simulation is rotation equivariant. We further propose a simple local-global solver for linear co-rotational elasticity and propose a clustering method to aggregate per-tetrahedra nonlinear energetic quantities. The result is a compact simulation that is fully decoupled from the complexity of the mesh.

Technical Paper
FashionTex: Controllable Virtual Try-on With Text and Texture

Anran Lin, Nanxuan Zhao, Shuliang Ning, Yuda Qiu, Baoyuan Wang, Xiaoguang Han

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Virtual try-on attracts increasing research attention as a promising way for enhancing the user experience for online cloth shopping. Though existing methods can generate impressive results, users need to provide a well-designed reference image containing the target fashion clothes that often do not exist. To support user-friendly fashion customization in full-body portraits, we propose a multi-modal interactive setting by combining the advantages of both text and texture for multi-level fashion manipulation. With the carefully designed fashion editing module and loss functions, FashionTex framework can semantically control cloth types and local texture patterns without annotated pairwise training data. We further introduce an ID recovery module to maintain the identity of input portrait. Extensive experiments have demonstrated the effectiveness of our proposed pipeline. Code for this paper are at https://github.com/picksh/FashionTex.

Technical Paper
FactorMatte: Redefining Video Matting for Re-composition Tasks

Zeqi Gu, Wenqi Xian, Noah Snavely, Abe Davis

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We propose Factor Matting, an alternative formulation of the video matting problem in terms of counterfactual video synthesis that is better suited for re-composition tasks. The goal of factor matting is to separate the contents of a video into independent components, each representing a counterfactual version of the scene where the contents of other components have been removed. We show that factor matting maps well to a more general Bayesian framing of the matting problem that accounts for complex conditional interactions between layers. Based on this observation, we present a method for solving the factor matting problem that learns augmented patch-based appearance priors to produce useful decompositions even for video with complex cross-layer interactions like splashes, shadows, and reflections. Our method is trained per-video and does not require external training data or any knowledge about the 3D structure of the scene. Through extensive experiments, we show that it is able to produce useful decompositions of scenes with such complex interactions while performing competitively on classical matting tasks as well. We also demonstrate the benefits of our approach on a wide range of downstream video editing tasks. Our project website is at: https://factormatte.github.io/.

Technical Paper
Expansion Cones: A Progressive Volumetric Mapping Framework

Valentin Zenon Nigolian, Marcel Campen, David Bommes

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Volumetric mapping is a ubiquitous and difficult problem in Geometry Processing and has been the subject of research in numerous and various directions. While several methods show encouraging results, the field still lacks a general approach with guarantees regarding map bijectivity. Through this work, we aim at opening the door to a new family of methods by providing a novel framework based on the concept of progressive expansion. Starting from an initial map of a tetrahedral mesh whose image may contain degeneracies but no inversions, we incrementally adjust vertex images to expand degenerate elements. By restricting movement to so-called expansion cones, it is done in such a way that the number of degenerate elements decreases in a strictly monotonic manner, without ever introducing any inversion. Adaptive local refinement of the mesh is performed to facilitate this process. We describe a prototype algorithm in the realm of this framework for the computation of maps from ball-topology tetrahedral meshes to convex or star-shaped domains. This algorithm is evaluated and compared to state-of-the-art methods, demonstrating its benefits in terms of bijectivity. We also discuss the associated cost in terms of sometimes significant mesh refinement to obtain the necessary degrees of freedom required for establishing a valid mapping. Our conclusions include that while this algorithm is only of limited immediate practical utility due to efficiency concerns, the general framework has the potential to inspire a range of novel methods improving on the efficiency aspect.

Technical Paper
Example-based Procedural Modeling Using Graph Grammars

Paul Merrell

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We present a method for automatically generating polygonal shapes from an example using a graph grammar. Most procedural modeling techniques use grammars with manually created rules, but our method can create them automatically from an example. Our graph grammars generate graphs that are locally similar to a given example. We disassemble the input into small pieces called primitives and then reassemble the primitives into new graphs. We organize all possible locally similar graphs into a hierarchy and find matching graphs within the hierarchy. These matches are used to create a graph grammar that can construct every locally similar graph. Our method generates graphs using the grammar and then converts them into a planar graph drawing to produce the final shape.

Technical Paper