SIGGRAPH 2024 Papers

ACM SIGGRAPH Conference

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279papers

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

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Toonify3D: StyleGAN-based 3D Stylized Face Generator

Wonjong Jang, Yucheol Jung, Hyomin Kim, Gwangjin Ju, Chaewon Son, Jooeun Son, Seungyong Lee

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Recent advances in generative models enable high-quality facial image stylization. Toonify is a popular StyleGAN-based framework that has been widely used for facial image stylization. Our goal is to create expressive 3D faces by turning Toonify into a 3D stylized face generator. Toonify is fine-tuned with a few gradient descent steps from StyleGAN trained for standard faces, and its features would carry semantic and visual information aligned with the features of the original StyleGAN model. Based on this observation, we design a versatile 3D-lifting method for StyleGAN, StyleNormal, that regresses a surface normal map of a StyleGAN-generated face using StyleGAN features. Due to the feature alignment between Toonify and StyleGAN, although StyleNormal is trained for regular faces, it can be applied for various stylized faces without additional fine-tuning. To learn local geometry of faces under various illuminations, we introduce a novel regularization term, the normal consistency loss, based on lighting manipulation in the GAN latent space. Finally, we present Toonify3D, a fully automated framework based on StyleNormal, that can generate full-head 3D stylized avatars and support GAN-based 3D facial expression editing.

Technical Paper
Theory of Human Tetrachromatic Color Experience and Printing

Jessica Lee, Nicholas Jennings, Varun Srivastava, Ren Ng

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Genetic studies indicate that more than 50% of women are genetically tetrachromatic, expressing four distinct types of color photoreceptors (cone cells) in the retina. At least one functional tetrachromat has been identified in laboratory tests. We hypothesize that there is a large latent group in the population capable of fundamentally richer color experience, but we are not yet aware of this group because of a lack of tetrachromatic colors in the visual environment. This paper develops theory and engineering practice for fabricating tetrachromatic colors and potentially identifying tetrachromatic color vision in the wild. First, we apply general d -dimensional color theory to derive and compute all the key color structures of human tetrachromacy for the first time, including its 4D space of possible object colors, 3D space of chromaticities, and yielding a predicted 2D sphere of tetrachromatic hues. We compare this predicted hue sphere to the familiar hue circle of trichromatic color, extending the theory to predict how the higher dimensional topology produces an expanded color experience for tetrachromats. Second, we derive the four reflectance functions for the ideal tetrachromatic inkset, analogous to the well-known CMY printing basis for trichromacy. Third, we develop a method for prototyping tetrachromatic printers using a library of fountain pen inks and a multi-pass inkjet printing platform. Fourth, we generalize existing color tests - sensitive hue ordering tests and rapid isochromatic plate screening tests - to higher-dimensional vision, and prototype variants of these tests for identifying and characterizing tetrachromacy in the wild.

Technical Paper
ThemeStation: Generating Theme-aware 3D Assets From Few Exemplars

Zhenwei Wang, Tengfei Wang, Gerhard Hancke, Ziwei Liu, Rynson W.H. Lau

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Real-world applications often require a large gallery of 3D assets that share a consistent theme. While remarkable advances have been made in general 3D content creation from text or image, synthesizing customized 3D assets following the shared theme of input 3D exemplars remains an open and challenging problem. In this work, we present ThemeStation, a novel approach for theme-aware 3D-to-3D generation. ThemeStation synthesizes customized 3D assets based on given few exemplars with two goals: 1) unity for generating 3D assets that thematically align with the given exemplars and 2) diversity for generating 3D assets with a high degree of variations. To this end, we design a two-stage framework that draws a concept image first, followed by a reference-informed 3D modeling stage. We propose a novel dual score distillation (DSD) loss to jointly leverage priors from both the input exemplars and the synthesized concept image. Extensive experiments and a user study confirm that ThemeStation surpasses prior works in producing diverse theme-aware 3D models with impressive quality. ThemeStation also enables various applications such as controllable 3D-to-3D generation.

Technical Paper
The Method of Moving Frames for Surface Global Parametrization

Guillaume Coiffier, Etienne Corman, Guillaume Coiffier

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This article introduces a new representation of surface global parametrization based on Cartan’s method of moving frames . We show that a system of structure equations , characterizing the local coordinates changes with respect to a local frame system, completely characterizes the set of possible cone parametrizations. The discretization of this system provably provides necessary and sufficient conditions for the existence of a valid mapping. We are able to derive a versatile algorithm for surface parametrization, allowing feature constraints and singularities. As the first structure equation is independent of the global coordinate system, we do not require prior knowledge of cuts or cone positions. So, a single non-linear least-square problem is enough to place quantized cones while minimizing a given distortion energy. We are therefore able to take full advantage of the link between the parametrization geometry and the topology of its cone metric to solve challenging constrained parametrization problems.

TOG Paper
The Chosen One: Consistent Characters in Text-to-image Diffusion Models

Omri Avrahami, Amir Hertz, Yael Vinker, Moab Arar, Shlomi Fruchter, Ohad Fried, Daniel Cohen-Or, Dani Lischinski

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Recent advances in text-to-image generation models have unlocked vast potential for visual creativity. However, the users that use these models struggle with the generation of consistent characters, a crucial aspect for numerous real-world applications such as story visualization, game development, asset design, advertising, and more. Current methods typically rely on multiple pre-existing images of the target character or involve labor-intensive manual processes. In this work, we propose a fully automated solution for consistent character generation, with the sole input being a text prompt. We introduce an iterative procedure that, at each stage, identifies a coherent set of images sharing a similar identity and extracts a more consistent identity from this set. Our quantitative analysis demonstrates that our method strikes a better balance between prompt alignment and identity consistency compared to the baseline methods, and these findings are reinforced by a user study. To conclude, we showcase several practical applications of our approach.

Technical Paper
Text-to-vector Generation With Neural Path Representation

Peiying Zhang, Nanxuan Zhao, Jing Liao

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Vector graphics are widely used in digital art and highly favored by designers due to their scalability and layer-wise properties. However, the process of creating and editing vector graphics requires creativity and design expertise, making it a time-consuming task. Recent advancements in text-to-vector (T2V) generation have aimed to make this process more accessible. However, existing T2V methods directly optimize control points of vector graphics paths, often resulting in intersecting or jagged paths due to the lack of geometry constraints. To overcome these limitations, we propose a novel neural path representation by designing a dual-branch Variational Autoencoder (VAE) that learns the path latent space from both sequence and image modalities. By optimizing the combination of neural paths, we can incorporate geometric constraints while preserving expressivity in generated SVGs. Furthermore, we introduce a two-stage path optimization method to improve the visual and topological quality of generated SVGs. In the first stage, a pre-trained text-to-image diffusion model guides the initial generation of complex vector graphics through the Variational Score Distillation (VSD) process. In the second stage, we refine the graphics using a layer-wise image vectorization strategy to achieve clearer elements and structure. We demonstrate the effectiveness of our method through extensive experiments and showcase various applications. The project page is https://intchous.github.io/T2V-NPR.

Technical Paper
Text-guided Synthesis of Crowd Animation

Xuebo Ji, Zherong Pan, Xifeng Gao, Jia Pan

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Creating vivid crowd animations is core to immersive virtual environments in digital games. This work focuses on tackling the challenges of the crowd behavior generation problem. Existing approaches are labor-intensive, relying on practitioners to manually craft the complex behavior systems. We propose a machine learning approach to synthesize diversified dynamic crowd animation scenarios for a given environment based on a text description input. We first train two conditional diffusion models that generate text-guided agent distribution fields and velocity fields. Assisted by local navigation algorithms, the fields are then used to control multiple groups of agents. We further employ Large-Language Model (LLM) to canonicalize the general script into a structured sentence for more stable training and better scalability. To train our diffusion models, we devise a constructive method to generate random environments and crowd animations. We show that our trained diffusion models can generate crowd animations for both unseen environments and novel scenario descriptions. Our method paves the way towards automatic generating of crowd behaviors for virtual environments. Code and data for this paper are available at: https://github.com/MLZG/Text-Crowd.git.

Technical Paper
TexSliders: Diffusion-based Texture Editing in CLIP Space

Julia Guerrero-Viu, Milos Hasan, Arthur Roullier, Midhun Harikumar, Yiwei Hu, Paul Guerrero, Diego Gutiérrez, Belen Masia, Valentin Deschaintre

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Generative models have enabled intuitive image creation and manipulation using natural language. In particular, diffusion models have recently shown remarkable results for natural image editing. In this work, we propose to apply diffusion techniques to edit textures, a specific class of images that are an essential part of 3D content creation pipelines. We analyze existing editing methods and show that they are not directly applicable to textures, since their common underlying approach, manipulating attention maps, is unsuitable for the texture domain. To address this, we propose a novel approach that instead manipulates CLIP image embeddings to condition the diffusion generation. We define editing directions using simple text prompts (e.g., “aged wood” to “new wood”) and map these to CLIP image embedding space using a texture prior, with a sampling-based approach that gives us identity-preserving directions in CLIP space. To further improve identity preservation, we project these directions to a CLIP subspace that minimizes identity variations resulting from entangled texture attributes. Our editing pipeline facilitates the creation of arbitrary sliders using natural language prompts only, with no ground-truth annotated data necessary.

Technical Paper
TexPainter: Generative Mesh Texturing With Multi-view Consistency

Hongkun Zhang, Zherong Pan, Congyi Zhang, Lifeng Zhu, Xifeng Gao

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The recent success of pre-trained diffusion models unlocks the possibility of the automatic generation of textures for arbitrary 3D meshes in the wild. However, these models are trained in the screen space, while converting them to a multi-view consistent texture image poses a major obstacle to the output quality. In this paper, we propose a novel method to enforce multi-view consistency. Our method is based on the observation that latent space in a pre-trained diffusion model is noised separately for each camera view, making it difficult to achieve multi-view consistency by directly manipulating the latent codes. Based on the celebrated Denoising Diffusion Implicit Models (DDIM) scheme, we propose to use an optimization-based color-fusion to enforce consistency and indirectly modify the latent codes by gradient back-propagation. Our method further relaxes the sequential dependency assumption among the camera views. By evaluating on a series of general 3D models, we find our simple approach improves consistency and overall quality of the generated textures as compared to competing state-of-the-arts. Our implementation is available at: https://github.com/Quantuman134/TexPainter

Technical Paper
Terrain Amplification Using Multi Scale Erosion

Hugo Schott, Eric Galin, Eric Guérin, Axel Paris, Adrien Peytavie

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Modeling high-resolution terrains is a perennial challenge in the creation of virtual worlds. In this paper, we focus on the amplification of a low-resolution input terrain into a high-resolution, hydrologically consistent terrain featuring complex patterns by a multi-scale approach. Our framework combines the best of both worlds, relying on physics-inspired erosion models producing consistent erosion landmarks and introducing control at different scales, thus bridging the gap between physics-based erosion simulations and multi-scale procedural modeling. The method uses a fast and accurate approximation of different simulations, including thermal, stream power erosion and deposition performed at different scales to obtain a range of effects. Our approach provides landscape designers with tools for amplifying mountain ranges and valleys with consistent details.

Technical Paper
TensoSDF: Roughness-aware Tensorial Representation for Robust Geometry and Material Reconstruction

Jia Li, Beibei Wang, Lu Wang, Lei Zhang

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Reconstructing objects with realistic materials from multi-view images is problematic, since it is highly ill-posed. Although the neural reconstruction approaches have exhibited impressive reconstruction ability, they are designed for objects with specific materials (e.g., diffuse or specular materials). To this end, we propose a novel framework for robust geometry and material reconstruction, where the geometry is expressed with the implicit signed distance field (SDF) encoded by a tensorial representation, namely TensoSDF. At the core of our method is the roughness-aware incorporation of the radiance and reflectance fields, which enables a robust reconstruction of objects with arbitrary reflective materials. Furthermore, the tensorial representation enhances geometry details in the reconstructed surface and reduces the training time. Finally, we estimate the materials using an explicit mesh for efficient intersection computation and an implicit SDF for accurate representation. Consequently, our method can achieve more robust geometry reconstruction, outperform the previous works in terms of relighting quality, and reduce 50% training times and 70% inference time. Codes and datasets are available at https://github.com/Riga2/TensoSDF.

Technical Paper
Temporally Stable Metropolis Light Transport Denoising Using Recurrent Transformer Blocks

Chuhao Chen, Yuze He, Tzu-mao Li

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Metropolis Light Transport (MLT) is a global illumination algorithm that is well-known for rendering challenging scenes with intricate light paths. However, MLT methods tend to produce unpredictable correlation artifacts in images, which can introduce visual inconsistencies for animation rendering. This drawback also makes it challenging to denoise MLT renderings while maintaining temporal stability. We tackle this issue with modern learning-based methods and build a sequence denoiser combining the recurrent connections with the cutting-edge vision transformer architecture. We demonstrate that our sophisticated denoiser can consistently improve the quality and temporal stability of MLT renderings with difficult light paths. Our method is efficient and scalable for complex scene renderings that require high sample counts.

Technical Paper
Temporal Acoustic Point Holography

Giorgos Christopoulos, Lei Gao, Diego Martinez Plasencia, Marta Betcke, Ryuji Hirayama, Sriram Subramanian

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Holographic acoustic levitation using phased arrays of transducers has facilitated innovative mid-air particle displays. However, current time-invariant methods for computing acoustic holograms often induce high phase changes and thus transducer amplitude fluctuations, severely limiting possible dynamic displays. In this work, we develop a wide range of temporal phase retrieval algorithms that suppress phase change and trade off computational time and solution optimality. We base our hardware implementation on Gerchberg-Saxton (GS), which we identify as gradient descent for maximizing focal amplitudes and thus acoustic trap quality. Following this, we adapt GS to additionally constrain transducers’ (and points’) phase changes from the previous time frame, and enable multiparticle animations without prior knowledge of particles’ paths and interactions. We experimentally showcase a series of levitated character animations depicting human motion and believe our work paves the way for natural dynamic multi-particle displays and unencumbered 3D delivery of other modalities such as haptics and audio.

Technical Paper
Tele-Aloha: A Telepresence System With Low-budget and High-authenticity Using Sparse RGB Cameras

Hanzhang Tu, Ruizhi Shao, Xue Dong, Shunyuan Zheng, Hao Zhang, Lili Chen, Meili Wang, Wenyu Li, Siyan Ma, Shengping Zhang, Boyao Zhou, Yebin Liu

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In this paper, we present a low-budget and high-authenticity bidirectional telepresence system, Tele-Aloha, targeting peer-to-peer communication scenarios. Compared to previous systems, Tele-Aloha utilizes only four sparse RGB cameras, one consumer-grade GPU, and one autostereoscopic screen to achieve high-resolution (2048x2048), real-time (30 fps), low-latency (less than 150ms) and robust distant communication. As the core of Tele-Aloha, we propose an efficient novel view synthesis algorithm for upper-body. Firstly, we design a cascaded disparity estimator for obtaining a robust geometry cue. Additionally a neural rasterizer via Gaussian Splatting is introduced to project latent features onto target view and to decode them into a reduced resolution. Further, given the high-quality captured data, we leverage weighted blending mechanism to refine the decoded image into the final resolution of 2K. Exploiting world-leading autostereoscopic display and low-latency iris tracking, users are able to experience a strong three-dimensional sense even without any wearable head-mounted display device. Altogether, our telepresence system demonstrates the sense of co-presence in real-life experiments, inspiring the next generation of communication.

Technical Paper
Target-aware Image Denoising for Inverse Monte Carlo Rendering

Jeongmin Gu, Jonghee Back, Sung-Eui Yoon, Bochang Moon

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Physically based differentiable rendering allows an accurate light transport simulation to be differentiated with respect to the rendering input, i.e., scene parameters, and it enables inferring scene parameters from target images, e.g., photos or synthetic images, via an iterative optimization. However, this inverse Monte Carlo rendering inherits the fundamental problem of the Monte Carlo integration, i.e., noise, resulting in a slow optimization convergence. An appealing approach to addressing such noise is exploiting an image denoiser to improve optimization convergence. Unfortunately, the direct adoption of existing image denoisers designed for ordinary rendering scenarios can drive the optimization into undesirable local minima due to denoising bias. It motivates us to reformulate a new image denoiser specialized for inverse rendering. Unlike existing image denoisers, we conduct our denoising by considering the target images, i.e., specific information in inverse rendering. For our target-aware denoising, we determine our denoising weights via a linear regression technique using the target. We demonstrate that our denoiser enables inverse rendering optimization to infer scene parameters robustly through a diverse set of tests.

Technical Paper
Taming Diffusion Probabilistic Models for Character Control

Rui Chen, Mingyi Shi, Shaoli Huang, Ping Tan, Taku Komura, Xuelin Chen

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We present a novel character control framework that effectively utilizes motion diffusion probabilistic models to generate high-quality and diverse character animations, responding in real-time to a variety of dynamic user-supplied control signals. At the heart of our method lies a transformer-based Conditional Autoregressive Motion Diffusion Model (CAMDM), which takes as input the character’s historical motion and can generate a range of diverse potential future motions conditioned on high-level, coarse user control. To meet the demands for diversity, controllability, and computational efficiency required by a real-time controller, we incorporate several key algorithmic designs. These include separate condition tokenization, classifier-free guidance on past motion, and heuristic future trajectory extension, all designed to address the challenges associated with taming motion diffusion probabilistic models for character control. As a result, our work represents the first model that enables real-time generation of high-quality, diverse character animations based on user interactive control, supporting animating the character in multiple styles with a single unified model. We evaluate our method on a diverse set of locomotion skills, demonstrating the merits of our method over existing character controllers. The code and model are available at https://aiganimation.github.io/CAMDM/.

Technical Paper
TIP-Editor: An Accurate 3D Editor Following Both Text-prompts and Image-prompts

Jingyu Zhuang, Di Kang, Yan-Pei Cao, Guanbin Li, Liang Lin, Ying Shan

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Text-driven 3D scene editing has gained significant attention owing to its convenience and user-friendliness. However, existing methods still lack accurate control of the specified appearance and location of the editing result due to the inherent limitations of the text description. To this end, we propose a 3D scene editing framework, TIP-Editor, that accepts both text and image prompts and a 3D bounding box to specify the editing region. With the image prompt, users can conveniently specify the detailed appearance/style of the target content in complement to the text description, enabling accurate control of the appearance. Specifically, TIP-Editor employs a stepwise 2D personalization strategy to better learn the representation of the existing scene and the reference image, in which a localization loss is proposed to encourage correct object placement as specified by the bounding box. Additionally, TIP-Editor utilizes explicit and flexible 3D Gaussian splatting (GS) as the 3D representation to facilitate local editing while keeping the background unchanged. Extensive experiments have demonstrated that TIP-Editor conducts accurate editing following the text and image prompts in the specified bounding box region, consistently outperforming the baselines in editing quality, and the alignment to the prompts, qualitatively and quantitatively.

Technical Paper
TEDi: Temporally-Entangled Diffusion for Long-term Motion Synthesis

Zihan Zhang, Richard Liu, Rana Hanocka, Kfir Aberman

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The gradual nature of a diffusion process that synthesizes samples in small increments constitutes a key ingredient of Denoising Diffusion Probabilistic Models (DDPM), which have presented unprecedented quality in image synthesis and been recently explored in the motion domain. In this work, we propose to adapt the gradual diffusion concept (operating along a diffusion time-axis) into the temporal-axis of the motion sequence. Our key idea is to extend the DDPM framework to support temporally varying denoising, thereby entangling the two axes. Using our special formulation, we iteratively denoise a motion buffer that contains a set of increasingly-noised poses, which auto-regressively produces an arbitrarily long stream of frames. With a stationary diffusion time-axis, in each diffusion step we increment only the temporal-axis of the motion such that the framework produces a new, clean frame which is removed from the beginning of the buffer, followed by a newly drawn noise vector that is appended to it. This new mechanism paves the way towards a new framework for long-term motion synthesis with applications to character animation and other domains.

Technical Paper
Surface-filling Curve Flows via Implicit Medial Axes

Yuta Noma, Silvia Sellán, Nicholas Sharp, Karan Singh, Alec Jacobson

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We introduce a fast, robust, and user-controllable algorithm to generate surface-filling curves. We compute these curves through the gradient flow of a simple sparse energy, making our method several orders of magnitude faster than previous works. Our algorithm makes minimal assumptions on the topology and resolution of the input surface, achieving improved robustness. Our framework provides tuneable parameters that guide the shape of the output curve, making it ideal for interactive design applications.

Technical Paper
SuperPADL: Scaling Language-directed Physics-based Control With Progressive Supervised Distillation

Jordan B. Juravsky, Yunrong Guo, Sanja Fidler, Xue Bin Peng

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Physically-simulated models for human motion can generate high-quality responsive character animations, often in real-time. Natural language serves as a flexible interface for controlling these models, allowing expert and non-expert users to quickly create and edit their animations. Many recent physics-based animation methods, including those that use text interfaces, train control policies using reinforcement learning (RL). However, scaling these methods beyond several hundred motions has remained challenging. Meanwhile, kinematic animation models are able to successfully learn from thousands of diverse motions by leveraging supervised learning methods. Inspired by these successes, in this work we introduce SuperPADL, a scalable framework for physics-based text-to-motion that leverages both RL and supervised learning to train controllers on thousands of diverse motion clips. SuperPADL is trained in stages using progressive distillation, starting with a large number of specialized experts using RL. These experts are then iteratively distilled into larger, more robust policies using a combination of reinforcement learning and supervised learning. Our final SuperPADL controller is trained on a dataset containing over 5000 skills and runs in real time on a consumer GPU. Moreover, our policy can naturally transition between skills, allowing for users to interactively craft multi-stage animations. We experimentally demonstrate that SuperPADL significantly outperforms RL-based baselines at this large data scale.

Technical Paper