SIGGRAPH Asia 2018 论文列表

ACM SIGGRAPH Asia Conference

录用类型

112篇论文

按官方录用论文列表统计,可能与会议公布的数字略有出入。

  • 其他 / 未标注
    112100.0%

Top 10 主题(点击筛选)

暂无主题数据。

全部 207 个研究方向的趋势

浏览全部论文

Robust Flow-Guided Neural Prediction for Sketch-Based Freeform Surface Modeling

Changjian Li, Hao Pan, Yang Liu, Xin Tong, Alla Sheffer, Wenping Wang

展开摘要

Sketching provides an intuitive user interface for communicating free form shapes. While human observers can easily envision the shapes they intend to communicate, replicating this process algorithmically requires resolving numerous ambiguities. Existing sketch-based modeling methods resolve these ambiguities by either relying on expensive user annotations or by restricting the modeled shapes to specific narrow categories. We present an approach for modeling generic freeform 3D surfaces from sparse, expressive 2D sketches that overcomes both limitations by incorporating convolution neural networks (CNN) into the sketch processing workflow. Given a 2D sketch of a 3D surface, we use CNNs to infer the depth and normal maps representing the surface. To combat ambiguity we introduce an intermediate CNN layer that models the dense curvature direction, or flow, field of the surface, and produce an additional output confidence map along with depth and normal. The flow field guides our subsequent surface reconstruction for improved regularity; the confidence map trained unsupervised measures ambiguity and provides a robust estimator for data fitting. To reduce ambiguities in input sketches users can refine their input by providing optional depth values at sparse points and curvature hints for strokes. Our CNN is trained on a large dataset generated by rendering sketches of various 3D shapes using non-photo-realistic line rendering (NPR) method that mimics human sketching of free-form shapes. We use the CNN model to process both single- and multi-view sketches. Using our multi-view framework users progressively complete the shape by sketching in different views, generating complete closed shapes. For each new view, the modeling is assisted by partial sketches and depth cues provided by surfaces generated in earlier views. The partial surfaces are fused into a complete shape using predicted confidence levels as weights. We validate our approach, compare it with previous methods and alternative structures, and evaluate its performance with various modeling tasks. The results demonstrate our method is a new approach for efficiently modeling freeform shapes with succinct but expressive 2D sketches.

Technical Paper
Relighting Humans: Occlusion-Aware Inverse Rendering for Full-Body Human Images

Yoshihiro Kanamori, Yuki Endo

展开摘要

Relighting of human images has various applications in image synthesis. For relighting, we must infer albedo, shape, and illumination from a human portrait. Previous techniques rely on human faces for this inference, based on spherical harmonics (SH) lighting. However, because they often ignore light occlusion, inferred shapes are biased and relit images are unnaturally bright particularly at hollowed regions such as armpits, crotches, or garment wrinkles. This paper introduces the first attempt to infer light occlusion in the SH formulation directly. Based on supervised learning using convolutional neural networks (CNNs), we infer not only an albedo map, illumination but also a light transport map that encodes occlusion as nine SH coefficients per pixel. The main difficulty in this inference is the lack of training datasets compared to unlimited variations of human portraits. Surprisingly, geometric information including occlusion can be inferred plausibly even with a small dataset of synthesized human figures, by carefully preparing the dataset so that the CNNs can exploit the data coherency. Our method accomplishes more realistic relighting than the occlusion-ignored formulation.

Technical Paper
Real-time Viscous Thin Films

Orestis Vantzos, Saar Raz, Mirela Ben-Chen

展开摘要

We propose a novel discrete scheme for simulating viscous thin films at real-time frame rates. Our scheme is based on a new formulation of the gradient flow approach, that leads to a discretization based on local stencils that are easily computable on the GPU. Our approach has physical fidelity, as the total mass is guaranteed to be preserved, an appropriate discrete energy is controlled, and the film height is guaranteed to be non-negative at all times. In addition, and unlike all existing methods for thin films simulation, it is fast enough to allow realtime interaction with the flow, for designing initial conditions and controlling the forces during the simulation.

Technical Paper
Real-time Compression and Streaming of 4D Performances

Danhang Tang, Mingsong Dou, Peter Lincoln, Philip Davidson, Kaiwen Guo, Jonathan Taylor, Sean Fanello, Cem Keskin, Adarsh Kowdle, Sofien Bouaziz, Shahram Izadi, Andrea Tagliasacchi

展开摘要

We introduce a realtime compression architecture for 4D performance capture that is two orders of magnitude faster than current state-of-the-art techniques, yet achieves comparable visual quality and bitrate. We note how much of the algorithmic complexity in traditional 4D compression arises from the necessity to encode geometry using an explicit model (i.e. a triangle mesh). In contrast, we propose an encoder that leverages an implicit representation (namely a Signed Distance Function) to represent the observed geometry, as well as its changes through time. We demonstrate how SDFs, when defined over a small local region (i.e. a block), admit a low-dimensional embedding due to the innate geometric redundancies in their representation. We then propose an optimization that takes a Truncated SDF (i.e. a TSDF), such as those found in most rigid/non-rigid reconstruction pipelines, and efficiently projects each TSDF block onto the SDF latent space. This results in a collection of low entropy tuples that can be effectively quantized and symbolically encoded. On the decoder side, to avoid the typical artifacts of block-based coding, we also propose a variational optimization that compensates for quantization residuals in order to penalize unsightly discontinuities in the decompressed signal. This optimization is expressed in the SDF latent embedding, and hence can also be performed efficiently. We demonstrate our compression/decompression architecture by realizing, to the best of our knowledge, the first system for streaming a real-time captured 4D performance on consumer-level networks.

Technical Paper
Practical SVBRDF Acquisition of 3D Objects with Unstructured Flash Photography

Giljoo Nam, Joo Ho Lee, Diego Gutierrez, Min H. Kim

展开摘要

Capturing spatially-varying bidirectional reflectance distribution functions (SVBRDFs) of 3D objects with just a single, hand-held camera (such as an off-the-shelf smartphone or a DSLR camera) is a difficult, open problem. Previous works are either limited to planar geometry, or rely on previously scanned 3D geometry, thus limiting their practicality. There are several technical challenges that need to be overcome: First, the built-in flash of a camera is almost colocated with the lens, and at a fixed position; this severely hampers sampling procedures in the light-view space. Moreover, the near-field flash lights the object partially and unevenly. In terms of geometry, existing multiview stereo techniques assume diffuse reflectance only, which leads to overly smoothed 3D reconstructions, as we show in this paper. We present a simple yet powerful framework that removes the need for expensive, dedicated hardware, enabling practical acquisition of SVBRDF information from real-world, 3D objects with a single, off-the-shelf camera with a built-in flash. In addition, by removing the diffuse reflection assumption and leveraging instead such SVBRDF information, our method outputs high-quality 3D geometry reconstructions, including more accurate high-frequency details than state-of-the-art multiview stereo techniques. We formulate the joint reconstruction of SVBRDFs, shading normals, and 3D geometry as a multi-stage, iterative inverse-rendering reconstruction pipeline. Our method is also directly applicable to any existing multiview 3D reconstruction technique. We present results of captured objects with complex geometry and reflectance; we also validate our method numerically against other existing approaches that rely on dedicated hardware, additional sources of information, or both.

Technical Paper
Practical Multiple Scattering for Rough Surfaces

Joo Ho Lee, Adrian Jarabo, Daniel S. Jeon, Diego Gutierrez, Min H. Kim

展开摘要

Microfacet theory concisely models light transport over rough surfaces. Specular reflection is the result of single mirror reflections on each facet, while exact computation of multiple scattering is either neglected, or modeled using costly importance sampling techniques. Practical but accurate simulation of multiple scattering in microfacet theory thus remains an open challenge. In this work, we revisit the traditional V-groove cavity model and derive an analytical, cost-effective solution for multiple scattering in rough surfaces. Our kaleidoscopic model is made up of both real and virtual V-grooves, and allows us to calculate higher-order scattering in the microfacets in an analytical fashion. We then extend our model to include nonsymmetric grooves, allowing for additional degrees of freedom on the surface geometry, improving multiple reflections at grazing angles with backward compatibility to traditional normal distribution functions. We validate the accuracy of our model against ground-truth Monte Carlo simulations, and demonstrate its flexibility on anisotropic and textured materials. Our model is analytical, does not introduce significant cost and variance, can be seamless integrated in any rendering engine, preserves reciprocity and energy conservation, and is suitable for bidirectional methods.

Technical Paper
Practical Dynamic Facial Appearance Modeling and Acquisition

Paulo Gotardo, Jeremy Riviere, Derek Bradley, Abhijeet Ghosh, Thabo Beeler

展开摘要

We present a method to acquire dynamic properties of facial skin appearance, including dynamic diffuse albedo encoding blood flow, dynamic specular intensity, and per-frame high resolution normal maps for a facial performance sequence. The method reconstructs these maps from a purely passive multi-camera setup, without the need for polarization or requiring temporally multiplexed illumination. Hence, it is very well suited for integration with existing passive systems for facial performance capture. To solve this seemingly underconstrained problem, we demonstrate that albedo dynamics during a facial performance can be modeled as a combination of: (1) a static, high-resolution base albedo map, modeling full skin pigmentation; and (2) a dynamic, one-dimensional component in the CIE L*a*b* color space, which explains changes in hemoglobin concentration due to blood flow. We leverage this albedo subspace and additional constraints on appearance and surface geometry to also estimate specular reflection parameters and resolve high-resolution normal maps with unprecedented detail in a passive capture system. These constraints are built into an inverse rendering framework that minimizes the difference of the rendered face to the captured images, incorporating constraints from multiple views for every texel on the face. The presented method is the first system capable of capturing high-quality dynamic appearance maps at full resolution and video framerates, providing a major step forward in the area of facial appearance acquisition.

Technical Paper
OptCuts: Joint Optimization of Surface Cuts and Parameterization

Minchen Li, Danny M. Kaufman, Vladimir G. Kim, Justin Solomon, Alla Sheffer

展开摘要

Low-distortion mapping of three-dimensional surfaces to the plane is a critical problem in geometry processing. The intrinsic distortion introduced by these UV mappings is highly dependent on the choice of surface cuts that form seamlines which break mapping continuity. Parameterization applications typically require UV maps with an application-specific upper bound on distortion to avoid mapping artifacts; at the same time they seek to reduce cut lengths to minimize discontinuity artifacts. We propose OptCuts , an algorithm that jointly optimizes the parameterization and cutting of a three-dimensional mesh. OptCuts starts from an arbitrary initial embedding and a user-requested distortion bound. It requires no parameter setting and automatically seeks to minimize seam lengths subject to satisfying the distortion bound of the mapping computed using these seams. OptCuts alternates between topology and geometry update steps that consistently decrease distortion and seam length, producing a UV map with compact boundaries that strictly satisfies the distortion bound. OptCuts automatically produces high-quality, globally bijective UV maps without user intervention. While OptCuts can thus be a highly effective tool to create new mappings from scratch, we also show how it can be employed to improve pre-existing embeddings. Additionally, when semantic or other priors on seam placement are desired, OptCuts can be extended to respect these user preferences as constraints during optimization of the parameterization. We demonstrate the scalable performance of OptCuts on a wide range of challenging benchmark parameterization examples, as well as in comparisons with state-of-the-art UV methods and commercial tools.

Technical Paper
Narrow-Band Topology Optimization on a Sparsely Populated Grid

Haixiang Liu, Yuanming Hu, Bo Zhu, Wojciech Matusik, Eftychios Sifakis

展开摘要

A variety of structures in nature exhibit sparse, thin, and intricate features. It is challenging to investigate these structural characteristics using conventional numerical approaches since such features require highly refined spatial resolution to capture and therefore they incur a prohibitively high computational cost. We present a novel computational framework for high-resolution topology optimization that delivers leaps in simulation capabilities, by two orders of magnitude, from the state-of-the-art approaches. Our technique accommodates computational domains with over one billion grid voxels on a single shared-memory multiprocessor platform, allowing automated emergence of structures with both rich geometric features and exceptional mechanical performance. To achieve this, we track the evolution of thin structures and simulate its elastic deformation in a dynamic narrow-band region around high-density sites to avoid wasted computational effort on large void regions. We have also designed a mixed-precision multigrid-preconditioned iterative solver that keeps the memory footprint of the simulation to a compact size while maintaining double-precision accuracy. We have demonstrated the efficacy of the algorithm through optimizing a variety of complex structures from both natural and engineering systems.

Technical Paper
Multiple Scattering from Distributions of Specular V-Grooves

Feng Xie, Patrick Hanrahan

展开摘要

Microfacet-based reflection models are the most common way to represent reflection from rough surfaces. However, a major current limitation of these models is that they only account for single scattering. Unfortunately, single scattering models do not preserve energy. In this paper, we develop a microfacet BRDF for specular v-grooves that includes multiple scattering. Our approach is based on previous work by Zipin, who showed that the number of reflections inside a specular v-groove is bounded and analytically computable. Using his insight, we present a closed form solution for the BRDF and its probability density function (PDF); we also present a method for importance sampling the BRDF. As a result, our BRDF can be easily used within a path-traced rendering system such as PBRT. The model supports any microfacet distribution function, and spatially-varying surface roughness. The images produced by the model have a pleasing appearance compared to traditional single-scattering models.

Technical Paper
Multi-view Wire Art

Kai-Wen Hsiao, Jia-Bin Huang, Hung-Kuo Chu

展开摘要

Wire art is the creation of three-dimensional sculptural art using wire strands. As the 2D projection of a 3D wire sculpture forms line drawing patterns, it is possible to craft multi-view wire sculpture art --- a static sculpture with multiple (potentially very different) interpretations when perceived at different viewpoints. Artists can effectively leverage this characteristic and produce compelling artistic effects. However, the creation of such multi-view wire sculpture is extremely time-consuming even by highly skilled artists. In this paper, we present a computational framework for automatic creation of multi-view 3D wire sculpture. Our system takes two or three user-specified line drawings and the associated viewpoints as inputs. We start with producing a sparse set of voxels via greedy selection approach such that their projections on the virtual cameras cover all the contour pixels of the input line drawings. The sparse set of voxels, however, do not necessary form one single connected component. We introduce a constrained 3D pathfinding algorithm to link isolated groups of voxels into a connected component while maintaining the similarity between the projected voxels and the line drawings. Using the reconstructed visual hull, we extract a curve skeleton and produce a collection of smooth 3D curves by fitting cubic splines and optimizing the curve deformation to best approximate the provided line drawings. We demonstrate the effectiveness of our system for creating compelling multi-view wire sculptures in both simulation and 3D physical printouts.

Technical Paper
Multi-directional Geodesic Neural Networks via Equivariant Convolution

Adrien Poulenard, Maks Ovsjanikov

展开摘要

We propose a novel approach for performing convolution of signals on curved surfaces and show its utility in a variety of geometric deep learning applications. Key to our construction is the notion of directional functions defined on the surface, which extend the classic real-valued signals and which can be naturally convolved with with real-valued template functions. As a result, rather than trying to fix a canonical orientation or only keeping the maximal response across all alignments of a 2D template at every point of the surface, as done in previous works, we show how information across all rotations can be kept across different layers of the neural network. Our construction, which we call multi-directional geodesic convolution , or directional convolution for short, allows, in particular, to propagate and relate directional information across layers and thus different regions on the shape. We first define directional convolution in the continuous setting, prove its key properties and then show how it can be implemented in practice, for shapes represented as triangle meshes. We evaluate directional convolution in a wide variety of learning scenarios ranging from classification of signals on surfaces, to shape segmentation and shape matching, where we show a significant improvement over several baselines.

Technical Paper
Multi-chart Generative Surface Modeling

Heli Ben-Hamu, Haggai Maron, Itay Kezurer, Gal Avineri, Yaron Lipman

展开摘要

This paper introduces a 3D shape generative model based on deep neural networks. A new image-like ( i.e. , tensor) data representation for genus-zero 3D shapes is devised. It is based on the observation that complicated shapes can be well represented by multiple parameterizations (charts), each focusing on a different part of the shape. The new tensor data representation is used as input to Generative Adversarial Networks for the task of 3D shape generation. The 3D shape tensor representation is based on a multi-chart structure that enjoys a shape covering property and scale-translation rigidity. Scale-translation rigidity facilitates high quality 3D shape learning and guarantees unique reconstruction. The multi-chart structure uses as input a dataset of 3D shapes (with arbitrary connectivity) and a sparse correspondence between them. The output of our algorithm is a generative model that learns the shape distribution and is able to generate novel shapes, interpolate shapes, and explore the generated shape space. The effectiveness of the method is demonstrated for the task of anatomic shape generation including human body and bone (teeth) shape generation.

Technical Paper
Monte Carlo Convolution for Learning on Non-Uniformly Sampled Point Clouds

Pedro Hermosilla Casajus, Tobias Ritschel, Pere-Pau Vazquez, Alvar Vinacua, Timo Ropinski

展开摘要

Deep learning systems extensively use convolution operations to process input data. Though convolution is clearly defined for structured data such as 2D images or 3D volumes, this is not true for other data types such as sparse point clouds. Previous techniques have developed approximations to convolutions for restricted conditions. Unfortunately, their applicability is limited and cannot be used for general point clouds. We propose an efficient and effective method to learn convolutions for non-uniformly sampled point clouds, as they are obtained with modern acquisition techniques. Learning is enabled by four key novelties: first, representing the convolution kernel itself as a multilayer perceptron; second, phrasing convolution as a Monte Carlo integration problem, third, using this notion to combine information from multiple samplings at different levels; and fourth using Poisson disk sampling as a scalable means of hierarchical point cloud learning. The key idea across all these contributions is to guarantee adequate consideration of the underlying non-uniform sample distribution function from a Monte Carlo perspective. To make the proposed concepts applicable to real-world tasks, we furthermore propose an efficient implementation which significantly reduces the GPU memory required during the training process. By employing our method in hierarchical network architectures we can outperform most of the state-of-the-art networks on established point cloud segmentation, classification and normal estimation benchmarks. Furthermore, in contrast to most existing approaches, we also demonstrate the robustness of our method with respect to sampling variations, even when training with uniformly sampled data only. To support the direct application of these concepts, we provide a ready-to-use TensorFlow implementation of these layers at https://github.com/viscom-ulm/MCCNN.

Technical Paper
Modeling Hair from an RGB-D Camera

Meng Zhang, Pan Wu, Hongzhi Wu, Yanlin Weng, Youyi Zheng, Kun Zhou

展开摘要

Creating realistic 3D hairs that closely match the real-world inputs remains challenging. With the increasing popularity of lightweight depth cameras featured in devices such as iPhone X, Intel RealSense and DJI drones, depth cues can be very helpful in consumer applications, for example, the Animated Emoji. In this paper, we introduce a fully automatic, data-driven approach to model the hair geometry and compute a complete strand-level 3D hair model that closely resembles the input from a single RGB-D camera. Our method heavily exploits the geometric cues contained in the depth channel and leverages exemplars in a 3D hair database for high-fidelity hair synthesis. The core of our method is a local-similarity based search and synthesis algorithm that simultaneously reasons about the hair geometry, strands connectivity, strand orientation, and hair structural plausibility. We demonstrate the efficacy of our method using a variety of complex hairstyles and compare our method with prior arts.

Technical Paper
Meshless Voronoi on the GPU

Nicolas Ray, Dmitry Sokolov, Sylvain Lefebvre, Bruno Lévy

展开摘要

We propose a GPU algorithm that computes a 3 D Voronoi diagram. Our algorithm is tailored for applications that solely make use of the geometry of the Voronoi cells, such as Lloyd's relaxation used in meshing, or some numerical schemes used in fluid simulations and astrophysics. Since these applications only require the geometry of the Voronoi cells, they do not need the combinatorial mesh data structure computed by the classical algorithms (Bowyer-Watson). Thus, by exploiting the specific spatial distribution of the point-sets used in this type of applications, our algorithm computes each cell independently, in parallel, based on its nearest neighbors. In addition, we show how to compute integrals over the Voronoi cells by decomposing them on the fly into tetrahedra, without needing to compute any global combinatorial information. The advantages of our algorithm is that it is fast, very simple to implement, has constant memory usage per thread and does not need any synchronization primitive. These specificities make it particularly efficient on the GPU: it gains one order of magnitude as compared to the fastest state-of-the-art multi-core CPU implementations. To ease the reproducibility of our results, the full documented source code is included in the supplemental material.

Technical Paper