SIGGRAPH Asia 2023 论文列表

ACM SIGGRAPH Asia Conference

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Warped-Area Reparameterization of Differential Path Integrals

Peiyu Xu, Sai Bangaru, Tzu-Mao Li, Shuang Zhao

展开摘要

Physics-based differentiable rendering is becoming increasingly crucial for tasks in inverse rendering and machine learning pipelines. To address discontinuities caused by geometric boundaries and occlusion, two classes of methods have been proposed: 1) the edge-sampling methods that directly sample light paths at the scene discontinuity boundaries, which require nontrivial data structures and precomputation to select the edges, and 2) the reparameterization methods that avoid discontinuity sampling but are currently limited to hemispherical integrals and unidirectional path tracing. We introduce a new mathematical formulation that enjoys the benefits of both classes of methods. Unlike previous reparameterization work that focused on hemispherical integral, we derive the reparameterization in the path space. As a result, to estimate derivatives using our formulation, we can apply advanced Monte Carlo rendering methods, such as bidirectional path tracing, while avoiding explicit sampling of discontinuity boundaries. We show differentiable rendering and inverse rendering results to demonstrate the effectiveness of our method.

Technical Paper
ViCMA: Visual Control of Multibody Animations

Doug L. James, David I. W. Levin

展开摘要

Motion control of large-scale, multibody physics animations with contact is difficult. Existing approaches, such as those based on optimization, are computationally daunting, and, as the number of interacting objects increases, can fail to find satisfactory solutions. We present a new, complementary method for the visual control of multibody animations that exploits object motion and visibility, and has overall cost comparable to a single simulation. Our method is highly practical, and is demonstrated on numerous large-scale, contact-rich examples involving both rigid and deformable bodies.

Technical Paper
VR-NeRF: High-Fidelity Virtualized Walkable Spaces

Linning Xu, Vasu Agrawal, William Laney, Tony Garcia, Aayush Bansal, Changil Kim, Samuel Rota Bulò, Lorenzo Porzi, Peter Kontschieder, Aljaž Božič, Dahua Lin, Michael Zollhoefer, Christian Richardt

Technical Paper
VMesh: Hybrid Volume-Mesh Representation for Efficient View Synthesis

Yuan-Chen Guo, Yan-Pei Cao, Chen Wang, Yu He, Ying Shan, Song-Hai Zhang

展开摘要

With the emergence of neural radiance fields (NeRFs), view synthesis quality has reached an unprecedented level. Compared to traditional mesh-based assets, this volumetric representation is more powerful in expressing scene geometry but inevitably suffers from high rendering costs and can hardly be involved in further processes like editing, posing significant difficulties in combination with the existing graphics pipeline. In this paper, we present a hybrid volume-mesh representation, VMesh, which depicts an object with a textured mesh along with an auxiliary sparse volume. VMesh retains the advantages of mesh-based assets, such as efficient rendering and compact storage, while also incorporating the ability to represent subtle geometric structures provided by the volumetric counterpart. VMesh can be obtained from multi-view images of an object and renders at 2K 60FPS on common consumer devices with high fidelity, unleashing new opportunities for real-time immersive applications.

Technical Paper
VET: Visual Error Tomography for Point Cloud Completion and High-Quality Neural Rendering

Linus Franke, Darius Rückert, Laura Fink, Matthias Innmann, Marc Stamminger

展开摘要

In the last few years, deep neural networks opened the doors for big advances in novel view synthesis. Many of these approaches are based on a (coarse) proxy geometry obtained by structure from motion algorithms. Small deficiencies in this proxy can be fixed by neural rendering, but larger holes or missing parts, as they commonly appear for thin structures or for glossy regions, still lead to distracting artifacts and temporal instability. In this paper, we present a novel neural-rendering-based approach to detect and fix such deficiencies. As a proxy, we use a point cloud, which allows us to easily remove outlier geometry and to fill in missing geometry without complicated topological operations. Keys to our approach are (i) a differentiable, blending point-based renderer that can blend out redundant points, as well as (ii) the concept of Visual Error Tomography (VET), which allows us to lift 2D error maps to identify 3D-regions lacking geometry and to spawn novel points accordingly. Furthermore, (iii) by adding points as nested environment maps, our approach allows us to generate high-quality renderings of the surroundings in the same pipeline. In our results, we show that our approach can improve the quality of a point cloud obtained by structure from motion and thus increase novel view synthesis quality significantly. In contrast to point growing techniques, the approach can also fix large-scale holes and missing thin structures effectively. Rendering quality outperforms state-of-the-art methods and temporal stability is significantly improved, while rendering is possible at real-time frame rates.

Technical Paper
VASCO: Volume and Surface Co-Decomposition for Hybrid Manufacturing

Fanchao Zhong, Haisen Zhao, Haochen Li, Xin Yan, Jikai Liu, Baoquan Chen, Lin Lu

展开摘要

Additive and subtractive hybrid manufacturing (ASHM) involves the alternating use of additive and subtractive manufacturing techniques, which provides unique advantages for fabricating complex geometries with otherwise inaccessible surfaces. However, a significant challenge lies in ensuring tool accessibility during both fabrication procedures, as the object shape may change dramatically, and different parts of the shape are interdependent. In this study, we propose a computational framework to optimize the planning of additive and subtractive sequences while ensuring tool accessibility. Our goal is to minimize the switching between additive and subtractive processes to achieve efficient fabrication while maintaining product quality. We approach the problem by formulating it as a Volume-And-Surface-CO-decomposition (VASCO) problem. First, we slice volumes into slabs and build a dynamic-directed graph to encode manufacturing constraints, with each node representing a slab and direction reflecting operation order. We introduce a novel geometry property called hybrid-fabricability for a pair of additive and subtractive procedures. Then, we propose a beam-guided top-down block decomposition algorithm to solve the VASCO problem. We apply our solution to a 5-axis hybrid manufacturing platform and evaluate various 3D shapes. Finally, we assess the performance of our approach through both physical and simulated manufacturing evaluations.

Technical Paper
Towards Practical Capture of High-Fidelity Relightable Avatars

Haotian Yang, Mingwu Zheng, Wanquan Feng, Haibin Huang, Yu-Kun Lai, Pengfei Wan, Zhongyuan Wang, Chongyang Ma

展开摘要

In this paper, we propose a novel framework, Tracking-free Relightable Avatar (TRAvatar), for capturing and reconstructing high-fidelity 3D avatars. Compared to previous methods, TRAvatar works in a more practical and efficient setting. Specifically, TRAvatar is trained with dynamic image sequences captured in a Light Stage under varying lighting conditions, enabling realistic relighting and real-time animation for avatars in diverse scenes. Additionally, TRAvatar allows for tracking-free avatar capture and obviates the need for accurate surface tracking under varying illumination conditions. Our contributions are two-fold: First, we propose a novel network architecture that explicitly builds on and ensures the satisfaction of the linear nature of lighting. Trained on simple group light captures, TRAvatar can predict the appearance in real-time with a single forward pass, achieving high-quality relighting effects under illuminations of arbitrary environment maps. Second, we jointly optimize the facial geometry and relightable appearance from scratch based on image sequences, where the tracking is implicitly learned. This tracking-free approach brings robustness for establishing temporal correspondences between frames under different lighting conditions. Extensive qualitative and quantitative experiments demonstrate that our framework achieves superior performance for photorealistic avatar animation and relighting.

Technical Paper
Towards Garment Sewing Pattern Reconstruction from a Single Image

Lijuan Liu, Xiangyu Xu, Zhijie Lin, Jiabin Liang, Shuicheng Yan

展开摘要

Garment sewing pattern represents the intrinsic rest shape of a garment, and is the core for many applications like fashion design, virtual try-on, and digital avatars. In this work, we explore the challenging problem of recovering garment sewing patterns from daily photos for augmenting these applications. To solve the problem, we first synthesize a versatile dataset, named SewFactory, which consists of around 1M images and ground-truth sewing patterns for model training and quantitative evaluation. SewFactory covers a wide range of human poses, body shapes, and sewing patterns, and possesses realistic appearances thanks to the proposed human texture synthesis network. Then, we propose a two-level Transformer network called Sewformer, which significantly improves the sewing pattern prediction performance. Extensive experiments demonstrate that the proposed framework is effective in recovering sewing patterns and well generalizes to casually-taken human photos. Code, dataset, and pre-trained models will be released.

Technical Paper
Topology Guaranteed B-Spline Surface/Surface Intersection

Jieyin Yang, Xiaohong Jia, Dong-Ming Yan

展开摘要

The surface/surface intersection technique serves as one of the most fundamental functions in modern Computer Aided Design (CAD) systems. Despite the long research history and successful applications of surface intersection algorithms in various CAD industrial software, challenges still exist in balancing computational efficiency, accuracy, as well as topology correctness. Specifically, most practical intersection algorithms fail to guarantee the correct topology of the intersection curve(s) when two surfaces are in near-critical positions, which brings instability to CAD systems. Even in one of the most successfully used commercial geometry engines ACIS, such complicated intersection topology can still be a tough nut to crack. In this paper, we present a practical topology guaranteed algorithm for computing the intersection loci of two B-spline surfaces. Our algorithm well treats all types of common and complicated intersection topology with practical efficiency, including those intersections with multiple branches or cross singularities, contacts in several isolated singular points or highorder contacts along a curve, as well as intersections along boundary curves. We present representative examples of these hard topology situations that challenge not only the open-source geometry engine OCCT but also the commercial engine ACIS. We compare our algorithm in both efficiency and topology correctness on plenty of common and complicated models with the open-source intersection package in SISL, OCCT, and the commercial engine ACIS.

Technical Paper
ToRoS: A Topology Optimization Approach for Designing Robotic Skins

Juan Sebastian Montes Maestre, Ronan Hinchet, Stelian Coros, Bernhard Thomaszewski

展开摘要

Soft robotics offers unique advantages in manipulating fragile or deformable objects, human-robot interaction, and exploring inaccessible terrain. However, designing soft robots that produce large, targeted deformations is challenging. In this paper, we propose a new methodology for designing soft robots that combines optimization-based design with a simple and cost-efficient manufacturing process. Our approach is centered around the concept of robotic skins---thin fabrics with 3D-printed reinforcement patterns that augment and control plain silicone actuators. By decoupling shape control and actuation, our approach enables a simpler and cost-efficient manufacturing process. Unlike previous methods that rely on empirical design heuristics for generating desired deformations, our approach automatically discovers complex reinforcement patterns without any need for domain knowledge or human intervention. This is achieved by casting reinforcement design as a nonlinear constrained optimization problem and using a novel, three-field topology optimization approach tailored to fabrics with 3D-printed reinforcements. We demonstrate the potential of our approach by designing soft robotic actuators capable of various motions such as bending, contraction, twist, and combinations thereof. We also demonstrate applications of our robotic skins to robotic grasping with a soft three-finger gripper and locomotion tasks for a soft quadrupedal robot.

Technical Paper