SIGGRAPH Asia 2023 论文列表

ACM SIGGRAPH Asia Conference

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Holographic Near-eye Display with Real-time Embedded Rendering

Antonin Gilles, Pierre Le Gargasson, Grégory Hocquet, Patrick Gioia

展开摘要

We present a wearable full-color holographic augmented reality headset with binocular vision support and real-time embedded hologram calculation. Contrarily to most previously proposed prototypes, our headset employs high-speed amplitude-only microdisplays and embeds a compact and lightweight electronic board to drive and synchronize the microdisplays and light source engines. In addition, to enable a standalone usage of the headset, we developed a real-time hologram rendering engine capable of computing full-color binocular holograms at over 35 frames per second on a NVIDIA Jetson AGX Orin embedded platform. Finally, we provide a comparison of the efficiency of laser diodes and superluminescent diodes for the reduction of speckle noise, which greatly affects the reconstructed image’s quality. Experimental results show that our prototype enables full-color holographic images to be reconstructed with accurate focus cues and reduced speckle noise in real-time.

Technical Paper
High-Order Moment-Encoded Kinetic Simulation of Turbulent Flows

Wei Li, Tongtong Wang, Zherong Pan, Xifeng Gao, Kui Wu, Mathieu Desbrun

展开摘要

Kinetic solvers for incompressible fluid simulation were designed to run efficiently on massively parallel architectures such as GPUs. While these lattice Boltzmann solvers have recently proven much faster and more accurate than the macroscopic Navier-Stokes-based solvers traditionally used in graphics, it systematically comes at the price of a very large memory requirement: a mesoscopic discretization of statistical mechanics requires over an order of magnitude more variables per grid node than most fluid solvers in graphics. In order to open up kinetic simulation to gaming and simulation software packages on commodity hardware, we propose a HighOrder Moment-Encoded Lattice-Boltzmann-Method solver which we coined HOME-LBM, requiring only the storage of a few moments per grid node, with little to no loss of accuracy in the typical simulation scenarios encountered in graphics. We show that our lightweight and lightspeed fluid solver requires three times less memory and runs ten times faster than state-of-the-art kinetic solvers, for a nearly-identical visual output.

Technical Paper
High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes

Haotong Lin, Sida Peng, Zhen Xu, Tao Xie, Xingyi He, Hujun Bao, Xiaowei Zhou

展开摘要

This paper aims to tackle the challenge of dynamic view synthesis from multi-view videos. The key observation is that while previous grid-based methods offer consistent rendering, they fall short in capturing appearance details of a complex dynamic scene, a domain where multi-view image-based rendering methods demonstrate the opposite properties. To combine the best of two worlds, we introduce Im4D, a hybrid scene representation that consists of a grid-based geometry representation and a multi-view image-based appearance representation. Specifically, the dynamic geometry is encoded as a 4D density function composed of spatiotemporal feature planes and a small MLP network, which globally models the scene structure and facilitates the rendering consistency. We represent the scene appearance by the original multi-view videos and a network that learns to predict the color of a 3D point from image features, instead of memorizing detailed appearance totally with networks, thereby naturally making the learning of networks easier. Our method is evaluated on five dynamic view synthesis datasets including DyNeRF, ZJU-MoCap, NHR, DNA-Rendering and ENeRF-Outdoor datasets. The results show that Im4D exhibits state-of-the-art performance in rendering quality and can be trained efficiently, while realizing real-time rendering with a speed of 79.8 FPS for 512x512 images, on a single RTX 3090 GPU. The code is available at https://zju3dv.github.io/im4d.

Technical Paper
High Density Ratio Multi-fluid Simulation with Peridynamics

Han Yan, Bo Ren

展开摘要

Multiple fluid simulation has raised wide research interest in recent years. Despite the impressive successes of current works, simulation of scenes containing mixing or unmixing of high-density-ratio phases using particle-based discretizations still remains a challenging task. In this paper, we propose a peridynamic mixture-model theory that stably handles high-density-ratio multi-fluid simulations. With assistance of novel scalar-valued volume flow states, a particle based discretization scheme is proposed to calculate all the terms in the multi-phase Navier-Stokes equations in an integral form, We also design a novel mass updating strategy for enhancing phase mass conservation and reducing particle volume variations under high density ratio settings in multi-fluid simulations. As a result, we achieve significantly stabler simulations in mixture-model multi-fluid simulations involving mixing and unmixing of high density ratio phases. Various experiments and comparisons demonstrate the effectiveness of our approach.

Technical Paper
GarmentCode: Programming Parametric Sewing Patterns

Maria Korosteleva, Olga Sorkine-Hornung

展开摘要

Garment modeling is an essential task of the global apparel industry and a core part of digital human modeling. Realistic representation of garments with valid sewing patterns is key to their accurate digital simulation and eventual fabrication. However, little-to-no computational tools provide support for bridging the gap between high-level construction goals and low-level editing of pattern geometry, e.g., combining or switching garment elements, semantic editing, or design exploration that maintains the validity of a sewing pattern. We suggest the first DSL for garment modeling - GarmentCode - that applies principles of object-oriented programming to garment construction and allows designing sewing patterns in a hierarchical, component-oriented manner. The programming-based paradigm naturally provides unique advantages of component abstraction, algorithmic manipulation, and free-form design parametrization. We additionally support the construction process by automating typical low-level tasks like placing a dart at a desired location. In our prototype garment configurator, users can manipulate meaningful design parameters and body measurements, while the construction of pattern geometry is handled by garment programs implemented with GarmentCode. Our configurator enables the free exploration of rich design spaces and the creation of garments using interchangeable, parameterized components. We showcase our approach by producing a variety of garment designs and retargeting them to different body shapes using our configurator. The library and garment configurator are available at https://github.com/maria-korosteleva/GarmentCode.

Technical Paper
GARM-LS: A Gradient-Augmented Reference-Map Method for Level-Set Fluid Simulation

Xingqiao Li, Xingyu Ni, Bo Zhu, Bin Wang, Baoquan Chen

展开摘要

This paper presents a novel level-set method that combines gradient augmentation and reference mapping to enable high-fidelity interface tracking and surface tension flow simulation, preserving small-scale volumes and interface features comparable to the grid size. At the center of our approach is a novel reference-map algorithm to concurrently convect level-set values and gradients, both of which are crucial for reconstructing a dynamic surface exhibiting small-scale volumes. In addition, we develop a full pipeline for the new level-set scheme by incorporating a novel extrapolation algorithm and an enhanced reinitialization procedure into our reference-map method. We test our algorithm by simulating complex surface tension flow phenomena such as raindrop collision, merging, and splashing. We also showcase the efficacy of our approach by performing validation tests and comparing it to a broad range of existing level-set algorithms.

Technical Paper
GANeRF: Leveraging Discriminators to Optimize Neural Radiance Fields

Barbara Roessle, Norman Müller, Lorenzo Porzi, Samuel Rota Bulò, Peter Kontschieder, Matthias Niessner

展开摘要

Neural Radiance Fields (NeRF) have shown impressive novel view synthesis results; nonetheless, even thorough recordings yield imperfections in reconstructions, for instance due to poorly observed areas or minor lighting changes. Our goal is to mitigate these imperfections from various sources with a joint solution: we take advantage of the ability of generative adversarial networks (GANs) to produce realistic images and use them to enhance realism in 3D scene reconstruction with NeRFs. To this end, we learn the patch distribution of a scene using an adversarial discriminator, which provides feedback to the radiance field reconstruction, thus improving realism in a 3D-consistent fashion. Thereby, rendering artifacts are repaired directly in the underlying 3D representation by imposing multi-view path rendering constraints. In addition, we condition a generator with multi-resolution NeRF renderings which is adversarially trained to further improve rendering quality. We demonstrate that our approach significantly improves rendering quality, e.g., nearly halving LPIPS scores compared to Nerfacto while at the same time improving PSNR by 1.4dB on the advanced indoor scenes of Tanks and Temples.

Technical Paper
FuseSR: Super Resolution for Real-time Rendering through Efficient Multi-resolution Fusion

Zhihua Zhong, Jingsen Zhu, Yuxin Dai, Chuankun Zheng, Guanlin Chen, Yuchi Huo, Hujun Bao, Rui Wang

展开摘要

The workload of real-time rendering is steeply increasing as the demand for high resolution, high refresh rates, and high realism rises, overwhelming most graphics cards. To mitigate this problem, one of the most popular solutions is to render images at a low resolution to reduce rendering overhead, and then manage to accurately upsample the low-resolution rendered image to the target resolution, a.k.a. super-resolution techniques. Most existing methods focus on exploiting information from low-resolution inputs, such as historical frames. The absence of high frequency details in those LR inputs makes them hard to recover fine details in their high-resolution predictions. In this paper, we propose an efficient and effective super-resolution method that predicts high-quality upsampled reconstructions utilizing low-cost high-resolution auxiliary G-Buffers as additional input. With LR images and HR G-buffers as input, the network requires to align and fuse features at multi resolution levels. We introduce an efficient and effective H-Net architecture to solve this problem and significantly reduce rendering overhead without noticeable quality deterioration. Experiments show that our method is able to produce temporally consistent reconstructions in 4 × 4 and even challenging 8 × 8 upsampling cases at 4K resolution with real-time performance, with substantially improved quality and significant performance boost compared to existing works.Project page: https://isaac-paradox.github.io/FuseSR/

Technical Paper
Fast-MSX: Fast Multiple Scattering Approximation

Enrique Rosales, Fatemeh Teimury, Joshua Horacsek, Aria Salari, Xuebin Qin, Adi Bar-Lev, Xiaoqiang Zhe, Ligang Liu

展开摘要

Classical microfacet theory suffers from energy loss on materials with high roughness due to the single bounce assumption of most microfacet models. When roughness is high, there is a large chance of multiple scattering occurring among the microfacets of the surface. Without explicitly modelling for this behaviour, rough surfaces appear darker than they should. To address this issue, we present a novel method to estimate the multiple scattering contribution from a second light bounce. Our method is inspired by Zipin’s geometric construction approach, which simplifies the calculation of the light transport inside a V-groove cavity. Our experimental results demonstrate that our method is visually pleasing, physically plausible, and artifact-free compared to recent multiple scattering works. Additionally, the low computational cost makes our model suitable for real-time rendering.

Technical Paper
FLARE: Fast Learning of Animatable and Relightable Mesh Avatars

Shrisha Bharadwaj, Yufeng Zheng, Otmar Hilliges, Michael Black, Victoria Fernandez Abrevaya

展开摘要

Our goal is to efficiently learn personalized animatable 3D head avatars from videos that are geometrically accurate, realistic, relightable, and compatible with current rendering systems. While 3D meshes enable efficient processing and are highly portable, they lack realism in terms of shape and appearance. Neural representations, on the other hand, are realistic but lack compatibility and are slow to train and render. Our key insight is that it is possible to efficiently learn high-fidelity 3D mesh representations via differentiable rendering by exploiting highly-optimized methods from traditional computer graphics and approximating some of the components with neural networks. To that end, we introduce FLARE, a technique that enables the creation of animatable and relightable mesh avatars from a single monocular video. First, we learn a canonical geometry using a mesh representation, enabling efficient differentiable rasterization and straightforward animation via learned blendshapes and linear blend skinning weights. Second, we follow physically-based rendering and factor observed colors into intrinsic albedo, roughness, and a neural representation of the illumination, allowing the learned avatars to be relit in novel scenes. Since our input videos are captured on a single device with a narrow field of view, modeling the surrounding environment light is non-trivial. Based on the split-sum approximation for modeling specular reflections, we address this by approximating the prefiltered environment map with a multi-layer perceptron (MLP) modulated by the surface roughness, eliminating the need to explicitly model the light. We demonstrate that our mesh-based avatar formulation, combined with learned deformation, material, and lighting MLPs, produces avatars with high-quality geometry and appearance, while also being efficient to train and render compared to existing approaches.

Technical Paper