SIGGRAPH 2015 论文列表

ACM SIGGRAPH Conference

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Smoothed Quadratic Energies on Meshes

Janick Martinez Esturo, Christian Rossi, Holger Theisel

展开摘要

In this article, we study the regularization of quadratic energies that are integrated over discrete domains. This is a fairly general setting, often found in, but not limited to, geometry processing. The standard Tikhonov regularization is widely used such that, for instance, a low-pass filter enforces smoothness of the solution. This approach, however, is independent of the energy and the concrete problem, which leads to artifacts in various applications. Instead, we propose a regularization that enforces a low variation of the energy and is problem specific by construction. Essentially, this approach corresponds to minimization with respect to a different norm. Our construction is generic and can be plugged into any quadratic energy minimization, is simple to implement, and has no significant runtime overhead. We demonstrate this for a number of typical problems and discuss the expected benefits.

Technical Paper
Skin Microstructure Deformation With Displacement Map Convolution

Koki Nagano, Graham Fyffe, Oleg Alexander, Jernej Barbič, Hao Li, Abhijeet Ghosh, Paul Debevec

展开摘要

We present a technique for synthesizing the effects of skin microstructure deformation by anisotropically convolving a high-resolution displacement map to match normal distribution changes in measured skin samples. We use a 10-micron resolution scanning technique to measure several in vivo skin samples as they are stretched and compressed in different directions, quantifying how stretching smooths the skin and compression makes it rougher. We tabulate the resulting surface normal distributions, and show that convolving a neutral skin microstructure displacement map with blurring and sharpening filters can mimic normal distribution changes and microstructure deformations. We implement the spatially-varying displacement map filtering on the GPU to interactively render the effects of dynamic microgeometry on animated faces obtained from high-resolution facial scans.

Technical Paper
Single-View Reconstruction via Joint Analysis of Image and Shape Collections

Qi-xing Huang, Hai Wang, Vladlen Koltun

展开摘要

We present an approach to automatic 3D reconstruction of objects depicted in Web images. The approach reconstructs objects from single views. The key idea is to jointly analyze a collection of images of different objects along with a smaller collection of existing 3D models. The images are analyzed and reconstructed together. Joint analysis regularizes the formulated optimization problems, stabilizes correspondence estimation, and leads to reasonable reproduction of object appearance without traditional multi-view cues.

Technical Paper
Single-View Hair Modeling Using A Hairstyle Database

Liwen Hu, Chongyang Ma, Linjie Luo, Hao Li

展开摘要

Human hair presents highly convoluted structures and spans an extraordinarily wide range of hairstyles, which is essential for the digitization of compelling virtual avatars but also one of the most challenging to create. Cutting-edge hair modeling techniques typically rely on expensive capture devices and significant manual labor. We introduce a novel data-driven framework that can digitize complete and highly complex 3D hairstyles from a single-view photograph. We first construct a large database of manually crafted hair models from several online repositories. Given a reference photo of the target hairstyle and a few user strokes as guidance, we automatically search for multiple best matching examples from the database and combine them consistently into a single hairstyle to form the large-scale structure of the hair model. We then synthesize the final hair strands by jointly optimizing for the projected 2D similarity to the reference photo, the physical plausibility of each strand, as well as the local orientation coherency between neighboring strands. We demonstrate the effectiveness and robustness of our method on a variety of hairstyles and challenging images, and compare our system with state-of-the-art hair modeling algorithms.

Technical Paper
Simulating the Visual Experience of Very Bright and Very Dark Scenes

David Jacobs, Orazio Gallo, Emily Cooper, Kari Pulli, Marc Levoy

展开摘要

The human visual system can operate in a wide range of illumination levels due to several adaptation processes working in concert. For the most part, these adaptation mechanisms are transparent, leaving the observer unaware of his or her absolute adaptation state. At extreme illumination levels, however, some of these mechanisms produce perceivable secondary effects, or epiphenomena. In bright light, these include bleaching afterimages and adaptation afterimages, while in dark conditions these include desaturation, loss of acuity, mesopic hue shift, and the Purkinje effect. In this work we examine whether displaying these effects explicitly can be used to extend the apparent dynamic range of a conventional computer display. We present phenomenological models for each effect, describe efficient computer graphics methods for rendering our models, and propose a gaze-adaptive display that injects the effects into imagery on a standard computer monitor. Finally, we report the results of psychophysical experiments which reveal that, while mesopic epiphenomena are a strong cue that a stimulus is very dark, afterimages have little impact on the perception that a stimulus is very bright.

Technical Paper
Simulating Rigid Body Fracture With Surface Meshes

Yufeng Zhu, Robert Bridson, Chen Greif

展开摘要

We present a new brittle fracture simulation method based on a boundary integral formulation of elasticity and recent explicit surface mesh evolution algorithms. Unlike prior physically-based simulations in graphics, this avoids the need for volumetric sampling and calculations, which aren't reflected in the rendered output. We represent each quasi-rigid body by a closed triangle mesh of its boundary, on which we solve quasi-static linear elasticity via boundary integrals in response to boundary conditions and loads such as impact forces and gravity. A fracture condition based on maximum tensile stress is subsequently evaluated at mesh vertices, while crack initiation and propagation are formulated as an interface tracking procedure in material space. Existing explicit mesh tracking methods are modified to support evolving cracks directly in the triangle mesh representation, giving highly detailed fractures with sharp features, independent of any volumetric sampling (unlike tetrahedral mesh or level set approaches); the triangle mesh representation also allows simple integration into rigid body engines. We also give details on our well-conditioned integral equation treatment solved with a kernel-independent Fast Multipole Method for linear time summation. Various brittle fracture scenarios demonstrate the efficacy and robustness of our new method.

Technical Paper
Shape Segmentation by Approximate Convexity Analysis

Oliver van Kaick, Noa Fish, Yanir Kleiman, Shmuel Asafi, Daniel Cohen-Or

展开摘要

We present a shape segmentation method for complete and incomplete shapes. The key idea is to directly optimize the decomposition based on a characterization of the expected geometry of a part in a shape. Rather than setting the number of parts in advance, we search for the smallest number of parts that admit the geometric characterization of the parts. The segmentation is based on an intermediate-level analysis, where first the shape is decomposed into approximate convex components, which are then merged into consistent parts based on a nonlocal geometric signature. Our method is designed to handle incomplete shapes, represented by point clouds. We show segmentation results on shapes acquired by a range scanner, and an analysis of the robustness of our method to missing regions. Moreover, our method yields results that are comparable to state-of-the-art techniques evaluated on complete shapes.

Technical Paper
Semantic Shape Editing Using Deformation Handles

Mehmet Ersin Yumer, Siddhartha Chaudhuri, Jessica Hodgins, Levent Burak Kara

展开摘要

We propose a shape editing method where the user creates geometric deformations using a set of semantic attributes, thus avoiding the need for detailed geometric manipulations. In contrast to prior work, we focus on continuous deformations instead of discrete part substitutions. Our method provides a platform for quick design explorations and allows non-experts to produce semantically guided shape variations that are otherwise difficult to attain. We crowdsource a large set of pairwise comparisons between the semantic attributes and geometry and use this data to learn a continuous mapping from the semantic attributes to geometry. The resulting map enables simple and intuitive shape manipulations based solely on the learned attributes. We demonstrate our method on large datasets using two different user interaction modes and evaluate its usability with a set of user studies.

Technical Paper
SecondSkin: Sketch-Based Construction of Layered 3D Models

Chris De Paoli, Karan Singh

展开摘要

SecondSkin is a sketch-based modeling system focused on the creation of structures comprised of layered, shape interdependent 3D volumes. Our approach is built on three novel insights gleaned from an analysis of representative artist sketches. First, we observe that a closed loop of strokes typically define surface patches that bound volumes in conjunction with underlying surfaces. Second, a significant majority of these strokes map to a small set of curve-types, that describe the 3D geometric relationship between the stroke and underlying layer geometry. Third, we find that a few simple geometric features allow us to consistently classify 2D strokes to our proposed set of 3D curve-types. Our algorithm thus processes strokes as they are drawn, identifies their curve-type, and interprets them as 3D curves on and around underlying 3D geometry, using other connected 3D curves for context. Curve loops are automatically surfaced and turned into volumes bound to the underlying layer, creating additional curves and surfaces as necessary. Stroke classification by 15 viewers on a suite of ground truth sketches validates our curve-types and classification algorithm. We evaluate SecondSkin via a compelling gallery of layered 3D models that would be tedious to produce using current sketch modelers.

Technical Paper
Seamless Surface Mappings

Noam Aigerman, Roi Poranne, Yaron Lipman

展开摘要

We introduce a method for computing seamless bijective mappings between two surface-meshes that interpolates a given set of correspondences. A common approach for computing a map between surfaces is to cut the surfaces to disks, flatten them to the plane, and extract the mapping from the flattenings by composing one flattening with the inverse of the other. So far, a significant drawback in this class of techniques is that the choice of cuts introduces a bias in the computation of the map that often causes visible artifacts and wrong correspondences. In this paper we develop a surface mapping technique that is indifferent to the particular cut choice. This is achieved by a novel type of surface flattenings that encodes this cut-invariance, and when optimized with a suitable energy functional results in a seamless surface-to-surface map. We show the algorithm enables producing high-quality seamless bijective maps for pairs of surfaces with a wide range of shape variability and from a small number of prescribed correspondences. We also used this framework to produce three-way, consistent and seamless mappings for triplets of surfaces.

Technical Paper
Restoring the Missing Vorticity in Advection-Projection Fluid Solvers

Xinxin Zhang, Robert Bridson, Chen Greif

展开摘要

Most visual effects fluid solvers use a time-splitting approach where velocity is first advected in the flow, then projected to be incompressible with pressure. Even if a highly accurate advection scheme is used, the self-advection step typically transfers some kinetic energy from divergence-free modes into divergent modes, which are then projected out by pressure, losing energy noticeably for large time steps. Instead of taking smaller time steps or using significantly more complex time integration, we propose a new scheme called IVOCK (Integrated Vorticity of Convective Kinematics) which cheaply captures much of what is lost in self-advection by identifying it as a violation of the vorticity equation. We measure vorticity on the grid before and after advection, taking into account vortex stretching, and use a cheap multigrid V-cycle approximation to a vector potential whose curl will correct the vorticity error. IVOCK works independently of the advection scheme (we present examples with various semi-Lagrangian methods and FLIP), works independently of how boundary conditions are applied (it just corrects error in advection, leaving pressure etc. to take care of boundaries and other forces), and other solver parameters (we provide smoke, fire, and water examples). For 10 ~ 25% extra computation time per step much larger steps can be used, while producing detailed vorticial structures and convincing turbulence that are lost without correction.

Technical Paper
Reduced-Order Shape Optimization Using Offset Surfaces

Przemyslaw Musialski, Thomas Auzinger, Michael Birsak, Michael Wimmer, Leif Kobbelt

展开摘要

Given the 2-manifold surface of a 3d object, we propose a novel method for the computation of an offset surface with varying thickness such that the solid volume between the surface and its offset satisfies a set of prescribed constraints and at the same time minimizes a given objective functional. Since the constraints as well as the objective functional can easily be adjusted to specific application requirements, our method provides a flexible and powerful tool for shape optimization. We use manifold harmonics to derive a reduced-order formulation of the optimization problem, which guarantees a smooth offset surface and speeds up the computation independently from the input mesh resolution without affecting the quality of the result. The constrained optimization problem can be solved in a numerically robust manner with commodity solvers. Furthermore, the method allows simultaneously optimizing an inner and an outer offset in order to increase the degrees of freedom. We demonstrate our method in a number of examples where we control the physical mass properties of rigid objects for the purpose of 3d printing.

Technical Paper
Realistic Biomechanical Simulation and Control of Human Swimming

Weiguang Si, Sung-Hee Lee, Eftychios Sifakis, Demetri Terzopoulos

展开摘要

We address the challenging problem of controlling a complex biomechanical model of the human body to synthesize realistic swimming animation. Our human model includes all of the relevant articular bones and muscles, including 103 bones (163 articular degrees of freedom) plus a total of 823 muscle actuators embedded in a finite element model of the musculotendinous soft tissues of the body that produces realistic deformations. To coordinate the numerous muscle actuators in order to produce natural swimming movements, we develop a biomimetically motivated motor control system based on Central Pattern Generators (CPGs), which learns to produce activation signals that drive the numerous muscle actuators.

Technical Paper
Real-Time Nonlinear Shape Interpolation

Christoph von Tycowicz, Klaus Hildebrandt

展开摘要

We introduce a scheme for real-time nonlinear interpolation of a set of shapes. The scheme exploits the structure of the shape interpolation problem, in particular the fact that the set of all possible interpolated shapes is a low-dimensional object in a high-dimensional shape space. The interpolated shapes are defined as the minimizers of a nonlinear objective functional on the shape space. Our approach is to construct a reduced optimization problem that approximates its unreduced counterpart and can be solved in milliseconds. To achieve this, we restrict the optimization to a low-dimensional subspace that is specifically designed for the shape interpolation problem. The construction of the subspace is based on two components: a formula for the calculation of derivatives of the interpolated shapes and a Krylov-type sequence that combines the derivatives and the Hessian of the objective functional. To make the computational cost for solving the reduced optimization problem independent of the resolution of the example shapes, we combine the dimensional reduction with schemes for the efficient approximation of the reduced nonlinear objective functional and its gradient. In our experiments, we obtain rates of 20--100 interpolated shapes per second, even for the largest examples which have 500k vertices per example shape.

Technical Paper
Real-Time Hyperlapse Creation via Optimal Frame Selection

Neel Joshi, Wolf Kienzle, Mike Toelle, Matt Uyttendaele, Michael Cohen

展开摘要

Long videos can be played much faster than real-time by recording only one frame per second or by dropping all but one frame each second, i.e., by creating a timelapse. Unstable hand-held moving videos can be stabilized with a number of recently described methods. Unfortunately, creating a stabilized timelapse, or hyperlapse , cannot be achieved through a simple combination of these two methods. Two hyperlapse methods have been previously demonstrated: one with high computational complexity and one requiring special sensors. We present an algorithm for creating hyperlapse videos that can handle significant high-frequency camera motion and runs in real-time on HD video. Our approach does not require sensor data, thus can be run on videos captured on any camera. We optimally select frames from the input video that best match a desired target speed-up while also resulting in the smoothest possible camera motion. We evaluate our approach using several input videos from a range of cameras and compare these results to existing methods.

Technical Paper