SIGGRAPH 2016 论文列表

ACM SIGGRAPH Conference

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RAID: A Relation-Augmented Image Descriptor

Paul Guerrero, Niloy Mitra, Peter Wonka

展开摘要

As humans, we regularly interpret scenes based on how objects arerelated, rather than based on the objects themselves. For example, we see a personridingan object X or a plankbridgingtwo objects. Current methods provide limited support to search for content based on such relations. We presentraid, a relation-augmented image descriptor that supports queries based on inter-region relations. The key idea of our descriptor is to encode region-to-region relations as the spatial distribution of point-to-region relationships between two image regions.raidallows sketch-based retrieval and requires minimal training data, thus making it suited even for querying uncommon relations. We evaluate the proposed descriptor by querying into large image databases and successfully extract non-trivial images demonstrating complex inter-region relations, which are easily missed or erroneously classified by existing methods. We assess the robustness ofraidon multiple datasets even when the region segmentation is computed automatically or very noisy.

Technical Paper
Q-MAT: Computing Medial Axis Transform By Quadratic Error Minimization

Pan Li, Bin Wang,, Feng Sun, Xiaohu Guo, Caiming Zhang, Wenping Wang

展开摘要

The medial axis transform (MAT) is an important shape representation for shape approximation, shape recognition, and shape retrieval. Despite years of research, there is still a lack of effective methods for efficient, robust and accurate computation of the MAT. We present an efficient method, called Q-MAT , that uses quadratic error minimization to compute a structurally simple, geometrically accurate, and compact representation of the MAT. We introduce a new error metric for approximation and a new quantitative characterization of unstable branches of the MAT, and integrate them in an extension of the well-known quadric error metric (QEM) framework for mesh decimation. Q-MAT is fast, removes insignificant unstable branches effectively, and produces a simple and accurate piecewise linear approximation of the MAT. The method is thoroughly validated and compared with existing methods for MAT computation.

Technical Paper
Pushing the Limits of 3D Color Printing: Error Diffusion With Translucent Materials

Alan Brunton, Can Ates Arikan, Philipp Urban

展开摘要

Accurate color reproduction is important in many applications of 3D printing, from design prototypes to 3D color copies or portraits. Although full color is available via other technologies, multi-jet printers have greater potential for graphical 3D printing, in terms of reproducing complex appearance properties. However, to date these printers cannot produce full color, and doing so poses substantial technical challenges, from the shear amount of data to the translucency of the available color materials. In this article, we propose an error diffusion halftoning approach to achieve full color with multi-jet printers, which operates on multiple isosurfaces or layers within the object. We propose a novel traversal algorithm for voxel surfaces, which allows the transfer of existing error diffusion algorithms from 2D printing. The resulting prints faithfully reproduce colors, color gradients and fine-scale details.

Technical Paper
ProxImaL: Efficient Image Optimization Using Proximal Algorithms

Felix Heide, Steven Diamond, Matthias Nießner, Jonathan Ragan-Kelley, Wolfgang Heidrich, Gordon Wetzstein

展开摘要

Computational photography systems are becoming increasingly diverse, while computational resources---for example on mobile platforms---are rapidly increasing. As diverse as these camera systems may be, slightly different variants of the underlying image processing tasks, such as demosaicking, deconvolution, denoising, inpainting, image fusion, and alignment, are shared between all of these systems. Formal optimization methods have recently been demonstrated to achieve state-of-the-art quality for many of these applications. Unfortunately, different combinations of natural image priors and optimization algorithms may be optimal for different problems, and implementing and testing each combination is currently a time-consuming and error-prone process. ProxImaL is a domain-specific language and compiler for image optimization problems that makes it easy to experiment with different problem formulations and algorithm choices. The language uses proximal operators as the fundamental building blocks of a variety of linear and nonlinear image formation models and cost functions, advanced image priors, and noise models. The compiler intelligently chooses the best way to translate a problem formulation and choice of optimization algorithm into an efficient solver implementation. In applications to the image processing pipeline, deconvolution in the presence of Poisson-distributed shot noise, and burst denoising, we show that a few lines of ProxImaL code can generate highly efficient solvers that achieve state-of-the-art results. We also show applications to the nonlinear and nonconvex problem of phase retrieval.

Technical Paper
Procedural Voronoi Foams for Additive Manufacturing

Jonàs Martínez, Jérémie Dumas, Sylvain Lefebvre

展开摘要

Microstructures at the scale of tens of microns change the physical properties of objects, making them lighter or more flexible. While traditionally difficult to produce, additive manufacturing now lets us physically realize such microstructures at low cost. In this paper we propose to study procedural, aperiodic microstructures inspired by Voronoi open-cell foams. The absence of regularity affords for a simple approach to grade the foam geometry --- and thus its mechanical properties --- within a target object and its surface. Rather than requiring a global optimization process, the microstructures are directly generated to exhibit a specified elastic behavior. The implicit evaluation is akin to procedural textures in computer graphics, and locally adapts to follow the elasticity field. This allows very detailed structures to be generated in large objects without having to explicitly produce a full representation --- mesh or voxels --- of the complete object: the structures are added on the fly, just before each object slice is manufactured. We study the elastic behavior of the microstructures and provide a complete description of the procedure generating them. We explain how to determine the geometric parameters of the microstructures from a target elasticity, and evaluate the result on printed samples. Finally, we apply our approach to the fabrication of objects with spatially varying elasticity, including the implicit modeling of a frame following the object surface and seamlessly connecting to the microstructures.

Technical Paper
Printing Arbitrary Meshes With a 5DOF Wireframe Printer

Rundong Wu, Huaishu Peng, François Guimbretière, Steve Marschner

展开摘要

Traditional 3D printers fabricate objects by depositing material to build up the model layer by layer. Instead printing only wireframes can reduce printing time and the cost of material while producing effective depictions of shape. However, wireframe printing requires the printer to undergo arbitrary 3D motions, rather than slice-wise 2D motions, which can lead to collisions with already-printed parts of the model. Previous work has either limited itself to restricted meshes that are collision free by construction, or simply dropped unreachable parts of the model, but in this paper we present a method to print arbitrary meshes on a 5DOF wireframe printer. We formalize the collision avoidance problem using a directed graph, and propose an algorithm that finds a locally minimal set of constraints on the order of edges that guarantees there will be no collisions. Then a second algorithm orders the edges so that the printing progresses smoothly. Though meshes do exist that still cannot be printed, our method prints a wide range of models that previous methods cannot, and it provides a fundamental enabling algorithm for future development of wireframe printing.

Technical Paper
Printed Perforated Lampshades for Continuous Projective Images

Haisen Zhao, Lin Lu, Yuan Wei, Dani Lischinski, Andrei Sharf, Daniel Cohen-Or, Baoquan Chen

展开摘要

We present a technique for designing three-dimensional- (3D) printed perforated lampshades that project continuous grayscale images onto the surrounding walls. Given the geometry of the lampshade and a target grayscale image, our method computes a distribution of tiny holes over the shell, such that the combined footprints of the light emanating through the holes form the target image on a nearby diffuse surface. Our objective is to approximate the continuous tones and the spatial detail of the target image to the extent possible within the constraints of the fabrication process. To ensure structural integrity, there are lower bounds on the thickness of the shell, the radii of the holes, and the minimal distances between adjacent holes. Thus, the holes are realized as thin tubes distributed over the lampshade surface. The amount of light passing through a single tube may be controlled by the tube’s radius and by its orientation (tilt angle). The core of our technique thus consists of determining a suitable configuration of the tubes: their distribution across the relevant portion of the lampshade, as well as the parameters (radius, tilt angle) of each tube. This is achieved by computing a capacity-constrained Voronoi tessellation over a suitably defined density function and embedding a tube inside the maximal inscribed circle of each tessellation cell.

Technical Paper
Preserving Geometry and Topology for Fluid Flows With Thin Obstacles and Narrow Gaps

Vinicius Azevedo, Christopher Batty, Manuel Oliveira

展开摘要

Fluid animation methods based on Eulerian grids have long struggled to resolve flows involving narrow gaps and thin solid features. Past approaches have artificially inflated or voxelized boundaries, although this sacrifices the correct geometry and topology of the fluid domain and prevents flow through narrow regions. We present a boundary-respecting fluid simulator that overcomes these challenges. Our solution is to intersect the solid boundary geometry with the cells of a background regular grid to generate a topologically correct, boundary-conforming cut-cell mesh. We extend both pressure projection and velocity advection to support this enhanced grid structure. For pressure projection, we introduce a general graph-based scheme that properly preserves discrete incompressibility even in thin and topologically complex flow regions, while nevertheless yielding symmetric positive definite linear systems. For advection, we exploit polyhedral interpolation to improve the degree to which the flow conforms to irregular and possibly non-convex cell boundaries, and propose a modified PIC/FLIP advection scheme to eliminate the need to inaccurately reinitialize invalid cells that are swept over by moving boundaries. The method naturally extends the standard Eulerian fluid simulation framework, and while we focus on thin boundaries, our contributions are beneficial for volumetric solids as well. Our results demonstrate successful one-way fluid-solid coupling in the presence of thin objects and narrow flow regions even on very coarse grids.

Technical Paper
Predicting Appearance From Measured Microgeometry of Metal Surfaces

Zhao Dong, Bruce Walter, Steve Marschner, Donald Greenberg

展开摘要

The visual appearance of many materials is created by micro-scale details of their surface geometry. In this article, we investigate a new approach to capturing the appearance of metal surfaces without reflectance measurements, by deriving microfacet distributions directly from measured surface topography. Modern profilometers are capable of measuring surfaces with subwavelength resolution at increasingly rapid rates. We consider both wave- and geometric-optics methods for predicting BRDFs of measured surfaces and compare the results to optical measurements from a gonioreflectometer for five rough metal samples. Surface measurements are also used to predict spatial variation, or texture, which is especially important for the appearance of our anisotropic brushed metal samples. Profilometer-based BRDF acquisition offers many potential advantages over traditional techniques, including speed and easy handling of anisotropic, highly directional materials. We also introduce a new generalized normal distribution function, the ellipsoidal NDF, to compactly represent nonsymmetric features in our measured data and texture synthesis.

Technical Paper
Practical Multispectral Lighting Reproduction

Chloe LeGendre, Xueming Yu, Dai Liu, Jay Busch, Andrew Jones, Sumanta Pattanaik, Paul Debevec

展开摘要

We present a practical framework for reproducing omnidirectional incident illumination conditions with complex spectra using a light stage with multispectral LED lights. For lighting acquisition, we augment standard RGB panoramic photography with one or more observations of a color chart with numerous reflectance spectra. We then solve for how to drive the multispectral light sources so that they best reproduce the appearance of the color charts in the original lighting. Even when solving for non-negative intensities, we show that accurate lighting reproduction is achievable using just four or six distinct LED spectra for a wide range of incident illumination spectra. A significant benefit of our approach is that it does not require the use of specialized equipment (other than the light stage) such as monochromators, spectroradiometers, or explicit knowledge of the LED power spectra, camera spectral response functions, or color chart reflectance spectra. We describe two simple devices for multispectral lighting capture, one for slow measurements of detailed angular spectral detail, and one for fast measurements with coarse angular detail. We validate the approach by realistically compositing real subjects into acquired lighting environments, showing accurate matches to how the subject would actually look within the environments, even for those including complex multispectral illumination. We also demonstrate dynamic lighting capture and playback using the technique.

Technical Paper
Position-Normal Distributions for Efficient Rendering of Specular Microstructure

Ling-Qi Yan, Milos Hasan, Steve Marschner, Ravi Ramamoorthi

展开摘要

Specular BRDF rendering traditionally approximates surface microstructure using a smooth normal distribution, but this ignores glinty effects, easily observable in the real world. While modeling the actual surface microstructure is possible, the resulting rendering problem is prohibitively expensive. Recently, Yan et al. [2014] and Jakob et al. [2014] made progress on this problem, but their approaches are still expensive and lack full generality in their material and illumination support. We introduce an efficient and general method that can be easily integrated in a standard rendering system. We treat a specular surface as a four-dimensional position-normal distribution , and fit this distribution using millions of 4D Gaussians, which we call elements. This leads to closed-form solutions to the required BRDF evaluation and sampling queries, enabling the first practical solution to rendering specular microstructure.

Technical Paper
Pose-Space Subspace Dynamics

Hongyi Xu, Jernej Barbič

展开摘要

We enrich character animations with secondary soft-tissue Finite Element Method (FEM) dynamics computed under arbitrary rigged or skeletal motion. Our method optionally incorporates pose-space deformation (PSD). It runs at milliseconds per frame for complex characters, and fits directly into standard character animation pipelines. Our simulation method does not require any skin data capture; hence, it can be applied to humans, animals, and arbitrary (real-world or fictional) characters. In standard model reduction of three-dimensional nonlinear solid elastic models, one builds a reduced model around a single pose, typically the rest configuration. We demonstrate how to perform multi-model reduction of Finite Element Method (FEM) nonlinear elasticity, where separate reduced models are precomputed around a representative set of object poses, and then combined at runtime into a single fast dynamic system, using subspace interpolation. While time-varying reduction has been demonstrated before for offline applications, our method is fast and suitable for hard real-time applications in games and virtual reality. Our method supports self-contact, which we achieve by computing linear modes and derivatives under contact constraints.

Technical Paper
Point Registration via Efficient Convex Relaxation

Haggai Maron, Nadav Dym, Itay Kezurer, Shahar Kovalsky, Yaron Lipman

展开摘要

Point cloud registration is a fundamental task in computer graphics, and more specifically, in rigid and non-rigid shape matching. The rigid shape matching problem can be formulated as the problem of simultaneously aligning and labelling two point clouds in 3D so that they are as similar as possible. We name this problem the Procrustes matching (PM) problem. The non-rigid shape matching problem can be formulated as a higher dimensional PM problem using the functional maps method. High dimensional PM problems are difficult non-convex problems which currently can only be solved locally using iterative closest point (ICP) algorithms or similar methods. Good initialization is crucial for obtaining a good solution. We introduce a novel and efficient convex SDP (semidefinite programming) relaxation for the PM problem. The algorithm is guaranteed to return a correct global solution of the problem when matching two isometric shapes which are either asymmetric or bilaterally symmetric. We show our algorithm gives state of the art results on popular shape matching datasets. We also show that our algorithm gives state of the art results for anatomical classification of shapes. Finally we demonstrate the power of our method in aligning shape collections.

Technical Paper
PiGraphs: Learning Interaction Snapshots From Observations

Manolis Savva, Angel Chang, Pat Hanrahan, Matthew Fisher, Matthias Nießner

展开摘要

We learn a probabilistic model connecting human poses and arrangements of object geometry from real-world observations of interactions collected with commodity RGB-D sensors. This model is encoded as a set of prototypical interaction graphs (PiGraphs), a human-centric representation capturing physical contact and visual attention linkages between 3D geometry and human body parts. We use this encoding of the joint probability distribution over pose and geometry during everyday interactions to generate interaction snapshots , which are static depictions of human poses and relevant objects during human-object interactions. We demonstrate that our model enables a novel human-centric understanding of 3D content and allows for jointly generating 3D scenes and interaction poses given terse high-level specifications, natural language, or reconstructed real-world scene constraints.

Technical Paper
Physics-Driven Pattern Adjustment for Direct 3D Garment Editing

Aric Bartle, Vladimir Kim, Danny Kaufman, Alla Sheffer, Floraine Berthouzoz, Nicholas Vining

展开摘要

Designers frequently reuse existing designs as a starting point for creating new garments. In order to apply garment modifications, which the designer envisions in 3D, existing tools require meticulous manual editing of 2D patterns. These 2D edits need to account both for the envisioned geometric changes in the 3D shape, as well as for various physical factors that affect the look of the draped garment. We propose a new framework that allows designers to directly apply the changes they envision in 3D space; and creates the 2D patterns that replicate this envisioned target geometry when lifted into 3D via a physical draping simulation. Our framework removes the need for laborious and knowledge-intensive manual 2D edits and allows users to effortlessly mix existing garment designs as well as adjust for garment length and fit. Following each user specified editing operation we first compute a target 3D garment shape, one that maximally preserves the input garment's style-its proportions, fit and shape-subject to the modifications specified by the user. We then automatically compute 2D patterns that recreate the target garment shape when draped around the input mannequin within a user-selected simulation environment. To generate these patterns, we propose a fixed-point optimization scheme that compensates for the deformation due to the physical forces affecting the drape and is independent of the underlying simulation tool used. Our experiments show that this method quickly and reliably converges to patterns that, under simulation, form the desired target look, and works well with different black-box physical simulators. We demonstrate a range of edited and resimulated garments, and further validate our approach via expert and amateur critique, and comparisons to alternative solutions.

Technical Paper
Perspective-Aware Manipulation of Portrait Photos

Ohad Fried, Eli Shechtman, Dan Goldman, Adam Finkelstein

展开摘要

This paper introduces a method to modify the apparent relative pose and distance between camera and subject given a single portrait photo. Our approach fits a full perspective camera and a parametric 3D head model to the portrait, and then builds a 2D warp in the image plane to approximate the effect of a desired change in 3D. We show that this model is capable of correcting objectionable artifacts such as the large noses sometimes seen in "selfies," or to deliberately bring a distant camera closer to the subject. This framework can also be used to re-pose the subject, as well as to create stereo pairs from an input portrait. We show convincing results on both an existing dataset as well as a new dataset we captured to validate our method.

Technical Paper
Perceptual Effect of Shoulder Motions on Crowd Animations

Ludovic Hoyet, Anne-Hélène Olivier, Richard Kulpa, Julien Pettré

展开摘要

A typical crowd engine pipeline animates numerous moving characters according to a two-step process: global trajectories are generated by a crowd simulator, whereas full body motions are generated by animation engines. Because interactions are only considered at the first stage, animations sometimes lead to residual collisions and/or characters walking as if they were alone, showing no sign to the influence of others. In this paper, we investigate the value of adding shoulder motions to characters passing at close distances on the perceived visual quality of crowd animations (i.e., perceived residual collisions and animation naturalness). We present two successive perceptual experiments exploring this question where we investigate first, local interactions between two isolated characters, and second, crowd scenarios. The first experiment shows that shoulder motions have a strong positive effect on both perceived residual collisions and animation naturalness. The second experiment demonstrates that the effect of shoulder motions on animation naturalness is preserved in the context of crowd scenarios, even though the complexity of the scene is largely increased. Our general conclusion is that adding secondary motions in character interactions has a significant impact on the visual quality of crowd animations, with a very light impact on the computational cost of the whole animation pipeline. Our results advance crowd animation techniques by enhancing the simulation of complex interactions between crowd characters with simple secondary motion triggering techniques.

Technical Paper
Parallel Inverse Kinematics for Multithreaded Architectures

Pawan Harish, Mentar Mahmudi, Benoît Le Callennec, Ronan Boulic

展开摘要

In this article, we present a parallel prioritized Jacobian-based inverse kinematics algorithm for multithreaded architectures. We solve damped least squares inverse kinematics using a parallel line search by identifying and sampling critical input parameters. Parallel competing execution paths are spawned for each parameter in order to select the optimum that minimizes the error criteria. Our algorithm is highly scalable and can handle complex articulated bodies at interactive frame rates. We show results on complex skeletons consisting of more than 600 degrees of freedom while being controlled using multiple end effectors. We implement the algorithm both on multicore and GPU architectures and demonstrate how the GPU can further exploit fine-grain parallelism not directly available on a multicore processor. Our implementations are 10 to 150 times faster compared to a state-of-the-art serial implementation while providing higher accuracy. We also demonstrate the scalability of the algorithm over multiple scenarios and explore the GPU implementation in detail.

Technical Paper
Painting Style Transfer for Head Portraits Using Convolutional Neural Networks

Ahmed Selim, Mohamed Elgharib, Linda Doyle

展开摘要

Head portraits are popular in traditional painting. Automating portrait painting is challenging as the human visual system is sensitive to the slightest irregularities in human faces. Applying generic painting techniques often deforms facial structures. On the other hand portrait painting techniques are mainly designed for the graphite style and/or are based on image analogies; an example painting as well as its original unpainted version are required. This limits their domain of applicability. We present a new technique for transferring the painting from a head portrait onto another. Unlike previous work our technique only requires the example painting and is not restricted to a specific style. We impose novel spatial constraints by locally transferring the color distributions of the example painting. This better captures the painting texture and maintains the integrity of facial structures. We generate a solution through Convolutional Neural Networks and we present an extension to video. Here motion is exploited in a way to reduce temporal inconsistencies and the shower-door effect. Our approach transfers the painting style while maintaining the input photograph identity. In addition it significantly reduces facial deformations over state of the art.

Technical Paper