SIGGRAPH 2016 论文列表

ACM SIGGRAPH Conference

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On the Convexity and Feasibility of the Bounded Distortion Harmonic Mapping Problem

Zohar Levi, Ofir Weber

展开摘要

Computation of mappings is a central building block in many geometry processing and graphics applications. The pursuit to compute mappings that are injective and have a controllable amount of conformal and isometric distortion is a long endeavor which has received significant attention by the scientific community in recent years. The difficulty of the problem stems from the fact that the space of bounded distortion mappings is nonconvex. In this paper, we consider the special case of harmonic mappings which have been used extensively in many graphics applications. We show that, somewhat surprisingly, the space of locally injective planar harmonic mappings with bounded conformal and isometric distortion has a convex characterization. We describe several projection operators that, given an arbitrary input mapping, are guaranteed to output a bounded distortion locally injective harmonic mapping that is closest to the input mapping in some special sense. In contrast to alternative approaches, the optimization problems that correspond to our projection operators are shown to be always feasible for any choice of distortion bounds. We use the boundary element method (BEM) to discretize the space of planar harmonic mappings and demonstrate the effectiveness of our approach through the application of planar shape deformation.

Technical Paper
Occluded Imaging With Time-of-Flight Sensors

Achuta Kadambi, Hang Zhao, Boxin Shi, Ramesh Raskar

展开摘要

We explore the question of whether phase-based time-of-flight (TOF) range cameras can be used for looking around corners and through scattering diffusers. By connecting TOF measurements with theory from array signal processing, we conclude that performance depends on two primary factors: camera modulation frequency and the width of the specular lobe (“shininess”) of the wall. For purely Lambertian walls, commodity TOF sensors achieve resolution on the order of meters between targets. For seemingly diffuse walls, such as posterboard, the resolution is drastically reduced, to the order of 10cm. In particular, we find that the relationship between reflectance and resolution is nonlinear—a slight amount of shininess can lead to a dramatic improvement in resolution. Since many realistic scenes exhibit a slight amount of shininess, we believe that off-the-shelf TOF cameras can look around corners.

Technical Paper
Non-Linear Shape Optimization Using Local Subspace Projections

Przemyslaw Musialski, Christian Hafner, Florian Rist, Michael Birsak, Michael Wimmer, Leif Kobbelt

展开摘要

In this paper we present a novel method for non-linear shape optimization of 3d objects given by their surface representation. Our method takes advantage of the fact that various shape properties of interest give rise to underdetermined design spaces implying the existence of many good solutions. Our algorithm exploits this by performing iterative projections of the problem to local subspaces where it can be solved much more efficiently using standard numerical routines. We demonstrate how this approach can be utilized for various shape optimization tasks using different shape parameterizations. In particular, we show how to efficiently optimize natural frequencies, mass properties, as well as the structural yield strength of a solid body. Our method is flexible, easy to implement, and very fast.

Technical Paper
My Text in Your Handwriting

Tom Haines, Oisin Mac Aodha, Gabriel Brostow

展开摘要

There are many scenarios where we wish to imitate a specific author’s pen-on-paper handwriting style. Rendering new text in someone’s handwriting is difficult because natural handwriting is highly variable, yet follows both intentional and involuntary structure that makes a person’s style self-consistent. The variability means that naive example-based texture synthesis can be conspicuously repetitive. We propose an algorithm that renders a desired input string in an author’s handwriting. An annotated sample of the author’s handwriting is required; the system is flexible enough that historical documents can usually be used with only a little extra effort. Experiments show that our glyph-centric approach, with learned parameters for spacing, line thickness, and pressure, produces novel images of handwriting that look hand-made to casual observers, even when printed on paper.

Technical Paper
Multiway K-Clustered Tensor Approximation: Toward High-Performance Photorealistic Data-Driven Rendering

Yu-Ting Tsai

展开摘要

This article presents a generalized sparse multilinear model, namely multiway K-clustered tensor approximation (MK-CTA), for synthesizing photorealistic 3D images from large-scale multidimensional visual datasets. MK-CTA extends previous tensor approximation algorithms, particularly K-clustered tensor approximation (K-CTA) [Tsai and Shih 2012], to partition a multidimensional dataset along more than one dimension into overlapped clusters. On the contrary, K-CTA only sparsely clusters a dataset along just one dimension and often fails to efficiently approximate other unclustered dimensions. By generalizing K-CTA with multiway sparse clustering, MK-CTA can be regarded as a novel sparse tensor-based model that simultaneously exploits the intra- and inter-cluster coherence among different dimensions of an input dataset. Our experiments demonstrate that MK-CTA can accurately and compactly represent various multidimensional datasets with complex and sharp visual features, including bidirectional texture functions (BTFs) [Dana et al. 1999], time-varying light fields (TVLFs) [Bando et al. 2013], and time-varying volume data (TVVD) [Wang et al. 2010], while easily achieving high rendering rates in practical graphics applications.

Technical Paper
Multiple-Scattering Microfacet BSDFs With the Smith Model

Eric Heitz, Johannes Hanika, Eugene d'Eon, Carsten Dachsbacher

展开摘要

Modeling multiple scattering in microfacet theory is considered an important open problem because a non-negligible portion of the energy leaving rough surfaces is due to paths that bounce multiple times. In this paper we derive the missing multiple-scattering components of the popular family of BSDFs based on the Smith microsurface model. Our derivations are based solely on the original assumptions of the Smith model. We validate our BSDFs using raytracing simulations of explicit random Beckmann surfaces. Our main insight is that the microfacet theory for surfaces with the Smith model can be derived as a special case of the microflake theory for volumes, with additional constraints to enforce the presence of a sharp interface, i.e. to transform the volume into a surface. We derive new free-path distributions and phase functions such that plane-parallel scattering from a microvolume with these distributions exactly produces the BSDF based on the Smith microsurface model, but with the addition of higher-order scattering. With this new formulation, we derive multiple-scattering micro-facet BSDFs made of either diffuse, conductive, or dielectric material. Our resulting BSDFs are reciprocal, energy conserving, and support popular anisotropic parametric normal distribution functions such as Beckmann and GGX. While we do not provide closed-form expressions for the BSDFs, they are mathematically well-defined and can be evaluated at arbitrary precision. We show how to practically use them with Monte Carlo physically based rendering algorithms by providing analytic importance sampling and unbiased stochastic evaluation. Our implementation is analytic and does not use per-BSDF precomputed data, which makes our BSDFs usable with textured albedos, roughness, and anisotropy.

Technical Paper
Multiphase SPH Simulation for Interactive Fluids and Solids

Xiao Yan, Yun-Tao Jiang, Chen-Feng Li, Ralph R. Martin, Shi-Min Hu

展开摘要

This work extends existing multiphase-fluid SPH frameworks to cover solid phases, including deformable bodies and granular materials. In our extended multiphase SPH framework, the distribution and shapes of all phases, both fluids and solids, are uniformly represented by their volume fraction functions. The dynamics of the multiphase system is governed by conservation of mass and momentum within different phases. The behavior of individual phases and the interactions between them are represented by corresponding constitutive laws, which are functions of the volume fraction fields and the velocity fields. Our generalized multiphase SPH framework does not require separate equations for specific phases or tedious interface tracking. As the distribution, shape and motion of each phase is represented and resolved in the same way, the proposed approach is robust, efficient and easy to implement. Various simulation results are presented to demonstrate the capabilities of our new multiphase SPH framework, including deformable bodies, granular materials, interaction between multiple fluids and deformable solids, flow in porous media, and dissolution of deformable solids.

Technical Paper
Multi-Scale Rendering of Scratched Materials Using a Structured SV-BRDF Model

Boris Raymond, Gael Guennebaud, Pascal Barla

展开摘要

We introduce a Spatially-Varying BRDF model tailored to the multi-scale rendering of scratched materials such as metals, plastics or finished woods. Our approach takes advantage of the regular structure of scratch distributions to achieve high performance without compromising visual quality. We provide users with controls over the profile, micro-BRDF, density and orientation of scratches, while updating our material model at interactive rates. The BRDF for a single scratch is simulated using an optimized 2D ray-tracer and compactly stored in a three-component 2D texture. In contrast to existing models, our approach takes into account all interreflections inside a scratch, including Fresnel effects. At render time, the SV-BRDF for the scratch distribution under a pixel or ray footprint is obtained by linear combination of individual scratch BRDFs. We show how to evaluate it using both importance and light sampling, in direct and global illumination settings.

Technical Paper
Multi-Scale Label-Map Extraction for Texture Synthesis

Yitzchak Lockerman, Basile Sauvage, Remi Allegre, Jean-Michel Dischler, Julie Dorsey, Holly Rushmeier

展开摘要

Texture synthesis is a well-established area, with many important applications in computer graphics and vision. However, despite their success, synthesis techniques are not used widely in practice because the creation of good exemplars remains challenging and extremely tedious. In this paper, we introduce an unsupervised method for analyzing texture content across multiple scales that automatically extracts good exemplars from natural images. Unlike existing methods, which require extensive manual tuning, our method is fully automatic. This allows the user to focus on using texture palettes derived from their own images, rather than on manual interactions dictated by the needs of an underlying algorithm. Most natural textures exhibit patterns at multiple scales that may vary according to the location (non-stationarity). To handle such textures many synthesis algorithms rely on an analysis of the input and a guidance of the synthesis. Our new analysis is based on a labeling of texture patterns that is both (i) multi-scale and (ii) unsupervised -- that is, patterns are labeled at multiple scales, and the scales and the number of labeled clusters are selected automatically. Our method works in two stages. The first builds a hierarchical extension of superpixels and the second labels the superpixels based on random walk in a graph of similarity between superpixels and a nonnegative matrix factorization. Our label-maps provide descriptors for pixels and regions that benefit state-of-the-art texture synthesis algorithms. We show several applications including guidance of non-stationary synthesis, content selection and texture painting. Our method is designed to treat large inputs and can scale to many megapixels. In addition to traditional exemplar inputs, our method can also handle natural images containing different textured regions.

Technical Paper
Motion Graphs for Unstructured Textured Meshes

Fabian Prada, Michael Kazhdan, Ming Chuang, Alvaro Collet, Hugues Hoppe

展开摘要

Scanned performances are commonly represented in virtual environments as sequences of textured triangle meshes. Detailed shapes deforming over time benefit from meshes with dynamically evolving connectivity. We analyze these unstructured mesh sequences to automatically synthesize motion graphs with new smooth transitions between compatible poses and actions. Such motion graphs enable natural periodic motions, stochastic playback, and user-directed animations. The main challenge of unstructured sequences is that the meshes differ not only in connectivity but also in alignment, shape, and texture. We introduce new geometry processing techniques to address these problems and demonstrate visually seamless transitions on high-quality captures.

Technical Paper
Modeling Dense Inflorescences

Andrew Owens, Mikolaj Cieslak, Jeremy Hart, Regine Classen-Bockhoff, Przemyslaw Prusinkiewicz

展开摘要

Showy inflorescences - clusters of flowers - are a common feature of many plants, greatly contributing to their beauty. The large numbers of individual flowers (florets), arranged in space in a systematic manner, make inflorescences a natural target for procedural modeling. We present a suite of biologically motivated algorithms for modeling and animating the development of inflorescences with closely packed florets. These inflorescences share the following characteristics: (i) in their ensemble, the florets form a relatively smooth, often approximately planar surface; (ii) there are numerous collisions between petals of the same or adjacent florets; and (iii) the developmental stage and type of a floret may depend on its position within the inflorescence, with drastic or gradual differences. To model flat-topped branched inflorescences (corymbs and umbels), we propose a florets-first algorithm, in which the branching structure self-organizes to support florets in predetermined positions. This is an alternative to previous branching-first models, in which floret positions were determined by branch arrangement. To obtain realistic visualizations, we complement the algorithms that generate the inflorescence structure with an interactive method for modeling floret corollas (petal sets). The method supports corollas with both separate and fused petals. We illustrate our techniques with models from several plant families.

Technical Paper
Modeling Character Canvases From Cartoon Drawings

Mikhail Bessmeltsev, Will Chang, Nicholas Vining, Alla Sheffer, Karan Singh

展开摘要

We introduce a novel technique for the construction of a 3D character proxy, or canvas , directly from a 2D cartoon drawing and a user-provided correspondingly posed 3D skeleton. Our choice of input is motivated by the observation that traditional cartoon characters are well approximated by a union of generalized surface of revolution body parts, anchored by a skeletal structure. While typical 2D character contour drawings allow ambiguities in 3D interpretation, our use of a 3D skeleton eliminates such ambiguities and enables the construction of believable character canvases from complex drawings. Our canvases conform to the 2D contours of the input drawings, and are consistent with the perceptual principles of Gestalt continuity, simplicity, and contour persistence. We first segment the input 2D contours into individual body-part outlines corresponding to 3D skeletal bones using the Gestalt continuation principle to correctly resolve inter-part occlusions in the drawings. We then use this segmentation to compute the canvas geometry, generating 3D generalized surfaces of revolution around the skeletal bones that conform to the original outlines and balance simplicity against contour persistence. The combined method generates believable canvases for characters drawn in complex poses with numerous inter-part occlusions, variable contour depth, and significant foreshortening. Our canvases serve as 3D geometric proxies for cartoon characters, enabling unconstrained 3D viewing, articulation, and non-photorealistic rendering. We validate our algorithm via a range of user studies and comparisons to ground-truth 3D models and artist-drawn results. We further demonstrate a compelling gallery of 3D character canvases created from a diverse set of cartoon drawings with matching 3D skeletons.

Technical Paper
Mesh Arrangements for Solid Geometry

Qingnan Zhou, Eitan Grinspun, Denis Zorin, Alec Jacobson

展开摘要

Many high-level geometry processing tasks rely on low-level constructive solid geometry operations. Though trivial for implicit representations, boolean operations are notoriously difficult to execute robustly for explicit boundary representations. Existing methods for 3D triangle meshes fall short in one way or another. Some methods are fast but fail to produce closed, self-intersection free output. Other methods are robust but place prohibitively strict assumptions on the input, e.g., no hollow cavities, non-manifold edges or self-intersections. We propose a systematic recipe for conducting a family of exact constructive solid geometry operations. The two-stage method makes no general position assumptions and does not resort to numerical perturbation. The method is variadic , operating on any number of input meshes. This generalizes unary mesh-repair operations, classic binary boolean differencing, and n -ary operations such as finding all regions inside at least k out of n inputs. We demonstrate the superior effectiveness and robustness of our method on a dataset of 10,000 "real-world" meshes from a popular online repository. To encourage development, validation, and comparison, we release both our code and dataset to the public.

Technical Paper
Matching Real Fabrics With Micro-Appearance Models

Pramook Khungurn, Daniel Schroeder, Shuang Zhao, Kavita Bala, Steve Marshier

展开摘要

Micro-appearance models explicitly model the interaction of light with microgeometry at the fiber scale to produce realistic appearance. To effectively match them to real fabrics, we introduce a new appearance matching framework to determine their parameters. Given a micro-appearance model and photographs of the fabric under many different lighting conditions, we optimize for parameters that best match the photographs using a method based on calculating derivatives during rendering. This highly applicable framework, we believe, is a useful research tool because it simplifies development and testing of new models. Using the framework, we systematically compare several types of micro-appearance models. We acquired computed microtomography (micro CT) scans of several fabrics, photographed the fabrics under many viewing/illumination conditions, and matched several appearance models to this data. We compare a new fiber-based light scattering model to the previously used microflake model. We also compare representing cloth microgeometry using volumes derived directly from the micro CT data to using explicit fibers reconstructed from the volumes. From our comparisons, we make the following conclusions: (1) given a fiber-based scattering model, volume- and fiber-based microgeometry representations are capable of very similar quality, and (2) using a fiber-specific scattering model is crucial to good results as it achieves considerably higher accuracy than prior work.

Technical Paper
Mapping Virtual and Physical Reality

Qi Sun, Li-Yi Wei, Arie Kaufman

展开摘要

Real walking offers higher immersive presence for virtual reality (VR) applications than alternative locomotive means such as walking-in-place and external control gadgets, but needs to take into consideration different room sizes, wall shapes, and surrounding objects in the virtual and real worlds. Despite perceptual study of impossible spaces and redirected walking, there are no general methods to match a given pair of virtual and real scenes. We propose a system to match a given pair of virtual and physical worlds for immersive VR navigation. We first compute a planar map between the virtual and physical floor plans that minimizes angular and distal distortions while conforming to the virtual environment goals and physical environment constraints. Our key idea is to design maps that are globally surjective to allow proper folding of large virtual scenes into smaller real scenes but locally injective to avoid locomotion ambiguity and intersecting virtual objects. From these maps we derive altered rendering to guide user navigation within the physical environment while retaining visual fidelity to the virtual environment. Our key idea is to properly warp the virtual world appearance into real world geometry with sufficient quality and performance. We evaluate our method through a formative user study, and demonstrate applications in gaming, architecture walkthrough, and medical imaging.

Technical Paper
Live Intrinsic Video

Abhimitra Meka, Michael Zollhoefer, Christian Richardt, Christian Theobalt

展开摘要

Intrinsic video decomposition refers to the fundamentally ambiguous task of separating a video stream into its constituent layers, in particular reflectance and shading layers. Such a decomposition is the basis for a variety of video manipulation applications, such as realistic recoloring or retexturing of objects. We present a novel variational approach to tackle this underconstrained inverse problem at real-time frame rates, which enables on-line processing of live video footage. The problem of finding the intrinsic decomposition is formulated as a mixed variational ℓ 2 - ℓ p -optimization problem based on an objective function that is specifically tailored for fast optimization. To this end, we propose a novel combination of sophisticated local spatial and global spatio-temporal priors resulting in temporally coherent decompositions at real-time frame rates without the need for explicit correspondence search. We tackle the resulting high-dimensional, non-convex optimization problem via a novel data-parallel iteratively reweighted least squares solver that runs on commodity graphics hardware. Real-time performance is obtained by combining a local-global solution strategy with hierarchical coarse-to-fine optimization. Compelling real-time augmented reality applications, such as recoloring, material editing and retexturing, are demonstrated in a live setup. Our qualitative and quantitative evaluation shows that we obtain high-quality real-time decompositions even for challenging sequences. Our method is able to outperform state-of-the-art approaches in terms of runtime and result quality -- even without user guidance such as scribbles.

Technical Paper
Lightweight Eye Capture Using a Parametric Model

Pascal Berard, Derek Bradley, Markus Gross, Thabo Beeler

展开摘要

Facial scanning has become ubiquitous in digital media, but so far most efforts have focused on reconstructing the skin. Eye reconstruction, on the other hand, has received only little attention, and the current state-of-the-art method is cumbersome for the actor, time-consuming, and requires carefully setup and calibrated hardware. These constraints currently make eye capture impractical for general use. We present the first approach for high-quality lightweight eye capture, which leverages a database of pre-captured eyes to guide the reconstruction of new eyes from much less constrained inputs, such as traditional single-shot face scanners or even a single photo from the internet. This is accomplished with a new parametric model of the eye built from the database, and a novel image-based model fitting algorithm. Our method provides both automatic reconstructions of real eyes, as well as artistic control over the parameters to generate user-specific eyes.

Technical Paper
Let There Be Color!: Joint End-to-End Learning of Global and Local Image Priors for Automatic Image Colorization With Simultaneous Classification

Satoshi Iizuka, Edgar Simo-Serra, Hiroshi Ishikawa

展开摘要

We present a novel technique to automatically colorize grayscale images that combines both global priors and local image features. Based on Convolutional Neural Networks, our deep network features a fusion layer that allows us to elegantly merge local information dependent on small image patches with global priors computed using the entire image. The entire framework, including the global and local priors as well as the colorization model, is trained in an end-to-end fashion. Furthermore, our architecture can process images of any resolution, unlike most existing approaches based on CNN. We leverage an existing large-scale scene classification database to train our model, exploiting the class labels of the dataset to more efficiently and discriminatively learn the global priors. We validate our approach with a user study and compare against the state of the art, where we show significant improvements. Furthermore, we demonstrate our method extensively on many different types of images, including black-and-white photography from over a hundred years ago, and show realistic colorizations.

Technical Paper