SIGGRAPH 2017 论文列表

ACM SIGGRAPH Conference

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Spectral and Decomposition Tracking for Rendering Heterogeneous Volumes

Peter Kutz, Ralf Habel, Yining Karl Li, Jan Novak

展开摘要

We present two novel unbiased techniques for sampling free paths in heterogeneous participating media. Our decomposition tracking accelerates free-path construction by splitting the medium into a control component and a residual component and sampling each of them separately. To minimize expensive evaluations of spatially varying collision coefficients, we define the control component to allow constructing free paths in closed form. The residual heterogeneous component is then homogenized by adding a fictitious medium and handled using weighted delta tracking, which removes the need for computing strict bounds of the extinction function. Our second contribution, spectral tracking , enables efficient light transport simulation in chromatic media. We modify free-path distributions to minimize the fluctuation of path throughputs and thereby reduce the estimation variance. To demonstrate the correctness of our algorithms, we derive them directly from the radiative transfer equation by extending the integral formulation of null-collision algorithms recently developed in reactor physics. This mathematical framework, which we thoroughly review, encompasses existing trackers and postulates an entire family of new estimators for solving transport problems; our algorithms are examples of such. We analyze the proposed methods in canonical settings and on production scenes, and compare to the current state of the art in simulating light transport in heterogeneous participating media.

Technical Paper
Spectral Remapping for Image Downscaling

Eduardo Gastal, Manuel Oliveira

展开摘要

We present an image downscaling technique capable of appropriately representing high-frequency structured patterns. Our method breaks conventional wisdom in sampling theory---instead of discarding high-frequency information to avoid aliasing, it controls aliasing by remapping such information to the representable range of the downsampled spectrum. The resulting images provide more faithful representations of their original counterparts, retaining visually-important details that would otherwise be lost. Our technique can be used with any resampling method and works for both natural and synthetic images. We demonstrate its effectiveness on a large number of images downscaled in combination with various resampling strategies. By providing an alternative solution for a long-standing problem, our method opens up new possibilities for image processing.

Technical Paper
Spatiotemporal Atlas Parameterization for Evolving Meshes

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

展开摘要

We convert a sequence of unstructured textured meshes into a mesh with incrementally changing connectivity and atlas parameterization. Like prior work on surface tracking, we seek temporally coherent mesh connectivity to enable efficient representation of surface geometry and texture. Like recent work on evolving meshes, we pursue local remeshing to permit tracking over long sequences containing significant deformations or topological changes. Our main contribution is to show that both goals are realizable within a common framework that simultaneously evolves both the set of mesh triangles and the parametric map. Sparsifying the remeshing operations allows the formation of large spatiotemporal texture charts. These charts are packed as prisms into a 3D atlas for a texture video. Reducing tracking drift using mesh-based optical flow helps improve compression of the resulting video stream.

Technical Paper
Similarity Maps and Field-Guided T-Splines: A Perfect Couple

Marcel Campen, Denis Zorin

展开摘要

A variety of techniques were proposed to model smooth surfaces based on tensor product splines (e.g. subdivision surfaces, free-form splines, T-splines). Conversion of an input surface into such a representation is commonly achieved by constructing a global seamless parametrization, possibly aligned to a guiding cross-field (e.g. of principal curvature directions), and using this parametrization as domain to construct the spline-based surface. One major fundamental difficulty in designing robust algorithms for this task is the fact that for common types, e.g. subdivision surfaces (requiring a conforming domain mesh) or T-spline surfaces (requiring a globally consistent knot interval assignment) reliably obtaining a suitable parametrization that has the same topological structure as the guiding field poses a major challenge. Even worse, not all fields do admit suitable parametrizations, and no concise conditions are known as to which fields do. We present a class of surface constructions (T-splines with halfedge knots ) and a class of parametrizations ( seamless similarity maps ) that are, in a sense, a perfect match for the task: for any given guiding field structure, a compatible parametrization of this kind exists and a smooth piecewise rational surface with exactly the same structure as the input field can be constructed from it. As a byproduct, this enables full control over extraordinary points. The construction is backward compatible with classical NURBS. We present efficient algorithms for building discrete conformal similarity maps and associated T-meshes and T-spline surfaces.

Technical Paper
Sequential Line Search for Efficient Visual Design Optimization by Crowds

Yuki Koyama, Issei Sato, Daisuke Sakamoto, Takeo Igarashi

展开摘要

Parameter tweaking is a common task in various design scenarios. For example, in color enhancement of photographs, designers tweak multiple parameters such as "brightness" and "contrast" to obtain the best visual impression. Adjusting one parameter is easy; however, if there are multiple correlated parameters, the task becomes much more complex, requiring many trials and a large cognitive load. To address this problem, we present a novel extension of Bayesian optimization techniques, where the system decomposes the entire parameter tweaking task into a sequence of one-dimensional line search queries that are easy for human to perform by manipulating a single slider. In addition, we present a novel concept called crowd-powered visual design optimizer , which queries crowd workers, and provide a working implementation of this concept. Our single-slider manipulation microtask design for crowdsourcing accelerates the convergence of the optimization relative to existing comparison-based microtask designs. We applied our framework to two different design domains: photo color enhancement and material BRDF design, and thereby showed its applicability to various design domains.

Technical Paper
Scalable Locally Injective Mappings

Michael Rabinovich, Roi Poranne, Daniele Panozzo, Olga Sorkine-Hornung

展开摘要

We present a scalable approach for the optimization of flip-preventing energies in the general context of simplicial mappings and specifically for mesh parameterization. Our iterative minimization is based on the observation that many distortion energies can be optimized indirectly by minimizing a family of simpler proxy energies. Minimization of these proxies is a natural extension of the local/global minimization of the ARAP energy. Our algorithm is simple to implement and scales to datasets with millions of faces. We demonstrate our approach for the computation of maps that minimize a conformal or isometric distortion energy, both in two and three dimensions. In addition to mesh parameterization, we show that our algorithm can be applied to mesh deformation and mesh quality improvement.

Technical Paper
Robust eXtended Finite Elements for Complex Cutting of Deformables

Dan Koschier, Jan Bender, Nils Thuerey

展开摘要

In this paper we present a robust remeshing-free cutting algorithm on the basis of the eXtended Finite Element Method (XFEM) and fully implicit time integration. One of the most crucial points of the XFEM is that integrals over discontinuous polynomials have to be computed on subdomains of the polyhedral elements. Most existing approaches construct a cut-aligned auxiliary mesh for integration. In contrast, we propose a cutting algorithm that includes the construction of specialized quadrature rules for each dissected element without the requirement to explicitly represent the arising subdomains. Moreover, we solve the problem of ill-conditioned or even numerically singular solver matrices during time integration using a novel algorithm that constrains non-contributing degrees of freedom (DOFs) and introduce a preconditioner that efficiently reuses the constructed quadrature weights. Our method is particularly suitable for fine structural cutting as it decouples the added number of DOFs from the cut's geometry and correctly preserves geometry and physical properties by accurate integration. Due to the implicit time integration these fine features can still be simulated robustly using large time steps. As opposed to this, the vast majority of existing approaches either use remeshing or element duplication. Remeshing based methods are able to correctly preserve physical quantities but strongly couple cut geometry and mesh resolution leading to an unnecessary large number of additional DOFs. Element duplication based approaches keep the number of additional DOFs small but fail at correct conservation of mass and stiffness properties. We verify consistency and robustness of our approach on simple and reproducible academic examples while stability and applicability are demonstrated in large scenarios with complex and fine structural cutting.

Technical Paper
Robust Hex-Dominant Mesh Generation Using Field-Guided Polyhedral Agglomeration

Xifeng Gao, Wenzel Jakob, Marco Tarini, Daniele Panozzo

展开摘要

We propose a robust and efficient field-aligned volumetric meshing algorithm that produces hex-dominant meshes, i.e. meshes that are predominantly composed of hexahedral elements while containing a small number of irregular polyhedra. The latter are placed according to the singularities of two optimized guiding fields, which allow our method to generate meshes with an exceptionally high amount of isotropy. The field design phase of our method relies on a compact quaternionic representation of volumetric octa-fields and a corresponding optimization that explicitly models the discrete matchings between neighboring elements. This optimization naturally supports alignment constraints and scales to very large datasets. We also propose a novel extraction technique that uses field-guided mesh simplification to convert the optimized fields into a hexdominant output mesh. Each simplification operation maintains topological validity as an invariant, ensuring manifold output. These steps easily generalize to other dimensions or representations, and we show how they can be an asset in existing 2D surface meshing techniques. Our method can automatically and robustly convert any tetrahedral mesh into an isotropic hex-dominant mesh and (with minor modifications) can also convert any triangle mesh into a corresponding isotropic quad-dominant mesh, preserving its genus, number of holes, and manifoldness. We demonstrate the benefits of our algorithm on a large collection of shapes provided in the supplemental material along with all generated results.

Technical Paper
Retrieval on Parametric Shape Collections

Adriana Schulz, Ariel Shamir, Ilya Baran, David I.W. Levin, Pitchaya Sitthi-Amorn, Wojciech Matusik

展开摘要

While collections of parametric shapes are growing in size and use, little progress has been made on the fundamental problem of shape-based matching and retrieval for parametric shapes in a collection. The search space for such collections is both discrete (number of shapes) and continuous (parameter values). In this work, we propose representing this space using descriptors that have shown to be effective for single shape retrieval. While single shapes can be represented as points in a descriptor space, parametric shapes are mapped into larger continuous regions. For smooth descriptors, we can assume that these regions are bounded low-dimensional manifolds where the dimensionality is given by the number of shape parameters. We propose representing these manifolds with a set of primitives, namely, points and bounded tangent spaces. Our algorithm describes how to define these primitives and how to use them to construct a manifold approximation that allows accurate and fast retrieval. We perform an analysis based on curvature, boundary evaluation, and the allowed approximation error to select between primitive types. We show how to compute decision variables with no need for empirical parameter adjustments and discuss theoretical guarantees on retrieval accuracy. We validate our approach with experiments that use different types of descriptors on a collection of shapes from multiple categories.

Technical Paper
Regularized Kelvinlets: Sculpting Brushes Based on Fundamental Solutions of Elasticity

Fernando de Goes, Doug L. James

展开摘要

We introduce a new technique for real-time physically based volume sculpting of virtual elastic materials. Our formulation is based on the elastic response to localized force distributions associated with common modeling primitives such as grab, scale, twist, and pinch. The resulting brush-like displacements correspond to the regularization of fundamental solutions of linear elasticity in infinite 2D and 3D media. These deformations thus provide the realism and plausibility of volumetric elasticity, and the interactivity of closed-form analytical solutions. To finely control our elastic deformations, we also construct compound brushes with arbitrarily fast spatial decay. Furthermore, pointwise constraints can be imposed on the displacement field and its derivatives via a single linear solve. We demonstrate the versatility and efficiency of our method with multiple examples of volume sculpting and image editing.

Technical Paper
Regular Meshes From Polygonal Patterns

Amir Vaxman, Christian Müller, Ofir Weber

展开摘要

We present a framework for designing shapes from diverse combinatorial patterns, where the vertex 1-rings and the faces are as rotationally symmetric as possible, and define such meshes as regular. Our algorithm computes the geometry that brings out the symmetries encoded in the combinatorics. We then allow designers and artists to envision and realize original meshes with great aesthetic qualities. Our method is general and applicable to meshes of arbitrary topology and connectivity, from triangle meshes to general polygonal meshes. The designer controls the result by manipulating and constraining vertex positions. We offer a novel characterization of regularity, using quaternionic ratios of mesh edges, and optimize meshes to be as regular as possible according to this characterization. Finally, we provide a mathematical analysis of these regular meshes, and show how they relate to concepts like the discrete Willmore energy and connectivity shapes.

Technical Paper
Real-Time User-Guided Image Colorization With Learned Deep Priors

Richard Zhang, Jun-Yan Zhu, Phillip Isola, Xinyang Geng, Angela S. Lin, Yu Tianhe, Alexei A. Efros

展开摘要

We propose a deep learning approach for user-guided image colorization. The system directly maps a grayscale image, along with sparse, local user "hints" to an output colorization with a Convolutional Neural Network (CNN). Rather than using hand-defined rules, the network propagates user edits by fusing low-level cues along with high-level semantic information, learned from large-scale data. We train on a million images, with simulated user inputs. To guide the user towards efficient input selection, the system recommends likely colors based on the input image and current user inputs. The colorization is performed in a single feed-forward pass, enabling real-time use. Even with randomly simulated user inputs, we show that the proposed system helps novice users quickly create realistic colorizations, and offers large improvements in colorization quality with just a minute of use. In addition, we demonstrate that the framework can incorporate other user "hints" to the desired colorization, showing an application to color histogram transfer.

Technical Paper
Real-Time Planning for Automated Multi-View Drone Cinematography

Tobias Naegeli, Lukas Meier, Alexander Domahidi, Javier Alonso Mora, Otmar Hilliges

展开摘要

We propose a method for automated aerial videography in dynamic and cluttered environments. An online receding horizon optimization formulation facilitates the planning process for novices and experts alike. The algorithm takes high-level plans as input, which we dub virtual rails, alongside interactively defined aesthetic framing objectives and jointly solves for 3D quadcopter motion plans and associated velocities. The method generates control inputs subject to constraints of a non-linear quadrotor model and dynamic constraints imposed by actors moving in an a priori unknown way. The output plans are physically feasible, for the horizon length, and we apply the resulting control inputs directly at each time-step, without requiring a separate trajectory tracking algorithm. The online nature of the method enables incorporation of feedback into the planning and control loop, makes the algorithm robust to disturbances. Furthermore, we extend the method to include coordination between multiple drones to enable dynamic multi-view shots, typical for action sequences and live TV coverage. The algorithm runs in real-time on standard hardware and computes motion plans for several drones in the order of milliseconds. Finally, we evaluate the approach qualitatively with a number of challenging shots, involving multiple drones and actors and qualitatively characterize the computational performance experimentally.

Technical Paper
Rainbow Particle Imaging Velocimetry for Dense 3D Fluid Velocity Imaging

Jinhui Xiong, Ramzi Idoughi, Andres Aguirre-Pablo, Abdulrahman Aljedaani, Xiong Dun, Qiang Fu, Sigurdur Thoroddsen, Wolfgang Heidrich

展开摘要

Despite significant recent progress, dense, time-resolved imaging of complex, non-stationary 3D flow velocities remains an elusive goal. In this work we tackle this problem by extending an established 2D method, Particle Imaging Velocimetry, to three dimensions by encoding depth into color. The encoding is achieved by illuminating the flow volume with a continuum of light planes (a "rainbow"), such that each depth corresponds to a specific wavelength of light. A diffractive component in the camera optics ensures that all planes are in focus simultaneously. With this setup, a single color camera is sufficient for tracking 3D trajectories of particles by combining 2D spatial and 1D color information. For reconstruction, we derive an image formation model for recovering stationary 3D particle positions. 3D velocity estimation is achieved with a variant of 3D optical flow that accounts for both physical constraints as well as the rainbow image formation model. We evaluate our method with both simulations and an experimental prototype setup.

Technical Paper
Quasi-Newton Methods for Real-Time Simulation of Hyperelastic Materials

Tiantian Liu, Sofiren Bouaziz, Ladislav Kavan

展开摘要

We present a new method for real-time physics-based simulation supporting many different types of hyperelastic materials. Previous methods such as Position-Based or Projective Dynamics are fast but support only a limited selection of materials; even classical materials such as the Neo-Hookean elasticity are not supported. Recently, Xu et al. [2015] introduced new “spline-based materials” that can be easily controlled by artists to achieve desired animation effects. Simulation of these types of materials currently relies on Newton’s method, which is slow, even with only one iteration per timestep. In this article, we show that Projective Dynamics can be interpreted as a quasi-Newton method. This insight enables very efficient simulation of a large class of hyperelastic materials, including the Neo-Hookean, spline-based materials, and others. The quasi-Newton interpretation also allows us to leverage ideas from numerical optimization. In particular, we show that our solver can be further accelerated using L-BFGS updates (Limited-memory Broyden-Fletcher-Goldfarb-Shanno algorithm). Our final method is typically more than 10 times faster than one iteration of Newton’s method without compromising quality. In fact, our result is often more accurate than the result obtained with one iteration of Newton’s method. Our method is also easier to implement, implying reduced software development costs.

Technical Paper
Programmable 2D Arrangements for Element Texture Design

Hugo Loi, Thomas Hurtut, Romain Vergne, Joelle Thollot

展开摘要

This article introduces a programmable method for designing stationary 2D arrangements for element textures, namely textures made of small geometric elements. These textures are ubiquitous in numerous applications of computer-aided illustration. Previous methods, whether they be example-based or layout-based, lack control and can produce a limited range of possible arrangements. Our approach targets technical artists who will design an arrangement by writing a script. These scripts are using three types of operators: partitioning operators for defining the broad-scale organization of the arrangement, mapping operators for controlling the local organization of elements, and merging operators for mixing different arrangements. These operators are designed so as to guarantee a stationary result, meaning that the produced arrangements will always be repetitive. We show that this simple set of operators is sufficient to reach a much broader variety of arrangements than previous methods. Editing the script leads to predictable changes in the synthesized arrangement, which allows an easy iterative design of complex structures. Finally, our operator set is extensible and can be adapted to application-dependent needs.

Technical Paper