SIGGRAPH 2017 论文列表

ACM SIGGRAPH Conference

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Printing Anisotropic Appearance With Magnetic Flakes

Thiago Pereira, Carolina L. A. Paes Leme, Steve Marschner, Szymon Rusinkiewicz

展开摘要

The ability to fabricate surfaces with fine control over bidirectional reflectance (BRDF) is a long-standing goal in appearance research, with applications in product design and manufacturing. We propose a technique that embeds magnetic flakes in a photo-cured resin, allowing the orientation distribution of those flakes to be controlled at printing time using a magnetic field. We show that time-varying magnetic fields allow us to control off-specular lobe direction, anisotropy, and lobe width, while using multiple spatial masks displayed by a UV projector allows for spatial variation. We demonstrate optical effects including bump maps: fat surfaces with spatially-varying specular lobe direction.

Technical Paper
Practical Acquisition and Rendering of Diffraction Effects in Surface Reflectance

Antoine Toisoul, Abhijeet Ghosh

展开摘要

We propose two novel contributions for measurement-based rendering of diffraction effects in surface reflectance of planar homogeneous diffractive materials. As a general solution for commonly manufactured materials, we propose a practical data-driven rendering technique and a measurement approach to efficiently render complex diffraction effects in real time. Our measurement step simply involves photographing a planar diffractive sample illuminated with an LED flash. Here, we directly record the resultant diffraction pattern on the sample surface due to a narrow-band point source illumination. Furthermore, we propose an efficient rendering method that exploits the measurement in conjunction with the Huygens-Fresnel principle to fit relevant diffraction parameters based on a first-order approximation. Our proposed data-driven rendering method requires the precomputation of a single diffraction look-up table for accurate spectral rendering of complex diffraction effects. Second, for sharp specular samples, we propose a novel method for practical measurement of the underlying diffraction grating using out-of-focus “bokeh” photography of the specular highlight. We demonstrate how the measured bokeh can be employed as a height field to drive a diffraction shader based on a first-order approximation for efficient real-time rendering. Finally, we also drive analytic solutions for a few special cases of diffraction from our measurements and demonstrate realistic rendering results under complex light sources and environments.

Technical Paper
Playful Palette: An Interactive Parametric Color Mixer for Artists

Maria Shugrina, Jingwan Lu, Stephen DiVerdi

展开摘要

We present Playful Palette, a color picker interface for digital paint programs that derives intuition from oil paint and watercolor palettes, but extends them with digital features. A Playful Palette is a set of blobs of color that blend together to create gradients and gamuts. They can be directly manipulated to explore arrangements and harmonies. All edits are non-destructive, and an infinite history allows previous palettes to be revisited and modified, recoloring the painting. The Playful Palette design is motivated by a pilot study of how artists use paint palettes, and we evaluate the final design with a set of traditional and digital media painters to demonstrate that Playful Palette is effective both at enabling artists' color tasks, and at amplifying their creativity.

Technical Paper
Phase-Functioned Neural Networks for Character Control

Daniel Holden, Taku Komura, Jun Saito

展开摘要

We present a real-time character control mechanism using a novel neural network architecture called a Phase-Functioned Neural Network. In this network structure, the weights are computed via a cyclic function which uses the phase as an input. Along with the phase, our system takes as input user controls, the previous state of the character, the geometry of the scene, and automatically produces high quality motions that achieve the desired user control. The entire network is trained in an end-to-end fashion on a large dataset composed of locomotion such as walking, running, jumping, and climbing movements fitted into virtual environments. Our system can therefore automatically produce motions where the character adapts to different geometric environments such as walking and running over rough terrain, climbing over large rocks, jumping over obstacles, and crouching under low ceilings. Our network architecture produces higher quality results than time-series autoregressive models such as LSTMs as it deals explicitly with the latent variable of motion relating to the phase. Once trained, our system is also extremely fast and compact, requiring only milliseconds of execution time and a few megabytes of memory, even when trained on gigabytes of motion data. Our work is most appropriate for controlling characters in interactive scenes such as computer games and virtual reality systems.

Technical Paper
Phace: Physics-Based Face Modeling and Animation

Alexandru Eugen Ichim, Petr Kadlecek, Ladislav Kavan, Mark Pauly

展开摘要

We present a novel physics-based approach to facial animation. Contrary to commonly used generative methods, our solution computes facial expressions by minimizing a set of non-linear potential energies that model the physical interaction of passive flesh, active muscles, and rigid bone structures. By integrating collision and contact handling into the simulation, our algorithm avoids inconsistent poses commonly observed in generative methods such as blendshape rigs. A novel muscle activation model leads to a robust optimization that faithfully reproduces complex facial articulations. We show how person-specific simulation models can be built from a few expression scans with a minimal data acquisition process and an almost entirely automated processing pipeline. Our method supports temporal dynamics due to inertia or external forces, incorporates skin sliding to avoid unnatural stretching, and offers full control of the simulation parameters, which enables a variety of advanced animation effects. For example, slimming or fattening the face is achieved by simply scaling the volume of the soft tissue elements. We show a series of application demos, including artistic editing of the animation model, simulation of corrective facial surgery, or dynamic interaction with external forces and objects.

Technical Paper
Perceptual Evaluation of Liquid Simulation Methods

Kiwon Um, Xiangyu Hu, Nils Thuerey

展开摘要

This paper proposes a novel framework to evaluate fluid simulation methods based on crowd-sourced user studies in order to robustly gather large numbers of opinions. The key idea for a robust and reliable evaluation is to use a reference video from a carefully selected real-world setup in the user study. By conducting a series of controlled user studies and comparing their evaluation results, we observe various factors that affect the perceptual evaluation. Our data show that the availability of a reference video makes the evaluation consistent. We introduce this approach for computing scores of simulation methods as visual accuracy metric. As an application of the proposed framework, a variety of popular simulation methods are evaluated.

Technical Paper
Patch-Based Optimization for Image-Based Texture Mapping

Sai Bi, Nima Khademi Kalantari, Ravi Ramamoorthi

展开摘要

Image-based texture mapping is a common way of producing texture maps for geometric models of real-world objects. Although a high-quality texture map can be easily computed for accurate geometry and calibrated cameras, the quality of texture map degrades significantly in the presence of inaccuracies. In this paper, we address this problem by proposing a novel global patch-based optimization system to synthesize the aligned images. Specifically, we use patch-based synthesis to reconstruct a set of photometrically-consistent aligned images by drawing information from the source images. Our optimization system is simple, flexible, and more suitable for correcting large misalignments than other techniques such as local warping. To solve the optimization, we propose a two-step approach which involves patch search and vote, and reconstruction. Experimental results show that our approach can produce high-quality texture maps better than existing techniques for objects scanned by consumer depth cameras such as Intel RealSense. Moreover, we demonstrate that our system can be used for texture editing tasks such as hole-filling and reshuffling as well as multiview camouflage.

Technical Paper
PERFORM: Perceptual Approach for Adding OCEAN Personality to Human Motion Using Laban Movement Analysis

Norman Badler, Funda Durupinar, Mubbasir Kapadia, Susan Deutsch, Michael Neff

展开摘要

A major goal of research on virtual humans is the animation of expressive characters that display distinct psychological attributes. Body motion is an effective way of portraying different personalities and differentiating characters. The purpose and contribution of this work is to describe a formal, broadly applicable, procedural, and empirically grounded association between personality and body motion and apply this association to modify a given virtual human body animation that can be represented by these formal concepts. Because the body movement of virtual characters may involve different choices of parameter sets depending on the context, situation, or application, formulating a link from personality to body motion requires an intermediate step to assist generalization. For this intermediate step, we refer to Laban Movement Analysis, which is a movement analysis technique for systematically describing and evaluating human motion. We have developed an expressive human motion generation system with the help of movement experts and conducted a user study to explore how the psychologically validated OCEAN personality factors were perceived in motions with various Laban parameters. We have then applied our findings to procedurally animate expressive characters with personality, and validated the generalizability of our approach across different models and animations via another perception study.

Technical Paper
Orthotropic k-nearest Foams for Additive Manufacturing

Jonàs Martínez, Haichuan Song, Jérémie Dumas, Sylvain Lefebvre

展开摘要

Additive manufacturing enables the fabrication of objects embedding meta-materials. By creating fine-scale structures, the object's physical properties can be graded (e.g. elasticity, porosity), even though a single base material is used for fabrication. Designing the fine and detailed geometry of a metamaterial while attempting to achieve specific properties is difficult. In addition, the structures are intended to fill comparatively large volumes, which quickly leads to large data structures and intractable simulation costs. Thus, most metamaterials are defined as periodic structures repeated in regular lattices. The periodicity simplifies modeling, simulation, and reduces memory costs - however it limits the possibility to smoothly grade properties along free directions. In this work, we propose a novel metamaterial with controllable, freely orientable, orthotropic elastic behavior - orthotropy means that elasticity is controlled independently along three orthogonal axes, which leads to materials that better adapt to uneven, directional load scenarios, and offer a more versatile material design primitive. The fine-scale structures are generated procedurally by a stochastic process, and resemble a foam. The absence of global organization and periodicity allows the free gradation of density, orientation, and stretch, leading to the controllable orthotropic behavior. The procedural nature of the synthesis process allows it to scale to arbitrarily large volumes at low memory costs. We detail the foam structure synthesis, analyze and discuss its properties through numerical and experimental verifications, and finally demonstrate the use of orthotropic materials for the design of 3D printed objects.

Technical Paper
Optimal Discrete Slicing

Marc Alexa, Kristian Hildebrand, Sylvain Lefebvre

展开摘要

Slicing is the procedure necessary to prepare a shape for layered manufacturing. There are degrees of freedom in this process, such as the starting point of the slicing sequence and the thickness of each slice. The choice of these parameters influences the manufacturing process and its result: The number of slices significantly affects the time needed for manufacturing, while their thickness affects the error. Assuming a discrete setting, we measure the error as the number of voxels that are incorrectly assigned due to slicing. We provide an algorithm that generates, for a given set of available slice heights and a shape, a slicing that is provably optimal. By optimal, we mean that the algorithm generates sequences with minimal error for any possible number of slices. The algorithm is fast and flexible, that is, it can accommodate a user driven importance modulation of the error function and allows the interactive exploration of the desired quality/time tradeoff. We demonstrate the practical importance of our optimization on several three-dimensional-printed results.

Technical Paper
Nautilus: Recovering Regional Symmetry Transformations for Image Editing

Michal Lukáč, Daniel Sýkora, Kalyan Sunkavalli, Eli Shechtman, Ondřej Jamriška, Nathan Carr, Tomáš Pajdla

展开摘要

Natural images often exhibit symmetries that should be taken into account when editing them. In this paper we present Nautilus --- a method for automatically identifying symmetric regions in an image along with their corresponding symmetry transformations. We compute dense local similarity symmetry transformations using a novel variant of the Generalised PatchMatch algorithm that uses Metropolis-Hastings sampling. We combine and refine these local symmetries using an extended Lucas-Kanade algorithm to compute regional transformations and their spatial extents. Our approach produces dense estimates of complex symmetries that are combinations of translation, rotation, scale, and reflection under perspective distortion. This enables a number of automatic symmetry-aware image editing applications including inpainting, rectification, beautification, and segmentation, and we demonstrate state-of-the-art applications for each of them.

Technical Paper
Multi-Species Simulation of Porous Sand and Water Mixtures

Andre Pradhana Tampubolon, Theodore Gast, Gergely Klár, Chuyuan Fu, Joseph Teran, Chenfanfu Jiang, Ken Museth

展开摘要

We present a multi-species model for the simulation of gravity driven landslides and debris flows with porous sand and water interactions. We use continuum mixture theory to describe individual phases where each species individually obeys conservation of mass and momentum and they are coupled through a momentum exchange term. Water is modeled as a weakly compressible fluid and sand is modeled with an elastoplastic law whose cohesion varies with water saturation. We use a two-grid Material Point Method to discretize the governing equations. The momentum exchange term in the mixture theory is relatively stiff and we use semi-implicit time stepping to avoid associated small time steps. Our semi-implicit treatment is explicit in plasticity and preserves symmetry of force linearizations. We develop a novel regularization of the elastic part of the sand constitutive model that better mimics plasticity during the implicit solve to prevent numerical cohesion artifacts that would otherwise have occurred. Lastly, we develop an improved return mapping for sand plasticity that prevents volume gain artifacts in the traditional Drucker-Prager model.

Technical Paper
Multi-Scale Vorticle Fluids

Alexis Angelidis

展开摘要

We present a multi-scale method for simulating incompressible gases in 3-dimensions with resolution variation suitable for perspective cameras and regions of importance. The dynamics is derived from the vorticity equation. Lagrangian particles are created, modified and deleted in a manner that handles advection with buoyancy and viscosity. Boundaries and deformable object collisions are modeled with the source and doublet panel method. Our acceleration structure is based on the FMM (Fast Multipole Method), but with a varying size to account for non-uniform sampling. Because the dynamics of our method is voxel free, we can freely specify the voxel resolution of the output density and velocity while keeping the main shapes and timing.

Technical Paper
Multi-Contact Locomotion Using a Contact Graph With Feasibility Predictors

Changgu Kang, Sung-Hee Lee

展开摘要

Multi-contact locomotion that uses both the hands and feet in a complex environment remains a challenging problem in computer animation. To address this problem, we present a contact graph, which is a motion graph augmented by learned feasibility predictors, namely contact spaces and an occupancy estimator, for a motion clip in each graph node. By estimating the feasibilities of candidate contact points that can be reached by modifying a motion clip, the predictors allow us to find contact points that are likely to be valid and natural before attempting to generate the actual motion for the contact points. The contact graph thus enables the efficient generation of multi-contact motion in two steps: planning contact points to the goal and then generating the whole-body motion. We demonstrate the effectiveness of our method by creating several climbing motions in complex and cluttered environments by using only a small number of motion samples.

Technical Paper
Movie Editing and Cognitive Event Segmentation in Virtual Reality Video

Ana Serrano, Vincent Sitzmann, Jaime Ruiz-Borau, Gordon Wetzstein, Diego Gutierrez, Belen Masia

展开摘要

Traditional cinematography has relied for over a century on a well-established set of editing rules, called continuity editing, to create a sense of situational continuity. Despite massive changes in visual content across cuts, viewers in general experience no trouble perceiving the discontinuous flow of information as a coherent set of events. However, Virtual Reality (VR) movies are intrinsically different from traditional movies in that the viewer controls the camera orientation at all times. As a consequence, common editing techniques that rely on camera orientations, zooms, etc., cannot be used. In this paper we investigate key relevant questions to understand how well traditional movie editing carries over to VR, such as: Does the perception of continuity hold across edit boundaries? Under which conditions? Does viewers' observational behavior change after the cuts? To do so, we rely on recent cognition studies and the event segmentation theory, which states that our brains segment continuous actions into a series of discrete, meaningful events. We first replicate one of these studies to assess whether the predictions of such theory can be applied to VR. We next gather gaze data from viewers watching VR videos containing different edits with varying parameters, and provide the first systematic analysis of viewers' behavior and the perception of continuity in VR. From this analysis we make a series of relevant findings; for instance, our data suggests that predictions from the cognitive event segmentation theory are useful guides for VR editing; that different types of edits are equally well understood in terms of continuity; and that spatial misalignments between regions of interest at the edit boundaries favor a more exploratory behavior even after viewers have fixated on a new region of interest. In addition, we propose a number of metrics to describe viewers' attentional behavior in VR. We believe the insights derived from our work can be useful as guidelines for VR content creation.

Technical Paper
Momentum-Mapped Inverted Pendulum Models for Controlling Dynamic Human Motions

Jessica Hodgins, Taesoo Kwon

展开摘要

Designing a unified framework for simulating a broad variety of human behaviors has proven to be challenging. In this article, we present an approach for control system design that can generate animations of a diverse set of behaviors including walking, running, and a variety of gymnastic behaviors. We achieve this generalization with a balancing strategy that relies on a new form of inverted pendulum model (IPM), which we call the momentum-mapped IPM (MMIPM). We analyze reference motion capture data in a pre-processing step to extract the motion of the MMIPM. To compute a new motion, the controller plans a desired motion, frame by frame, based on the current pendulum state and a predicted pendulum trajectory. By tracking this time-varying trajectory, the controller creates a character that dynamically balances, changes speed, makes turns, jumps, and performs gymnastic maneuvers.

Technical Paper