SIGGRAPH 2017 论文列表

ACM SIGGRAPH Conference

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CurveUps: Shaping Objects From Flat Plates With Tension-Actuated Curvature

Ruslan Guseinov, Eder Miguel, Bernd Bickel

展开摘要

We present a computational approach for designing CurveUps, curvy shells that form from an initially flat state. They consist of small rigid tiles that are tightly held together by two pre-stretched elastic sheets attached to them. Our method allows the realization of smooth, doubly curved surfaces that can be fabricated as a flat piece. Once released, the restoring forces of the pre-stretched sheets support the object to take shape in 3D. CurveUps are structurally stable in their target configuration. The design process starts with a target surface. Our method generates a tile layout in 2D and optimizes the distribution, shape, and attachment areas of the tiles to obtain a configuration that is fabricable and in which the curved up state closely matches the target. Our approach is based on an efficient approximate model and a local optimization strategy for an otherwise intractable nonlinear optimization problem. We demonstrate the effectiveness of our approach for a wide range of shapes, all realized as physical prototypes.

Technical Paper
Convolutional Neural Networks on Surfaces via Seamless Toric Covers

Haggai Maron, Meirav Galun, Noam Aigerman, Miri Trope, Nadav Dym, Ersin Yumer, Vladimir Kim, Yaron Lipman

展开摘要

The recent success of convolutional neural networks (CNNs) for image processing tasks is inspiring research efforts attempting to achieve similar success for geometric tasks. One of the main challenges in applying CNNs to surfaces is defining a natural convolution operator on surfaces. In this paper we present a method for applying deep learning to sphere-type shapes using a global seamless parameterization to a planar flat-torus, for which the convolution operator is well defined. As a result, the standard deep learning framework can be readily applied for learning semantic, high-level properties of the shape. An indication of our success in bridging the gap between images and surfaces is the fact that our algorithm succeeds in learning semantic information from an input of raw low-dimensional feature vectors. We demonstrate the usefulness of our approach by presenting two applications: human body segmentation, and automatic landmark detection on anatomical surfaces. We show that our algorithm compares favorably with competing geometric deep-learning algorithms for segmentation tasks, and is able to produce meaningful correspondences on anatomical surfaces where hand-crafted features are bound to fail.

Technical Paper
Convergence Analysis for Anisotropic Monte Carlo Sampling Spectra

Gurprit Singh, Wojciech Jarosz

展开摘要

Traditional Monte Carlo (MC) integration methods use point samples to numerically approximate the underlying integral. This approximation introduces variance in the integrated result, and this error can depend critically on the sampling patterns used during integration. Most of the well-known samplers used for MC integration in graphics---e.g. jittered, Latin-hypercube ( N -rooks), multijittered---are anisotropic in nature. However, there are currently no tools available to analyze the impact of such anisotropic samplers on the variance convergence behavior of Monte Carlo integration. In this work, we develop a Fourier-domain mathematical tool to analyze the variance, and subsequently the convergence rate, of Monte Carlo integration using any arbitrary (anisotropic) sampling power spectrum. We also validate and leverage our theoretical analysis, demonstrating that judicious alignment of anisotropic sampling and integrand spectra can improve variance and convergence rates in MC rendering, and that similar improvements can apply to (anisotropic) deterministic samplers.

Technical Paper
Constrained Palette-Space Exploration

Nicolas Mellado, David Vanderhaeghe, Charlotte Hoarau, Sidonie Christophe, Mathieu Bredif, Loïc Barthe

展开摘要

Color palettes are widely used by artists to define colors of artworks and explore color designs. In general, artists select the colors of a palette by following a set of rules, e.g. contrast or relative luminance. Existing interactive palette exploration tools explore palette spaces following limited constraints defined as geometric configurations in color space e.g. harmony rules on the color wheel. Palette search algorithms sample palettes from color relations learned from an input dataset, however they cannot provide interactive user edits and palette refinement. We introduce in this work a new versatile formulation enabling the creation of constraint-based interactive palette exploration systems. Our technical contribution is a graph-based palette representation, from which we define palette exploration as a minimization problem that can be solved efficiently and provide real-time feedback. Based on our formulation, we introduce two interactive palette exploration strategies: constrained palette exploration, and for the first time, constrained palette interpolation. We demonstrate the performances of our approach on various application cases and evaluate how it helps users finding trade-offs between concurrent constraints.

Technical Paper
Computational Zoom: A Framework for Post-Capture Image Composition

Abhishek Badki, Orazio Gallo, Jan Kautz, Pradeep Sen

展开摘要

Capturing a picture that "tells a story" requires the ability to create the right composition. The two most important parameters controlling composition are the camera position and the focal length of the lens. The traditional paradigm is for a photographer to mentally visualize the desired picture, select the capture parameters to produce it, and finally take the photograph, thus committing to a particular composition. We propose to change this paradigm. To do this, we introduce computational zoom , a framework that allows a photographer to manipulate several aspects of composition in post-processing from a stack of pictures captured at different distances from the scene. We further define a multi-perspective camera model that can generate compositions that are not physically attainable, thus extending the photographer's control over factors such as the relative size of objects at different depths and the sense of depth of the picture. We show several applications and results of the proposed computational zoom framework.

Technical Paper
Computational Video Editing for Dialogue-Driven Scenes

Mackenzie Leake, Abe Davis, Anh Truong, Maneesh Agrawala

展开摘要

We present a system for efficiently editing video of dialogue-driven scenes. The input to our system is a standard film script and multiple video takes, each capturing a different camera framing or performance of the complete scene. Our system then automatically selects the most appropriate clip from one of the input takes, for each line of dialogue, based on a user-specified set of film-editing idioms. Our system starts by segmenting the input script into lines of dialogue and then splitting each input take into a sequence of clips time-aligned with each line. Next, it labels the script and the clips with high-level structural information (e.g., emotional sentiment of dialogue, camera framing of clip, etc.). After this pre-process, our interface offers a set of basic idioms that users can combine in a variety of ways to build custom editing styles. Our system encodes each basic idiom as a Hidden Markov Model that relates editing decisions to the labels extracted in the pre-process. For short scenes (< 2 minutes, 8--16 takes, 6--27 lines of dialogue) applying the user-specified combination of idioms to the pre-processed inputs generates an edited sequence in 2--3 seconds. We show that this is significantly faster than the hours of user time skilled editors typically require to produce such edits and that the quick feedback lets users iteratively explore the space of edit designs.

Technical Paper
Computational Design of Telescoping Structures

Christopher Yu, Keenan Crane, Stelian Coros

展开摘要

Telescoping structures are valuable for a variety of applications where mechanisms must be compact in size and yet easily deployed. So far, however, there has been no systematic study of the types of shapes that can be modeled by telescoping structures, nor practical tools for telescopic design. We present a novel geometric characterization of telescoping curves, and explore how free-form surfaces can be approximated by networks of such curves. In particular we consider piecewise helical space curves with torsional impulses, which significantly generalize the linear telescopes found in typical engineering designs. Based on this principle we develop a system for computational design and fabrication which allows users to explore the space of telescoping structures; inputs to our system include user sketches or arbitrary meshes, which are then converted to a curve skeleton. We prototype applications in animation, fabrication, and robotics, using our system to design a variety of both simulated and fabricated examples.

Technical Paper
Computational Design and Automated Fabrication of Kirchhoff-Plateau Surfaces

Jesús Pérez Rodríguez, Miguel A. Otaduy, Bernhard Thomaszewski

展开摘要

We propose a computational tool for designing Kirchhoff-Plateau Surfaces---planar rod networks embedded in pre-stretched fabric that deploy into complex, three-dimensional shapes. While Kirchhoff-Plateau Surfaces offer an intriguing and expressive design space, navigating this space is made difficult by the highly nonlinear nature of the underlying mechanical problem. In order to tackle this challenge, we propose a user-guided but computer-assisted approach that combines an efficient forward simulation model with a dedicated optimization algorithm in order to implement a powerful set of design tools. We demonstrate our method by designing a diverse set of complex-shaped Kirchhoff-Plateau Surfaces, each validated through physically-fabricated prototypes.

Technical Paper
Color Contoning for 3D Printing

Vahid Babaei

展开摘要

Appearance reproduction is an important aspect of 3D printing. Current color reproduction systems use halftoning methods that create colors through a spatial combination of different inks at the object's surface. This introduces a variety of artifacts to the object, especially when viewed from a closer distance. In this work, we propose an alternative color reproduction method for 3D printing. Inspired by the inherent ability of 3D printers to layer different materials on top of each other, 3D color contoning creates colors by combining inks with various thicknesses inside the object's volume. Since inks are inside the volume, our technique results in a uniform color surface with virtually invisible spatial patterns on the surface. For color prediction, we introduce a simple and highly accurate spectral model that relies on a weighted regression of spectral absorptions. We fully characterize the proposed framework by addressing a number of problems, such as material arrangement, calculation of ink concentration, and 3D dot gain. We use a custom 3D printer to fabricate and validate our results.

Technical Paper
CoLux: Multi-Object 3D Micro-Motion Analysis Using Speckle Imaging

Brandon Smith, Pratham Desai, Vishal Agarwal, Mohit Gupta

展开摘要

We present CoLux, a novel system for measuring micro 3D motion of multiple independently moving objects at macroscopic standoff distances. CoLux is based on speckle imaging, where the scene is illuminated with a coherent light source and imaged with a camera. Coherent light, on interacting with optically rough surfaces, creates a high-frequency speckle pattern in the captured images. The motion of objects results in movement of speckle, which can be measured to estimate the object motion. Speckle imaging is widely used for micro-motion estimation in several applications, including industrial inspection, scientific imaging, and user interfaces (e.g., optical mice). However, current speckle imaging methods are largely limited to measuring 2D motion (parallel to the sensor image plane) of a single rigid object. We develop a novel theoretical model for speckle movement due to multi-object motion, and present a simple technique based on global scale-space speckle motion analysis for measuring small (5--50 microns) compound motion of multiple objects, along all three axes. Using these tools, we develop a method for measuring 3D micro-motion histograms of multiple independently moving objects, without tracking the individual motion trajectories. In order to demonstrate the capabilities of CoLux, we develop a hardware prototype and a proof-of-concept subtle hand gesture recognition system with a broad range of potential applications in user interfaces and interactive computer graphics.

Technical Paper
Co-Locating Style-Defining Elements on 3D Shapes

Ruizhen Hu, Wenchao Li, Oliver Van Kaick, Hui Huang, Melinos Averkiou, Daniel Cohen-Or, Hao Zhang

展开摘要

We introduce a method for co-locating style-defining elements over a set of 3D shapes. Our goal is to translate high-level style descriptions, such as “Ming” or “European” for furniture models, into explicit and localized regions over the geometric models that characterize each style. For each style, the set of style-defining elements is defined as the union of all the elements that are able to discriminate the style. Another property of the style-defining elements is that they are frequently occurring, reflecting shape characteristics that appear across multiple shapes of the same style. Given an input set of 3D shapes spanning multiple categories and styles, where the shapes are grouped according to their style labels, we perform a cross-category co-analysis of the shape set to learn and spatially locate a set of defining elements for each style. This is accomplished by first sampling a large number of candidate geometric elements and then iteratively applying feature selection to the candidates, to extract style-discriminating elements until no additional elements can be found. Thus, for each style label, we obtain sets of discriminative elements that together form the superset of defining elements for the style. We demonstrate that the co-location of style-defining elements allows us to solve problems such as style classification, and enables a variety of applications such as style-revealing view selection, style-aware sampling, and style-driven modeling for 3D shapes.

Technical Paper
Charted Metropolis Light Transport

Jacopo Pantaleoni

展开摘要

In this manuscript, inspired by a simpler reformulation of primary sample space Metropolis light transport, we derive a novel family of general Markov chain Monte Carlo algorithms called charted Metropolis-Hastings , that introduces the notion of sampling charts to extend a given sampling domain and make it easier to sample the desired target distribution and escape from local maxima through coordinate changes. We further apply the novel algorithms to light transport simulation, obtaining a new type of algorithm called charted Metropolis light transport , that can be seen as a bridge between primary sample space and path space Metropolis light transport. The new algorithms require to provide only right inverses of the sampling functions, a property that we believe crucial to make them practical in the context of light transport simulation.

Technical Paper
Bounding Proxies For Shape Approximation

Stéphane Calderon, Tamy Boubekeur

展开摘要

Many computer graphics applications use simpler yet faithful approximations of complex shapes to conduct reliably part of their computations. Some tasks, such as physical simulation, collision detection, occlusion queries or free-form deformation, require the simpler proxy to strictly enclose the input shape. While there are algorithms that can output such bounding proxies on simple input shapes, most of them fail at generating a proper coarse approximant on real-world complex shapes, which may contain multiple components and have a high genus. We advocate that, before reducing the number of primitives to describe a shape, one needs to regularize it while maintaining the strict enclosing property, to avoid any geometric aliasing that makes the decimation unreliable. Depending on the scale of the desired approximation, the topology of the shape itself may indeed have to be first simplified, to let the subsequent geometric optimization be free from topological locks. We propose a new bounding shape approximation algorithm which takes as input an arbitrary surface mesh, with potentially complex multi-component structures, and generates automatically a bounding proxy which is tightened on the input and can match even the coarsest levels of approximation. To sustain the nonlinear approximation process that may eventually abstract both geometry and topology, we propose to use an intermediate regularized representation in the form of a shape closing, computed in real time using a new fast morphological framework designed for efficient parallel execution. Once the desired level of approximation is reached in the shape closing, a coarse, tight and bounding polygonization of the proxy geometry is extracted using an adaptive meshing scheme. Our underlying representation is both geometry- and topology-adaptive and can be optionally controlled accurately by a user, through sizing and orientation fields, yielding an intuitive brush metaphor within an interactive proxy design environment. We provide extensive experiments on various kinds of input meshes and illustrate the potential applications of our method in scenarios that benefit greatly from coarse, tight bounding substitutes to the actual high resolution geometry of the original 3D model, including freeform deformation, physical simulation and level of detail generation for rendering.

Technical Paper
Boundary Element Octahedral Fields in Volumes

Justin Solomon, Amir Vaxman, David Bommes

展开摘要

The computation of smooth fields of orthogonal directions within a volume is a critical step in hexahedral mesh generation, used to guide placement of edges and singularities. While this problem shares high-level structure with surface-based frame field problems, critical aspects are lost when extending to volumes, while new structure from the flat Euclidean metric emerges. Taking these considerations into account, this article presents an algorithm for computing such “octahedral” fields. Unlike existing approaches, our formulation achieves infinite resolution in the interior of the volume via the boundary element method (BEM), continuously assigning frames to points in the interior from only a triangle mesh discretization of the boundary. The end result is an orthogonal direction field that can be sampled anywhere inside the mesh, with smooth variation and singular structure in the interior, even with a coarse boundary. We illustrate our computed frames on a number of challenging test geometries. Since the octahedral frame field problem is relatively new, we also contribute a thorough discussion of theoretical and practical challenges unique to this problem.

Technical Paper
Bounce Maps: An Improved Restitution Model for Real-Time Rigid-Body Impact

Jui-Hsien Wang, Raj Setaluri, Doug James, Dinesh Pai

展开摘要

We present a novel method to enrich standard rigid-body impact models with a spatially varying coefficient of restitution map, or Bounce Map. Even state-of-the art methods in computer graphics assume that for a single rigid body, post- and pre-impact dynamics are related with a single global, constant, namely the coefficient of restitution. We first demonstrate that this assumption is highly inaccurate, even for simple objects. We then present a technique to efficiently and automatically generate a function which maps locations on the object's surface along with impact normals, to a scalar coefficient of restitution value. Furthermore, we propose a method for two-body restitution analysis, and, based on numerical experiments, estimate a practical model for combining one-body Bounce Map values to approximate the two-body coefficient of restitution. We show that our method not only improves accuracy, but also enables visually richer rigid-body simulations.

Technical Paper
Botanical Materials Based on Biomechanics

Bohan Wang, Yili Zhao, Jernej Barbič

展开摘要

Botanical simulation plays an important role in many fields including visual effects, games and virtual reality. Previous plant simulation research has focused on computing physically based motion, under the assumption that the material properties are known. It is too tedious and impractical to manually set the spatially-varying material properties of complex trees. In this paper, we give a method to set the mass density, stiffness and damping properties of individual tree components (branches and leaves) using a small number of intuitive parameters. Our method is rooted in plant biomechanics literature and builds upon power laws observed in real botanical systems. We demonstrate our materials by simulating them using offline and model-reduced FEM simulators. Our parameters can be tuned directly by artists; but we also give a technique to infer the parameters from ground truth videos of real trees. Our materials produce tree animations that look much more similar to real trees than previous methods, as evidenced by our user study and experiments.

Technical Paper
Beyond Points and Beams: Higher-Dimensional Photon Samples for Volumetric Light Transport

Benedikt Bitterli, Wojciech Jarosz

展开摘要

We develop a theory of volumetric density estimation which generalizes prior photon point (0D) and beam (1D) approaches to a broader class of estimators using " n D" samples along photon and/or camera subpaths. Volumetric photon mapping performs density estimation by point sampling propagation distances within the medium and performing density estimation over the generated points (0D). Beam-based (1D) approaches consider the expected value of this distance sampling process along the last camera and/or light subpath segments. Our theory shows how to replace propagation distance sampling steps across multiple bounces to form higher-dimensional samples such as photon planes (2D), photon volumes (3D), their camera path equivalents, and beyond. We perform a theoretical error analysis which reveals that in scenarios where beams already outperform points, each additional dimension of n D samples compounds these benefits further. Moreover, each additional sample dimension reduces the required dimensionality of the blurring needed for density estimation, allowing us to formulate, for the first time, fully unbiased forms of volumetric photon mapping. We demonstrate practical implementations of several of the new estimators our theory predicts, including both biased and unbiased variants, and show that they outperform state-of-the-art beam-based volumetric photon mapping by a factor of 2.4--40×.

Technical Paper