SIGGRAPH 2018 论文列表

ACM SIGGRAPH Conference

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Generalized Motorcycle Graphs for Imperfect Quad-Dominant Meshes

Nico Schertler, Daniele Panozzo, Stefan Gumhold, Marco Tarini

展开摘要

We introduce a practical pipeline to create UV T-layouts for real-world quad dominant semi-regular meshes. Our algorithm creates large rectangular patches by relaxing the notion of motorcycle graphs and making it insensitive to local irregularities in the mesh structure such as non-quad elements, redundant irregular vertices, T-junctions, and others. Each surface patch, which can contain multiple singularities and/or polygonal elements, is mapped to an axis-aligned rectangle, leading to a simple and efficient UV layout, which is ideal for texture mapping (allowing for mipmapping and artifact-free bilinear interpolation). We demonstrate that our algorithm is an ideal solution for both recent semi-regular, quad-dominant meshing methods, and for the low-poly meshes typically used in games and movies.

Technical Paper
Gaussian Material Synthesis

Károly Zsolnai-Fehér, Peter Wonka, Michael Wimmer

展开摘要

We present a learning-based system for rapid mass-scale material synthesis that is useful for novice and expert users alike. The user preferences are learned via Gaussian Process Regression and can be easily sampled for new recommendations. Typically, each recommendation takes 40-60 seconds to render with global illumination, which makes this process impracticable for real-world workflows. Our neural network eliminates this bottleneck by providing high-quality image predictions in real time, after which it is possible to pick the desired materials from a gallery and assign them to a scene in an intuitive manner. Workflow timings against Disney's "principled" shader reveal that our system scales well with the number of sought materials, thus empowering even novice users to generate hundreds of high-quality material models without any expertise in material modeling. Similarly, expert users experience a significant decrease in the total modeling time when populating a scene with materials. Furthermore, our proposed solution also offers controllable recommendations and a novel latent space variant generation step to enable the real-time fine-tuning of materials without requiring any domain expertise.

Technical Paper
Full 3D Reconstruction of Transparent Objects

Bojian Wu, Yang Zhou, Yiming Qian, Minglun Gong, Hui Huang

展开摘要

Numerous techniques have been proposed for reconstructing 3D models for opaque objects in past decades. However, none of them can be directly applied to transparent objects. This paper presents a fully automatic approach for reconstructing complete 3D shapes of transparent objects. Through positioning an object on a turntable, its silhouettes and light refraction paths under different viewing directions are captured. Then, starting from an initial rough model generated from space carving, our algorithm progressively optimizes the model under three constraints: surface and refraction normal consistency, surface projection and silhouette consistency, and surface smoothness. Experimental results on both synthetic and real objects demonstrate that our method can successfully recover the complex shapes of transparent objects and faithfully reproduce their light refraction properties.

Technical Paper
FontCode: Embedding Information in Text Documents Using Glyph Perturbation

Chang Xiao, Cheng Zhang, Changxi Zheng

展开摘要

We introduce FontCode, an information embedding technique for text documents. Provided a text document with specific fonts, our method embeds user-specified information in the text by perturbing the glyphs of text characters while preserving the text content. We devise an algorithm to choose unobtrusive yet machine-recognizable glyph perturbations, leveraging a recently developed generative model that alters the glyphs of each character continuously on a font manifold. We then introduce an algorithm that embeds a user-provided message in the text document and produces an encoded document whose appearance is minimally perturbed from the original document. We also present a glyph recognition method that recovers the embedded information from an encoded document stored as a vector graphic or pixel image, or even on a printed paper. In addition, we introduce a new error-correction coding scheme that rectifies a certain number of recognition errors. Lastly, we demonstrate that our technique enables a wide array of applications, using it as a text document metadata holder, an unobtrusive optical barcode, a cryptographic message embedding scheme, and a text document signature.

TOG Paper
FoldSketch: Enriching Garments with Physically Reproducible Folds

Minchen Li, Alla Sheffer, Eitan Grinspun, Nicholas Vining

展开摘要

While folds and pleats add interest to garments and cloth objects, incorporating them into an existing design manually or using existing software requires expertise and time. We present FoldSketch, a new system that supports simple and intuitive fold and pleat design. FoldSketch users specify the fold or pleat configuration they seek using a simple schematic sketching interface; the system then algorithmically generates both the fold-enhanced 3D garment geometry that conforms to user specifications, and the corresponding 2D patterns that reproduce this geometry within a simulation engine. While previous work aspired to compute the desired patterns for a given target 3D garment geometry, our main algorithmic challenge is that we do not have target geometry to start with. Real-life garment folds have complex profile shapes, and their exact geometry and location on a garment are intricately linked to a range of physical factors such as fabric properties and the garment's interaction with the wearer's body; it is therefore virtually impossible to predict the 3D shape of a fold-enhanced garment using purely geometric means. At the same time, using physical simulation to model folds requires appropriate 2D patterns and initial drape, neither of which can be easily provided by the user. We obtain both the 3D fold-enhanced garment and its corresponding patterns and initial drape via an alternating 2D-3D algorithm. We first expand the input patterns by allocating excess material for the expected fold formation; we then use these patterns to produce an estimated fold-enhanced drape geometry that balances designer expectations against physical reproducibility. We use the patterns and the estimated drape as input to a simulation generating an initial reproducible output. We improve the output's alignment with designer expectations by progressively refining the patterns and the estimated drape, converging to a final fully physically reproducible fold-enhanced garment. Our experiments confirm that FoldSketch reliably converges to a desired garment geometry and corresponding patterns and drape, and works well with different physical simulators. We demonstrate the versatility of our approach by showcasing a collection of garments augmented with diverse fold and pleat layouts specified via the FoldSketch interface, and further validate our approach via comparisons to alternative solutions and feedback from potential users.

Technical Paper
Fluid Directed Rigid Body Control Using Deep Reinforcement Learning

Pingchuan Ma, Yunsheng Tian, Zherong Pan, Bo Ren, Dinesh Manocha

展开摘要

We present a learning-based method to control a coupled 2D system involving both fluid and rigid bodies. Our approach is used to modify the fluid/rigid simulator's behavior by applying control forces only at the simulation domain boundaries. The rest of the domain, corresponding to the interior, is governed by the Navier-Stokes equation for fluids and Newton-Euler's equation for the rigid bodies. We represent our controller using a general neural-net, which is trained using deep reinforcement learning. Our formulation decomposes a control task into two stages: a precomputation training stage and an online generation stage. We utilize various fluid properties, e.g., the liquid's velocity field or the smoke's density field, to enhance the controller's performance. We set up our evaluation benchmark by letting controller drive fluid jets move on the domain boundary and allowing them to shoot fluids towards a rigid body to accomplish a set of challenging 2D tasks such as keeping a rigid body balanced, playing a two-player ping-pong game, and driving a rigid body to sequentially hit specified points on the wall. In practice, our approach can generate physically plausible animations.

Technical Paper
Fast and Deep Deformation Approximations

Stephen W. Bailey, Dave Otte, Paul DiLorenzo, James F. O'Brien

展开摘要

Character rigs are procedural systems that compute the shape of an animated character for a given pose. They can be highly complex and must account for bulges, wrinkles, and other aspects of a character's appearance. When comparing film-quality character rigs with those designed for real-time applications, there is typically a substantial and readily apparent difference in the quality of the mesh deformations. Real-time rigs are limited by a computational budget and often trade realism for performance. Rigs for film do not have this same limitation, and character riggers can make the rig as complicated as necessary to achieve realistic deformations. However, increasing the rig complexity slows rig evaluation, and the animators working with it can become less efficient and may experience frustration. In this paper, we present a method to reduce the time required to compute mesh deformations for film-quality rigs, allowing better interactivity during animation authoring and use in real-time games and applications. Our approach learns the deformations from an existing rig by splitting the mesh deformation into linear and nonlinear portions. The linear deformations are computed directly from the transformations of the rig's underlying skeleton. We use deep learning methods to approximate the remaining nonlinear portion. In the examples we show from production rigs used to animate lead characters, our approach reduces the computational time spent on evaluating deformations by a factor of 5X-10X. This significant savings allows us to run the complex, film-quality rigs in real-time even when using a CPU-only implementation on a mobile device.

Technical Paper
Fast Winding Numbers for Soups and Clouds

Gavin Barill, Neil G. Dickson, Ryan Schmidt, David I. W. Levin, Alec Jacobson

展开摘要

Inside-outside determination is a basic building block for higher-level geometry processing operations. Generalized winding numbers provide a robust answer for triangle meshes, regardless of defects such as self-intersections, holes or degeneracies. In this paper, we further generalize the winding number to point clouds. Previous methods for evaluating the winding number are slow for completely disconnected surfaces, such as triangle soups or-in the extreme case- point clouds. We propose a tree-based algorithm to reduce the asymptotic complexity of generalized winding number computation, while closely approximating the exact value. Armed with a fast evaluation, we demonstrate the winding number in a variety of new applications: voxelization, signing distances, generating 3D printer paths, defect-tolerant mesh booleans and point set surfaces.

Technical Paper
FaceVR: Real-Time Gaze-Aware Facial Reenactment in Virtual Reality

Justus Thies, Michael Zollhöfer, Marc Stamminger, Christian Theobalt, Matthias Nießner,

展开摘要

We propose FaceVR, a novel image-based method that enables video teleconferencing in VR based on self-reenactment. State-of-the-art face tracking methods in the VR context are focused on the animation of rigged 3D avatars (Li et al. 2015; Olszewski et al. 2016). Although they achieve good tracking performance, the results look cartoonish and not real. In contrast to these model-based approaches, FaceVR enables VR teleconferencing using an image-based technique that results in nearly photo-realistic outputs. The key component of FaceVR is a robust algorithm to perform real-time facial motion capture of an actor who is wearing a head-mounted display (HMD), as well as a new data-driven approach for eye tracking from monocular videos. Based on reenactment of a prerecorded stereo video of the person without the HMD, FaceVR incorporates photo-realistic re-rendering in real time, thus allowing artificial modifications of face and eye appearances. For instance, we can alter facial expressions or change gaze directions in the prerecorded target video. In a live setup, we apply these newly introduced algorithmic components.

TOG Paper
FaceShop: Deep Sketch-Based Face Image Editing

Tiziano Portenier, Qiyang Hu, Attila Szabo, Siavash Bigdeli, Paolo Favaro, Matthias Zwicker

展开摘要

We present a novel system for sketch-based face image editing, enabling users to edit images intuitively by sketching a few strokes on a region of interest. Our interface features tools to express a desired image manipulation by providing both geometry and color constraints as user-drawn strokes. As an alternative to the direct user input, our proposed system naturally supports a copy-paste mode, which allows users to edit a given image region by using parts of another exemplar image without the need of hand-drawn sketching at all. The proposed interface runs in real-time and facilitates an interactive and iterative workflow to quickly express the intended edits. Our system is based on a novel sketch domain and a convolutional neural network trained end-to-end to automatically learn to render image regions corresponding to the input strokes. To achieve high quality and semantically consistent results we train our neural network on two simultaneous tasks, namely image completion and image translation. To the best of our knowledge, we are the first to combine these two tasks in a unified framework for interactive image editing. Our results show that the proposed sketch domain, network architecture, and training procedure generalize well to real user input and enable high quality synthesis results without additional post-processing.

Technical Paper
Fabricating Reflectors for Displaying Multiple Images

Kaisei Sakurai, Yoshinori Dobashi, Kei Iwasaki, Tomoyuki Nishita

展开摘要

A great deal of attention has been devoted to the fabrication of reflectors that can display different color images when viewed from different directions not only in industry but also for the arts. Although such reflectors have previously been successfully fabricated, the number of images displayed has been limited to two or they suffer from ghosting artifacts where mixed images appear. Furthermore, the previous methods need special hardware and/or materials to fabricate the reflectors. Thus, those techniques are not suitable for printing reflectors on everyday personal objects made of different materials, such as name cards, letter sheets, envelopes, and plastic cases. To overcome these limitations, we propose a method for fabricating reflectors using a standard ultraviolet printer (UV printer). UV printer can render a specified 2D color pattern on an arbitrary material and by overprinting the printed pattern can be raised, that is, the printed pattern becomes a microstructure having color and height. We propose using these micro structures to formulate a method for designing spatially varying reflections that can display different target images when viewed from different directions. The microstructure is calculated by minimizing an objective function that measures the differences between the intensities of the light reflected from the reflector and that of the target image. We show several fabricated reflectors to demonstrate the usefulness of the proposed method.

Technical Paper
FEPR: Fast Energy Projection for Real-Time Simulation of Deformable Objects

Tiantian Liu, Dimitar Dinev, Jing Li, Bernhard Thomaszewski, Ladislav Kavan

展开摘要

We propose a novel projection scheme that corrects energy fluctuations in simulations of deformable objects, thereby removing unwanted numerical dissipation and numerical "explosions". The key idea of our method is to first take a step using a conventional integrator, then project the result back to the constant energy-momentum manifold. We implement this strategy using fast projection, which only adds a small amount of overhead to existing physics-based solvers. We test our method with several implicit integration rules and demonstrate its benefits when used in conjunction with Position Based Dynamics and Projective Dynamics. When added to a dissipative integrator such as backward Euler, our method corrects the artificial damping and thus produces more vivid motion. Our projection scheme also effectively prevents instabilities that can arise due to approximate solves or large time steps. Our method is fast, stable, and easy to implement---traits that make it well-suited for real-time physics applications such as games or training simulators.

Technical Paper
Exposure: A White-Box Photo Post-Processing Framework

Yuanming Hu, Hao He, Chenxi Xu, Baoyuan Wang, Stephen Lin

展开摘要

Retouching can significantly elevate the visual appeal of photos, but many casual photographers lack the expertise to do this well. To address this problem, previous works have proposed automatic retouching systems based on supervised learning from paired training images acquired before and after manual editing. As it is difficult for users to acquire paired images that reflect their retouching preferences, we present in this article a deep learning approach that is instead trained on unpaired data, namely, a set of photographs that exhibits a retouching style the user likes, which is much easier to collect. Our system is formulated using deep convolutional neural networks that learn to apply different retouching operations on an input image. Network training with respect to various types of edits is enabled by modeling these retouching operations in a unified manner as resolution-independent differentiable filters. To apply the filters in a proper sequence and with suitable parameters, we employ a deep reinforcement learning approach that learns to make decisions on what action to take next, given the current state of the image. In contrast to many deep learning systems, ours provides users with an understandable solution in the form of conventional retouching edits rather than just a “black-box” result. Through quantitative comparisons and user studies, we show that this technique generates retouching results consistent with the provided photo set.

TOG Paper
Example-Based Turbulence Style Transfer

Syuhei Sato, Yoshinori Dobashi, Theodore Kim, Tomoyuki Nishita

展开摘要

Generating realistic fluid simulations remains computationally expensive, and animators can expend enormous effort trying to achieve a desired motion. To reduce such costs, several methods have been developed in which high-resolution turbulence is synthesized as a post process. Since global motion can then be obtained using a fast, low-resolution simulation, less effort is needed to create a realistic animation with the desired behavior. While much research has focused on accelerating the low-resolution simulation, the problem controlling the behavior of the turbulent, high-resolution motion has received little attention. In this paper, we show that style transfer methods from image editing can be adapted to transfer the turbulent style of an existing fluid simulation onto a new one. We do this by extending example-based image synthesis methods to handle velocity fields using a combination of patch-based and optimization-based texture synthesis. This approach allows us to take into account the incompressibility condition, which we have found to be a important factor during synthesis. Using our method, a user can easily and intuitively create high-resolution fluid animations that have a desired turbulent motion.

Technical Paper
Eulerian-on-Lagrangian Cloth Simulation

Nicholas J. Weidner, Kyle Piddington, David I.W. Levin, Shinjiro Sueda

展开摘要

We resolve the longstanding problem of simulating the contact-mediated interaction of cloth and sharp geometric features by introducing an Eulerian-on-Lagrangian (EOL) approach to cloth simulation. Unlike traditional Lagrangian approaches to cloth simulation, our EOL approach permits bending exactly at and sliding over sharp edges, avoiding parasitic locking caused by over-constraining contact constraints. Wherever the cloth is in contact with sharp features, we insert EOL vertices into the cloth, while the rest of the cloth is simulated in the standard Lagrangian fashion. Our algorithm manifests as new equations of motion for EOL vertices, a contact-conforming remesher, and a set of simple constraint assignment rules, all of which can be incorporated into existing state-of-the-art cloth simulators to enable smooth, inequality-constrained contact between cloth and objects in the world.

Technical Paper
End-to-end Optimization of Optics and Image Processing for Achromatic Extended Depth of Field and Super-Resolution Imaging

Vincent Sitzmann, Steven Diamond, Yifan Peng, Xiong Dun, Stephen Boyd, Wolfgang Heidrich, Felix Heide, Gordon Wetzstein

展开摘要

In typical cameras the optical system is designed first; once it is fixed, the parameters in the image processing algorithm are tuned to get good image reproduction. In contrast to this sequential design approach, we consider joint optimization of an optical system (for example, the physical shape of the lens) together with the parameters of the reconstruction algorithm. We build a fully-differentiable simulation model that maps the true source image to the reconstructed one. The model includes diffractive light propagation, depth and wavelength-dependent effects, noise and nonlinearities, and the image post-processing. We jointly optimize the optical parameters and the image processing algorithm parameters so as to minimize the deviation between the true and reconstructed image, over a large set of images. We implement our joint optimization method using autodifferentiation to efficiently compute parameter gradients in a stochastic optimization algorithm. We demonstrate the efficacy of this approach by applying it to achromatic extended depth of field and snapshot super-resolution imaging.

Technical Paper
Efficient Rendering of Layered Materials Using an Atomic Decomposition with Statistical Operators

Laurent Belcour

展开摘要

We derive a novel framework for the efficient analysis and computation of light transport within layered materials. Our derivation consists in two steps. First, we decompose light transport into a set of atomic operators that act on its directional statistics. Specifically, our operators consist of reflection, refraction, scattering, and absorption, whose combinations are sufficient to describe the statistics of light scattering multiple times within layered structures. We show that the first three directional moments (energy, mean and variance) already provide an accurate summary. Second, we extend the adding-doubling method to support arbitrary combinations of such operators efficiently. During shading, we map the directional moments to BSDF lobes. We validate that the resulting BSDF closely matches the ground truth in a lightweight and efficient form. Unlike previous methods we support an arbitrary number of textured layers, and demonstrate a practical and accurate rendering of layered materials with both an offline and real-time implementation that are free from per-material precomputation.

Technical Paper
Efficient Reflectance Capture Using an Autoencoder

Kaizhang Kang, Zimin Chen, Jiaping Wang, Kun Zhou, Hongzhi Wu

展开摘要

We propose a novel framework that automatically learns the lighting patterns for efficient reflectance acquisition, as well as how to faithfully reconstruct spatially varying anisotropic BRDFs and local frames from measurements under such patterns. The core of our framework is an asymmetric deep autoencoder, consisting of a nonnegative, linear encoder which directly corresponds to the lighting patterns used in physical acquisition, and a stacked, nonlinear decoder which computationally recovers the BRDF information from captured photographs. The autoencoder is trained with a large amount of synthetic reflectance data, and can adapt to various factors, including the geometry of the setup and the properties of appearance. We demonstrate the effectiveness of our framework on a wide range of physical materials, using as few as 16 ~ 32 lighting patterns, which correspond to 12 ~ 25 seconds of acquisition time. We also validate our results with the ground truth data and captured photographs. Our framework is useful for increasing the efficiency in both novel and existing acquisition setups.

Technical Paper
Dynamic Kelvinlets: Secondary Motions Based on Fundamental Solutions of Elastodynamics

Fernando de Goes, Doug L. James

展开摘要

We introduce Dynamic Kelvinlets, a new analytical technique for real-time physically based animation of virtual elastic materials. Our formulation is based on the dynamic response to time-varying force distributions applied to an infinite elastic medium. The resulting displacements provide the plausibility of volumetric elasticity, the dynamics of compressive and shear waves, and the interactivity of closed-form expressions. Our approach builds upon the work of de Goes and James [2017] by presenting an extension of the regularized Kelvinlet solutions from elastostatics to the elastodynamic regime. To finely control our elastic deformations, we also describe the construction of compound solutions that resolve pointwise and keyframe constraints. We demonstrate the versatility and efficiency of our method with a series of examples in a production grade implementation.

Technical Paper
Discrete Time Evolution Process Descriptor for Shape Analysis and Matching

Simone Melzi, Maks Ovsjanikov, Giorgio Roffo, Marco Cristani, Umberto Castellani

展开摘要

In shape analysis and matching, it is often important to encode information about the relation between a given point and other points on a shape, namely, its context . To this aim, we propose a theoretically sound and efficient approach for the simulation of a discrete time evolution process that runs through all possible paths between pairs of points on a surface represented as a triangle mesh in the discrete setting. We demonstrate how this construction can be used to efficiently construct a multiscale point descriptor, called the Discrete Time Evolution Process Descriptor , which robustly encodes the structure of neighborhoods of a point across multiple scales. Our work is similar in spirit to the methods based on diffusion geometry, and derived signatures such as the HKS or the WKS, but provides information that is complementary to these descriptors and can be computed without solving an eigenvalue problem. We demonstrate through extensive experimental evaluation that our descriptor can be used to obtain accurate results in shape matching in different scenarios. Our approach outperforms similar methods and is especially robust in the presence of large nonisometric deformations, including missing parts.

TOG Paper