SIGGRAPH 2018 论文列表

ACM SIGGRAPH Conference

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Discrete Geodesic Nets for Modeling Developable Surfaces

Michael Rabinovich, Tim Hoffmann, Olga Sorkine-Hornung

展开摘要

We present a discrete theory for modeling developable surfaces as quadrilateral meshes satisfying simple angle constraints. The basis of our model is a lesser-known characterization of developable surfaces as manifolds that can be parameterized through orthogonal geodesics. Our model is simple and local, and, unlike in previous works, it does not directly encode the surface rulings. This allows us to model continuous deformations of discrete developable surfaces independently of their decomposition into torsal and planar patches or the surface topology. We prove and experimentally demonstrate strong ties to smooth developable surfaces, including a theorem stating that every sampling of the smooth counterpart satisfies our constraints up to second order. We further present an extension of our model that enables a local definition of discrete isometry. We demonstrate the effectiveness of our discrete model in a developable surface editing system, as well as computation of an isometric interpolation between isometric discrete developable shapes.

TOG Paper
Directing Cinematographic Drones

Quentin Galvane, Christophe Lino, Marc Christie, Julien Fleureau, Fabien Servant, Francois-Louis Tariolle, Philippe Guillotel

展开摘要

Quadrotor drones equipped with high-quality cameras have rapidly raised as novel, cheap, and stable devices for filmmakers. While professional drone pilots can create aesthetically pleasing videos in short time, the smooth—and cinematographic—control of a camera drone remains challenging for most users, despite recent tools that either automate part of the process or enable the manual design of waypoints to create drone trajectories. This article moves a step further by offering high-level control of cinematographic drones for the specific task of framing dynamic targets. We propose techniques to automatically and interactively plan quadrotor drone motions in dynamic three-dimensional (3D) environments while satisfying both cinematographic and physical quadrotor constraints. We first propose the Drone Toric Space, a dedicated camera parameter space with embedded constraints, and derive some intuitive on-screen viewpoint manipulators. Second, we propose a dedicated path planning technique that ensures both that cinematographic properties can be enforced along the path and that the path is physically feasible by a quadrotor drone. At last, we build on the Drone Toric Space and the specific path planning technique to coordinate the motion of multiple drones around dynamic targets. A number of results demonstrate the interactive and automated capacities of our approaches on different use-cases.

TOG Paper
Differentiable Programming for Image Processing and Deep Learning in Halide

Tzu-Mao Li, Michael Gharbi, Andrew Adams, Fredo Durand, Jonathan Ragan-Kelley

展开摘要

Gradient-based optimization has enabled dramatic advances in computational imaging through techniques like deep learning and nonlinear optimization. These methods require gradients not just of simple mathematical functions, but of general programs which encode complex transformations of images and graphical data. Unfortunately, practitioners have traditionally been limited to either hand-deriving gradients of complex computations, or composing programs from a limited set of coarse-grained operators in deep learning frameworks. At the same time, writing programs with the level of performance needed for imaging and deep learning is prohibitively difficult for most programmers. We extend the image processing language Halide with general reverse-mode automatic differentiation (AD), and the ability to automatically optimize the implementation of gradient computations. This enables automatic computation of the gradients of arbitrary Halide programs, at high performance, with little programmer effort. A key challenge is to structure the gradient code to retain parallelism. We define a simple algorithm to automatically schedule these pipelines, and show how Halide's existing scheduling primitives can express and extend the key AD optimization of "checkpointing." Using this new tool, we show how to easily define new neural network layers which automatically compile to high-performance GPU implementations, and how to solve nonlinear inverse problems from computational imaging. Finally, we show how differentiable programming enables dramatically improving the quality of even traditional, feed-forward image processing algorithms, blurring the distinction between classical and deep methods.

Technical Paper
Dexterous Manipulation and Control with Volumetric Muscles

Seunghwan Lee, Ri Yu, Jungnam Park, Mridul Aanjaneya, Eftychios Sifakis, Jehee Lee

展开摘要

We propose a framework for simulation and control of the human musculoskeletal system, capable of reproducing realistic animations of dexterous activities with high-level coordination. We present the first controllable system in this class that incorporates volumetric muscle actuators, tightly coupled with the motion controller, in enhancement of line-segment approximations that prior art is overwhelmingly restricted to. The theoretical framework put forth by our methodology computes all the necessary Jacobians for control, even with the drastically increased dimensionality of the state descriptors associated with three-dimensional, volumetric muscles. The direct coupling of volumetric actuators in the controller allows us to model muscular deficiencies that manifest in shape and geometry, in ways that cannot be captured with line-segment approximations. Our controller is coupled with a trajectory optimization framework, and its efficacy is demonstrated in complex motion tasks such as juggling, and weightlifting sequences with variable anatomic parameters and interaction constraints.

Technical Paper
Developability of Triangle Meshes

Oded Stein, Eitan Grinspun, Keenan Crane

展开摘要

Developable surfaces are those that can be made by smoothly bending flat pieces without stretching or shearing. We introduce a definition of developability for triangle meshes which exactly captures two key properties of smooth developable surfaces, namely flattenability and presence of straight ruling lines. This definition provides a starting point for algorithms in developable surface modeling---we consider a variational approach that drives a given mesh toward developable pieces separated by regular seam curves. Computation amounts to gradient descent on an energy with support in the vertex star, without the need to explicitly cluster patches or identify seams. We briefly explore applications to developable design and manufacturing.

Technical Paper
Designing Patterns Using Triangle-Quad Hybrid Meshes

Chi-Han Peng, Helmut Pottmann, Peter Wonka

展开摘要

We present a framework to generate mesh patterns that consist of a hybrid of both triangles and quads. Given a 3D surface, the generated patterns fit the surface boundaries and curvatures. Such regular and near regular triangle-quad hybrid meshes provide two key advantages: first, novel-looking polygonal patterns achieved by mixing different arrangements of triangles and quads together; second, a finer discretization of angle deficits than utilizing triangles or quads alone. Users have controls over the generated patterns in global and local levels. We demonstrate applications of our approach in architectural geometry and pattern design on surfaces.

Technical Paper
Denoising with Kernel Prediction and Asymmetric Loss Functions

Thijs Vogels, Fabrice Rousselle, Brian McWilliams, Gerhard Röthlin, Alex Harvill, David Adler, Mark Meyer, Jan Novák

展开摘要

We present a modular convolutional architecture for denoising rendered images. We expand on the capabilities of kernel-predicting networks by combining them with a number of task-specific modules, and optimizing the assembly using an asymmetric loss. The source-aware encoder---the first module in the assembly---extracts low-level features and embeds them into a common feature space, enabling quick adaptation of a trained network to novel data. The spatial and temporal modules extract abstract, high-level features for kernel-based reconstruction, which is performed at three different spatial scales to reduce low-frequency artifacts. The complete network is trained using a class of asymmetric loss functions that are designed to preserve details and provide the user with a direct control over the variance-bias trade-off during inference. We also propose an error-predicting module for inferring reconstruction error maps that can be used to drive adaptive sampling. Finally, we present a theoretical analysis of convergence rates of kernel-predicting architectures, shedding light on why kernel prediction performs better than synthesizing the colors directly, complementing the empirical evidence presented in this and previous works. We demonstrate that our networks attain results that compare favorably to state-of-the-art methods in terms of detail preservation, low-frequency noise removal, and temporal stability on a variety of production and academic datasets.

Technical Paper
DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills

Xue Bin Peng, Pieter Abbeel, Sergey Levine, Michiel van de Panne

展开摘要

A longstanding goal in character animation is to combine data-driven specification of behavior with a system that can execute a similar behavior in a physical simulation, thus enabling realistic responses to perturbations and environmental variation. We show that well-known reinforcement learning (RL) methods can be adapted to learn robust control policies capable of imitating a broad range of example motion clips, while also learning complex recoveries, adapting to changes in morphology, and accomplishing user-specified goals. Our method handles keyframed motions, highly-dynamic actions such as motion-captured flips and spins, and retargeted motions. By combining a motion-imitation objective with a task objective, we can train characters that react intelligently in interactive settings, e.g., by walking in a desired direction or throwing a ball at a user-specified target. This approach thus combines the convenience and motion quality of using motion clips to define the desired style and appearance, with the flexibility and generality afforded by RL methods and physics-based animation. We further explore a number of methods for integrating multiple clips into the learning process to develop multi-skilled agents capable of performing a rich repertoire of diverse skills. We demonstrate results using multiple characters (human, Atlas robot, bipedal dinosaur, dragon) and a large variety of skills, including locomotion, acrobatics, and martial arts.

Technical Paper
Deep Video Portraits

Hyeongwoo Kim, Pablo Garrido, Ayush Tewari, Weipeng Xu, Justus Thies, Matthias Niessner, Patrick Perez, Christian Richardt, Michael Zollhöfer, Christian Theobalt

展开摘要

We present a novel approach that enables photo-realistic re-animation of portrait videos using only an input video. In contrast to existing approaches that are restricted to manipulations of facial expressions only, we are the first to transfer the full 3D head position, head rotation, face expression, eye gaze, and eye blinking from a source actor to a portrait video of a target actor. The core of our approach is a generative neural network with a novel space-time architecture. The network takes as input synthetic renderings of a parametric face model, based on which it predicts photo-realistic video frames for a given target actor. The realism in this rendering-to-video transfer is achieved by careful adversarial training, and as a result, we can create modified target videos that mimic the behavior of the synthetically-created input. In order to enable source-to-target video re-animation, we render a synthetic target video with the reconstructed head animation parameters from a source video, and feed it into the trained network - thus taking full control of the target. With the ability to freely recombine source and target parameters, we are able to demonstrate a large variety of video rewrite applications without explicitly modeling hair, body or background. For instance, we can reenact the full head using interactive user-controlled editing, and realize high-fidelity visual dubbing. To demonstrate the high quality of our output, we conduct an extensive series of experiments and evaluations, where for instance a user study shows that our video edits are hard to detect.

Technical Paper
Deep Learning of Biomimetic Sensorimotor Control for Biomechanical Human Animation

Masaki Nakada, Tao Zhou, Honglin Chen, Tomer Weiss, Demetri Terzopoulos

展开摘要

We introduce a biomimetic framework for human sensorimotor control, which features a biomechanically simulated human musculoskeletal model actuated by numerous muscles, with eyes whose retinas have nonuniformly distributed photoreceptors. The virtual human's sensorimotor control system comprises 20 trained deep neural networks (DNNs), half constituting the neuromuscular motor subsystem, while the other half compose the visual sensory subsystem. Directly from the photoreceptor responses, 2 vision DNNs drive eye and head movements, while 8 vision DNNs extract visual information required to direct arm and leg actions. Ten DNNs achieve neuromuscular control---2 DNNs control the 216 neck muscles that actuate the cervicocephalic musculoskeletal complex to produce natural head movements, and 2 DNNs control each limb; i.e., the 29 muscles of each arm and 39 muscles of each leg. By synthesizing its own training data, our virtual human automatically learns efficient, online, active visuomotor control of its eyes, head, and limbs in order to perform nontrivial tasks involving the foveation and visual pursuit of target objects coupled with visually-guided limb-reaching actions to intercept the moving targets, as well as to carry out drawing and writing tasks.

Technical Paper
Deep Image-Based Relighting from Optimal Sparse Samples

Zexiang Xu, Kalyan Sunkavalli, Sunil Hadap, Ravi Ramamoorthi

展开摘要

We present an image-based relighting method that can synthesize scene appearance under novel, distant illumination from the visible hemisphere, from only five images captured under pre-defined directional lights. Our method uses a deep convolutional neural network to regress the relit image from these five images; this relighting network is trained on a large synthetic dataset comprised of procedurally generated shapes with real-world reflectances. We show that by combining a custom-designed sampling network with the relighting network, we can jointly learn both the optimal input light directions and the relighting function. We present an extensive evaluation of our network, including an empirical analysis of reconstruction quality, optimal lighting configurations for different scenarios, and alternative network architectures. We demonstrate, on both synthetic and real scenes, that our method is able to reproduce complex, high-frequency lighting effects like specularities and cast shadows, and outperforms other image-based relighting methods that require an order of magnitude more images.

Technical Paper
Deep Exemplar-based Colorization

Mingming He, Dongdong Chen, Jing Liao, Pedro V. Sander, Lu Yuan

展开摘要

We propose the first deep learning approach for exemplar-based local colorization. Given a reference color image, our convolutional neural network directly maps a grayscale image to an output colorized image. Rather than using hand-crafted rules as in traditional exemplar-based methods, our end-to-end colorization network learns how to select, propagate, and predict colors from the large-scale data. The approach performs robustly and generalizes well even when using reference images that are unrelated to the input grayscale image. More importantly, as opposed to other learning-based colorization methods, our network allows the user to achieve customizable results by simply feeding different references. In order to further reduce manual effort in selecting the references, the system automatically recommends references with our proposed image retrieval algorithm, which considers both semantic and luminance information. The colorization can be performed fully automatically by simply picking the top reference suggestion. Our approach is validated through a user study and favorable quantitative comparisons to the-state-of-the-art methods. Furthermore, our approach can be naturally extended to video colorization. Our code and models are freely available for public use.

Technical Paper
Deep Convolutional Priors for Indoor Scene Synthesis

Kai Wang, Manolis Savva, Angel X. Chang, Daniel Ritchie

展开摘要

We present a convolutional neural network based approach for indoor scene synthesis. By representing 3D scenes with a semantically-enriched image-based representation based on orthographic top-down views, we learn convolutional object placement priors from the entire context of a room. Our approach iteratively generates rooms from scratch, given only the room architecture as input. Through a series of perceptual studies we compare the plausibility of scenes generated using our method against baselines for object selection and object arrangement, as well as scenes modeled by people. We find that our method generates scenes that are preferred over the baselines, and in some cases are equally preferred to human-created scenes.

Technical Paper
Deep Context-Aware Descreening and Rescreening of Halftone Images

Tae-hoon Kim, Sang Il Park

展开摘要

A fully automatic method for descreening halftone images is presented based on convolutional neural networks with end-to-end learning. Incorporating context level information, the proposed method not only removes halftone artifacts but also synthesizes the fine details lost during halftone. The method consists of two main stages. In the first stage, intrinsic features of the scene are extracted, the low-frequency reconstruction of the image is estimated, and halftone patterns are removed. For the intrinsic features, the edges and object-categories are estimated and fed to the next stage as strong visual and contextual cues. In the second stage, fine details are synthesized on top of the low-frequency output based on an adversarial generative model. In addition, the novel problem of rescreening is addressed, where a natural input image is halftoned so as to be similar to a separately given reference halftone image. To this end, a two-stage convolutional neural network is also presented. Both networks are trained with millions of before-and-after example image pairs of various halftone styles. Qualitative and quantitative evaluations are provided, which demonstrates the effectiveness of the proposed methods.

Technical Paper
Deep Appearance Models for Face Rendering

Stephen Lombardi, Jason Saragih, Tomas Simon, Yaser Sheikh

展开摘要

We introduce a deep appearance model for rendering the human face. Inspired by Active Appearance Models, we develop a data-driven rendering pipeline that learns a joint representation of facial geometry and appearance from a multiview capture setup. Vertex positions and view-specific textures are modeled using a deep variational autoencoder that captures complex nonlinear effects while producing a smooth and compact latent representation. View-specific texture enables the modeling of view-dependent effects such as specularity. In addition, it can also correct for imperfect geometry stemming from biased or low resolution estimates. This is a significant departure from the traditional graphics pipeline, which requires highly accurate geometry as well as all elements of the shading model to achieve realism through physically-inspired light transport. Acquiring such a high level of accuracy is difficult in practice, especially for complex and intricate parts of the face, such as eyelashes and the oral cavity. These are handled naturally by our approach, which does not rely on precise estimates of geometry. Instead, the shading model accommodates deficiencies in geometry though the flexibility afforded by the neural network employed. At inference time, we condition the decoding network on the viewpoint of the camera in order to generate the appropriate texture for rendering. The resulting system can be implemented simply using existing rendering engines through dynamic textures with flat lighting. This representation, together with a novel unsupervised technique for mapping images to facial states, results in a system that is naturally suited to real-time interactive settings such as Virtual Reality (VR).

Technical Paper
DSCarver: Decompose-and-Spiral-Carve for Subtractive Manufacturing

Haisen Zhao, Hao (Richard) Zhang, Shiqing Xin, Yuanmin Deng, Changhe Tu, Wenping Wang, Daniel Cohen-Or, Baoquan Chen

展开摘要

We present an automatic algorithm for subtractive manufacturing of freeform 3D objects using high-speed machining (HSM) via CNC. A CNC machine operates a cylindrical cutter to carve off material from a 3D shape stock, following a tool path, to "expose" the target object. Our method decomposes the input object's surface into a small number of patches each of which is fully accessible and machinable by the CNC machine, in continuous fashion, under a fixed cutter-object setup configuration. This is achieved by covering the input surface with a minimum number of accessible regions and then extracting a set of machinable patches from each accessible region. For each patch obtained, we compute a continuous, space-filling, and iso-scallop tool path which conforms to the patch boundary, enabling efficient carving with high-quality surface finishing. The tool path is generated in the form of connected Fermat spirals, which have been generalized from a 2D fill pattern for layered manufacturing to work for curved surfaces. Furthermore, we develop a novel method to control the spacing of Fermat spirals based on directional surface curvature and adapt the heat method to obtain iso-scallop carving. We demonstrate automatic generation of accessible and machinable surface decompositions and iso-scallop Fermat spiral carving paths for freeform 3D objects. Comparisons are made to tool paths generated by commercial software in terms of real machining time and surface quality.

Technical Paper
Creating and Chaining Camera Moves for Quadrotor Videography

Ke Xie, Hao Yang, Shengqiu Huang, Dani Lischinski, Marc Christie, Kai Xu, Minglun Gong, Daniel Cohen-Or, Hui Huang

展开摘要

Capturing aerial videos with a quadrotor-mounted camera is a challenging creative task, as it requires the simultaneous control of the quadrotor's motion and the mounted camera's orientation. Letting the drone follow a pre-planned trajectory is a much more appealing option, and recent research has proposed a number of tools designed to automate the generation of feasible camera motion plans; however, these tools typically require the user to specify and edit the camera path, for example by providing a complete and ordered sequence of key viewpoints. In this paper, we propose a higher level tool designed to enable even novice users to easily capture compelling aerial videos of large-scale outdoor scenes. Using a coarse 2.5D model of a scene, the user is only expected to specify starting and ending viewpoints and designate a set of landmarks, with or without a particular order. Our system automatically generates a diverse set of candidate local camera moves for observing each landmark, which are collision-free, smooth, and adapted to the shape of the landmark. These moves are guided by a landmark-centric view quality field, which combines visual interest and frame composition. An optimal global camera trajectory is then constructed that chains together a sequence of local camera moves, by choosing one move for each landmark and connecting them with suitable transition trajectories. This task is formulated and solved as an instance of the Set Traveling Salesman Problem.

Technical Paper
CoreCavity: Interactive Shell Decomposition for Fabrication with Two-Piece Rigid Molds

Kazutaka Nakashima, Thomas Auzinger, Emmanuel Iarussi, Ran Zhang, Takeo Igarashi, Bernd Bickel

展开摘要

Molding is a popular mass production method, in which the initial expenses for the mold are offset by the low per-unit production cost. However, the physical fabrication constraints of the molding technique commonly restrict the shape of moldable objects. For a complex shape, a decomposition of the object into moldable parts is a common strategy to address these constraints, with plastic model kits being a popular and illustrative example. However, conducting such a decomposition requires considerable expertise, and it depends on the technical aspects of the fabrication technique, as well as aesthetic considerations. We present an interactive technique to create such decompositions for two-piece molding, in which each part of the object is cast between two rigid mold pieces. Given the surface description of an object, we decompose its thin-shell equivalent into moldable parts by first performing a coarse decomposition and then utilizing an active contour model for the boundaries between individual parts. Formulated as an optimization problem, the movement of the contours is guided by an energy reflecting fabrication constraints to ensure the moldability of each part. Simultaneously the user is provided with editing capabilities to enforce aesthetic guidelines. Our interactive interface provides control of the contour positions by allowing, for example, the alignment of part boundaries with object features. Our technique enables a novel workflow, as it empowers novice users to explore the design space, and it generates fabrication-ready two-piece molds that can be used either for casting or industrial injection molding of free-form objects.

Technical Paper