SIGGRAPH 2019 论文列表

ACM SIGGRAPH Conference

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216篇论文

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Perceptual Rasterization for Head-Mounted Display Image Synthesis

Sebastian Friston, Tobias Ritschel, Anthony Steed

展开摘要

We suggest a rasterization pipeline tailored towards the needs of HMDs, where latency and field-of-view requirements pose new challenges beyond those of traditional desktop displays. Instead of image warping for low latency, or using multiple passes for foveation, we show how both can be produced directly in a single perceptual rasterization pass. We do this with per-fragment ray-casting. This is enabled by derivations of tight space-time-fovea pixel bounds, introducing just enough flexibility for the requisite geometric tests, but retaining most of the simplicity and efficiency of the traditional rasterizaton pipeline. To produce foveated images, we rasterize to an image with spatially varying pixel density. To compensate for latency, we extend the image formation model to directly produce "rolling" images where the time at each pixel depends on its display location. Our approach overcomes limitations of warping with respect to disocclusions, object motion and view-dependent shading, as well as geometric aliasing artifacts in other foveated rendering techniques. A set of perceptual user studies demonstrates the efficacy of our approach.

Technical Paper
Partial Zoom on Small Display for People Suffering From Presbyopia

Huiyi Fang, Kenji Funahashi, Shinji Mizuno, Yuji Iwahori

展开摘要

When presbyopic people use digital devices, they often zoom in the display, because it is not in focus when they move it close to face. We have proposed the automatic display zoom system for presbyopic people [Fang and Funahashi 2018]. However, some of the information on the small display has gone out of it after zooming-in (Fig. 2(a) to (b)). It is necessary to scroll it frequently, and a bother. On the other hand, a conventional partial zoom means like a magnifying glass is also usually provided (Fig. 2(a) to (c)). The part around a zoomed area is cut off, and it is necessary to move the glass frequently too. People sometimes want to skim through sentences and understand an overview. By the way, although it is difficult to read blurry words (Fig. 3(a)), you can guess and read a sentence includes the blurry words when some other words are clear (Fig. 3(b)). Therefore, we reconsider the zoom-in method for presbyopic people. For example, the area paid attention is zoomed in to read clearly, and the magnification rate of the area around it is gradually reduced to zoom-out rate so that all information is displayed in the small display even though some words are zoomed out. It is expected that you can guess and read also the unzoomed-in words like blurred words around the clear zoomed-in words. We propose a suitable partial zoom-in function that allows you to skim a document.

Poster
Parametrization Quantization With Free Boundaries for Trimmed Quad Meshing

Max Lyon, Marcel Campen, David Bommes, Leif Kobbelt

展开摘要

The generation of quad meshes based on surface parametrization techniques has proven to be a versatile approach. These techniques quantize an initial seamless parametrization so as to obtain an integer grid map implying a pure quad mesh. State-of-the-art methods following this approach have to assume that the surface to be meshed either has no boundary, or has a boundary which the resulting mesh is supposed to be aligned to. In a variety of applications this is not desirable and non-boundary-aligned meshes or grid-parametrizations are preferred. We thus present a technique to robustly generate integer grid maps which are either boundary-aligned, non-boundary-aligned, or partially boundary-aligned, just as required by different applications. We thereby generalize previous work to this broader setting. This enables the reliable generation of trimmed quad meshes with partial elements along the boundary, preferable in various scenarios, from tiled texturing over design and modeling to fabrication and architecture, due to fewer constraints and hence higher overall mesh quality and other benefits in terms of aesthetics and flexibility.

Technical Paper
Optimal Transport-Based Polar Interpolation of Directional Fields

Justin Solomon, Amir Vaxman

展开摘要

We propose an algorithm that interpolates between vector and frame fields on triangulated surfaces, designed to complement field design methods in geometry processing and simulation. Our algorithm is based on a polar construction, leveraging a conservation law from the Hopf-Poincaré theorem to match singular points using ideas from optimal transport; the remaining detail of the field is interpolated using straightforward machinery. Our model is designed with topology in mind, sliding singular points along the surface rather than having them appear and disappear, and it caters to all surface topologies, including boundary and generator loops.

Technical Paper
Optimal Multiple Importance Sampling

Ivo Kondapaneni, Petr Vévoda, Pascal Grittmann, Tomáš Skřivan, Philipp Slusallek, Jaroslav Křivánek

展开摘要

Multiple Importance Sampling (MIS) is a key technique for achieving robustness of Monte Carlo estimators in computer graphics and other fields. We derive optimal weighting functions for MIS that provably minimize the variance of an MIS estimator, given a set of sampling techniques. We show that the resulting variance reduction over the balance heuristic can be higher than predicted by the variance bounds derived by Veach and Guibas, who assumed only non-negative weights in their proof. We theoretically analyze the variance of the optimal MIS weights and show the relation to the variance of the balance heuristic. Furthermore, we establish a connection between the new weighting functions and control variates as previously applied to mixture sampling. We apply the new optimal weights to integration problems in light transport and show that they allow for new design considerations when choosing the appropriate sampling techniques for a given integration problem.

Technical Paper
On the Accurate Large-scale Simulation of Ferrofluids

Libo Huang, Torsten Hädrich, Dominik L. Michels

展开摘要

We present an approach to the accurate and efficient large-scale simulation of the complex dynamics of ferrofluids based on physical principles. Ferrofluids are liquids containing magnetic particles that react to an external magnetic field without solidifying. In this contribution, we employ smooth magnets to simulate ferrofluids in contrast to previous methods based on the finite element method or point magnets. We solve the magnetization using the analytical solution of the smooth magnets' field, and derive the bounded magnetic force formulas addressing particle penetration. We integrate the magnetic field and force evaluations into the fast multipole method allowing for efficient large-scale simulations of ferrofluids. The presented simulations are well reproducible since our approach can be easily incorporated into a framework implementing a Fast Multipole Method and a Smoothed Particle Hydrodynamics fluid solver with surface tension. We provide a detailed analysis of our approach and validate our results against real wet lab experiments. This work can potentially open the door for a deeper understanding of ferrofluids and for the identification of new areas of applications of these materials.

Technical Paper
On Bubble Rings and Ink Chandeliers

Marcel Padilla, Albert Chern, Felix Knöppel, Ulrich Pinkall, Peter Schröder

展开摘要

We introduce variable thickness, viscous vortex filaments. These can model such varied phenomena as underwater bubble rings or the intricate "chandeliers" formed by ink dropping into fluid. Treating the evolution of such filaments as an instance of Newtonian dynamics on a Riemannian configuration manifold we are able to extend classical work in the dynamics of vortex filaments through inclusion of viscous drag forces. The latter must be accounted for in low Reynolds number flows where they lead to significant variations in filament thickness and form an essential part of the observed dynamics. We develop and document both the underlying theory and associated practical numerical algorithms.

Technical Paper
OceanGAN: A Deep Learning Alternative to Physics-Based Ocean Rendering

Christopher R. Ratto, Mimi Szeto, David M. Slocum, Kevin A. Del Bene

展开摘要

Physics-based models for ocean dynamics and optical raytracing are used extensively for rendering maritime scenes in computer graphics [Darles et al. 2011]. Raytracing models can provide high-fidelity representations of an ocean image with full control of the underlying environmental conditions, sensor specifications, and viewing geometry. However, the computational expense of rendering ocean scenes can be high. This work demonstrates an alternative approach to ocean raytracing via machine learning, specifically Generative Adversarial Networks (GANs) [Goodfellow et al. 2014]. In this paper, we demonstrate that a GAN trained on several thousand small scenes produced by a raytracing model can be used to generate megapixel scenes roughly an order of magnitude faster with a consistent wave spectrum and minimal processing artifacts.

Poster
Non-Smooth Newton Methods for Deformable Multi-Body Dynamics

Miles Macklin, Kenny Erleben, Matthias Müller, Nuttapong Chentanez, Stefan Jeschke, Viktor Makoviychuk

展开摘要

We present a framework for the simulation of rigid and deformable bodies in the presence of contact and friction. Our method is based on a non-smooth Newton iteration that solves the underlying nonlinear complementarity problems (NCPs) directly. This approach allows us to support nonlinear dynamics models, including hyperelastic deformable bodies and articulated rigid mechanisms, coupled through a smooth isotropic friction model. The fixed-point nature of our method means it requires only the solution of a symmetric linear system as a building block. We propose a new complementarity preconditioner for NCP functions that improves convergence, and we develop an efficient GPU-based solver based on the conjugate residual (CR) method that is suitable for interactive simulations. We show how to improve robustness using a new geometric stiffness approximation and evaluate our method’s performance on a number of robotics simulation scenarios, including dexterous manipulation and training using reinforcement learning.

TOG Paper
Non-Line-of-Sight Imaging With Partial Occluders and Surface Normals

Felix Heide, Matthew O'Toole, Kai Zang, David Lindell, Steven Diamond, Gordon Wetzstein

展开摘要

Imaging objects obscured by occluders is a significant challenge for many applications. A camera that could “see around corners” could help improve navigation and mapping capabilities of autonomous vehicles or make search and rescue missions more effective. Time-resolved single-photon imaging systems have recently been demonstrated to record optical information of a scene that can lead to an estimation of the shape and reflectance of objects hidden from the line of sight of a camera. However, existing non-line-of-sight (NLOS) reconstruction algorithms have been constrained in the types of light transport effects they model for the hidden scene parts. We introduce a factored NLOS light transport representation that accounts for partial occlusions and surface normals. Based on this model, we develop a factorization approach for inverse time-resolved light transport and demonstrate high-fidelity NLOS reconstructions for challenging scenes both in simulation and with an experimental NLOS imaging system.

TOG Paper
Noise Reduction With Image Inpainting: An Application in Clinical Data Diagnosis

Jing Ke, Junwei Deng, Yizhou Lu

展开摘要

For cytology, pathology or histology image analysis, whether performed by computer-aided algorithms or human experts, a general issue is to exclude the disturbance caused by noisy objects, especially when appeared with high similarities in shape, color and texture with target cell or tissues. In this paper, we introduce a novel model to reduce such type of noisy objects with large quantity and distribution in the microscope images based on deep learning and hand-craft features. The model experimentally reduces the false positives without effect on objects of interest for cancer detection. Moreover, it also provides much distinct images for human experts for the final diagnosis.

Poster
NeuroSkinning: Automatic Skin Binding for Production Characters with Deep Graph Networks

Lijuan Liu, Youyi Zheng, Di Tang, Yi Yuan, Changjie Fan, Kun Zhou

展开摘要

We present a deep-learning-based method to automatically compute skin weights for skeleton-based deformation of production characters. Given a character mesh and its associated skeleton hierarchy in rest pose, our method constructs a graph for the mesh, each node of which encodes the mesh-skeleton attributes of a vertex. An end-to-end deep graph convolution network is then introduced to learn the mesh-skeleton binding patterns from a set of character models with skin weights painted by artists. The network can be used to predict the skin weight map for a new character model, which describes how the skeleton hierarchy influences the mesh vertices during deformation. Our method is designed to work for non-manifold meshes with multiple disjoint or intersected components, which are common in game production and require complex skeleton hierarchies for animation control. We tested our method on the datasets of two commercial games. Experiments show that the predicted skin weight maps can be readily applied to characters in the production pipeline to generate high-quality deformations.

Technical Paper
Neural Volumes: Learning Dynamic Renderable Volumes From Images

Stephen Lombardi, Tomas Simon, Jason Saragih, Gabriel Schwartz, Andreas Lehrmann, Yaser Sheikh

展开摘要

Modeling and rendering of dynamic scenes is challenging, as natural scenes often contain complex phenomena such as thin structures, evolving topology, translucency, scattering, occlusion, and biological motion. Mesh-based reconstruction and tracking often fail in these cases, and other approaches (e.g., light field video) typically rely on constrained viewing conditions, which limit interactivity. We circumvent these difficulties by presenting a learning-based approach to representing dynamic objects inspired by the integral projection model used in tomographic imaging. The approach is supervised directly from 2D images in a multi-view capture setting and does not require explicit reconstruction or tracking of the object. Our method has two primary components: an encoder-decoder network that transforms input images into a 3D volume representation, and a differentiable ray-marching operation that enables end-to-end training. By virtue of its 3D representation, our construction extrapolates better to novel viewpoints compared to screen-space rendering techniques. The encoder-decoder architecture learns a latent representation of a dynamic scene that enables us to produce novel content sequences not seen during training. To overcome memory limitations of voxel-based representations, we learn a dynamic irregular grid structure implemented with a warp field during ray-marching. This structure greatly improves the apparent resolution and reduces grid-like artifacts and jagged motion. Finally, we demonstrate how to incorporate surface-based representations into our volumetric-learning framework for applications where the highest resolution is required, using facial performance capture as a case in point.

Technical Paper
Neural Rendering and Reenactment of Human Actor Videos

Lingjie Liu, Weipeng Xu, Michael Zollhoefer, Hyeongwoo Kim, Florian Bernard, Marc Habermann, Wenping Wang, Christian Theobalt

展开摘要

We propose a method for generating video-realistic animations of real humans under user control. In contrast to conventional human character rendering, we do not require the availability of a production-quality photo-realistic three-dimensional (3D) model of the human but instead rely on a video sequence in conjunction with a (medium-quality) controllable 3D template model of the person. With that, our approach significantly reduces production cost compared to conventional rendering approaches based on production-quality 3D models and can also be used to realistically edit existing videos. Technically, this is achieved by training a neural network that translates simple synthetic images of a human character into realistic imagery. For training our networks, we first track the 3D motion of the person in the video using the template model and subsequently generate a synthetically rendered version of the video. These images are then used to train a conditional generative adversarial network that translates synthetic images of the 3D model into realistic imagery of the human. We evaluate our method for the reenactment of another person that is tracked to obtain the motion data, and show video results generated from artist-designed skeleton motion. Our results outperform the state of the art in learning-based human image synthesis.

TOG Paper
Neural Importance Sampling

Thomas Müller, Brian McWilliams, Fabrice Rousselle, Markus Gross, Jan Novak

展开摘要

We propose to use deep neural networks for generating samples in Monte Carlo integration. Our work is based on non-linear independent components estimation (NICE), which we extend in numerous ways to improve performance and enable its application to integration problems. First, we introduce piecewise-polynomial coupling transforms that greatly increase the modeling power of individual coupling layers. Second, we propose to preprocess the inputs of neural networks using one-blob encoding, which stimulates localization of computation and improves inference. Third, we derive a gradient-descent-based optimization for the Kullback-Leibler and the χ2 divergence for the specific application of Monte Carlo integration with unnormalized stochastic estimates of the target distribution. Our approach enables fast and accurate inference and efficient sample generation independently of the dimensionality of the integration domain. We show its benefits on generating natural images and in two applications to light-transport simulation: first, we demonstrate learning of joint path-sampling densities in the primary sample space and importance sampling of multi-dimensional path prefixes thereof. Second, we use our technique to extract conditional directional densities driven by the product of incident illumination and the BSDF in the rendering equation, and we leverage the densities for path guiding. In all applications, our approach yields on-par or higher performance than competing techniques at equal sample count.

TOG Paper
Neck Strap Haptics: An Algorithm for Non-Visible VR Information Using Haptic Perception on the Neck

Yusuke Yamazaki, Shoichi Hasegawa, Hironori Mitake, Akihiko Shirai

展开摘要

In this poster, we propose a new haptic rendering algorithm that dynamically modulates wave parameters to convey distance, direction, and object type by utilizing neck perception and the Hapbeat-Duo, a haptic device composed of two actuators linked by a neck strap. This method is useful for various VR use cases because it provides feedback without disturbing users' movement. In our experiment, we presented haptic feedback of sine waves which were dynamically modulated according to direction and distance between a player and a target. These waves were presented to both sides of the users' necks independently. As a result, players could reach invisible targets and immediately know they had reached the targets. The proposed algorithm allows the neck to become as important a receptive part of body as eyes, ears, and hands.

Poster
Navigating Intrinsic Triangulations

Nicholas Sharp, Yousuf Soliman, Keenan Crane

展开摘要

We present a data structure that makes it easy to run a large class of algorithms from computational geometry and scientific computing on extremely poor-quality surface meshes. Rather than changing the geometry, as in traditional remeshing, we consider intrinsic triangulations which connect vertices by straight paths along the exact geometry of the input mesh. Our key insight is that such a triangulation can be encoded implicitly by storing the direction and distance to neighboring vertices. The resulting signpost data structure then allows geometric and topological queries to be made on-demand by tracing paths across the surface. Existing algorithms can be easily translated into the intrinsic setting, since this data structure supports the same basic operations as an ordinary triangle mesh (vertex insertions, edge splits, etc.). The output of intrinsic algorithms can then be stored on an ordinary mesh for subsequent use; unlike previous data structures, we use a constant amount of memory and do not need to explicitly construct an overlay mesh unless it is specifically requested. Working in the intrinsic setting incurs little computational overhead, yet we can run algorithms on extremely degenerate inputs, including all manifold meshes from the Thingi10k data set. To evaluate our data structure we implement several fundamental geometric algorithms including intrinsic versions of Delaunay refinement and optimal Delaunay triangulation, approximation of Steiner trees, adaptive mesh refinement for PDEs, and computation of Poisson equations, geodesic distance, and flip-free tangent vector fields.

Technical Paper
Multi-View Relighting Using a Geometry-Aware Network

Julien Philip, Michael Gharbi, Tinghui Zhou, Alexei Efros, George Drettakis

展开摘要

We propose the first learning-based algorithm that can relight images in a plausible and controllable manner given multiple views of an outdoor scene. In particular, we introduce a geometry-aware neural network that utilizes multiple geometry cues (normal maps, specular direction, etc.) and source and target shadow masks computed from a noisy proxy geometry obtained by multi-view stereo. Our model is a three-stage pipeline: two subnetworks refine the source and target shadow masks, and a third performs the final relighting. Furthermore, we introduce a novel representation for the shadow masks, which we call RGB shadow images. They reproject the colors from all views into the shadowed pixels and enable our network to cope with inacuraccies in the proxy and the non-locality of the shadow casting interactions. Acquiring large-scale multi-view relighting datasets for real scenes is challenging, so we train our network on photorealistic synthetic data. At train time, we also compute a noisy stereo-based geometric proxy, this time from the synthetic renderings. This allows us to bridge the gap between the real and synthetic domains. Our model generalizes well to real scenes. It can alter the illumination of drone footage, image-based renderings, textured mesh reconstructions, and even internet photo collections.

Technical Paper
Multi-View Facial Capture Using Binary Spherical Gradient Illumination

Alexander Lattas, Mingqian Wang, Stefanos Zafeiriou, Abhijeet Ghosh

展开摘要

High resolution facial capture has received significant attention in computer graphics due to its application in the creation of photorealistic digital humans for various applications ranging from film and VFX to games and VR. Here, the state of the art method for high quality acquisition of facial geometry and reflectance employs polarized spherical gradient illumination [Ghosh et al. 2011; Ma et al. 2007]. The technique has had a significant impact in facial capture for film VFX, recently receiving a Technical Achievement award from the Academy of Motion Picture Arts and Sciences [Aca 2019]. However, the method imposes a few constraints due to the employment of polarized illumination, and requires the camera viewpoints to be located close to the equator of the LED sphere for appropriate diffuse-specular separation for multiview capture [Ghosh et al. 2011]. The employment of polarization for reflectance separation also reduces the amount of light available for exposures and requires double the number of photographs (in cross and parallel polarization states), increasing the capture time and the number of photographs required for each face scan.

Poster
Multi-Task Audio-Driven Facial Animation

Youngsoo Kim, Shounan An, Youngbak Jo, Seungje Park, Shindong Kang, Insoo Oh, Duke Donghyun Kim

展开摘要

We propose an effective method to solve multiple characters audio-driven facial animation (ADFA) problem in an end-to-end fashion via deep neural network. In this paper each character's ADFA considered as a single task, and our goal is to solve ADFA problem in multi-task setting. To this end, we present MulTaNet for multi-task audio-driven facial animation (MTADFA), which learns a cross-task unified feature mapping from audio-to-vertex that capture shared information across multiple related tasks, while try to find within-task prediction network encoding character-dependent topological information. Extensive experiments indicate that MulTaNet generates more natural-looking and stable facial animation, meanwhile shows better generalization capacity to unseen languages compare to previous approaches.

Poster