SIGGRAPH 2019 论文列表

ACM SIGGRAPH Conference

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216篇论文

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Iterative Depth Warping

Sungkil Lee, Younguk Kim, Elmar Eisemann

展开摘要

This article presents an iterative backward-warping technique and its applications. It predictively synthesizes depth buffers for novel views. Our solution is based on a fixed-point iteration that converges quickly in practice. Unlike the previous techniques, our solution is a pure backward warping without using bidirectional sources. To efficiently seed the iterative process, we also propose a tight bounding method for motion vectors. Non-convergent depth holes are inpainted via deep depth buffers. Our solution works well with arbitrarily distributed motion vectors under moderate motions. Many scenarios can benefit from our depth warping. As an application, we propose a highly scalable image-based occlusion-culling technique, achieving a significant speed-up compared to the state of the art. We also demonstrate the benefit of our solution in multi-view soft-shadow generation.

TOG Paper
Interlinked SPH Pressure Solvers for Strong Fluid-Rigid Coupling

Christoph Gissler, Andreas Peer, Stefan Band, Jan Bender, Matthias Teschner

展开摘要

We present a strong fluid-rigid coupling for Smoothed Particle Hydrodynamics (SPH) fluids and rigid bodies with particle-sampled surfaces. The approach interlinks the iterative pressure update at fluid particles with a second SPH solver that computes artificial pressure at rigid-body particles. The introduced SPH rigid-body solver models rigid-rigid contacts as artificial density deviations at rigid-body particles. The corresponding pressure is iteratively computed by solving a global formulation that is particularly useful for large numbers of rigid-rigid contacts. Compared to previous SPH coupling methods, the proposed concept stabilizes the fluid-rigid interface handling. It significantly reduces the computation times of SPH fluid simulations by enabling larger time steps. Performance gain factors of up to 58 compared to previous methods are presented. We illustrate the flexibility of the presented fluid-rigid coupling by integrating it into DFSPH, IISPH, and a recent SPH solver for highly viscous fluids. We further show its applicability to a recent SPH solver for elastic objects. Large scenarios with up to 90M particles of various interacting materials and complex contact geometries with up to 90k rigid-rigid contacts are shown. We demonstrate the competitiveness of our proposed rigid-body solver by comparing it to Bullet.

TOG Paper
Interactive Virtual Reality Orchestral Music

Yanxiang Zhang, Li Tao, YiRun Shen, Elieisar Clayton, Fangbemi Abassin

展开摘要

The authors developed a VR orchestral application for interactive music experience, allowing virtual musical instruments in an orchestral piece to be repositioned spatially, dynamically and interactively in VR space. This can be done for changing environments where 3D audio technology is used to restructure traditional orchestral pieces into a new music art form. User experience surveys were undertaken on two kinds of users, with the results showing that the VR orchestral system developed in this paper could bring some special advantages in the musical experience.

Poster
Interactive Hand Pose Estimation Using a Stretch-Sensing Soft Glove

Oliver Glauser, Shihao Wu, Daniele Panozzo, Otmar Hilliges, Olga Sorkine-Hornung

展开摘要

We propose a stretch-sensing soft glove to interactively capture hand poses with high accuracy and without requiring an external optical setup. We demonstrate how our device can be fabricated and calibrated at low cost, using simple tools available in most fabrication labs. To reconstruct the pose from the capacitive sensors embedded in the glove, we propose a deep network architecture that exploits the spatial layout of the sensor itself. The network is trained only once, using an inexpensive off-the-shelf hand pose reconstruction system to gather the training data. The per-user calibration is then performed on-the-fly using only the glove. The glove's capabilities are demonstrated in a series of ablative experiments, exploring different models and calibration methods. Comparing against commercial data gloves, we achieve a 35% improvement in reconstruction accuracy.

Technical Paper
Interactive Cinematic Scientific Visualization in Unity

Jasmine Y. Shih, Kalina Borkiewicz, Andrew Christensen, Donna Cox

展开摘要

Cinematic scientific visualizations turn complex scientific phenomena and concepts into stunning graphics and make them easier for the general public to comprehend. Adding interactivity to cinematic scientific visualizations is highly beneficial especially for educational purposes, as it keeps the viewers engaged and promotes active learning [Cano et al. 2017]. Although there are existing software tools such as VisIt that are capable of handling large data sets and allow for interactive exploration, they are usually designed for scientists and not meant for producing cinematic visualizations for the general public. Creating aesthetically pleasing visualizations of scientific data helps to better communicate the scientific concepts, increase impact, and reach a broader audience [Borkiewicz et al. 2018]. As existing examples of visualizations that are both interactive and cinematic have mainly been produced with custom software, there is a lack of easily accessible tools for developing this type of scientific visualization.

Poster
InteractionFusion: Real-Time Reconstruction of Hand Poses and Deformable Objects in Hand-object Interactions

Hao Zhang, Zi-Hao Bo, Jun-Hai Yong, Feng Xu

展开摘要

Hand-object interaction is challenging to reconstruct but important for many applications like HCI, robotics and so on. Previous works focus on either the hand or the object while we jointly track the hand poses, fuse the 3D object model and reconstruct its rigid and nonrigid motions, and perform all these tasks in real time. To achieve this, we first use a DNN to segment the hand and object in the two input depth streams and predict the current hand pose based on the previous poses by a pre-trained LSTM network. With this information, a unified optimization framework is proposed to jointly track the hand poses and object motions. The optimization integrates the segmented depth maps, the predicted motion, a spatial-temporal varying rigidity regularizer and a real-time contact constraint. A nonrigid fusion technique is further involved to reconstruct the object model. Experiments demonstrate that our method can solve the ambiguity caused by heavy occlusions between hand and object, and generate accurate results for various objects and interacting motions.

Technical Paper
InNervate Immersion: Case Study of Dynamic Simulations in AR/VR Environments for Learning Muscular Innervation

Margaret E. Cook, Amber Ackley, Karla Chang Gonzalez, Austin Payne, Jinsil Hwaryoung Seo, Caleb Kicklighter, Michelle Pine, Timothy McLaughlin

展开摘要

We present a collaborative immersive technology effort, InNervate AR and InNervate VR. These applications meet the need to expand on existing anatomy education platforms by implementing a more dynamic and interactive user interface. This user interface allows for exploration of the complex relationship between motor nerve deficits and their effects upon the canine anatomy's ability to produce movement. Preliminary AR user studies provided us with positive feedback in the quality of learning. The studies show that the dynamic touch interactions in AR definitely benefit students' critical reasoning and spatial visualization in learning motor nerve and muscle relationships. However, users seek a more immersive VR-based learning environment, without the distractions that an AR experience may offer. Based on this feedback, a VR version of this learning experience was created. Preliminary responses show that users are satisfied with this VR environment which allows them to manipulate and control the anatomical content with full-body interactions.

Poster
Implicit Untangling: A Robust Solution for Modeling Layered Clothing

Thomas Buffet, Damien Rohmer, Loic Barthe, Laurence Boissieux, Marie-Paule Cani

展开摘要

We propose a robust method for untangling an arbitrary number of cloth layers, possibly exhibiting deep interpenetrations, to a collision-free state, ready for animation. Our method relies on an intermediate, implicit representation to solve the problem: the user selects a few garments stored in a library together with their implicit approximations, and places them over a mannequin while specifying the desired order between layers. The intersecting implicit surfaces are then combined using a new family of N-ary composition operators, specially designed for untangling layers. Garment meshes are finally projected to the deformed implicit surfaces in linear time, while best preserving triangles and avoiding loss of details. Each of the untangling operators computes the target surface for a given garment in a single step, while accounting for the order between cloth layers and their individual thicknesses. As a group, they guarantee an intersection-free output configuration. Moreover, a weight can be associated with each layer to tune their relative influence during untangling, such as leather being less deformed than cloth. Results for each layer then reflect the combined effect of the other layers, enabling us to output a plausible configuration in contact regions. As our results show, our method can be used to generate plausible, new static shapes of garments when underwear has been added, as well as collision-free configurations enabling a user to safely launch animations of arbitrarily complex layered clothing.

Technical Paper
Immersive Game for Dental Anesthesia Training With Haptic Feedback

Allan Tori, Romero Tori, Matheus Ribeiro, Fátima Nunes

展开摘要

Training anesthetic application is a challenge for teaching dentistry, given the complexity of the procedure and the risks involved. Through an immersive virtual reality environment, the system presented here offers a playful way of learning, through game elements. This serious game allows the user to practice anesthesia technique with or without aids (tactile or visual) and to receive scores at different levels of difficulty. An important differential is the possibility of the syringe being driven automatically (tactile aid) in order to reproduce trajectories inserted by experienced instructors. Thus, the student can feel as if the instructor was conducting the learner's hand while guiding her or him.

Poster
ISSv2 and OpenISS Distributed System for Real-Time Interaction for Performing Arts

Serguei Mokhov, Deschanel Li, Haotao Lai, Jashanjot Singh, Yiran Shen, Jonathan Llewellyn, Miao Song, Sudhir Mudur

展开摘要

Illimitable Space System v2 is a configurable toolbox which provides multimodal interaction and serves as a platform for artists to enhance their performance through the use of depth and colour data from a 3D capture device. Its newest iteration was presented as part of ChineseCHI in 2018. This latest iteration of ISSv2 is powered by an open source core named OpenISS. The core allows the ISSv2 platform to be run as a distributed system. Video and depth capture are done from a computer acting as a server with a client component for displaying the applied effects and video from a web browser. This has the added benefit of allowing the artist to broadcast their performance live and opens the way for audience interaction. There are two primary motivations behind creating an open source core for the ISS: first, open source tech allows more people to participate in the development process as well as understand how the technology works while spreading maintenance responsibilities to their respective parties. Secondly, having a core allows parts of they system to be switched out at will without having to modify it all at once, this is particularly relevant with respect to capture devices.

Poster
IR Surface Reflectance Estimation and Material Type Recognition Using Two-Stream Net and Kinect Camera

Seokyeong Lee, Hwasup Lim, Sangchul Ahn, Seungkyu Lee

展开摘要

Recently, material type recognition using color or light field camera has been studied. However, visual pattern based approaches for material type recognition without direct acquisition of surface reflectance show limited performance. In this work, we propose IR surface reflectance estimation using off-the-shelf ToF (Time-of-Flight) active sensor such as Kinect and perform surface material type recognition based on both color and reflectance clues. Two stream deep neural network consists of convolutional neural network encoding visual clue and recurrent neural network encoding reflectance characteristic is proposed for material classification. Estimated IR surface reflectance and material type recognition evaluation on our Color-IR Material Data set show promising performance compared to prior approaches.

Poster
Hyperparameter Optimization in Black-Box Image Processing Using Differentiable Proxies

Ethan Tseng, Felix Yu, Yuting Yang, Fahim Mannan, Karl St. Arnaud, Derek Nowrouzezahrai, Jean-Francois Lalonde, Felix Heide

展开摘要

Nearly every commodity imaging system we directly interact with, or indirectly rely on, leverages power efficient, application-adjustable black-box hardware image signal processing (ISPs) units, running either in dedicated hardware blocks, or as proprietary software modules on programmable hardware. The configuration parameters of these black-box ISPs often have complex interactions with the output image, and must be adjusted prior to deployment according to application-specific quality and performance metrics. Today, this search is commonly performed manually by "golden eye" experts or algorithm developers leveraging domain expertise. We present a fully automatic system to optimize the parameters of black-box hardware and software image processing pipelines according to any arbitrary (i.e., application-specific) metric. We leverage a differentiable mapping between the configuration space and evaluation metrics, parameterized by a convolutional neural network that we train in an end-to-end fashion with imaging hardware in-the-loop. Unlike prior art, our differentiable proxies allow for high-dimension parameter search with stochastic first-order optimizers, without explicitly modeling any lower-level image processing transformations. As such, we can efficiently optimize black-box image processing pipelines for a variety of imaging applications, reducing application-specific configuration times from months to hours. Our optimization method is fully automatic, even with black-box hardware in the loop. We validate our method on experimental data for real-time display applications, object detection, and extreme low-light imaging. The proposed approach outperforms manual search qualitatively and quantitatively for all domain-specific applications tested. When applied to traditional denoisers, we demonstrate that---just by changing hyperparameters---traditional algorithms can outperform recent deep learning methods by a substantial margin on recent benchmarks.

Technical Paper
Hierarchical Russian Roulette for Vertex Connections

Yusuke Tokuyoshi, Takahiro Harada

展开摘要

While bidirectional path tracing is a well-established light transport algorithm, many samples are required to obtain high-quality results for specular-diffuse-glossy or glossy-diffuse-glossy reflections especially when they are highly glossy. To improve the efficiency for such light path configurations, we propose a hierarchical Russian roulette technique for vertex connections. Our technique accelerates a huge number of Russian roulette operations according to an approximate scattering lobe at an eye-subpath vertex for many cached light-subpath vertices. Our method dramatically reduces the number of random number generations needed for Russian roulette by introducing a hierarchical rejection algorithm which assigns random numbers in a top-down fashion. To efficiently reject light vertices in each hierarchy, we also introduce an efficient approximation of anisotropic scattering lobes used for the probability of Russian roulette. Our technique is easy to integrate into some existing bidirectional path tracing-based algorithms which cache light-subpath vertices (e.g., probabilistic connections, and vertex connection and merging). In addition, unlike existing many-light methods, our method does not restrict multiple importance sampling strategies thanks to the simplicity of Russian roulette. Although the proposed technique does not support perfectly specular surfaces, it significantly improves the efficiency for caustics reflected on extremely glossy surfaces in an unbiased fashion.

Technical Paper
HeroMirror Interactive: A Gesture Controlled Augmented Reality Gaming Experience

Tamás Matuszka, Ferenc Czuczor, Zoltán Sóstai

展开摘要

Appropriately chosen user interfaces are essential parts of immersive augmented reality experiences. Regular user interfaces cannot be efficiently used for interactive, real-time augmented reality applications. In this study, a gesture controlled educational gaming experience is described where gesture recognition relies on deep learning methods. Our implementation is able to replace a depth-camera based gesture recognition system using conventional camera while ensuring the same level of recognition accuracy.

Poster
Harmonic Triangulations

Marc Alexa

展开摘要

We introduce the notion of harmonic triangulations: a harmonic triangulation simultaneously minimizes the Dirichlet energy of all piecewise linear functions. By a famous result of Rippa, Delaunay triangulations are the harmonic triangulations of planar point sets. We prove by explicit counterexample that in 3D a harmonic triangulation does not exist in general. However, we show that bistellar flips are harmonic: if they decrease Dirichlet energy for one set of function values, they do so for all. This observation gives rise to the notion of locally harmonic triangulations. We demonstrate that locally harmonic triangulations can be efficiently computed, and efficiently reduce sliver tetrahedra. The notion of harmonic triangulation also gives rise to a scalar measure of the quality of a triangulation, which can be used to prioritize flips and optimize the position of vertices. Tetrahedral meshes generated by optimizing this function generally show better quality than Delaunay-based optimization techniques.

Technical Paper
Handheld Multi-Frame Super-Resolution

Bartlomiej Wronski, Ignacio Garcia-Dorado, Manfred Ernst, Damien Kelly, Michael Krainin, Chia-Kai Liang, Marc Levoy, Peyman Milanfar

展开摘要

Compared to DSLR cameras, smartphone cameras have smaller sensors, which limits their spatial resolution; smaller apertures, which limits their light gathering ability; and smaller pixels, which reduces their signal-to-noise ratio. The use of color filter arrays (CFAs) requires demosaicing, which further degrades resolution. In this paper, we supplant the use of traditional demosaicing in single-frame and burst photography pipelines with a multiframe super-resolution algorithm that creates a complete RGB image directly from a burst of CFA raw images. We harness natural hand tremor, typical in handheld photography, to acquire a burst of raw frames with small offsets. These frames are then aligned and merged to form a single image with red, green, and blue values at every pixel site. This approach, which includes no explicit demosaicing step, serves to both increase image resolution and boost signal to noise ratio. Our algorithm is robust to challenging scene conditions: local motion, occlusion, or scene changes. It runs at 100 milliseconds per 12-megapixel RAW input burst frame on mass-produced mobile phones. Specifically, the algorithm is the basis of the Super-Res Zoom feature, as well as the default merge method in Night Sight mode (whether zooming or not) on Google's flagship phone.

Technical Paper
Hand Modeling and Simulation Using Stabilized Magnetic Resonance Imaging

Bohan Wang, George Matcuk, Jernej Barbic

展开摘要

We demonstrate how to acquire complete human hand bone anatomy (meshes) in multiple poses using magnetic resonance imaging (MRI). Such acquisition was previously difficult because MRI scans must be long for high-precision results (over 10 minutes) and because humans cannot hold the hand perfectly still in non-trivial and badly supported poses. We invent a manufacturing process whereby we use lifecasting materials commonly employed in film special effects industry to generate hand molds, personalized to the subject, and to each pose. These molds are both ergonomic and encasing, and they stabilize the hand during scanning. We also demonstrate how to efficiently segment the MRI scans into individual bone meshes in all poses, and how to correspond each bone's mesh to same mesh connectivity across all poses. Next, we interpolate and extrapolate the MRI-acquired bone meshes to the entire range of motion of the hand, producing an accurate data-driven animation-ready rig for bone meshes. We also demonstrate how to acquire not just bone geometry (using MRI) in each pose, but also a matching highly accurate surface geometry (using optical scanners) in each pose, modeling skin pores and wrinkles. We also give a soft tissue Finite Element Method simulation "rig", consisting of novel tet meshing for stability at the joints, spatially varying geometric and material detail, and quality constraints to the acquired skeleton kinematic rig. Given an animation sequence of hand joint angles, our FEM soft tissue rig produces quality hand surface shapes in arbitrary poses in the hand range of motion. Our results qualitatively reproduce important features seen in the photographs of the subject's hand, such as similar overall organic shape and fold formation.

Technical Paper