SIGGRAPH 2020 论文列表

ACM SIGGRAPH Conference

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221篇论文

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Catch & Carry: Reusable Neural Controllers for Vision-guided Whole-body Tasks

Josh Merel, Saran Tunyasuvunakool, Arun Ahuja, Yuval Tassa, Leonard Hasenclever, Vu Pham, Tom Erez, Greg Wayne, Nicolas Heess

展开摘要

We address the longstanding challenge of producing flexible, realistic humanoid character controllers that can perform diverse whole-body tasks involving object interactions. This challenge is central to a variety of fields, from graphics and animation to robotics and motor neuroscience. Our physics-based environment uses realistic actuation and first-person perception - including touch sensors and egocentric vision - with a view to producing active-sensing behaviors (e.g. gaze direction), transferability to real robots, and comparisons to the biology. We develop an integrated neural-network based approach consisting of a motor primitive module, human demonstrations, and an instructed reinforcement learning regime with curricula and task variations. We demonstrate the utility of our approach for several tasks, including goal-conditioned box carrying and ball catching, and we characterize its behavioral robustness. The resulting controllers can be deployed in real-time on a standard PC.1

Technical Paper
Capturing Subjective First-Person View Shots With Drones for Automated Cinematography

Amirsaman Ashtari, Stefan Stevšić, Tobias Nägeli, Jean-Charles Bazin, Otmar Hilliges

展开摘要

We propose an approach to capture subjective first-person view (FPV) videos by drones for automated cinematography. FPV shots are intentionally not smooth to increase the level of immersion for the audience, and are usually captured by a walking camera operator holding traditional camera equipment. Our goal is to automatically control a drone in such a way that it imitates the motion dynamics of a walking camera operator, and, in turn, capture FPV videos. For this, given a user-defined camera path, orientation, and velocity, we first present a method to automatically generate the operator’s motion pattern and the associated motion of the camera, considering the damping mechanism of the camera equipment. Second, we propose a general computational approach that generates the drone commands to imitate the desired motion pattern. We express this task as a constrained optimization problem, where we aim to fulfill high-level user-defined goals, while imitating the dynamics of the walking camera operator and taking the drone’s physical constraints into account. Our approach is fully automatic, runs in real time, and is interactive, which provides artistic freedom in designing shots. It does not require a motion capture system, and works both indoors and outdoors. The validity of our approach has been confirmed via quantitative and qualitative evaluations.

TOG Paper
CNNs on Surfaces Using Rotation-equivariant Features

Ruben Wiersma, Elmar Eisemann, Klaus Hildebrandt

展开摘要

This paper is concerned with a fundamental problem in geometric deep learning that arises in the construction of convolutional neural networks on surfaces. Due to curvature, the transport of filter kernels on surfaces results in a rotational ambiguity, which prevents a uniform alignment of these kernels on the surface. We propose a network architecture for surfaces that consists of vector-valued, rotation-equivariant features. The equivariance property makes it possible to locally align features, which were computed in arbitrary coordinate systems, when aggregating features in a convolution layer. The resulting network is agnostic to the choices of coordinate systems for the tangent spaces on the surface. We implement our approach for triangle meshes. Based on circular harmonic functions, we introduce convolution filters for meshes that are rotation-equivariant at the discrete level. We evaluate the resulting networks on shape correspondence and shape classifications tasks and compare their performance to other approaches.

Technical Paper
CARL: Controllable Agent With Reinforcement Learning for Quadruped Locomotion

Ying-Sheng Luo, Jonathan Hans Soeseno, Trista Pei-Chun Chen, Wei-Chao Chen

展开摘要

Motion synthesis in a dynamic environment has been a long-standing problem for character animation. Methods using motion capture data tend to scale poorly in complex environments because of their larger capturing and labeling requirement. Physics-based controllers are effective in this regard, albeit less controllable. In this paper, we present CARL, a quadruped agent that can be controlled with high-level directives and react naturally to dynamic environments. Starting with an agent that can imitate individual animation clips, we use Generative Adversarial Networks to adapt high-level controls, such as speed and heading, to action distributions that correspond to the original animations. Further fine-tuning through the deep reinforcement learning enables the agent to recover from unseen external perturbations while producing smooth transitions. It then becomes straightforward to create autonomous agents in dynamic environments by adding navigation modules over the entire process. We evaluate our approach by measuring the agent's ability to follow user control and provide a visual analysis of the generated motion to show its effectiveness.

Technical Paper
C-Space Tunnel Discovery for Puzzle Path Planning

Xinya Zhang, Robert Belfer, Paul G. Kry, Etienne Vouga

展开摘要

Rigid body disentanglement puzzles are challenging for both humans and motion planning algorithms because their solutions involve tricky twisting and sliding moves that correspond to navigating through narrow tunnels in the puzzle's configuration space (C-space). We propose a tunnel-discovery and planning strategy for solving these puzzles. First, we locate important features on the pieces using geometric heuristics and machine learning, and then match pairs of these features to discover collision free states in the puzzle's C-space that lie within the narrow tunnels. Second, we propose a Rapidly-exploring Dense Tree (RDT) motion planner variant that builds tunnel escape roadmaps and then connects these roadmaps into a solution path connecting start and goal states. We evaluate our approach on a variety of challenging disentanglement puzzles and provide extensive baseline comparisons with other motion planning techniques.

Technical Paper
Bézier Guarding: Precise Higher-Order Meshing of Curved 2D Domains

Manish Mandad, Marcel Campen

展开摘要

We present a mesh generation algorithm for the curvilinear triangulation of planar domains with piecewise polynomial boundary. The resulting mesh consists of regular, injective higher-order triangular elements and precisely conforms with the domain's curved boundary. No smoothness requirements are imposed on the boundary. Prescribed piecewise polynomial curves in the interior, like material interfaces or feature curves, can be taken into account for precise interpolation by the resulting mesh's edges as well. In its core, the algorithm is based on a novel explicit construction of guaranteed injective Bézier triangles with certain edge curves and edge parametrizations prescribed. Due to the use of only rational arithmetic, the algorithm can optionally be performed using exact number types in practice, so as to provide robustness guarantees.

Technical Paper
Bound-constrained Optimized Dynamic Range Compression

Dorian Y. Chan, James F. O'Brien

展开摘要

We present a new spatially-varying dynamic range compression algorithm for high dynamic range (HDR) images based on bound-constrained optimization using soft constraints. Rather than explicitly attenuating gradients as in previous work, we minimize an objective function to instead compute a globally optimal manipulation of input pixel differences. Our framework provides simple yet effective preservation of visually important image properties, such as order statistics and global consistency, that requires little to no parameter tuning. Our results are free of haloing, washout, and other artifacts, while retaining detail across the image’s full range. The speed of our algorithm and flexibility of the constraint framework allows our method to be easily extended to video.

Poster
Automatic Vector Graphic Organization and Asset Extraction

Praveen Kumar Dhanuka, Vineet batra, Ankit Phogat, Sumit Dhingra

展开摘要

We present a novel method for organizing Bézier bounded geometry based on affine similarity and visual saliency. For this computationally expensive (many-to-many) problem, we propose a highly parallel algorithm, leveraging programmable GPU pipeline, computing pairwise affine transformations to classify Bézier geometry into clusters, where paths in each cluster are affine transforms of each other. Using these clusters, we propose a method to organize paths into meaningful groups, even from complex, unstructured geometry, common in real-world vector art. We propose a function to quantify relative importance of these groups, using attributes such as complexity and frequency of occurrence, resulting in meaningful, reusable assets. Our method is both robust and performant, capable of processing thousands of paths within milliseconds.

Poster
Automatic Structure Synthesis for 3D Woven Relief

Rundong Wu, Claire Harvey, Joy Xiaoji Zhang, Sean Kroszner, Brooks Hagan, Steve Marschner

展开摘要

3D weaving is a manufacturing technique that creates multilayer textiles with substantial thickness. Currently, the primary use for these materials is in regularly structured carbon-polymer or glass-polymer composites, but in principle a wide range of complex shapes can be achieved, providing the opportunity to customize the fiber structure for individual parts and also making 3D weaving appealing in many soft-goods applications. The primary obstacle to broader use is the need to design intricate weave structures, involving tens to hundreds of thousands of yarn crossings, which are different for every shape to be produced. The goal of this research is to make 3D weaving as readily usable as CNC machining or 3D printing, by providing an algorithm to convert an arbitrary 3D solid model into machine instructions to weave the corresponding shape. We propose a method to generate 3D weaving patterns for height fields by slicing the shape along intersecting arrays of parallel planes and then computing the paths for all the warp and weft yarns, which travel in these planes. We demonstrate the method by generating weave structures for different shapes and fabricating a number of examples in polyester yarn using a Jacquard loom.

Technical Paper
Attribute2Font: Creating Fonts You Want From Attributes

Yizhi Wang, Yue Gao, Zhouhui Lian

展开摘要

Font design is now still considered as an exclusive privilege of professional designers, whose creativity is not possessed by existing software systems. Nevertheless, we also notice that most commercial font products are in fact manually designed by following specific requirements on some attributes of glyphs, such as italic, serif, cursive, width, angularity, etc. Inspired by this fact, we propose a novel model, Attribute2Font, to automatically create fonts by synthesizing visually pleasing glyph images according to user-specified attributes and their corresponding values. To the best of our knowledge, our model is the first one in the literature which is capable of generating glyph images in new font styles, instead of retrieving existing fonts, according to given values of specified font attributes. Specifically, Attribute2Font is trained to perform font style transfer between any two fonts conditioned on their attribute values. After training, our model can generate glyph images in accordance with an arbitrary set of font attribute values. Furthermore, a novel unit named Attribute Attention Module is designed to make those generated glyph images better embody the prominent font attributes. Considering that the annotations of font attribute values are extremely expensive to obtain, a semi-supervised learning scheme is also introduced to exploit a large number of unlabeled fonts. Experimental results demonstrate that our model achieves impressive performance on many tasks, such as creating glyph images in new font styles, editing existing fonts, interpolation among different fonts, etc.

Technical Paper
AnisoMPM: Animating Anisotropic Damage Mechanics

Joshuah Wolper, Yunuo Chen, Minchen Li, Yu Fang, Ziyin Qu, Jiecong Lu, Meggie Cheng, Chenfanfu Jiang

展开摘要

Dynamic fracture surrounds us in our day-to-day lives, but animating this phenomenon is notoriously difficult and only further complicated by anisotropic materials---those with underlying structures that dictate preferred fracture directions. Thus, we present AnisoMPM: a robust and general approach for animating the dynamic fracture of isotropic, transversely isotropic, and orthotropic materials. AnisoMPM has three core components: a technique for anisotropic damage evolution, methods for anisotropic elastic response, and a coupling approach. For anisotropic damage, we adopt a non-local continuum damage mechanics (CDM) geometric approach to crack modeling and augment this with structural tensors to encode material anisotropy. Furthermore, we discretize our damage evolution with explicit and implicit integration, giving a high degree of computational efficiency and flexibility. We also utilize a QR-decomposition based anisotropic constitutive model that is inversion safe, more efficient than SVD models, easy to implement, robust to extreme deformations, and that captures all aforementioned modes of anisotropy. Our elasto-damage coupling is enforced through an additive decomposition of our hyperelasticity into a tensile and compressive component in which damage is used to degrade the tensile contribution to allow for material separation. For extremely stiff fibered materials, we further introduce a novel Galerkin weak form discretization that enables embedded directional inextensibility. We present this as a hard-constrained grid velocity solve that poses an alternative to our anisotropic elasticity that is locking-free and can model very stiff materials.

Technical Paper
Analytic Spherical Harmonic Gradients for Real-time Rendering With Many Polygonal Area Lights

Lifan Wu, Guangyan Cai, Shuang Zhao, Ravi Ramamoorthi

展开摘要

Recent work has developed analytic formulae for spherical harmonic (SH) coefficients from uniform polygonal lights, enabling near-field area lights to be included in Precomputed Radiance Transfer (PRT) systems, and in offline rendering. However, the method is inefficient since coefficients need to be recomputed at each vertex or shading point, for each light, even though the SH coefficients vary smoothly in space. The complexity scales linearly with the number of lights, making many-light rendering difficult. In this paper, we develop a novel analytic formula for the spatial gradients of the spherical harmonic coefficients for uniform polygonal area lights. The result is a significant generalization, involving the Reynolds transport theorem to reduce the problem to a boundary integral for which we derive a new analytic formula, showing how to reduce a key term to an earlier recurrence for SH coefficients. The implementation requires only minor additions to existing code for SH coefficients. The results also hold implications for recent efforts on differentiable rendering. We show that SH gradients enable very sparse spatial sampling, followed by accurate Hermite interpolation. This enables scaling PRT to hundreds of area lights with minimal overhead and real-time frame rates. Moreover, the SH gradient formula is a new mathematical result that potentially enables many other graphics applications.

Technical Paper
An Implicit Compressible SPH Solver for Snow Simulation

Christoph Gissler, Andreas Henne, Stefan Band, Andreas Peer, Matthias Teschner

展开摘要

Snow is a complex material. It resists elastic normal and shear deformations, while some deformations are plastic. Snow can deform and break. It can be significantly compressed and gets harder under compression. Existing snow solvers produce impressive results. E.g., hybrid Lagrangian/Eulerian techniques have been used to capture all material properties of snow. The auxiliary grid, however, makes it challenging to handle small volumes. In particular, snow fall and accumulation on surfaces have not been demonstrated with these solvers yet. Existing particle-based snow solvers, on the other hand, can naturally handle small snow volumes. However, existing solutions consider simplified material properties. In particular, shear deformation and the hardening effect are typically omitted. We present a novel Lagrangian snow approach based on Smoothed Particle Hydrodynamics (SPH). Snow is modeled as an elastoplastic continuous material that captures all above-mentioned effects. The compression of snow is handled by a novel compressible pressure solver, where the typically employed state equation is replaced by an implicit formulation. Acceleration due to shear stress is computed using a second implicit formulation. The linear solvers of the two implicit formulations for accelerations due to shear and normal stress are realized with matrix-free implementations. Using implicit formulations and solving them with matrix-free solvers allows to couple the snow to other phases and is beneficial to the stability and the time step size, i.e., performance of the approach. Solid boundaries are represented with particles and a novel implicit formulation is used to handle friction at solid boundaries. We show that our approach can simulate accumulation, deformation, breaking, compression and hardening of snow. Furthermore, we demonstrate two-way coupling with rigid bodies, interaction with incompressible and highly viscous fluids and phase change from fluid to snow.

Technical Paper
An Art-directed Workflow for Transferring Facial Action Coding Between Models With Different Mesh Topologies

Qiao Wang, Ergun Akleman

展开摘要

In this paper, we present a simple and intuitive approach to transfer existing FACS (Facial Action Coding System) based facial rig and its data set on to a different facial model that has a different mesh topology to support rigging and animation pipeline for visual effects films, 3D animations, and video games. Facial rigs are custom built for each character and are time consuming and complex to create, and even minor tweaks on the model typology may cause the rigging process to start from scratch. In order to maximize the data reuse, this system can apply one set of data onto a variety of human or creature facial rigs.

Poster
Algebraic Representations for Volumetric Frame Fields

David Palmer, David Bommes, Justin Solomon

展开摘要

Field-guided parameterization methods have proven effective for quad meshing of surfaces; these methods compute smooth cross fields to guide the meshing process and then integrate the fields to construct a discrete mesh. A key challenge in extending these methods to three dimensions, however, is representation of field values. Whereas cross fields can be represented by tangent vector fields that form a linear space, the 3D analog—an octahedral frame field—takes values in a nonlinear manifold. In this work, we describe the space of octahedral frames in the language of differential and algebraic geometry. With this understanding, we develop geometry-aware tools for optimization of octahedral fields, namely geodesic stepping and exact projection via semidefinite relaxation. Our algebraic approach not only provides an elegant and mathematically sound description of the space of octahedral frames but also suggests a generalization to frames whose three axes scale independently, better capturing the singular behavior we expect to see in volumetric frame fields. These new odeco frames, so called as they are represented by orthogonally decomposable tensors, also admit a semidefinite program–based projection operator. Our description of the spaces of octahedral and odeco frames suggests computing frame fields via manifold-based optimization algorithms; we show that these algorithms efficiently produce high-quality fields while maintaining stability and smoothness.

TOG Paper
Adaptive Merging for Rigid Body Simulation

Eulalie Coevoet, Otman Benchekroun, Paul G. Kry

展开摘要

We reduce computation time in rigid body simulations by merging collections of bodies when they share a common spatial velocity. Merging relies on monitoring the state of contacts, and a metric that compares the relative linear and angular motion of bodies based on their sizes. Unmerging relies on an inexpensive single iteration projected Gauss-Seidel sweep over contacts between merged bodies, which lets us update internal contact forces over time, and use the same metrics as merging to identify when bodies should unmerge. Furthermore we use a contact ordering for graph traversal refinement of the internal contact forces in collections, which helps to correctly identify all the bodies that must unmerge when there are impacts. The general concept of merging is similar to the common technique of sleeping and waking rigid bodies in the inertial frame, and we exploit this too, but our merging is in moving frames, and unmerging takes place at contacts between bodies rather than at the level of bodies themselves. We discuss the previous relative motion metrics in comparison to ours, and evaluate our method on a variety of scenarios.

Technical Paper
Adaptive Incident Radiance Field Sampling and Reconstruction Using Deep Reinforcement Learning

Yuchi Huo, Rui Wang, Ruzhang Zheng, Hualin Xu, Hujun Bao, Sung-Eui Yoon

展开摘要

Serious noise affects the rendering of global illumination using Monte Carlo (MC) path tracing when insufficient samples are used. The two common solutions to this problem are filtering noisy inputs to generate smooth but biased results and sampling the MC integrand with a carefully crafted probability distribution function (PDF) to produce unbiased results. Both solutions benefit from an efficient incident radiance field sampling and reconstruction algorithm. This study proposes a method for training quality and reconstruction networks (Q- and R-networks, respectively) with a massive offline dataset for the adaptive sampling and reconstruction of first-bounce incident radiance fields. The convolutional neural network (CNN)-based R-network reconstructs the incident radiance field in a 4D space, whereas the deep reinforcement learning (DRL)-based Q-network predicts and guides the adaptive sampling process. The approach is verified by comparing it with state-of-the-art unbiased path guiding methods and filtering methods. Results demonstrate improvements for unbiased path guiding and competitive performance in biased applications, including filtering and irradiance caching.

TOG Paper
Accurate Rendering of Liquid-crystals and Inhomogeneous Optically Anisotropic Media

Shlomi Steinberg

展开摘要

We present a novel method for devising a closed-form analytic expression to the light transport through the bulk of inhomogeneous optically anisotropic media. Those optically anisotropic materials, e.g., liquid-crystals and elastic fluids, arise in a plethora of established applications and exciting new research; however, current state-of-the-art methods of visually deducing their optical properties or rendering their appearance are either lacking or non-existent. We formulate our light transport problemunder the context of electromagnetism and derive, from first principles, a differential equation of the transmitted complex wave fields that fully account for the complicated interference phenomena that arise. At the core of our proposed rendering framework is a powerful mathematical representation, carefully crafted to enable us to produce highly accurate analytic approximative solutions for the light transport. This approach is previously unused in computer rendering, and our framework is capable of accurately rendering optically anisotropic materials with spatially varying optical properties at orders-of-magnitude better performance compared to existing methods. We demonstrate a few practical applications of our method, and we validate it against polarized photos of liquid-crystals as well as numerically against numerical solvers and qualitatively against brute-force renderings.

TOG Paper