SIGGRAPH 2020 论文列表

ACM SIGGRAPH Conference

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221篇论文

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Neural Supersampling for Real-time Rendering

Lei Xiao, Salah Nouri, Matt Chapman, Alexander Fix, Douglas Lanman, Anton Kaplanyan

展开摘要

Due to higher resolutions and refresh rates, as well as more photorealistic effects, real-time rendering has become increasingly challenging for video games and emerging virtual reality headsets. To meet this demand, modern graphics hardware and game engines often reduce the computational cost by rendering at a lower resolution and then upsampling to the native resolution. Following the recent advances in image and video superresolution in computer vision, we propose a machine learning approach that is specifically tailored for high-quality upsampling of rendered content in real-time applications. The main insight of our work is that in rendered content, the image pixels are point-sampled, but precise temporal dynamics are available. Our method combines this specific information that is typically available in modern renderers (i.e., depth and dense motion vectors) with a novel temporal network design that takes into account such specifics and is aimed at maximizing video quality while delivering real-time performance. By training on a large synthetic dataset rendered from multiple 3D scenes with recorded camera motion, we demonstrate high fidelity and temporally stable results in real-time, even in the highly challenging 4 × 4 upsampling scenario, significantly outperforming existing superresolution and temporal antialiasing work.

Technical Paper
Neural Subdivision

Hsueh-Ti Derek Liu, Vladimir G. Kim, Siddhartha Chaudhuri, Noam Aigerman, Alec Jacobson

展开摘要

This paper introduces Neural Subdivision, a novel framework for data-driven coarse-to-fine geometry modeling. During inference, our method takes a coarse triangle mesh as input and recursively subdivides it to a finer geometry by applying the fixed topological updates of Loop Subdivision, but predicting vertex positions using a neural network conditioned on the local geometry of a patch. This approach enables us to learn complex non-linear subdivision schemes, beyond simple linear averaging used in classical techniques. One of our key contributions is a novel self-supervised training setup that only requires a set of high-resolution meshes for learning network weights. For any training shape, we stochastically generate diverse low-resolution discretizations of coarse counterparts, while maintaining a bijective mapping that prescribes the exact target position of every new vertex during the subdivision process. This leads to a very efficient and accurate loss function for conditional mesh generation, and enables us to train a method that generalizes across discretizations and favors preserving the manifold structure of the output. During training we optimize for the same set of network weights across all local mesh patches, thus providing an architecture that is not constrained to a specific input mesh, fixed genus, or category. Our network encodes patch geometry in a local frame in a rotation- and translation-invariant manner. Jointly, these design choices enable our method to generalize well, and we demonstrate that even when trained on a single high-resolution mesh our method generates reasonable subdivisions for novel shapes.

Technical Paper
NASOQ: Numerically Accurate Sparsity-Oriented QP Solver

Kazem Cheshmi, Danny M. Kaufman, Shoaib Kamil, Maryam Mehri Dehnavi

展开摘要

Quadratic programs (QP), minimizations of quadratic objectives subject to linear inequality and equality constraints, are at the heart of algorithms across scientific domains. Applications include fundamental tasks in geometry processing, simulation, engineering, animation and finance where the accurate, reliable, efficient, and scalable solution of QP problems is critical. However, available QP algorithms generally provide either accuracy or scalability - but not both. Some algorithms reliably solve QP problems to high accuracy but work only for smaller-scale QP problems due to their reliance on dense matrix methods. Alternately, many other QP solvers scale well via sparse, efficient algorithms but cannot reliably deliver solutions at requested accuracies. Towards addressing the need for accurate and efficient QP solvers at scale, we develop NASOQ, a new, full-space QP algorithm that provides accurate, efficient, and scalable solutions for QP problems. To enable NASOQ we construct a new row modification method and fast implementation of LDL factorization for indefinite systems. Together they enable efficient updates and accurate solutions of the iteratively modified KKT systems required for accurate QP solves. While QP methods have been previously tested on large synthetic benchmarks, to test and compare NASOQ's suitability for real-world applications we collect here a new benchmark set comprising a wide range of graphics-related QPs across physical simulation, animation, and geometry processing tasks. We combine these problems with numerous pre-existing stress-test QP benchmarks to form, to our knowledge, the largest-scale test set of application-based QP problems currently available. Building off of our base NASOQ solver we then develop and test two NASOQ variants against best, state-of-the-art available QP libraries - both commercial and open-source. Our two NASOQ-based methods each solve respectively 98.8% and 99.5% of problems across a range of requested accuracies from 10-3 to 10-9 with average speedups ranging from 1.7× to 24.8× over fastest competing methods.

Technical Paper
N-Dimensional Rigid Body Dynamics

Marc ten Bosch

展开摘要

I present a formulation for Rigid Body Dynamics that is independent of the dimension of the space. I describe the state and equations of motion of rigid bodies using geometric algebra. Using collision detection algorithms extended to nD I resolve collisions and contact between bodies. My implementation is 4D, but the techniques described here apply to any number of dimensions. I display these four-dimensional rigid bodies by taking a three-dimensional slice through them. I allow the user to manipulate these bodies in real-time.

Technical Paper
Multiview Mannequins for Deep Depth Estimation in 360º Videos

Barnabas Takacs, Zsuzsanna Vincze, Gergely Richter

展开摘要

We estimate depth maps from real-life monocular 360º VR videos using a Deep Neural Net architecture trained on 3D point-based renderings of people (called depth “mannequins”) captured with a Multi36 camera setup and processed with a combined pipeline of AI Instance Segmentation, Structure from Motion and Multi View Stereo methods.

Poster
Monte Carlo Geometry Processing: A Grid-Free Approach to PDE-Based Methods on Volumetric Domains

Rohan Sawhney, Keenan Crane

展开摘要

This paper explores how core problems in PDE-based geometry processing can be efficiently and reliably solved via grid-free Monte Carlo methods. Modern geometric algorithms often need to solve Poisson-like equations on geometrically intricate domains. Conventional methods most often mesh the domain, which is both challenging and expensive for geometry with fine details or imperfections (holes, self-intersections, etc.). In contrast, grid-free Monte Carlo methods avoid mesh generation entirely, and instead just evaluate closest point queries. They hence do not discretize space, time, nor even function spaces, and provide the exact solution (in expectation) even on extremely challenging models. More broadly, they share many benefits with Monte Carlo methods from photorealistic rendering: excellent scaling, trivial parallel implementation, view-dependent evaluation, and the ability to work with any kind of geometry (including implicit or procedural descriptions). We develop a complete "black box" solver that encompasses integration, variance reduction, and visualization, and explore how it can be used for various geometry processing tasks. In particular, we consider several fundamental linear elliptic PDEs with constant coefficients on solid regions of Rn. Overall we find that Monte Carlo methods significantly broaden the horizons of geometry processing, since they easily handle problems of size and complexity that are essentially hopeless for conventional methods.

Technical Paper
Model Predictive Control With a Visuomotor System for Physics-based Character Animation

Haekwang Eom, Daseong Han, Joseph S. Shin, Junyong Noh

展开摘要

This article presents a Model Predictive Control framework with a visuomotor system that synthesizes eye and head movements coupled with physics-based full-body motions while placing visual attention on objects of importance in the environment. As the engine of this framework, we propose a visuomotor system based on human visual perception and full-body dynamics with contacts. Relying on partial observations with uncertainty from a simulated visual sensor, an optimal control problem for this system leads to a Partially Observable Markov Decision Process, which is difficult to deal with. We approximate it as a deterministic belief Markov Decision Process for effective control. To obtain a solution for the problem efficiently, we adopt differential dynamic programming, which is a powerful scheme to find a locally optimal control policy for nonlinear system dynamics. Guided by a reference skeletal motion without any a priori gaze information, our system produces realistic eye and head movements together with full-body motions for various tasks such as catching a thrown ball, walking on stepping stones, balancing after being pushed, and avoiding moving obstacles.

TOG Paper
Mixed Reality Visualization of Instantaneous Sound Intensity With Moving 4-ch Microphone Array

Yuta Kataoka, Yasuhiro Oikawa, Yasuaki Watanabe, Yusuke Ikeda

展开摘要

To understand the sound propagation in a real space, we propose the mixed reality (MR) visualization system of instantaneous sound intensity, which can be measured at each measurement point with moving a handy microphone array in synchronization with sound reproduction. By visualizing the measured instantaneous sound intensities with an MR animation, we can observe the temporal flow of sound energy in the real space to understand the propagation of sound wave and acoustic properties, such as sound reflection.

Poster
MichiGAN: Multi-Input-Conditioned Hair Image Generation for Portrait Editing

Zhentao Tan, Menglei Chai, Dongdong Chen, Jing Liao, Qi Chu, Lu Yuan, Sergey Tulyakov, Nenghai Yu

展开摘要

Despite the recent success of face image generation with GANs, conditional hair editing remains challenging due to the under-explored complexity of its geometry and appearance. In this paper, we present MichiGAN (Multi-Input-Conditioned Hair Image GAN), a novel conditional image generation method for interactive portrait hair manipulation. To provide user control over every major hair visual factor, we explicitly disentangle hair into four orthogonal attributes, including shape, structure, appearance, and background. For each of them, we design a corresponding condition module to represent, process, and convert user inputs, and modulate the image generation pipeline in ways that respect the natures of different visual attributes. All these condition modules are integrated with the backbone generator to form the final end-to-end network, which allows fully-conditioned hair generation from multiple user inputs. Upon it, we also build an interactive portrait hair editing system that enables straightforward manipulation of hair by projecting intuitive and high-level user inputs such as painted masks, guiding strokes, or reference photos to well-defined condition representations. Through extensive experiments and evaluations, we demonstrate the superiority of our method regarding both result quality and user controllability.

Technical Paper
Medial Elastics: Efficient and Collision-ready Deformation via Medial Axis Transform

Lei Lan, Ran Luo, Marco Fratarcangeli, Weiwei Xu, Huamin Wang, Xiaohu Guo, Junfeng Yao, Yin Yang

展开摘要

We propose a framework for the interactive simulation of nonlinear deformable objects. The primary feature of our system is the seamless integration of deformable simulation and collision culling, which are often independently handled in existing animation systems. The bridge connecting them is the medial axis transform (MAT), a high-fidelity volumetric approximation of complex 3D shapes. From the physics simulation perspective, MAT leads to an expressive and compact reduced nonlinear model. We employ a semireduced projective dynamics formulation, which well captures high-frequency local deformations of high-resolution models while retaining a low computation cost. Our key observation is that the most compelling (nonlinear) deformable effects are enabled by the local constraints projection, which should not be aggressively reduced, and only apply model reduction at the global stage. From the collision detection (CD)/collision culling (CC) perspective, MAT is geometrically versatile using linear-interpolated spheres (i.e., the so-called medial primitives (MPs)) to approximate the boundary of the input model. The intersection test between two MPs is formulated as a quadratically constrained quadratic program problem. We give an algorithm to solve this problem exactly, which returns the deepest penetration between a pair of intersecting MPs. When coupled with spatial hashing, collision (including self-collision) can be efficiently identified on the GPU within a few milliseconds even for massive simulations. We have tested our system on a variety of geometrically complex and high-resolution deformable objects, and our system produces convincing animations with all of the collisions/self-collisions well handled at an interactive rate.

TOG Paper
Massively Parallel Rendering of Complex Closed-form Implicit Surfaces

Matthew J. Keeter

展开摘要

We present a new method for directly rendering complex closed-form implicit surfaces on modern GPUs, taking advantage of their massive parallelism. Our model representation is unambiguously solid, can be sampled at arbitrary resolution, and supports both constructive solid geometry (CSG) and more unusual modeling operations (e.g. smooth blending of shapes). The rendering strategy scales to large-scale models with thousands of arithmetic operations in their underlying mathematical expressions. Our method only requires C0 continuity, allowing for warping and blending operations which break Lipshitz continuity. To render a model, its underlying expression is evaluated in a shallow hierarchy of spatial regions, using a high branching factor for efficient parallelization. Interval arithmetic is used to both skip empty regions and construct reduced versions of the expression. The latter is the optimization that makes our algorithm practical: in one benchmark, expression complexity decreases by two orders of magnitude between the original and reduced expressions. Similar algorithms exist in the literature, but tend to be deeply recursive with heterogeneous workloads in each branch, which makes them GPU-unfriendly; our evaluation and expression reduction both run efficiently as massively parallel algorithms, entirely on the GPU. The resulting system renders complex implicit surfaces in high resolution and at interactive speeds. We examine how performance scales with computing power, presenting performance results on hardware ranging from older laptops to modern data-center GPUs, and showing significant improvements at each stage.

Technical Paper
Manipulating Attributes of Natural Scenes via Hallucination

Levent Karacan, Zeynep Akata, Aykut Erdem, Erkut Erdem

展开摘要

In this study, we explore building a two-stage framework for enabling users to directly manipulate high-level attributes of a natural scene. The key to our approach is a deep generative network that can hallucinate images of a scene as if they were taken in a different season (e.g., during winter), weather condition (e.g., on a cloudy day), or at a different time of the day (e.g., at sunset). Once the scene is hallucinated with the given attributes, the corresponding look is then transferred to the input image while preserving the semantic details intact, giving a photo-realistic manipulation result. As the proposed framework hallucinates what the scene will look like, it does not require any reference style image as commonly utilized in most of the appearance or style transfer approaches. Moreover, it allows to simultaneously manipulate a given scene according to a diverse set of transient attributes within a single model, eliminating the need of training multiple networks per each translation task. Our comprehensive set of qualitative and quantitative results demonstrates the effectiveness of our approach against the competing methods.

TOG Paper
MGCN: Descriptor Learning Using Multiscale GCNs

Yiqun Wang, Jing Ren, Dong-Ming Yan, Jianwei Guo, Xiaopeng Zhang, Peter Wonka

展开摘要

We propose a novel framework for computing descriptors for characterizing points on three-dimensional surfaces. First, we present a new non-learned feature that uses graph wavelets to decompose the Dirichlet energy on a surface. We call this new feature Wavelet Energy Decomposition Signature (WEDS). Second, we propose a new Multiscale Graph Convolutional Network (MGCN) to transform a non-learned feature to a more discriminative descriptor. Our results show that the new descriptor WEDS is more discriminative than the current state-of-the-art non-learned descriptors and that the combination of WEDS and MGCN is better than the state-of-the-art learned descriptors. An important design criterion for our descriptor is the robustness to different surface discretizations including triangulations with varying numbers of vertices. Our results demonstrate that previous graph convolutional networks significantly overfit to a particular resolution or even a particular triangulation, but MGCN generalizes well to different surface discretizations. In addition, MGCN is compatible with previous descriptors and it can also be used to improve the performance of other descriptors, such as the heat kernel signature, the wave kernel signature, or the local point signature.

Technical Paper
MEgATrack: Monochrome Egocentric Articulated Hand-Tracking for Virtual Reality

Shangchen Han, Beibei Liu, Randi Cabezas, Christopher Twigg, Peizhao Zhang, Jeff Petkau, Tsz-Ho Yu, Chun-Jung Tai, Muzaffer Akbay, Chengde Wan, Robert Wang, Lingling Tao, Yuting Ye, Asaf Nitzan, Gang Dong, Zheng Wang

展开摘要

We present a system for real-time hand-tracking to drive virtual and augmented reality (VR/AR) experiences. Using four fisheye monochrome cameras, our system generates accurate and low-jitter 3D hand motion across a large working volume for a diverse set of users. We achieve this by proposing neural network architectures for detecting hands and estimating hand keypoint locations. Our hand detection network robustly handles a variety of real world environments. The keypoint estimation network leverages tracking history to produce spatially and temporally consistent poses. We design scalable, semi-automated mechanisms to collect a large and diverse set of ground truth data using a combination of manual annotation and automated tracking. Additionally, we introduce a detection-by-tracking method that increases smoothness while reducing the computational cost; the optimized system runs at 60Hz on PC and 30Hz on a mobile processor. Together, these contributions yield a practical system for capturing a user's hands and is the default feature on the Oculus Quest VR headset powering input and social presence.

Technical Paper
Local Motion Phases for Learning Multi-Contact Character Movements

Sebastian Starke, Yiwei Zhao, Taku Komura, Kazi Zaman

展开摘要

Training a bipedal character to play basketball and interact with objects, or a quadruped character to move in various locomotion modes, are difficult tasks due to the fast and complex contacts happening during the motion. In this paper, we propose a novel framework to learn fast and dynamic character interactions that involve multiple contacts between the body and an object, another character and the environment, from a rich, unstructured motion capture database. We use one-on-one basketball play and character interactions with the environment as examples. To achieve this task, we propose a novel feature called local motion phase, that can help neural networks to learn asynchronous movements of each bone and its interaction with external objects such as a ball or an environment. We also propose a novel generative scheme to reproduce a wide variation of movements from abstract control signals given by a gamepad, which can be useful for changing the style of the motion under the same context. Our scheme is useful for animating contact-rich, complex interactions for real-time applications such as computer games.

Technical Paper
Local Fourier Slice Photography

Christian Lessig

展开摘要

Light field cameras provide intriguing possibilities, such as post-capture refocus or the ability to synthesize images from novel viewpoints. This comes, however, at the price of significant storage requirements. Compression techniques can be used to reduce these, but refocusing and reconstruction require so far, again, a dense pixel representation. To avoid this, we introduce local Fourier slice photography that allows for refocused image reconstruction directly from a sparse wavelet representation of a light field, either to obtain an image or a compressed representation of it. The result is made possible by wavelets that respect the “slicing’s” intrinsic structure and enable us to derive exact reconstruction filters for the refocused image in closed-form. Image reconstruction then amounts to applying these filters to the light field’s wavelet coefficients; hence, no reconstruction of a dense pixel representation is required. We demonstrate that this can reduce storage requirements and also computation times. We furthermore analyze the computational complexity of our algorithm and show that it scales linearly with the size of the reconstructed region and the non-negligible wavelet coefficients, i.e., with the visual complexity.

TOG Paper
Lifting Simplices to Find Injectivity

Xingyi Du, Noam Aigerman, Qingnan Zhou, Shahar Z. Kovalsky, Yajie Yan, Danny M. Kaufman, Tao Ju

展开摘要

Mapping a source mesh into a target domain while preserving local injectivity is an important but highly non-trivial task. Existing methods either require an already-injective starting configuration, which is often not available, or rely on sophisticated solving schemes. We propose a novel energy form, called Total Lifted Content (TLC), that is equipped with theoretical properties desirable for injectivity optimization. By lifting the simplices of the mesh into a higher dimension and measuring their contents (2D area or 3D volume) there, TLC is smooth over the entire embedding space and its global minima are always injective. The energy is simple to minimize using standard gradient-based solvers. Our method achieved 100% success rate on an extensive benchmark of embedding problems for triangular and tetrahedral meshes, on which existing methods only have varied success.

Technical Paper