SIGGRAPH 2021 论文列表

ACM SIGGRAPH Conference

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221篇论文

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    17679.6%

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WireRoom: Model-guided Explorative Design of Abstract Wire Art

Zhijin Yang, Pengfei Xu, Hongbo Fu, Hui Huang

展开摘要

We present WireRoom , a computational framework for the intelligent design of abstract 3D wire art to depict a given 3D model. Our algorithm generates a set of 3D wire shapes from the 3D model with informative, visually pleasing, and concise structures. It is achieved by solving a dynamic travelling salesman problem on the surface of the 3D model with a multi-path expansion approach. We introduce a novel explorative computational design procedure by taking the generated wire shapes as candidates, avoiding manual design of the wire shape structure. We compare our algorithm with a baseline method and conduct a user study to investigate the usability of the framework and the quality of the produced wire shapes. The results of the comparison and user study confirm that our framework is effective for producing informative, visually pleasing, and concise wire shapes.

Technical Paper
Why You Walk Like That: Inferring Body Conditions From Single Gait Cycle

Sehee Min, Jehee Lee

展开摘要

Gait is a key barometer to analyze human body conditions. We propose a personalized gait analysis framework which can diagnose a possible muscularskeletal disorders with a single gait cycle. Our framework built over a gait manifold which reveals the principle kinematic characteristics in the temporal pose sequence. Body parameters such as muscle, skeleton, and joint limits for an arbitrary gait cycle can be approximated by measuring similarity in the small latent space. We present a physical gait simulator to enrich the gait space paired with the body conditions.

Poster
WhiteStone: A Tangible Interactive Device for Revitalizing Qiang Language and Culture

Rao Xu, Lingze Wu, Qin Wu

展开摘要

The Qiang is an ancient minority in western China. However, the number of people who can speak the Qiang language is decreasing due to a lack of written text. Although the protection of intangible cultural heritage has been widely discussed, there is still a dearth of interactive design for the Qiang people’s language and culture. This research aims to determine the efficacy of tangible interactive games to encourage Qiang people’s interest in learning the Qiang language and increase their cultural awareness. To better understand the current state and challenges of Qiang language and culture, we conducted a three-day field investigation in the Qiang villages. Based on the field study’s key findings, we created ”WhiteStone,” a tangible interactive projection device based on the heroic epic of Qiang. This poster examines the design opportunities for tangible interactive games to revitalize the Qiang language and culture.

Poster
WRAPD: Weighted Rotation-aware ADMM for Parameterization and Deformation

George E. Brown, Rahul Narain

展开摘要

Local-global solvers such as ADMM for elastic simulation and geometry optimization struggle to resolve large rotations such as bending and twisting modes, and large distortions in the presence of barrier energies. We propose two improvements to address these challenges. First, we introduce a novel local-global splitting based on the polar decomposition that separates the geometric nonlinearity of rotations from the material nonlinearity of the deformation energy. The resulting ADMM-based algorithm is a combination of an L-BFGS solve in the global step and proximal updates of element stretches in the local step. We also introduce a novel method for dynamic reweighting that is used to adjust element weights at runtime for improved convergence. With both improved rotation handling and element weighting, our algorithm is considerably faster than state-of-the-art approaches for quasi-static simulations. It is also much faster at making early progress in parameterization problems, making it valuable as an initializer to jump-start second-order algorithms.

Technical Paper
Volumetric Appearance Stylization With Stylizing Kernel Prediction Network

Jie Guo, Mengtian Li, Zijing Zong, Yuntao Liu, Jingwu He, Yanwen Guo, Ling-Qi Yan

展开摘要

This paper aims to efficiently construct the volume of heterogeneous single-scattering albedo for a given medium that would lead to desired color appearance. We achieve this goal by formulating it as a volumetric style transfer problem in which an input 3D density volume is stylized using color features extracted from a reference 2D image. Unlike existing algorithms that require cumbersome iterative optimizations, our method leverages a feed-forward deep neural network with multiple well-designed modules. At the core of our network is a stylizing kernel predictor (SKP) that extracts multi-scale feature maps from a 2D style image and predicts a handful of stylizing kernels as a highly non-linear combination of the feature maps. Each group of stylizing kernels represents a specific style. A volume autoencoder (VolAE) is designed and jointly learned with the SKP to transform a density volume to an albedo volume based on these stylizing kernels. Since the autoencoder does not encode any style information, it can generate different albedo volumes with a wide range of appearance once training is completed. Additionally, a hybrid multi-scale loss function is used to learn plausible color features and guarantee temporal coherence for time-evolving volumes. Through comprehensive experiments, we validate the effectiveness of our method and show its superiority by comparing against state-of-the-arts. We show that with our method a novice user can easily create a diverse set of realistic translucent effects for 3D models (either static or dynamic), neglecting any cumbersome process of parameter tuning.

Technical Paper
View Synthesis in Casually Captured Scenes Using a Cylindrical Neural Radiance Field With Exposure Compensation

Wesley Khademi, Jonathan Ventura

展开摘要

We extend Neural Radiance Fields (NeRF) with a cylindrical parameterization that enables rendering photorealistic novel views of 360° outward facing scenes. We further introduce a learned exposure compensation parameter to account for the varying exposure in training images that may occur from casually capturing a scene. We evaluate our method on a variety of 360° casually captured scenes.

Poster
Video Recoloring via Spatial-temporal Geometric Palettes

Zheng-Jun Du, Kai-Xiang Lei, Kun Xu, Jianchao Tan, Yotam Gingold

展开摘要

Color correction and color grading are important steps in film production. Recent palette-based approaches to image recoloring have shown that a small set of representative colors provide an intuitive set of handles for color adjustment. However, a single, static palette cannot represent the time-varying colors in a video. We introduce a spatial-temporal geometry-based approach to video recoloring. Specifically, its core is a 4D skew polytope with a few vertices that approximately encloses the video pixels in color and time, which implicitly defines time-varying palettes through slicing of the 4D skew polytope at specific time values. Our geometric palette is compact, descriptive, and provides a correspondence between colors throughout the video, including topological changes when colors merge or split. Experiments show that our method produces natural, artifact-free recoloring.

Technical Paper
Vid2Player: Controllable Video Sprites That Behave and Appear Like Professional Tennis Players

Haotian Zhang, Cristobal Sciutto, Maneesh Agrawala, Kayvon Fatahalian

展开摘要

We present a system that converts annotated broadcast video of tennis matches into interactively controllable video sprites that behave and appear like professional tennis players. Our approach is based on controllable video textures and utilizes domain knowledge of the cyclic structure of tennis rallies to place clip transitions and accept control inputs at key decision-making moments of point play. Most importantly, we use points from the video collection to model a player’s court positioning and shot selection decisions during points. We use these behavioral models to select video clips that reflect actions the real-life player is likely to take in a given match-play situation, yielding sprites that behave realistically at the macro level of full points, not just individual tennis motions. Our system can generate novel points between professional tennis players that resemble Wimbledon broadcasts, enabling new experiences, such as the creation of matchups between players that have not competed in real life or interactive control of players in the Wimbledon final. According to expert tennis players, the rallies generated using our approach are significantly more realistic in terms of player behavior than video sprite methods that only consider the quality of motion transitions during video synthesis. The supplementary material/video are available at our https://cs.stanford.edu/~haotianz/research/vid2player/ project website.

TOG Paper
Vectorization for Fast, Analytic, and Differentiable Visibility

Yang Zhou, Lifan Wu, Ravi Ramamoorthi, Lingqi Yan

展开摘要

In Computer Graphics, the two main approaches to rendering and visibility involve ray tracing and rasterization. However, a limitation of both approaches is that they essentially use point sampling. This is the source of noise and aliasing, and also leads to significant difficulties for differentiable rendering. In this work, we present a new rendering method, which we call vectorization, that computes 2D point-to-region integrals analytically, thus eliminating point sampling in the 2D integration domain such as for pixel footprints and area lights. Our vectorization revisits the concept of beam tracing, and handles the hidden surface removal problem robustly and accurately. That is, for each intersecting triangle inserted into the viewport of a beam in an arbitrary order, we are able to maintain all the visible regions formed by intersections and occlusions, thanks to our Visibility Bounding Volume Hierarchy structure. As a result, our vectorization produces perfectly anti-aliased visibility, accurate and analytic shading and shadows, and most important, fast and noise-free gradients with Automatic Differentiation or Finite Differences that directly enables differentiable rendering without any changes to our rendering pipeline. Our results are inherently high-quality and noise-free, and our gradients are one to two orders of magnitude faster than those computed with existing differentiable rendering methods.

TOG Paper
Using Isometries for Computational Design and Fabrication

Caigui Jiang, Hui Wang, Victor Ceballos Inza, Felix Dellinger, Florian Rist, Johannes Wallner, Helmut Pottmann

展开摘要

We solve the task of representing free forms by an arrangement of panels that are manufacturable by precise isometric bending of surfaces made from a small number of molds. In fact we manage to solve the paneling task with surfaces of constant Gaussian curvature alone. This includes the case of developable surfaces which exhibit zero curvature. Our computations are based on an existing discrete model of isometric mappings between surfaces which for this occasion has been refined to obtain higher numerical accuracy. Further topics are interesting connections of the paneling problem with the geometry of Killing vector fields, designing and actuating isometries, curved folding in the double-curved case, and quad meshes with rigid faces that are nevertheless flexible.

Technical Paper
Unsupervised Learning for Cuboid Shape Abstraction via Joint Segmentation From Point Clouds

Kaizhi Yang, Xuejin Chen

展开摘要

Representing complex 3D objects as simple geometric primitives, known as shape abstraction, is important for geometric modeling, structural analysis, and shape synthesis. In this paper, we propose an unsupervised shape abstraction method to map a point cloud into a compact cuboid representation. We jointly predict cuboid allocation as part segmentation and cuboid shapes and enforce the consistency between the segmentation and shape abstraction for self-learning. For the cuboid abstraction task, we transform the input point cloud into a set of parametric cuboids using a variational auto-encoder network. The segmentation network allocates each point into a cuboid considering the point-cuboid affinity. Without manual annotations of parts in point clouds, we design four novel losses to jointly supervise the two branches in terms of geometric similarity and cuboid compactness. We evaluate our method on multiple shape collections and demonstrate its superiority over existing shape abstraction methods. Moreover, based on our network architecture and learned representations, our approach supports various applications including structured shape generation, shape interpolation, and structural shape clustering.

Technical Paper
Unified Particle System for Multiple-fluid Flow and Porous Material

Bo Ren, Ben Xu, Chenfeng Li

展开摘要

Porous materials are common in daily life. They include granular material (e.g. sand) that behaves like liquid flow when mixed with fluid and foam material (e.g. sponge) that deforms like solid when interacting with liquid. The underlying physics is further complicated when multiple fluids interact with porous materials involving coupling between rigid and fluid bodies, which may follow different physics models such as the Darcy's law and the multiple-fluid Navier-Stokes equations. We propose a unified particle framework for the simulation of multiple-fluid flows and porous materials. A novel virtual phase concept is introduced to avoid explicit particle state tracking and runtime particle deletion/insertion. Our unified model is flexible and stable to cope with multiple fluid interacting with porous materials, and it can ensure consistent mass and momentum transport over the whole simulation space.

Technical Paper
Unconventional Patterns on Surfaces

Merel Meekes, Amir Vaxman

展开摘要

We present a unified method to meshing surfaces with unconventional patterns, both periodic and aperiodic. These patterns, which have so far been studied on the plane, are patterns comprising a small number of tiles, that do not necessarily exhibit translational periodicity. Our method generalizes the de Bruijn multigrid method to the discrete setting, and thus reduces the problem to the computation of N-Directional fields on triangle meshes. We work with all cases of directional symmetries that have been little studied, including odd and high N. We address the properties of such patterns on surfaces and the challenges in their construction, including order-preservation, seamlessness, duality, and singularities. We show how our method allows for the design of original and unconventional meshes that can be applied to architectural, industrial, and recreational design.

Technical Paper
TryOnGAN: Body-aware Try-on via Layered Interpolation

Kathleen M. Lewis, Srivatsan Varadharajan, Ira Kemelmacher-Shlizerman

展开摘要

Given a pair of images---target person and garment on another person---we automatically generate the target person in the given garment. Previous methods mostly focused on texture transfer via paired data training, while overlooking body shape deformations, skin color, and seamless blending of garment with the person. This work focuses on those three components, while also not requiring paired data training. We designed a pose conditioned StyleGAN2 architecture with a clothing segmentation branch that is trained on images of people wearing garments. Once trained, we propose a new layered latent space interpolation method that allows us to preserve and synthesize skin color and target body shape while transferring the garment from a different person. We demonstrate results on high resolution 512 × 512 images, and extensively compare to state of the art in try-on on both latent space generated and real images.

Technical Paper
Transfer Matrix Based Layered Materials Rendering

Joël Randrianandrasana, Patrick Callet, Laurent Lucas

展开摘要

A statistical multi-lobe approach was recently introduced in order to efficiently handle layered materials rendering as an alternative to expensive general-purpose approaches. However, this approach poorly supports scattering volumes as the method does not account for back-scattering and resorts to single scattering approximations. In this paper, we address these limitations with an efficient solution based upon a transfer matrix approach which leverages the properties of the Henyey-Greenstein phase function. Under this formalism, each scattering component of the stack is described through a lightweight matrix, layering operations are reduced to simple matrix products and the statistics of each BSDF lobe accounting for multiple scattering effects are obtained through matrix operators. Based on this representation, we leverage the versatility of the transfer matrix approach to efficiently handle forward and backward scattering which occurs in arbitrary layered materials. The resulting model enables the reproduction of a wide range of layered structures embedding scattering volumes of arbitrary depth, in constant computation time and with low variance.

Technical Paper
TransPose: Real-time 3D Human Translation and Pose Estimation With Six Inertial Sensors

Xinyu Yi, Yuxiao Zhou, Feng Xu

展开摘要

Motion capture is facing some new possibilities brought by the inertial sensing technologies which do not suffer from occlusion or wide-range recordings as vision-based solutions do. However, as the recorded signals are sparse and quite noisy, online performance and global translation estimation turn out to be two key difficulties. In this paper, we present TransPose, a DNN-based approach to perform full motion capture (with both global translations and body poses) from only 6 Inertial Measurement Units (IMUs) at over 90 fps. For body pose estimation, we propose a multi-stage network that estimates leaf-to-full joint positions as intermediate results. This design makes the pose estimation much easier, and thus achieves both better accuracy and lower computation cost. For global translation estimation, we propose a supporting-foot-based method and an RNN-based method to robustly solve for the global translations with a confidence-based fusion technique. Quantitative and qualitative comparisons show that our method outperforms the state-of-the-art learning- and optimization-based methods with a large margin in both accuracy and efficiency. As a purely inertial sensor-based approach, our method is not limited by environmental settings (e.g., fixed cameras), making the capture free from common difficulties such as wide-range motion space and strong occlusion.

Technical Paper
Tracing Versus Freehand for Evaluating Computer-Generated Drawings

Zeyu Wang, Sherry Qiu, Nicole Feng, Holly Rushmeier, Leonard McMillan, Julie Dorsey

展开摘要

Non-photorealistic rendering (NPR) and image processing algorithms are widely assumed as a proxy for drawing. However, this assumption is not well assessed due to the difficulty in collecting and registering freehand drawings. Alternatively, tracings are easier to collect and register, but there is no quantitative evaluation of tracing as a proxy for freehand drawing. In this paper, we compare tracing, freehand drawing, and computer-generated drawing approximation (CGDA) to understand their similarities and differences. We collected a dataset of 1,498 tracings and freehand drawings by 110 participants for 100 image prompts. Our drawings are registered to the prompts and include vector-based timestamped strokes collected via stylus input. Comparing tracing and freehand drawing, we found a high degree of similarity in stroke placement and types of strokes used over time. We show that tracing can serve as a viable proxy for freehand drawing because of similar correlations between spatio-temporal stroke features and labeled stroke types. Comparing hand-drawn content and current CGDA output, we found that 60% of drawn pixels corresponded to computer-generated pixels on average. The overlap tended to be commonly drawn content, but people's artistic choices and temporal tendencies remained largely uncaptured. We present an initial analysis to inform new CGDA algorithms and drawing applications, and provide the dataset for use by the community.

Technical Paper
Total Relighting: Learning to Relight Portraits for Background Replacement

Rohit Pandey, Sergio Orts Escolano, Chloe LeGendre, Christian Haene, Sofien Bouaziz, Christoph Rhemann, Paul Debevec, Sean Fanello

展开摘要

We propose a novel system for portrait relighting and background replacement, which maintains high-frequency boundary details and accurately synthesizes the subject's appearance as lit by novel illumination, thereby producing realistic composite images for any desired scene. Our technique includes foreground estimation via alpha matting, relighting, and compositing. We demonstrate that each of these stages can be tackled in a sequential pipeline without the use of priors (e.g. known background or known illumination) and with no specialized acquisition techniques, using only a single RGB portrait image and a novel, target HDR lighting environment as inputs. We train our model using relit portraits of subjects captured in a light stage computational illumination system, which records multiple lighting conditions, high quality geometry, and accurate alpha mattes. To perform realistic relighting for compositing, we introduce a novel per-pixel lighting representation in a deep learning framework, which explicitly models the diffuse and the specular components of appearance, producing relit portraits with convincingly rendered non-Lambertian effects like specular highlights. Multiple experiments and comparisons show the effectiveness of the proposed approach when applied to in-the-wild images.

Technical Paper