SIGGRAPH 2021 论文列表

ACM SIGGRAPH Conference

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221篇论文

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Computational Inverse Design of Surface-based Inflatables

Julian Panetta, Florin Isvoranu, Tian Chen, Emmanuel Siefert, Benoit Roman, Mark Pauly

展开摘要

We present a computational inverse design method for a new class of surface-based inflatable structure. Our deployable structures are fabricated by fusing together two layers of inextensible sheet material along carefully selected curves. The fusing curves form a network of tubular channels that can be inflated with air or other fluids. When fully inflated, the initially flat surface assumes a programmed double-curved shape and becomes stiff and load-bearing. We present a method that solves for the layout of air channels that, when inflated, best approximate a given input design. For this purpose, we integrate a forward simulation method for inflation with a gradient-based optimization algorithm that continuously adapts the geometry of the air channels to improve the design objectives. To initialize this non-linear optimization, we propose a novel surface flattening algorithm. When a channel is inflated, it approximately maintains its length, but contracts transversally to its main direction. Our algorithm approximates this deformation behavior by computing a mapping from the 3D design surface to the plane that allows for anisotropic metric scaling within the bounds realizable by the physical system. We show a wide variety of inflatable designs and fabricate several prototypes to validate our approach and highlight potential applications.

Technical Paper
Computational Design of Weingarten Surfaces

Davide Pellis, Martin Killian, Helmut Pottmann, Mark Pauly

展开摘要

In this paper we study Weingarten surfaces and explore their potential for fabrication-aware design in freeform architecture. Weingarten surfaces are characterized by a functional relation between their principal curvatures that implicitly defines approximate local congruences on the surface. These symmetries can be exploited to simplify surface paneling of double-curved architectural skins through mold re-use. We present an optimization approach to find a Weingarten surface that is close to a given input design. Leveraging insights from differential geometry, our method aligns curvature isolines of the surface in order to contract the curvature diagram from a 2D region into a 1D curve. The unknown functional curvature relation then emerges as the result of the optimization. We show how a robust and efficient numerical shape approximation method can be implemented using a guided projection approach on a high-order B-spline representation. This algorithm is applied in several design studies to illustrate how Weingarten surfaces define a versatile shape space for fabrication-aware exploration in freeform architecture. Our optimization algorithm provides the first practical tool to compute general Weingarten surfaces with arbitrary curvature relation, thus enabling new investigations into a rich, but as of yet largely unexplored class of surfaces.

Technical Paper
Codimensional Incremental Potential Contact

Minchen Li, Danny M. Kaufman, Chenfanfu Jiang

展开摘要

We extend the incremental potential contact (IPC) model [Li et al. 2020a] for contacting elastodynamics to resolve systems composed of codimensional degrees-of-freedoms in arbitrary combination. This enables a unified, interpenetration-free, robust, and stable simulation framework that couples codimension-0,1,2, and 3 geometries seamlessly with frictional contact. Extending the IPC model to thin structures poses new challenges in computing strain, modeling thickness and determining collisions. To address these challenges we propose three corresponding contributions. First, we introduce a C2 constitutive barrier model that directly enforces strain limiting as an energy potential while preserving rest state. This provides energetically-consistent strain limiting models (both isotropic and anisotropic) for cloth that enable strict satisfaction of strain-limit inequalities with direct coupling to both elastodynamics and contact via minimization of the incremental potential. Second, to capture the geometric thickness of codimensional domains we extend the IPC model to directly enforce distance offsets. Our treatment imposes a strict guarantee that mid-surfaces (respectively mid-lines) of shells (respectively rods) will not move closer than applied thickness values, even as these thicknesses become characteristically small. This enables us to account for thickness in the contact behavior of codimensional structures and so robustly capture challenging contacting geometries; a number of which, to our knowledge, have not been simulated before. Third, codimensional models, especially with modeled thickness, mandate strict accuracy requirements that pose a severe challenge to all existing continuous collision detection (CCD) methods. To address these limitations we develop a new, efficient, simple-to-implement additive CCD (ACCD) method that applies conservative advancement [Mirtich 1996; Zhang et al. 2006] to iteratively refine a lower bound for deforming primitives, converging to time of impact. In combination these contributions enable codimensional IPC (C-IPC). We perform extensive benchmark experiments to validate the efficacy of our method in capturing intricate behaviors of thin-structure contact and resulting bulk effects. In our experiments C-IPC obtains feasible, convergent, and so artifact-free solutions for all time steps, across all tested examples - producing robust simulations. We test C-IPC across extreme deformations, large time steps, and exceedingly close contact over all possible pairings of codimensional domains. Finally, with our strain-limit model, we confirm C-IPC guarantees non-intersection and strain-limit satisfaction for all reasonable (and well below - verified down to 0.1%) strain limits throughout all time steps.

Technical Paper
Coarse-to-fine: Facial Structure Editing of Portrait Images via Latent Space Classifications

Yiqian Wu, Yongliang Yang, Qinjie Xiao, Xiaogang Jin

展开摘要

Facial structure editing of portrait images is challenging given the facial variety, the lack of ground-truth, the necessity of jointly adjusting color and shape, and the requirement of no visual artifacts. In this paper, we investigate how to perform chin editing as a case study of editing facial structures. We present a novel method that can automatically remove the double chin effect in portrait images. Our core idea is to train a fine classification boundary in the latent space of the portrait images. This can be used to edit the chin appearance by manipulating the latent code of the input portrait image while preserving the original portrait features. To achieve such a fine separation boundary, we employ a carefully designed training stage based on latent codes of paired synthetic images with and without a double chin. In the testing stage, our method can automatically handle portrait images with only a refinement to subtle misalignment before and after double chin editing. Our model enables alteration to the neck region of the input portrait image while keeping other regions unchanged, and guarantees the rationality of neck structure and the consistency of facial characteristics. To the best of our knowledge, this presents the first effort towards an effective application for editing double chins. We validate the efficacy and efficiency of our approach through extensive experiments and user studies.

Technical Paper
Clebsch Gauge Fluid

Shuqi Yang, Shiying Xiong, Yaorui Zhang, Fan Feng, Jinyuan Liu, Bo Zhu

展开摘要

We propose a novel gauge fluid solver based on Clebsch wave functions to solve incompressible fluid equations. Our method combines the expressive power of Clebsch wave functions to represent coherent vortical structures and the generality of gauge methods to accommodate a broad array of fluid phenomena. By evolving a transformed wave function as the system's gauge variable enhanced by an additional projection step to enforce pressure jumps on the free boundaries, our method can significantly improve the vorticity generation and preservation ability for a broad range of gaseous and liquid phenomena. Our approach can be easily implemented by modifying a standard grid-based fluid simulator. It can be used to solve various fluid dynamics, including complex vortex filament dynamics, fluids with different obstacles, and surface-tension flow.

Technical Paper
ChoreoMaster: Choreography-oriented Music-driven Dance Synthesis

Kang Chen, Zhipeng Tan, Jin Lei, Song-Hai Zhang, Yuan-Chen Guo, Weidong Zhang, Shi-Min Hu

展开摘要

Despite strong demand in the game and film industry, automatically synthesizing high-quality dance motions remains a challenging task. In this paper, we present ChoreoMaster, a production-ready music-driven dance motion synthesis system. Given a piece of music, ChoreoMaster can automatically generate a high-quality dance motion sequence to accompany the input music in terms of style, rhythm and structure. To achieve this goal, we introduce a novel choreography-oriented choreomusical embedding framework, which successfully constructs a unified choreomusical embedding space for both style and rhythm relationships between music and dance phrases. The learned choreomusical embedding is then incorporated into a novel choreography-oriented graph-based motion synthesis framework, which can robustly and efficiently generate high-quality dance motions following various choreographic rules. Moreover, as a production-ready system, ChoreoMaster is sufficiently controllable and comprehensive for users to produce desired results. Experimental results demonstrate that dance motions generated by ChoreoMaster are accepted by professional artists.

Technical Paper
Caricature Creation With Conformal Mapping in Complex Domain

Ergun Akleman, Tevfik Akgun

展开摘要

Caricature is an art form of exaggeration of features [Akleman 1997; Akleman et al. 2000; Akleman and Reisch 2004; Brennan 1985; Klare et al. 2012; Liang et al. 2002]. An important property of feature exaggeration is that it is not deformation. By deforming features we can obtain funny looking portraits, however the resulting features will not look exaggerated. In this work, we present an approach for extreme exaggeration of facial features to obtain caricature effect. Our approach is based on the well-known conformal property of maps in complex domains. Namely, any map in a complex domain is angle preserving, which is crucial for caricature generation. Without angle preservation, the maps can result in deformations that look funny or grotesque, but not caricature. We have developed a particular mapping in a complex domain and show that we can obtain a wide variety of faces starting from any illustration (or photograph) of a human face.

Poster
Capturing Detailed Deformations of Moving Human Bodies

He Chen, Hyojoon Park, Kutay Macit, Ladislav Kavan

展开摘要

We present a new method to capture detailed human motion, sampling more than 1000 unique points on the body. Our method outputs highly accurate 4D (spatio-temporal) point coordinates and, crucially, automatically assigns a unique label to each of the points. The locations and unique labels of the points are inferred from individual 2D input images only, without relying on temporal tracking or any human body shape or skeletal kinematics models. Therefore, our captured point trajectories contain all of the details from the input images, including motion due to breathing, muscle contractions and flesh deformation, and are well suited to be used as training data to fit advanced models of the human body and its motion. The key idea behind our system is a new type of motion capture suit which contains a special pattern with checkerboard-like corners and two-letter codes. The images from our multi-camera system are processed by a sequence of neural networks which are trained to localize the corners and recognize the codes, while being robust to suit stretching and self-occlusions of the body. Our system relies only on standard RGB or monochrome sensors and fully passive lighting and the passive suit, making our method easy to replicate, deploy and use. Our experiments demonstrate highly accurate captures of a wide variety of human poses, including challenging motions such as yoga, gymnastics, or rolling on the ground.

Technical Paper
Bowing-Net: Motion Generation for String Instruments Based on Bowing Information

Asuka Hirata, Keitaro Tanaka, Ryo Shimamura, Shigeo Morishima

展开摘要

This paper presents a deep learning based method that generates body motion for string instrument performance from raw audio. In contrast to prior methods which aim to predict joint position from audio, we first estimate information that dictates the bowing dynamics, such as the bow direction and the played string. The final body motion is then determined from this information following a conversion rule. By adopting the bowing information as the target domain, not only is learning the mapping more feasible, but also the produced results have bowing dynamics that are consistent with the given audio. We confirmed that our results are superior to existing methods through extensive experiments.

Poster
Boundary-sampled Halfspaces: A New Representation for Constructive Solid Modeling

Xingyi Du, Qingnan Zhou, Nathan Carr, Tao Ju

展开摘要

We present a novel representation of solid models for shape design. Like Constructive Solid Geometry (CSG), the solid shape is constructed from a set of halfspaces without the need for an explicit boundary structure. Instead of using Boolean expressions as in CSG, the shape is defined by sparsely placed samples on the boundary of each halfspace. This representation, called Boundary-Sampled Halfspaces (BSH), affords greater agility and expressiveness than CSG while simplifying the reverse engineering process. We discuss theoretical properties of the representation and present practical algorithms for boundary extraction and conversion from other representations. Our algorithms are demonstrated on both 2D and 3D examples.

Technical Paper
Bistable Auxetic Surface Structures

Tian Chen, Julian Panetta, Max Schaubelt, Mark Pauly

展开摘要

We present Bistable Auxetic Surface Structures, a novel deployable material system based on optimized bistable auxetic cells. Such a structure can be flat-fabricated from elastic sheet material, then deployed towards a desired double-curved target shape by activating the bistable mechanism of its component cells. A unique feature is that the deployed model is by design in a stable state. This facilitates deployment without the need of complex external supports or boundary constraints. We introduce a computational solution for the inverse design of our Bistable Auxetic Surface Structures. Our algorithm first precomputes a library of bistable auxetic cells to cover a range of in-plane expansion / contraction ratios, while maximizing the bistability and stiffness of the cell to ensure robust deployment. We then use metric distortion analysis of the target surface to compute the planar fabrication state as a composition of cells that best matches the desired deployment deformation. As each cell expands or contracts during deployment, metric frustration forces the surface towards its target equilibrium state. We validate our method with several physical prototypes.

Technical Paper
Bijective and Coarse High-order Tetrahedral Meshes

Zhongshi Jiang, Ziyi Zhang, Yixin Hu, Teseo Schneider, Denis Zorin, Daniele Panozzo

展开摘要

We introduce a robust and automatic algorithm to convert linear triangle meshes with feature annotated into coarse tetrahedral meshes with curved elements. Our construction guarantees that the high-order meshes are free of element inversion or self-intersection. A user-specified maximal geometrical error from the input mesh controls the faithfulness of the curved approximation. The boundary of the output mesh is in bijective correspondence to the input, enabling attribute transfer between them, such as boundary conditions for simulations, making our curved mesh an ideal replacement or complement for the original input geometry. The availability of a bijective shell around the input surface is employed to ensure robust curving, prevent self-intersections, and compute a bijective map between the linear input and curved output surface. As necessary building blocks of our algorithm, we extend the bijective shell formulation to support features and propose a robust approach for boundary-preserving linear tetrahedral meshing. We demonstrate the robustness and effectiveness of our algorithm by generating high-order meshes for a large collection of complex 3D models.

Technical Paper
Beyond Blur: Real-time Ventral Metamers for Foveated Rendering

David R. Walton, Rafael Kuffner dos Anjos, Sebastian Friston, David Swapp, Kaan Akşit, Anthony Steed, Tobias Ritschel

展开摘要

To peripheral vision, a pair of physically different images can look the same. Such pairs are metamers relative to each other, just as physically-different spectra of light are perceived as the same color. We propose a real-time method to compute such ventral metamers for foveated rendering where, in particular for near-eye displays, the largest part of the framebuffer maps to the periphery. This improves in quality over state-of-the-art foveation methods which blur the periphery. Work in Vision Science has established how peripheral stimuli are ventral metamers if their statistics are similar. Existing methods, however, require a costly optimization process to find such metamers. To this end, we propose a novel type of statistics particularly well-suited for practical real-time rendering: smooth moments of steerable filter responses. These can be extracted from images in time constant in the number of pixels and in parallel over all pixels using a GPU. Further, we show that they can be compressed effectively and transmitted at low bandwidth. Finally, computing realizations of those statistics can again be performed in constant time and in parallel. This enables a new level of quality for foveated applications such as such as remote rendering, level-of-detail and Monte-Carlo denoising. In a user study, we finally show how human task performance increases and foveation artifacts are less suspicious, when using our method compared to common blurring.

Technical Paper
BRDF Importance Sampling for Polygonal Lights

Christoph Peters

展开摘要

With the advent of real-time ray tracing, there is an increasing interest in GPU-friendly importance sampling techniques. We present such methods to sample convex polygonal lights approximately proportional to diffuse and specular BRDFs times the cosine term. For diffuse surfaces, we sample the polygons proportional to projected solid angle. Our algorithm partitions the polygon suitably and employs inverse function sampling for each part. Inversion of the distribution function is challenging. Using algebraic geometry, we develop a special iterative procedure and an initialization scheme. Together, they achieve high accuracy in all possible situations with only two iterations. Our implementation is numerically stable and fast. For specular BRDFs, this method enables us to sample the polygon proportional to a linearly transformed cosine. We combine these diffuse and specular sampling strategies through novel variants of optimal multiple importance sampling. Our techniques render direct lighting from Lambertian polygonal lights with almost no variance outside of penumbrae and support shadows and textured emission. Additionally, we propose an algorithm for solid angle sampling of polygons. It is faster and more stable than existing methods.

Technical Paper
Applying Virtual Reality for Systematic Gaze Pattern Evaluation in Simulated Retinitis Pigmentosa Patients

Alexander Neugebauer, Katarina Stingl, Iliya Ivanov, Siegfried Wahl

展开摘要

We apply virtual reality headsets with eye tracking capabilities to evaluate new training methods for patients living with loss of peripheral vision (“tunnel vision”). It can be shown that systematic gaze patterns, taught in a virtual reality environment, are able to significantly increase the effectively perceived visual area of the participants as well as reduce the number of obstacle collisions in navigation tasks.

Poster
Antithetic Sampling for Monte Carlo Differentiable Rendering

Cheng Zhang, Zhao Dong, Michael Doggett, Shuang Zhao

展开摘要

Stochastic sampling of light transport paths is key to Monte Carlo forward rendering, and previous studies have led to mature techniques capable of drawing high-contribution light paths in complex scenes. These sampling techniques have also been applied to differentiable rendering. In this paper, we demonstrate that path sampling techniques developed for forward rendering can become inefficient for differentiable rendering of glossy materials---especially when estimating derivatives with respect to global scene geometries. To address this problem, we introduce antithetic sampling of BSDFs and light-transport paths, allowing significantly faster convergence and can be easily integrated into existing differentiable rendering pipelines. We validate our method by comparing our derivative estimates to those generated with existing unbiased techniques. Further, we demonstrate the effectiveness of our technique by providing equal-quality and equal-time comparisons with existing sampling methods.

Technical Paper
An Unbiased Ray-marching Transmittance Estimator

Markus Kettunen, Eugene d'Eon, Jacopo Pantaleoni, Jan Novák

展开摘要

We present an in-depth analysis of the sources of variance in state-of-the-art unbiased volumetric transmittance estimators, and propose several new methods for improving their efficiency. These combine to produce a single estimator that is universally optimal relative to prior work, with up to several orders of magnitude lower variance at the same cost, and has zero variance for any ray with non-varying extinction. We first reduce the variance of truncated power-series estimators using a novel efficient application of U-statistics. We then greatly reduce the average expansion order of the power series and redistribute density evaluations to filter the optical depth estimates with an equidistant sampling comb. Combined with the use of an online control variate built from a sampled mean density estimate, the resulting estimator effectively performs ray marching most of the time while using rarely-sampled higher-order terms to correct the bias.

Technical Paper
An Inverse Method for the Exploration of Layered Material Appearance

Mégane Bati, Pascal Barla, Romain Pacanowski

展开摘要

Layered materials exhibit a wide range of appearance, due to the combined effects of absorption and scattering at and between interfaces. Yet most existing approaches let users set the physical parameters of all layers by hand, a process of trial and error. We introduce an inverse method that provides control over BRDF lobe properties of layered materials, while automatically retrieving compatible physical parameters. Our method permits to explore the space of layered material appearance: it lets users find configurations with nearly indistinguishable appearance, isolate grazing angle effects, and give control over properties such as the color, blur or haze of reflections.

Technical Paper