SIGGRAPH 2021 论文列表

ACM SIGGRAPH Conference

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221篇论文

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ManipNet: Neural Manipulation Synthesis With a Hand-object Spatial Representation

He Zhang, Yuting Ye, Takaaki Shiratori, Taku Komura

展开摘要

Natural hand manipulations exhibit complex finger maneuvers adaptive to object shapes and the tasks at hand. Learning dexterous manipulation from data in a brute force way would require a prohibitive amount of examples to effectively cover the combinatorial space of 3D shapes and activities. In this paper, we propose a hand-object spatial representation that can achieve generalization from limited data. Our representation combines the global object shape as voxel occupancies with local geometric details as samples of closest distances. This representation is used by a neural network to regress finger motions from input trajectories of wrists and objects. Specifically, we provide the network with the current finger pose, past and future trajectories, and the spatial representations extracted from these trajectories. The network then predicts a new finger pose for the next frame as an autoregressive model. With a carefully chosen hand-centric coordinate system, we can handle single-handed and two-handed motions in a unified framework. Learning from a small number of primitive shapes and kitchenware objects, the network is able to synthesize a variety of finger gaits for grasping, in-hand manipulation, and bimanual object handling on a rich set of novel shapes and functional tasks. We also demonstrate a live demo of manipulating virtual objects in real-time using a simple physical prop. Our system is useful for offline animation or real-time applications forgiving to a small delay.

Technical Paper
MOCCA: Modeling and Optimizing Cone-joints for Complex Assemblies

Ziqi Wang, Peng Song, Mark Pauly

展开摘要

We present a computational framework for modeling and optimizing complex assemblies using cone joints. Cone joints are integral joints that generalize traditional single-direction joints such as mortise and tenon joints to support a general cone of directions for assembly. This additional motion flexibility not just reduces the risk of deadlocking for complex joint arrangements, but also simplifies the assembly process, in particular for automatic assembly by robots. On the other hand, compared to planar contacts, cone joints restrict relative part movement for improved structural stability. Cone joints can be realized in the form of curved contacts between associated parts, which have demonstrated good mechanical properties such as reduced stress concentration. To find the best trade-off between assemblability and stability, we propose an optimization approach that first determines the optimal motion cone for each part contact and subsequently derives a geometric realization of each joint to match this motion cone. We demonstrate that our approach can optimize cone joints for assemblies with a variety of geometric forms, and highlight several application examples.

Technical Paper
Learning an Animatable Detailed 3D Face Model From In-the-wild Images

Yao Feng, Haiwen Feng, Michael J. Black, Timo Bolkart

展开摘要

While current monocular 3D face reconstruction methods can recover fine geometric details, they suffer several limitations. Some methods produce faces that cannot be realistically animated because they do not model how wrinkles vary with expression. Other methods are trained on high-quality face scans and do not generalize well to in-the-wild images. We present the first approach that regresses 3D face shape and animatable details that are specific to an individual but change with expression. Our model, DECA (Detailed Expression Capture and Animation), is trained to robustly produce a UV displacement map from a low-dimensional latent representation that consists of person-specific detail parameters and generic expression parameters, while a regressor is trained to predict detail, shape, albedo, expression, pose and illumination parameters from a single image. To enable this, we introduce a novel detail-consistency loss that disentangles person-specific details from expression-dependent wrinkles. This disentanglement allows us to synthesize realistic person-specific wrinkles by controlling expression parameters while keeping person-specific details unchanged. DECA is learned from in-the-wild images with no paired 3D supervision and achieves state-of-the-art shape reconstruction accuracy on two benchmarks. Qualitative results on in-the-wild data demonstrate DECA's robustness and its ability to disentangle identity- and expression-dependent details enabling animation of reconstructed faces. The model and code are publicly available at https://deca.is.tue.mpg.de.

Technical Paper
Learning a Family of Motor Skills From a Single Motion Clip

Seyoung Lee, Sunmin Lee, Yongwoo Lee, Jehee Lee

展开摘要

We present a new algorithm that learns a parameterized family of motor skills from a single motion clip. The motor skills are represented by a deep policy network, which produces a stream of motions in physics simulation in response to user input and environment interaction by navigating continuous action space. Three novel technical components play an important role in the success of our algorithm. First, it explicitly constructs motion parameterization that maps action parameters to their corresponding motions. Simultaneous learning of motion parameterization and motor skills significantly improves the performance and visual quality of learned motor skills. Second, continuous-time reinforcement learning is adopted to explore temporal variations as well as spatial variations in motion parameterization. Lastly, we present a new automatic curriculum generation method that explores continuous action space more efficiently. We demonstrate the flexibility and versatility of our algorithm with highly dynamic motor skills that can be parameterized by task goals, body proportions, physical measurements, and environmental conditions.

Technical Paper
Learning Time-critical Responses for Interactive Character Control

Kyungho Lee, Sehee Min, Sunmin Lee, Jehee Lee

展开摘要

Creating agile and responsive characters from a collection of unorganized human motion has been an important problem of constructing interactive virtual environments. Recently, learning-based approaches have successfully been exploited to learn deep network policies for the control of interactive characters. The agility and responsiveness of deep network policies are influenced by many factors, such as the composition of training datasets, the architecture of network models, and learning algorithms that involve many threshold values, weights, and hyper-parameters. In this paper, we present a novel teacher-student framework to learn time-critically responsive policies, which guarantee the time-to-completion between user inputs and their associated responses regardless of the size and composition of the motion databases. We demonstrate the effectiveness of our approach with interactive characters that can respond to the user's control quickly while performing agile, highly dynamic movements.

Technical Paper
Learning Skeletal Articulations With Neural Blend Shapes

Peizhuo Li, Kfir Aberman, Rana Hanocka, Libin Liu, Olga Sorkine-Hornung, Baoquan Chen

展开摘要

Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape deformation in the joint regions, which often requires a tailored, pose-specific refinement. In this work, we develop a neural technique for articulating 3D characters using enveloping with a pre-defined skeletal structure which produces high quality pose dependent deformations. Our framework learns to rig and skin characters with the same articulation structure ( e.g. , bipeds or quadrupeds), and builds the desired skeleton hierarchy into the network architecture. Furthermore , we propose neural blend shapes - a set of corrective pose-dependent shapes which improve the deformation quality in the joint regions in order to address the notorious artifacts resulting from standard rigging and skinning. Our system estimates neural blend shapes for input meshes with arbitrary connectivity, as well as weighting coefficients which are conditioned on the input joint rotations. Unlike recent deep learning techniques which supervise the network with ground-truth rigging and skinning parameters, our approach does not assume that the training data has a specific underlying deformation model. Instead, during training, the network observes deformed shapes and learns to infer the corresponding rig, skin and blend shapes using indirect supervision. During inference, we demonstrate that our network generalizes to unseen characters with arbitrary mesh connectivity, including unrigged characters built by 3D artists. Conforming to standard skeletal animation models enables direct plug-and-play in standard animation software, as well as game engines.

Technical Paper
Learning Multimodal Affinities for Textual Editing in Images

Or Perel, Oron Anschel, Omri Ben-Eliezer, Shai Mazor, Hadar Averbuch-Elor

展开摘要

Nowadays, as cameras are rapidly adopted in our daily routine, images of documents are becoming both abundant and prevalent. Unlike natural images that capture physical objects, document-images contain a significant amount of text with critical semantics and complicated layouts. In this work, we devise a generic unsupervised technique to learn multimodal affinities between textual entities in a document-image, considering their visual style, the content of their underlying text, and their geometric context within the image. We then use these learned affinities to automatically cluster the textual entities in the image into different semantic groups. The core of our approach is a deep optimization scheme dedicated for an image provided by the user that detects and leverages reliable pairwise connections in the multimodal representation of the textual elements to properly learn the affinities. We show that our technique can operate on highly varying images spanning a wide range of documents and demonstrate its applicability for various editing operations manipulating the content, appearance, and geometry of the image.

TOG Paper
Learning Meaningful Controls for Fluids

Mengyu Chu, Nils Thuerey, Hans-Peter Seidel, Christian Theobalt, Rhaleb Zayer

展开摘要

While modern fluid simulation methods achieve high-quality simulation results, it is still a big challenge to interpret and control motion from visual quantities, such as the advected marker density. These visual quantities play an important role in user interactions: Being familiar and meaningful to humans, these quantities have a strong correlation with the underlying motion. We propose a novel data-driven conditional adversarial model that solves the challenging and theoretically ill-posed problem of deriving plausible velocity fields from a single frame of a density field. Besides density modifications, our generative model is the first to enable the control of the results using all of the following control modalities: obstacles, physical parameters, kinetic energy, and vorticity. Our method is based on a new conditional generative adversarial neural network that explicitly embeds physical quantities into the learned latent space, and a new cyclic adversarial network design for control disentanglement. We show the high quality and versatile controllability of our results for density-based inference, realistic obstacle interaction, and sensitive responses to modifications of physical parameters, kinetic energy, and vorticity. Code, models, and results can be found at https://github.com/RachelCmy/den2vel.

Technical Paper
Learning Contact Corrections for Handle-based Subspace Dynamics

Cristian Romero, Dan Casas, Jesús Pérez, Miguel A. Otaduy

展开摘要

This paper introduces a novel subspace method for the simulation of dynamic deformations. The method augments existing linear handle-based subspace formulations with nonlinear learning-based corrections parameterized by the same subspace. Together, they produce a compact nonlinear model that combines the fast dynamics and overall contact-based interaction of subspace methods, with the highly detailed deformations of learning-based methods. We propose a formulation of the model with nonlinear corrections applied on the local undeformed setting, and decoupling internal and external contact-driven corrections. We define a simple mapping of these corrections to the global setting, an efficient implementation for dynamic simulation, and a training pipeline to generate examples that efficiently cover the interaction space. Altogether, the method achieves unprecedented combination of speed and contact-driven deformation detail.

Technical Paper
Learning Active Quasistatic Physics-based Models From Data

Sangeetha Grama Srinivasan, Qisi Wang, Junior Rojas, Gergely Klar, Ladislav Kavan, Eftychios Sifakis

展开摘要

Humans and animals can control their bodies to generate a wide range of motions via low-dimensional action signals representing high-level goals. As such, human bodies and faces are prime examples of active objects, which can affect their shape via an internal actuation mechanism. This paper explores the following proposition: given a training set of example poses of an active deformable object, can we learn a low-dimensional control space that could reproduce the training set and generalize to new poses? In contrast to popular machine learning methods for dimensionality reduction such as auto-encoders, we model our active objects in a physics-based way. We utilize a differentiable, quasistatic, physics-based simulation layer and combine it with a decoder-type neural network. Our differentiable physics layer naturally fits into deep learning frameworks and allows the decoder network to learn actuations that reach the desired poses after physics-based simulation. In contrast to modeling approaches where users build anatomical models from first principles, medical literature or medical imaging, we do not presume knowledge of the underlying musculature, but learn the structure and control of the actuation mechanism directly from the input data. We present a training paradigm and several scalability-oriented enhancements that allow us to train effectively while accommodating high-resolution volumetric models, with as many as a quarter million simulation elements. The prime demonstration of the efficacy of our example-driven modeling framework targets facial animation, where we train on a collection of input expressions while generalizing to unseen poses, drive detailed facial animation from sparse motion capture input, and facilitate expression sculpting via direct manipulation.

Technical Paper
Knitting 4D Garments With Elasticity Controlled for Body Motion

Zishun Liu, Xingjian Han, Yuchen Zhang, Xiangjia Chen, Yukun Lai, Eugeni L. Doubrovski, Emily Whiting, Charlie C. L. Wang

展开摘要

In this paper, we present a new computational pipeline for designing and fabricating 4D garments as knitwear that considers comfort during body movement. This is achieved by careful control of elasticity distribution to reduce uncomfortable pressure and unwanted sliding caused by body motion. We exploit the ability to knit patterns in different elastic levels by single-jersey jacquard (SJJ) with two yarns. We design the distribution of elasticity for a garment by physics-based computation, the optimized elasticity on the garment is then converted into instructions for a digital knitting machine by two algorithms proposed in this paper.

Technical Paper
KnitKit: A Flexible System for Machine Knitting of Customizable Textiles

Georges Nader, Yu Han Quek, Pei Zhi Chia, Oliver Weeger, Sai-Kit Yeung

展开摘要

In this work, we introduce KnitKit , a flexible and customizable system for the computational design and production of functional, multi-material, and three-dimensional knitted textiles. Our system greatly simplifies the knitting of 3D objects with complex, varying patterns that use multiple yarns and stitch patterns by separating the high-level design specification in terms of geometry, stitch patterns, materials or colors from the low-level, machine-specific knitting instruction generation. Starting from a triangular 3D mesh and a 2D texture that specifies knitting patterns on top of the geometry, our system generates the required machine instructions in three major steps. First, the input is processed and the KnitNet data structure is generated. This graph structure serves as an abstract interface between the high-level geometric and knitting configuration and the low-level, machine-specific knitting instructions. Second, a graph rewriting procedure is applied on the KnitNet that produces a sequence of abstract machine actions. Finally, the low-level machine instructions are generated by adapting those abstract actions to a specific machine context. We showcase the potential of this computational approach by designing and fabricating a variety of objects with complex geometries, multiple yarns, and multiple stitch patterns.

Technical Paper
Kelvin Transformations for Simulations on Infinite Domains

Mohammad Sina Nabizadeh, Ravi Ramamoorthi, Albert Chern

展开摘要

Solving partial differential equations (PDEs) on infinite domains has been a challenging task in physical simulations and geometry processing. We introduce a general technique to transform a PDE problem on an unbounded domain to a PDE problem on a bounded domain. Our method uses the Kelvin Transform, which essentially inverts the distance from the origin. However, naive application of this coordinate mapping can still result in a singularity at the origin in the transformed domain. We show that by factoring the desired solution into the product of an analytically known (asymptotic) component and another function to solve for, the problem can be made continuous and compact, with solutions significantly more efficient and well-conditioned than traditional finite element and Monte Carlo numerical PDE methods on stretched coordinates. Specifically, we show that every Poisson or Laplace equation on an infinite domain is transformed to another Poisson (Laplace) equation on a compact region. In other words, any existing Poisson solver on a bounded domain is readily an infinite domain Poisson solver after being wrapped by our transformation. We demonstrate the integration of our method with finite difference and Monte Carlo PDE solvers, with applications in the fluid pressure solve and simulating electromagnetism, including visualizations of the solar magnetic field. Our transformation technique also applies to the Helmholtz equation whose solutions oscillate out to infinity. After the transformation, the Helmholtz equation becomes a tractable equation on a bounded domain without infinite oscillation. To our knowledge, this is the first time that the Helmholtz equation on an infinite domain is solved on a bounded grid without requiring an artificial absorbing boundary condition.

Technical Paper
Iterative Text-based Editing of Talking-heads Using Neural Retargeting

Xinwei Yao, Ohad Fried, Kayvon Fatahalian, Maneesh Agrawala

展开摘要

We present a text-based tool for editing talking-head video that enables an iterative editing workflow. On each iteration users can edit the wording of the speech, further refine mouth motions if necessary to reduce artifacts, and manipulate non-verbal aspects of the performance by inserting mouth gestures (e.g., a smile) or changing the overall performance style (e.g., energetic, mumble). Our tool requires only 2 to 3 minutes of the target actor video and it synthesizes the video for each iteration in about 40 seconds, allowing users to quickly explore many editing possibilities as they iterate. Our approach is based on two key ideas. (1) We develop a fast phoneme search algorithm that can quickly identify phoneme-level subsequences of the source repository video that best match a desired edit. This enables our fast iteration loop. (2) We leverage a large repository of video of a source actor and develop a new self-supervised neural retargeting technique for transferring the mouth motions of the source actor to the target actor. This allows us to work with relatively short target actor videos, making our approach applicable in many real-world editing scenarios. Finally, our, refinement and performance controls give users the ability to further fine-tune the synthesized results.

TOG Paper
Intersection-free Rigid Body Dynamics

Zachary Ferguson, Minchen Li, Teseo Schneider, Francisca Gil-Ureta, Timothy Langlois, Chenfanfu Jiang, Denis Zorin, Danny M. Kaufman, Daniele Panozzo

展开摘要

We introduce the first implicit time-stepping algorithm for rigid body dynamics, with contact and friction, that guarantees intersection-free configurations at every time step. Our algorithm explicitly models the curved trajectories traced by rigid bodies in both collision detection and response. For collision detection, we propose a conservative narrow phase collision detection algorithm for curved trajectories, which reduces the problem to a sequence of linear CCD queries with minimal separation. For time integration and contact response, we extend the recently proposed incremental potential contact framework to reduced coordinates and rigid body dynamics. We introduce a benchmark for rigid body simulation and show that our approach, while less efficient than alternatives, can robustly handle a wide array of complex scenes, which cannot be simulated with competing methods, without requiring per-scene parameter tuning.

Technical Paper
Interactive Monte Carlo Denoising Using Affinity of Neural Features

Mustafa Işık, Krishna Mullia, Matthew Fisher, Jonathan Eisenmann, Michaël Gharbi

展开摘要

High-quality denoising of Monte Carlo low-sample renderings remains a critical challenge for practical interactive ray tracing. We present a new learning-based denoiser that achieves state-of-the-art quality and runs at interactive rates. Our model processes individual path-traced samples with a lightweight neural network to extract per-pixel feature vectors. The rest of our pipeline operates in pixel space. We define a novel pairwise affinity over the features in a pixel neighborhood, from which we assemble dilated spatial kernels to filter the noisy radiance. Our denoiser is temporally stable thanks to two mechanisms. First, we keep a running average of the noisy radiance and intermediate features, using a per-pixel recursive filter with learned weights. Second, we use a small temporal kernel based on the pairwise affinity between features of consecutive frames. Our experiments show our new affinities lead to higher quality outputs than techniques with comparable computational costs, and better high-frequency details than kernel-predicting approaches. Our model matches or outperfoms state-of-the-art offline denoisers in the low-sample count regime (2--8 samples per pixel), and runs at interactive frame rates at 1080p resolution.

Technical Paper
Interactive Modelling of Volumetric Musculoskeletal Anatomy

Rinat Abdrashitov, Seungbae Bang, David Levin, Karan Singh, Alec Jacobson

展开摘要

We present a new approach for modelling musculoskeletal anatomy. Unlike previous methods, we do not model individual muscle shapes as geometric primitives (polygonal meshes, NURBS etc.). Instead, we adopt a volumetric segmentation approach where every point in our volume is assigned to a muscle, fat, or bone tissue. We provide an interactive modelling tool where the user controls the segmentation via muscle curves and we visualize the muscle shapes using volumetric rendering. Muscle curves enable intuitive yet powerful control over the muscle shapes. This representation allows us to automatically handle intersections between different tissues (muscle-muscle, muscle-bone, and muscle-skin) during the modelling and automates computation of muscle fiber fields. We further introduce a novel algorithm for converting the volumetric muscle representation into tetrahedral or surface geometry for use in downstream tasks. Additionally, we introduce an interactive skeleton authoring tool that allows the users to create skeletal anatomy starting from only a skin mesh using a library of bone parts.

Technical Paper