Tomoki Sueyoshi, Yuki Morimoto
SIGGRAPH 2021 论文列表
ACM SIGGRAPH Conference
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221篇论文
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Ashley Cornall, Rehan Zia
Shiying Xiong, Rui Tao, Yaorui Zhang, Fan Feng, Bo Zhu
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We propose a novel Lagrangian geometric representation using segment clouds to simulate incompressible fluid exhibiting strong anisotropic vortical features. The central component of our approach is a cloud of discrete segments enhanced by a set of local segment reseeding operations to facilitate both the geometrical evolution and the topological updates of vortical flow. We build a vortex dynamics solver with the support for dynamic solid boundaries based on discrete segment primitives. We demonstrate the efficacy of our approach by simulating a broad range of challenging flow phenomena, such as reconnection of non-closed vortex tubes and vortex shedding behind a rotating object.
Marina Alterman, Chen Bar, Ioannis Gkioulekas, Anat Levin
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Recent advances in computational imaging have significantly expanded our ability to image through scattering layers such as biological tissues by exploiting the auto-correlation properties of captured speckle intensity patterns. However, most experimental demonstrations of this capability focus on the far-field imaging setting, where obscured light sources are very far from the scattering layer. By contrast, medical imaging applications such as fluorescent imaging operate in the near-field imaging setting, where sources are inside the scattering layer. We provide a theoretical and experimental study of the similarities and differences between the two settings, highlighting the increased challenges posed by the near-field setting. We then draw insights from this analysis to develop a new algorithm for imaging through scattering that is tailored to the near-field setting by taking advantage of unique properties of speckle patterns formed under this setting, such as their local support. We present a theoretical analysis of the advantages of our algorithm and perform real experiments in both far-field and near-field configurations, showing an order-of magnitude expansion in both the range and the density of the obscured patterns that can be recovered.
Grigoris Daskalogrigorakis, Ann McNamara, Katerina Mania
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Glanceable interfaces are Augmented Reality (AR) User Interfaces (UIs) for information retrieval ”at a glance” relying on eye gaze for implicit input. While they provide rapid information retrieval, they often occlude a large part of the real-world. This is compounded as the amount of virtual information increases. Interacting with complex glanceable interfaces often results in unintentional eye gaze interaction and selections due to the Midas Touch problem. In this work, we present Holo-box, an innovative AR UI design that combines 2D compact glanceable interfaces with 3D virtual ”Holo-boxes”. We can utilize the glanceable 2D interface to provide compact information at a glance while using Holo-box for explicit input such as hand tracking activated when necessary, surpassing the Midas Touch problem and resulting in Level-of-Detail(LOD) for AR glanceable UIs. We test our proposed system inside a real-world machine shop to provide on-demand virtual information while minimizing unintentional real-world occlusion.
Dmitriy Smirnov, Justin Solomon
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Constrained by the limitations of learning toolkits engineered for other applications, such as those in image processing, many mesh-based learning algorithms employ data flows that would be atypical from the perspective of conventional geometry processing. As an alternative, we present a technique for learning from meshes built from standard geometry processing modules and operations. We show that low-order eigenvalue/eigenvector computation from operators parameterized using discrete exterior calculus is amenable to efficient approximate backpropagation, yielding spectral per-element or per-mesh features with similar formulas to classical descriptors like the heat/wave kernel signatures. Our model uses few parameters, generalizes to high-resolution meshes, and exhibits performance and time complexity on par with past work.
Jie Guo, Shuichang Lai, Chengzhi Tao, Yuelong Cai, Lei Wang, Yanwen Guo, Ling-Qi Yan
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This paper addresses the task of estimating spatially-varying reflectance (i.e., SVBRDF) from a single, casually captured image. Central to our method is a highlight-aware (HA) convolution operation and a two-stream neural network equipped with proper training losses. Our HA convolution, as a novel variant of standard (ST) convolution, directly modulates convolution kernels under the guidance of automatically learned masks representing potentially overexposed highlight regions. It helps to reduce the impact of strong specular highlights on diffuse components and at the same time, hallucinates plausible contents in saturated regions. Considering that variation of saturated pixels also contains important cues for inferring surface bumpiness and specular components, we design a two-stream network to extract features from two different branches stacked by HA convolutions and ST convolutions, respectively. These two groups of features are further fused in an attention-based manner to facilitate feature selection of each SVBRDF map. The whole network is trained end to end with a new perceptual adversarial loss which is particularly useful for enhancing the texture details. Such a design also allows the recovered material maps to be disentangled. We demonstrate through quantitative analysis and qualitative visualization that the proposed method is effective to recover clear SVBRDFs from a single casually captured image, and performs favorably against state-of-the-arts. Since we impose very few constraints on the capture process, even a non-expert user can create high-quality SVBRDFs that cater to many graphical applications.
Siyuan Shen, Yin Yang, Tianjia Shao, He Wang, Chenfanfu Jiang, Lei Lan, Kun Zhou
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This paper provides a new avenue for exploiting deep neural networks to improve physics-based simulation. Specifically, we integrate the classic Lagrangian mechanics with a deep autoencoder to accelerate elastic simulation of deformable solids. Due to the inertia effect, the dynamic equilibrium cannot be established without evaluating the second-order derivatives of the deep autoencoder network. This is beyond the capability of off-the-shelf automatic differentiation packages and algorithms, which mainly focus on the gradient evaluation. Solving the nonlinear force equilibrium is even more challenging if the standard Newton's method is to be used. This is because we need to compute a third-order derivative of the network to obtain the variational Hessian. We attack those difficulties by exploiting complex-step finite difference, coupled with reverse automatic differentiation. This strategy allows us to enjoy the convenience and accuracy of complex-step finite difference and in the meantime, to deploy complex-value perturbations as collectively as possible to save excessive network passes. With a GPU-based implementation, we are able to wield deep autoencoders (e.g., 10+ layers) with a relatively high-dimension latent space in real-time. Along this pipeline, we also design a sampling network and a weighting network to enable weight-varying Cubature integration in order to incorporate nonlinearity in the model reduction. We believe this work will inspire and benefit future research efforts in nonlinearly reduced physical simulation problems.
Shilin Zhu, Zexiang Xu, Tiancheng Sun, Alexandr Kuznetsov, Mark Meyer, Henrik Wann Jensen, Hao Su, Ravi Ramamoorthi
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Path guiding is a promising technique to reduce the variance of path tracing. Although existing online path guiding algorithms can eventually learn good sampling distributions given a large amount of time and samples, the speed of learning becomes a major bottleneck. In this paper, we accelerate the learning of sampling distributions by training a light-weight neural network offline to reconstruct from sparse samples. Uniquely, we design our neural network to directly operate convolutions on a sparse quadtree, which regresses a high-quality hierarchical sampling distribution. Our approach can reconstruct reasonably accurate sampling distributions faster, allowing for efficient path guiding and rendering. In contrast to the recent offline neural path guiding techniques that reconstruct low-resolution 2D images for sampling, our novel hierarchical framework enables more fine-grained directional sampling with less memory usage, effectively advancing the practicality and efficiency of neural path guiding. In addition, we take advantage of hybrid bidirectional samples including both path samples and photons, as we have found this more robust to different light transport scenarios compared to using only one type of sample as in previous work. Experiments on diverse testing scenes demonstrate that our approach often improves rendering results with better visual quality and lower errors. Our framework can also provide the proper balance of speed, memory cost, and robustness.
Manish Mandad, Marcel Campen
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We present a guaranteed quality mesh generation algorithm for the curvilinear triangulation of planar domains with piecewise polynomial boundary. The resulting mesh consists of higher-order triangular elements which are not only regular (i.e., with injective geometric map) but respect strict bounds on quality measures like scaled Jacobian and MIPS distortion. This also implies that the curved triangles' inner angles are bounded from above and below. These are key quality criteria, for instance, in the field of finite element analysis. The domain boundary is reproduced exactly, without geometric approximation error. The central idea is to transform the curvilinear meshing problem into a linear meshing problem via a carefully constructed transformation of bounded distortion, enabling us to leverage key results on guaranteed-quality straight-edge triangulation. The transformation is based on a simple yet general construction and observations about convergence properties of curves under subdivision. Our algorithm can handle arbitrary polynomial order, arbitrarily sharp corners, feature and interface curves, and can be executed using rational arithmetic for strict reliability.
Yu Fang, Minchen Li, Chenfanfu Jiang, Danny M. Kaufman
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We extend recent advances in the numerical time-integration of contacting elastodynamics [Li et al. 2020] to build a new framework, called Injective Deformation Processing (IDP), for the robust solution of a wide range of mesh deformation problems requiring injectivity. IDP solves challenging 3D (and 2D) geometry processing and animation tasks on meshes, via artificial time integration, with guarantees of both non-inversion and non-overlap. To our knowledge IDP is the first framework for 3D deformation processing that can efficiently guarantee globally injective deformation without geometric locking. We demonstrate its application on a diverse set of problems and show its significant improvement over state-of-the-art for globally injective 3D deformation.
Shuma Shimizu, Tatsuya Minagawa, James Harry Morris, Xanat Vargas Meza, Yoichi Ochiai
Kohei Doi, Yuki Morimoto, Reiji Tsuruno
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Our aim is to convert an object’s appearance to an arbitrary color considering the light scattering in the entire scene, which is often called the global illumination. Existing stylization methods convert the color of an object with a 1-dimensional texture for 3-dimensional computer graphics to reproduce a typical style used in illustrations and cel animations. However, they cannot express global illumination effects such as color bleedings and soft shadows. We propose a method to compute the global illumination and convert the shading to an arbitrary color. It consists of subpath tracing from the eye to the object, and radiance estimation on the object. The radiance is stored and used later to convert its color. The method reproduces reflections in other objects with the converted color. As a result, we can convert the color of illumination effects such as soft shadows and refractions.
Michael Barton, Michal Bizzarri, Florian Rist, Oleksii Sliusarenko, Helmut Pottmann
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CNC machining is the leading subtractive manufacturing technology. Although it is in use since decades, it is far from fully solved and still a rich source for challenging problems in geometric computing. We demonstrate this at hand of 5-axis machining of freeform surfaces, where the degrees of freedom in selecting and moving the cutting tool allow one to adapt the tool motion optimally to the surface to be produced. We aim at a high-quality surface finish, thereby reducing the need for hard-to-control post-machining processes such as grinding and polishing. Our work is based on a careful geometric analysis of curvature-adapted machining via so-called second order line contact between tool and target surface. On the geometric side, this leads to a new continuous transition between "dual" classical results in surface theory concerning osculating circles of surface curves and osculating cones of tangentially circumscribed developable surfaces. Practically, it serves as an effective basis for tool motion planning. Unlike previous approaches to curvature-adapted machining, we solve locally optimal tool positioning and motion planning within a single optimization framework and achieve curvature adaptation even for convex surfaces. This is possible with a toroidal cutter that contains a negatively curved cutting area. The effectiveness of our approach is verified at hand of digital models, simulations and machined parts, including a comparison to results generated with commercial software.
Haoran Mo, Edgar Simo-Serra, Chengying Gao, Changqing Zou, Ruomei Wang
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Vector line art plays an important role in graphic design, however, it is tedious to manually create. We introduce a general framework to produce line drawings from a wide variety of images, by learning a mapping from raster image space to vector image space. Our approach is based on a recurrent neural network that draws the lines one by one. A differentiable rasterization module allows for training with only supervised raster data. We use a dynamic window around a virtual pen while drawing lines, implemented with a proposed aligned cropping and differentiable pasting modules. Furthermore, we develop a stroke regularization loss that encourages the model to use fewer and longer strokes to simplify the resulting vector image. Ablation studies and comparisons with existing methods corroborate the efficiency of our approach which is able to generate visually better results in less computation time, while generalizing better to a diversity of images and applications.
Huamin Wang
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In this paper, we study physics-based cloth simulation in a very high resolution setting, presumably at submillimeter levels with millions of vertices, to meet perceptual precision of our human eyes. State-of-the-art simulation techniques, mostly developed for unstructured triangular meshes, can hardly meet this demand due to their large computational costs and memory footprints. We argue that in a very high resolution, it is more plausible to use regular meshes with an underlying grid structure, which can be highly compatible with GPU acceleration like high-resolution images. Based on this idea, we formulate and solve the nonlinear optimization problem for simulating high-resolution wrinkles, by a fast block-based descent method with reduced memory accesses. We also investigate the development of the collision handling component in our system, whose performance benefits greatly from the grid structure. Finally, we explore various issues related to the applications of our system, including initialization for fast convergence and temporal coherence, gathering effects, inflation and stuffing models, and mesh simplification. We can treat our system as a quasistatic wrinkle synthesis tool, run it as a standalone dynamic simulator, or integrate it into a multi-resolution solver as an additional component. The experiment demonstrates the capability, efficiency and flexibility of our system in producing a variety of high-resolution wrinkles effects.
Milan Jaros, Lubomir Riha, Petr Strakos, Matej Spetko
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This article presents a solution to path tracing of massive scenes on multiple GPUs. Our approach analyzes the memory access pattern of a path tracer and defines how the scene data should be distributed across up to 16 GPUs with minimal effect on performance. The key concept is that the parts of the scene that have the highest amount of memory accesses are replicated on all GPUs. We propose two methods for maximizing the performance of path tracing when working with partially distributed scene data. Both methods work on the memory management level and therefore path tracer data structures do not have to be redesigned, making our approach applicable to other path tracers with only minor changes in their code. As a proof of concept, we have enhanced the open-source Blender Cycles path tracer. The approach was validated on scenes of sizes up to 169 GB. We show that only 1–5% of the scene data needs to be replicated to all machines for such large scenes. On smaller scenes we have verified that the performance is very close to rendering a fully replicated scene. In terms of scalability we have achieved a parallel efficiency of over 94% using up to 16 GPUs.
Daniel Bird, Stephen Laycock
Karl D.D. Willis, Yewen Pu, Jieliang Luo, Hang Chu, Tao Du, Joseph G. Lambourne, Armando Solar-Lezama, Wojciech Matusik
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Parametric computer-aided design (CAD) is a standard paradigm used to design manufactured objects, where a 3D shape is represented as a program supported by the CAD software. Despite the pervasiveness of parametric CAD and a growing interest from the research community, currently there does not exist a dataset of realistic CAD models in a concise programmatic form. In this paper we present the Fusion 360 Gallery, consisting of a simple language with just the sketch and extrude modeling operations, and a dataset of 8,625 human design sequences expressed in this language. We also present an interactive environment called the Fusion 360 Gym, which exposes the sequential construction of a CAD program as a Markov decision process, making it amendable to machine learning approaches. As a use case for our dataset and environment, we define the CAD reconstruction task of recovering a CAD program from a target geometry. We report results of applying state-of-the-art methods of program synthesis with neurally guided search on this task.
Egor Larionov, Ye Fan, Dinesh K. Pai
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Frictional contact between deformable elastic objects remains a difficult simulation problem in computer graphics. Traditionally, contact has been resolved using sophisticated collision detection schemes and methods that build on the assumption that contact happens between polygons. While polygonal surfaces are an efficient representation for solids, they lack some intrinsic properties that are important for contact resolution. Generally, polygonal surfaces are not equipped with an intrinsic inside and outside partitioning or a smooth distance field close to the surface. Here we propose a new method for resolving frictional contacts against deforming implicit surface representations that addresses these problems. We augment a moving least squares (MLS) implicit surface formulation with a local kernel for resolving contacts, and develop a simple parallel transport approximation to enable transfer of frictional impulses. Our variational formulation of dynamics and elasticity enables us to naturally include contact constraints, which are resolved as one Newton-Raphson solve with linear inequality constraints. We extend this formulation by forwarding friction impulses from one time step to the next, used as external forces in the elasticity solve. This maintains the decoupling of friction from elasticity thus allowing for different solvers to be used in each step. In addition, we develop a variation of staggered projections, that relies solely on a non-linear optimization without constraints and does not require a discretization of the friction cone. Our results compare favorably to a popular industrial elasticity solver (used for visual effects), as well as recent academic work in frictional contact, both of which rely on polygons for contact resolution. We present examples of coupling between rigid bodies, cloth and elastic solids.