SIGGRAPH 2021 论文列表

ACM SIGGRAPH Conference

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221篇论文

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Free-form Scanning of Non-planar Appearance With Neural Trace Photography

Xiaohe Ma, Kaizhang Kang, Ruisheng Zhu, Hongzhi Wu, Kun Zhou

展开摘要

We propose neural trace photography, a novel framework to automatically learn high-quality scanning of non-planar, complex anisotropic appearance. Our key insight is that free-form appearance scanning can be cast as a geometry learning problem on unstructured point clouds, each of which represents an image measurement and the corresponding acquisition condition. Based on this connection, we carefully design a neural network, to jointly optimize the lighting conditions to be used in acquisition, as well as the spatially independent reconstruction of reflectance from corresponding measurements. Our framework is not tied to a specific setup, and can adapt to various factors in a data-driven manner. We demonstrate the effectiveness of our framework on a number of physical objects with a wide variation in appearance. The objects are captured with a light-weight mobile device, consisting of a single camera and an RGB LED array. We also generalize the framework to other common types of light sources, including a point, a linear and an area light.

Technical Paper
Foveated Monte-Carlo Denoising

Nicholas Milef, Nima Kalantari

展开摘要

In this work, we propose a temporally-stable denoising system that is capable of reconstructing MC renderings in a foveated manner. We develop a multi-scale convolutional neural network that starts at a base (downsampled) resolution and denoises progressively higher resolutions. Our network learns to use the lower resolutions and the previous frames to denoise each foveal layer. We demonstrate how this architecture produces accurate denoised results at a much lower computational cost.

Poster
FovVideoVDP: A Visible Difference Predictor for Wide Field-of-view Video

Rafal Mantiuk, Gyorgy Denes, Alexandre Chapiro, Anton Kaplanyan, Gizem Rufo, Romain Bachy, Trisha Lian, Anjul Patney

展开摘要

FovVideoVDP is a video difference metric that models the spatial, temporal, and peripheral aspects of perception. While many other metrics are available, our work provides the first practical treatment of these three central aspects of vision simultaneously. The complex interplay between spatial and temporal sensitivity across retinal locations is especially important for displays that cover a large field-of-view, such as Virtual and Augmented Reality displays, and associated methods, such as foveated rendering. Our metric is derived from psychophysical studies of the early visual system, which model spatio-temporal contrast sensitivity, cortical magnification and contrast masking. It accounts for physical specification of the display (luminance, size, resolution) and viewing distance. To validate the metric, we collected a novel foveated rendering dataset which captures quality degradation due to sampling and reconstruction. To demonstrate our algorithm's generality, we test it on 3 independent foveated video datasets, and on a large image quality dataset, achieving the best performance across all datasets when compared to the state-of-the-art.

Technical Paper
Foldover-free Maps in 50 Lines of Code

Vladimir Garanzha, Igor Kaporin, Liudmila Kudryavtseva, François Protais, Nicolas Ray, Dmitry Sokolov

展开摘要

Mapping a triangulated surface to 2D space (or a tetrahedral mesh to 3D space) is an important problem in geometry processing. In computational physics, untangling plays an important role in mesh generation: it takes a mesh as an input, and moves the vertices to get rid of foldovers. In fact, mesh untangling can be considered as a special case of mapping where the geometry of the object is to be defined in the map space and the geometric domain is not explicit, supposing that each element is regular. In this paper, we propose a mapping method inspired by the untangling problem and compare its performance to the state of the art. The main advantage of our method is that the untangling aims at producing locally injective maps, which is the major challenge of mapping. In practice, our method produces locally injective maps in very difficult settings, both in 2D and 3D. We demonstrate it on a large reference database as well as on more difficult stress tests. For a better reproducibility, we publish the code in Python for a basic evaluation, and in C++ for more advanced applications.

Technical Paper
Fire in Paradise: Mesoscale Simulation of Wildfires

Torsten Hädrich, Daniel T. Banuti, Wojtek Palubicki, Sören Pirk, Dominik L. Michels

展开摘要

Resulting from changing climatic conditions, wildfires have become an existential threat across various countries around the world. The complex dynamics paired with their often rapid progression renders wildfires an often disastrous natural phenomenon that is difficult to predict and to counteract. In this paper we present a novel method for simulating wildfires with the goal to realistically capture the combustion process of individual trees and the resulting propagation of fires at the scale of forests. We rely on a state-of-the-art modeling approach for large-scale ecosystems that enables us to represent each plant as a detailed 3D geometric model. We introduce a novel mathematical formulation for the combustion process of plants - also considering effects such as heat transfer, char insulation, and mass loss - as well as for the propagation of fire through the entire ecosystem. Compared to other wildfire simulations which employ geometric representations of plants such as cones or cylinders, our detailed 3D tree models enable us to simulate the interplay of geometric variations of branching structures and the dynamics of fire and wood combustion. Our simulation runs at interactive rates and thereby provides a convenient way to explore different conditions that affect wildfires, ranging from terrain elevation profiles and ecosystem compositions to various measures against wildfires, such as cutting down trees as firebreaks, the application of fire retardant, or the simulation of rain.

Technical Paper
Feedback of Rotational Sensation Experienced by Body for Immersive Telepresence

Vibol Yem, Tsubasa Morita, Tomohiro Amemiya, Michiteru Kitazaki, Yasushi Ikei

展开摘要

In our previous study, we proposed a telepresence system that can transfer the riding sensation of a vehicle (Segway) for assisting collaborative task. The system could provide a local expert who remotely attend the task not only the view of a remote environment that is captured by a camera but also the vestibular perception during the movement of the camera. In this study, we examined the rotation feedback by the rotary seat when the camera is rotated. The measured intensity adjustment showed that the angular acceleration of the rotary seat was about half that of the camera rotation. Further, the result of the simulator sickness questionnaire scores showed that the inphase rotation of the seat with the camera is appropriate for suppressing virtual reality sickness, indicating that the requirement of vestibular intensity is quite low compared with the visual cue showed on the head mounted display, which allows a designer to develop a sensation feedback device that has an actuator of low strength.

Poster
Fast Quasi-harmonic Weights for Geometric Data Interpolation

Yu Wang, Justin Solomon

展开摘要

We propose quasi-harmonic weights for interpolating geometric data, which are orders of magnitude faster to compute than state-of-the-art. Currently, interpolation (or, skinning) weights are obtained by solving large-scale constrained optimization problems with explicit constraints to suppress oscillative patterns, yielding smooth weights only after a substantial amount of computation time. As an alternative, our weights are obtained as minima of an unconstrained problem that can be optimized quickly using straightforward numerical techniques. We consider weights that can be obtained as solutions to a parameterized family of second-order elliptic partial differential equations. By leveraging the maximum principle and careful parameterization, we pose weight computation as an inverse problem of recovering optimal anisotropic diffusivity tensors. In addition, we provide a customized ADAM solver that significantly reduces the number of gradient steps; our solver only requires inverting tens of linear systems that share the same sparsity pattern. Overall, our approach achieves orders of magnitude acceleration compared to previous methods, allowing weight computation in near real-time.

Technical Paper
Fast Median Filters Using Separable Sorting Networks

Andrew B. Adams

展开摘要

Median filters are a widely-used tool in graphics, imaging, machine learning, visual effects, and even audio processing. Currently, very-small-support median filters are performed using sorting networks, and large-support median filters are handled by O(1) histogram-based methods. However, the constant factor on these O(1) algorithms is large, and they scale poorly to data types above 8-bit integers. On the other hand, good sorting networks have not been described above the 7 X 7 case, leaving us with no fast way to compute integer median filters of modest size, and no fast way to compute floating point median filters for any size above 7 X 7.

Technical Paper
Fast Linking Numbers for Topology Verification of Loopy Structures

Ante Qu, Doug L. James

展开摘要

It is increasingly common to model, simulate, and process complex materials based on loopy structures, such as in yarn-level cloth garments, which possess topological constraints between inter-looping curves. While the input model may satisfy specific topological linkages between pairs of closed loops, subsequent processing may violate those topological conditions. In this paper, we explore a family of methods for efficiently computing and verifying linking numbers between closed curves, and apply these to applications in geometry processing, animation, and simulation, so as to verify that topological invariants are preserved during and after processing of the input models. Our method has three stages: (1) we identify potentially interacting loop-loop pairs, then (2) carefully discretize each loop's spline curves into line segments so as to enable (3) efficient linking number evaluation using accelerated kernels based on either counting projected segment-segment crossings, or by evaluating the Gauss linking integral using direct or fast summation methods (Barnes-Hut or fast multipole methods). We evaluate CPU and GPU implementations of these methods on a suite of test problems, including yarn-level cloth and chainmail, that involve significant processing: physics-based relaxation and animation, user-modeled deformations, curve compression and reparameterization. We show that topology errors can be efficiently identified to enable more robust processing of loopy structures.

Technical Paper
Fast Diffraction Pathfinding for Dynamic Sound Propagation

Carl Schissler, Gregor Mückl, Paul Calamia

展开摘要

In the context of geometric acoustic simulation, one of the more perceptually important yet difficult to simulate acoustic effects is diffraction, a phenomenon that allows sound to propagate around obstructions and corners. A significant bottleneck in real-time simulation of diffraction is the enumeration of high-order diffraction propagation paths in scenes with complex geometry (e.g. highly tessellated surfaces). To this end, we present a dynamic geometric diffraction approach that consists of an extensive mesh preprocessing pipeline and complementary runtime algorithm. The preprocessing module identifies a small subset of edges that are important for diffraction using a novel silhouette edge detection heuristic. It also extends these edges with planar diffraction geometry and precomputes a graph data structure encoding the visibility between the edges. The runtime module uses bidirectional path tracing against the diffraction geometry to probabilistically explore potential paths between sources and listeners, then evaluates the intensities for these paths using the Uniform Theory of Diffraction. It uses the edge visibility graph and the A* pathfinding algorithm to robustly and efficiently find additional high-order diffraction paths. We demonstrate how this technique can simulate 10th-order diffraction up to 568 times faster than the previous state of the art, and can efficiently handle large scenes with both high geometric complexity and high numbers of sources.

Technical Paper
Endless Loops: Detecting and Animating Periodic Patterns in Still Images

Tavi Halperin, Hanit Hakim, Orestis Vantzos, Gershon Hochman, Netai Benaim, Lior Sassy, Michael Kupchik, Ofir Bibi, Ohad Fried

展开摘要

We present an algorithm for producing a seamless animated loop from a single image. The algorithm detects periodic structures, such as the windows of a building or the steps of a staircase, and generates a non-trivial displacement vector field that maps each segment of the structure onto a neighboring segment along a user- or auto-selected main direction of motion. This displacement field is used, together with suitable temporal and spatial smoothing, to warp the image and produce the frames of a continuous animation loop. Our cinemagraphs are created in under a second on a mobile device. Over 140,000 users downloaded our app and exported over 350,000 cinemagraphs. Moreover, we conducted two user studies that show that users prefer our method for creating surreal and structured cinemagraphs compared to more manual approaches and compared to previous methods.

Technical Paper
Eliminating Topological Errors in Neural Network Rotation Estimation Using Self-selecting Ensembles

Sitao Xiang

展开摘要

Many problems in computer graphics and computer vision applications involves inferring a rotation from a variety of different forms of inputs. With the increasing use of deep learning, neural networks have been employed to solve such problems. However, the traditional representations for 3D rotations, the quaternions and Euler angles, are found to be problematic for neural networks in practice, producing seemingly unavoidable large estimation errors. Previous researches has identified the discontinuity of the mapping from SO(3) to the quaternions or Euler angles as the source of such errors, and to solve it, embeddings of SO(3) have been proposed as the output representation of rotation estimation networks instead. In this paper, we argue that the argument against quaternions and Euler angles from local discontinuities of the mappings from SO(3) is flawed, and instead provide a different argument from the global topological properties of SO(3) that also establishes the lower bound of maximum error when using quaternions and Euler angles for rotation estimation networks. Extending from this view, we discover that rotation symmetries in the input object causes additional topological problems that even using embeddings of SO(3) as the output representation would not correctly handle. We propose the self-selecting ensemble, a topologically motivated approach, where the network makes multiple predictions and assigns weights to them. We show theoretically and with experiments that our methods can be combined with a wide range of different rotation representations and can handle all kinds of finite symmetries in 3D rotation estimation problems.

Technical Paper
Editable Free-viewpoint Video using a Layered Neural Representation

Jiakai Zhang, Xinhang Liu, Xinyi Ye, Fuqiang Zhao, Yanshun Zhang, Minye Wu, Yingliang Zhang, Lan Xu, Jingyi Yu

展开摘要

Generating free-viewpoint videos is critical for immersive VR/AR experience, but recent neural advances still lack the editing ability to manipulate the visual perception for large dynamic scenes. To fill this gap, in this paper, we propose the first approach for editable free-viewpoint video generation for large-scale view-dependent dynamic scenes using only 16 cameras. The core of our approach is a new layered neural representation, where each dynamic entity, including the environment itself, is formulated into a spatio-temporal coherent neural layered radiance representation called ST-NeRF. Such a layered representation supports manipulations of the dynamic scene while still supporting a wide free viewing experience. In our ST-NeRF, we represent the dynamic entity/layer as a continuous function, which achieves the disentanglement of location, deformation as well as the appearance of the dynamic entity in a continuous and self-supervised manner. We propose a scene parsing 4D label map tracking to disentangle the spatial information explicitly and a continuous deform module to disentangle the temporal motion implicitly. An object-aware volume rendering scheme is further introduced for the re-assembling of all the neural layers. We adopt a novel layered loss and motion-aware ray sampling strategy to enable efficient training for a large dynamic scene with multiple performers, Our framework further enables a variety of editing functions, i.e., manipulating the scale and location, duplicating or retiming individual neural layers to create numerous visual effects while preserving high realism. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality, photo-realistic, and editable free-viewpoint video generation for dynamic scenes.

Technical Paper
Dynamic Upsampling of Smoke Through Dictionary-based Learning

Kai Bai, Wei Li, Mathieu Desbrun, Xiaopei Liu

展开摘要

Simulating turbulent smoke flows with fine details is computationally intensive. For iterative editing or simply faster generation, efficiently upsampling a low-resolution numerical simulation is an attractive alternative. We propose a novel learning approach to the dynamic upsampling of smoke flows based on a training set of flows at coarse and fine resolutions. Our multiscale neural network turns an input coarse animation into a sparse linear combination of small velocity patches present in a precomputed over-complete dictionary. These sparse coefficients are then used to generate a high-resolution smoke animation sequence by blending the fine counterparts of the coarse patches. Our network is initially trained from a sequence of example simulations to both construct the dictionary of corresponding coarse and fine patches and allow for the fast evaluation of a sparse patch encoding of any coarse input. The resulting network provides an accurate upsampling when the coarse input simulation is well approximated by patches present in the training set (e.g., for re-simulation), or simply visually plausible upsampling when input and training sets differ significantly. We show a variety of examples to ascertain the strengths and limitations of our approach and offer comparisons to existing approaches to demonstrate its quality and effectiveness.

TOG Paper
Dynamic Projection Mapping for Silkworms

Mayu Arano, Yuki Morimoto

展开摘要

1 INTRIDUCTION Recently, there has been an increasing number of examples of dynamic projection mapping (DPM) applied to plants and animals. However, objects such as animals and plants are deformable, and it is difficult to obtain their shape or attach markers in advance; thus, these objects present a problem for DPM. Here, we propose an automatic generation method of DPM specially designed for silkworms. In addition, the system automatically generates visualeffect animations based on the shape of the projected object. Using this system, we conducted an experiment of projection on a real silkworm. Projections in the Forest [Schoor and Mawad 2014] is one example of a work in which PM is applied to plants and animals. In this previous work, static projection mapping was performed for plants and animals of the forest. Image registration for the mapping was performed manually by the artists, which required a substantial amount of time. For plant leaves with individual motion, a method of DPM that considers the occlusion of the projection area by the viewer has been proposed [Sueyoshi and Morimoto 2019]. This method automatically generates effects that match the shape of the plant. However, leaves exhibit small deformations, and it is difficult

Poster
Dynamic Closest Color Warping to Sort and Compare Palettes

Suzi Kim, Sunghee Choi

展开摘要

A color palette is one of the simplest and most intuitive descriptors that can be extracted from images or videos. This paper proposes a method to assess the similarity between color palettes by sorting colors. While previous palette similarity measures compare only colors without considering the overall palette combination, we sort palettes to minimize the geometric distance between colors and align them to share a common color tendency. We propose dynamic closest color warping (DCCW) to calculate the minimum distance sum between colors and the graph connecting the colors in the other palette. We evaluate the proposed palette sorting and DCCW with several datasets and demonstrate that DCCW outperforms previous methods in terms of accuracy and computing time. We validate the effectiveness of the proposed sorting technique by conducting a perceptual study, which indicates a clear preference for the results of our approach. We also demonstrate useful applications enabled by DCCW, including palette interpolation, palette navigation, and image recoloring.

Technical Paper
Driving-signal Aware Full-body Avatars

Timur Bagautdinov, Chenglei Wu, Tomas Simon, Takaaki Shiratori, Shih-En Wei, Fabian Andres Prada, Weipeng Xu, Yaser Sheikh, Jason Saragih

展开摘要

We present a learning-based method for building driving-signal aware full-body avatars. Our model is a conditional variational autoencoder that can be animated with incomplete driving signals, such as human pose and facial keypoints, and produces a high-quality representation of human geometry and view-dependent appearance. The core intuition behind our method is that better drivability and generalization can be achieved by disentangling the driving signals and remaining generative factors, which are not available during animation. To this end, we explicitly account for information deficiency in the driving signal by introducing a latent space that exclusively captures the remaining information, thus enabling the imputation of the missing factors required during full-body animation, while remaining faithful to the driving signal. We also propose a learnable localized compression for the driving signal which promotes better generalization, and helps minimize the influence of global chance-correlations often found in real datasets. For a given driving signal, the resulting variational model produces a compact space of uncertainty for missing factors that allows for an imputation strategy best suited to a particular application. We demonstrate the efficacy of our approach on the challenging problem of full-body animation for virtual telepresence with driving signals acquired from minimal sensors placed in the environment and mounted on a VR-headset.

Technical Paper
Displaced Signed Distance Fields for Additive Manufacturing

Alan Brunton, Lubna Abu Rmaileh

展开摘要

We propose displaced signed distance fields, an implicit shape representation to accurately, efficiently and robustly 3D-print finely detailed and smoothly curved surfaces at native device resolution. As the resolution and accuracy of 3D printers increase, accurate reproduction of such surfaces becomes increasingly realizable from a hardware perspective. However, representing such surfaces with polygonal meshes requires high polygon counts, resulting in excessive storage, transmission and processing costs. These costs increase with print size, and can become exorbitant for large prints. Our implicit formulation simultaneously allows the augmentation of low-polygon meshes with compact meso-scale topographic information, such as displacement maps, and the realization of curved polygons, while leveraging efficient, streaming-compatible, discrete voxel-wise algorithms. Critical for this is careful treatment of the input primitives, their voxel approximation and the displacement to the true surface. We further propose a robust sign estimation to allow for incomplete, non-manifold input, whether human-made for onscreen rendering or directly out of a scanning pipeline. Our framework is efficient both in terms of time and space. The running time is independent of the number of input polygons, the amount of displacement, and is constant per voxel. The storage costs grow sub-linearly with the number of voxels, making our approach suitable for large prints. We evaluate our approach for efficiency and robustness, and show its advantages over standard techniques.

Technical Paper