Rafal K. Mantiuk, Maliha Ashraf, Alexandre Chapiro
SIGGRAPH 2022 论文列表
ACM SIGGRAPH Conference
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Giacomo Nazzaro, Enrico Puppo, Fabio Pellacini, Enrico Puppo
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Tangles are complex patterns, which are often used to decorate the surface of real-world artisanal objects. They consist of arrangements of simple shapes organized into nested hierarchies, obtained by recursively splitting regions to add progressively finer details. In this article, we show that 3D digital shapes can be decorated with tangles by working interactively in the intrinsic metric of the surface. Our tangles are generated by the recursive application of only four operators, which are derived from tracing the isolines or the integral curves of geodesics fields generated from selected seeds on the surface. Based on this formulation, we present an interactive application that lets designers model complex recursive patterns directly on the object surface without relying on parametrization. We reach interactive speed on meshes of a few million triangles by relying on an efficient approximate graph-based geodesic solver.
Akihiro Kiuchi, Taishi Eguchi, Jun Rekimoto, Manabu Tsukada, Hiroshi Esaki
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ACM Reference Format: Akihiro Kiuchi, Taishi Eguchi, Jun Rekimoto, Manabu Tsukada, and Hiroshi Esaki. 2022. ZIGEN: A Windowing System Enabling Multitasking Among 3D and 2D Applications in Immersive Environments. In Special Interest Group on Computer Graphics and Interactive Techniques Conference Posters (SIGGRAPH ’22 Posters), August 07-11, 2022. ACM, New York, NY, USA, 2 pages. https://doi.org/10.1145/3532719.3543200
Hanxiao Shen, Leyi Zhu, Ryan Capouellez, Daniele Panozzo, Marcel Campen, Denis Zorin
Jiahui Sun, Wenming Wu, Ligang Liu, Wenjie Min, Gaofeng Zhang, Liping Zheng
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Floorplan generation has drawn widespread interest in the community. Recent learning-based methods for generating realistic floorplans have made significant progress while a complex heuristic post-processing is still necessary to obtain desired results. In this paper, we propose a novel wall-oriented method, called WallPlan, for automatically and efficiently generating plausible floorplans from various design constraints. We pioneer the representation of the floorplan as a wall graph with room labels and consider the floorplan generation as a graph generation. Given the boundary as input, we first initialize the boundary with windows predicted by WinNet. Then a graph generation network GraphNet and semantics prediction network LabelNet are coupled to generate the wall graph progressively by imitating graph traversal. WallPlan can be applied for practical architectural designs, especially the wall-based constraints. We conduct ablation experiments, qualitative evaluations, quantitative comparisons, and perceptual studies to evaluate our method's feasibility, efficacy, and versatility. Intensive experiments demonstrate our method requires no post-processing, producing higher quality floorplans than state-of-the-art techniques.
Hendrik Brückler, David Bommes, Marcel Campen
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Developments in the field of parametrization-based quad mesh generation on surfaces have been impactful over the past decade. In this context, an important advance has been the replacement of error-prone rounding in the generation of integer-grid maps, by robust quantization methods. In parallel, parametrization-based hex mesh generation for volumes has been advanced. In this volumetric context, however, the state-of-the-art still relies on fragile rounding, not rarely producing defective meshes, especially when targeting a coarse mesh resolution. We present a method to robustly quantize volume parametrizations, i.e., to determine guaranteed valid choices of integers for 3D integer-grid maps. Inspired by the 2D case, we base our construction on a non-conforming cell decomposition of the volume, a 3D analogue of a T-mesh. In particular, we leverage the motorcycle complex, a recent generalization of the motorcycle graph, for this purpose. Integer values are expressed in a differential manner on the edges of this complex, enabling the efficient formulation of the conditions required to strictly prevent forcing the map into degeneration. Applying our method in the context of hexahedral meshing, we demonstrate that hexahedral meshes can be generated with significantly improved flexibility.
Feitong Tan, Sean Fanello, Abhimitra Meka, Sergio Orts-Escolano, Danhang Tang, Rohit Pandey, Jonathan Taylor, Ping Tan, Yinda Zhang
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We propose VoLux-GAN, a generative framework to synthesize 3D-aware faces with convincing relighting. Our main contribution is a volumetric HDRI relighting method that can efficiently accumulate albedo, diffuse and specular lighting contributions along each 3D ray for any desired HDR environmental map. Additionally, we show the importance of supervising the image decomposition process using multiple discriminators. In particular, we propose a data augmentation technique that leverages recent advances in single image portrait relighting to enforce consistent geometry, albedo, diffuse and specular components. Multiple experiments and comparisons with other generative frameworks show how our model is a step forward towards photorealistic relightable 3D generative models. Code and pre-trained models are available at: https://github.com/google/volux-gan.
Gregg Perkins, Santiago Echeverry
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Virtual Production fulfills George Lucas's early dream of having an engulfing “space-opera in the sky” (1). Epic Games’ focus on realistic interactive 3D game environments using Unreal Engine, revolutionized the field of film-making, by replacing rear film projections with large format, curved, high resolution, immersive LED video screens, allowing backdrops to adapt in real time to the narrative needs of each scene by tracking the movement of the camera. Cinematographers and Art Directors are adapting to the challenges of virtual and real lighting and props, recruiting animators and new media developers who create, usually in very little time, virtual and real props, and metahuman actors and characters, enhancing the production value, optimizing and reducing costs in unparalleled ways. This poster presents the results of the first Virtual Production class offered by the Film Animation and New Media Department at the University of Tampa. In a very short time span, students working in interdisciplinary teams have seen the possibilities of these new technologies for science fiction, fantasy and experimental films that otherwise would have been impossible to create with very limited student budgets.
Astrid Bunge, Philipp Herholz, Olga Sorkine-Hornung, Mario Botsch, Michael Kazhdan
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Solving partial differential equations (PDEs) on geometric domains is an important component of computer graphics, geometry processing, and many other fields. Typically, the given discrete mesh is the geometric representation and should not be altered for simulation purposes. Hence, accurately solving PDEs on general meshes is a central goal and has been considered for various differential operators over the last years. While it is known that using higher-order basis functions on simplicial meshes can substantially improve accuracy and convergence, extending these benefits to general surface or volume tessellations in an efficient fashion remains an open problem. Our work proposes variationally optimized piecewise quadratic shape functions for polygons and polyhedra, which generalize quadratic P2 elements, exactly reproduce them on simplices, and inherit their beneficial numerical properties. To mitigate the associated cost of increased computation time, particularly for volumetric meshes, we introduce a custom two-level multigrid solver which significantly improves computational performance.
Towaki Takikawa, Alex Evans, Jonathan Tremblay, Thomas Müller, Morgan McGuire, Alec Jacobson, Sanja Fidler
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Neural approximations of scalar- and vector fields, such as signed distance functions and radiance fields, have emerged as accurate, high-quality representations. State-of-the-art results are obtained by conditioning a neural approximation with a lookup from trainable feature grids [Liu et al. 2020; Martel et al. 2021; Müller et al. 2022; Takikawa et al. 2021] that take on part of the learning task and allow for smaller, more efficient neural networks. Unfortunately, these feature grids usually come at the cost of significantly increased memory consumption compared to stand-alone neural network models. We present a dictionary method for compressing such feature grids, reducing their memory consumption by up to 100 × and permitting a multiresolution representation which can be useful for out-of-core streaming. We formulate the dictionary optimization as a vector-quantized auto-decoder problem which lets us learn end-to-end discrete neural representations in a space where no direct supervision is available and with dynamic topology and structure. Our source code is available at https://github.com/nv-tlabs/vqad.
Michael Tao, Christopher Batty, Mirela Ben-Chen, Eugene Fiume, David Levin
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The comprehensive visual modeling of fluid motion has historically been a challenging task, due in no small part to the difficulties inherent in geometries that are non-manifold, open, or thin. Modern geometric cut-cell mesh generators have been shown to produce, both robustly and quickly, workable volumetric elements in the presence of these problematic geometries, and the resulting volumetric representation would seem to offer an ideal infrastructure with which to perform fluid simulations. However, cut-cell mesh elements are general polyhedra that often contain holes and are non-convex; it is therefore difficult to construct the explicit function spaces required to employ standard functional discretizations, such as the Finite Element Method. The Virtual Element Method (VEM) has recently emerged as a functional discretization that successfully operates with complex polyhedral elements through a weak formulation of its function spaces. We present a novel cut-cell fluid simulation framework that exactly represents boundary geometry during the simulation. Our approach enables, for the first time, detailed fluid simulation with "in-the-wild" obstacles, including ones that contain non-manifold parts, self-intersections, and extremely thin features. Our key technical contribution is the generalization of the Particle-In-Cell fluid simulation methodology to arbitrary polyhedra using VEM. Coupled with a robust cut-cell generation scheme, this produces a fluid simulation algorithm that can operate on previously infeasible geometries without requiring any additional mesh modification or repair.
Lei Chu, Hao Pan, Wenping Wang, Hao Pan
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We present a novel approach for completing and reconstructing 3D shapes from incomplete scanned data by using deep neural networks. Rather than being trained on supervised completion tasks and applied on a testing shape, the network is optimized from scratch on the single testing shape to fully adapt to the shape and complete the missing data using contextual guidance from the known regions. The ability to complete missing data by an untrained neural network is usually referred to as the deep prior. In this article, we interpret the deep prior from a neural tangent kernel (NTK) perspective and show that the completed shape patches by the trained CNN are naturally similar to existing patches, as they are proximate in the kernel feature space induced by NTK. The interpretation allows us to design more efficient network structures and learning mechanisms for the shape completion and reconstruction task. Being more aware of structural regularities than both traditional and other unsupervised learning-based reconstruction methods, our approach completes large missing regions with plausible shapes and complements supervised learning-based methods that use database priors by requiring no extra training dataset and showing flexible adaptation to a particular shape instance.
Xianghao Xu, Yifan Ruan, Srinath Sridhar, Daniel Ritchie
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3D models of manufactured objects are important for populating virtual worlds and for synthetic data generation for vision and robotics. To be most useful, such objects should be articulated: their parts should move when interacted with. While articulated object datasets exist, creating them is labor-intensive. Learning-based prediction of part motions can help, but all existing methods require annotated training data. In this paper, we present an unsupervised approach for discovering articulated motions in a part-segmented 3D shape collection. Our approach is based on a concept we call category closure: any valid articulation of an object’s parts should keep the object in the same semantic category (e.g. a chair stays a chair). We operationalize this concept with an algorithm that optimizes a shape’s part motion parameters such that it can transform into other shapes in the collection. We evaluate our approach by using it to re-discover part motions from the PartNet-Mobility dataset. For almost all shape categories, our method’s predicted motion parameters have low error with respect to ground truth annotations, outperforming two supervised motion prediction methods.
Purvi Goel, Doug L. James
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Manually tuning physics-based animation parameters to explore a simulation outcome space or achieve desired motion outcomes can be notoriously tedious. This problem has motivated many sophisticated and specialized optimization-based methods for fine-grained (keyframe) control, each of which are typically limited to specific animation phenomena, usually complicated, and, unfortunately, not widely used. In this paper, we propose Unified Many-Worlds Browsing (UMWB), a practical method for sample-level control and exploration of physics-based animations. Our approach supports browsing of large simulation ensembles of arbitrary animation phenomena by using a unified volumetric WORLDPACK representation based on spatiotemporally compressed voxel data associated with geometric occupancy and other low-fidelity animation state. Beyond memory reduction, the WORLDPACK representation also enables unified query support for interactive browsing: it provides fast evaluation of approximate spatiotemporal queries, such as occupancy tests that find ensemble samples ("worlds") where material is either IN or NOT IN a user-specified spacetime region. WORLDPACKS also support real-time hardware-accelerated voxel rendering by exploiting the spatially hierarchical and temporal RLE raster data structure. Our UMWB implementation supports interactive browsing (and offline refinement) of ensembles containing thousands of simulation samples, and fast spatiotemporal queries and ranking. We show UMWB results using a wide variety of physics-based animation phenomena---not just JELL-O®.
Zackary Misso, Benedikt Bitterli, Iliyan Georgiev, Wojciech Jarosz
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We introduce a general framework for transforming biased estimators into unbiased and consistent estimators for the same quantity. We show how several existing unbiased and consistent estimation strategies in rendering are special cases of this framework, and are part of a broader debiasing principle. We provide a recipe for constructing estimators using our generalized framework and demonstrate its applicability by developing novel unbiased forms of transmittance estimation, photon mapping, and finite differences.
Merlin Nimier-David, Thomas Müller, Alexander Keller, Wenzel Jakob
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Volumetric representations are popular in inverse rendering because they have a simple parameterization, are smoothly varying, and transparently handle topology changes. However, incorporating the full volumetric transport of light is costly and challenging, often leading practitioners to implement simplified models, such as purely emissive and absorbing volumes with "baked" lighting. One such challenge is the efficient estimation of the gradients of the volume's appearance with respect to its scattering and absorption parameters. We show that the straightforward approach---differentiating a volumetric free-flight sampler---can lead to biased and high-variance gradients, hindering optimization. Instead, we propose using a new sampling strategy: differential ratio tracking, which is unbiased, yields low-variance gradients, and runs in linear time. Differential ratio tracking combines ratio tracking and reservoir sampling to estimate gradients by sampling distances proportional to the unweighted transmittance rather than the usual extinction-weighted transmittance. In addition, we observe local minima when optimizing scattering parameters to reproduce dense volumes or surfaces. We show that these local minima can be overcome by bootstrapping the optimization from nonphysical emissive volumes that are easily optimized.
Yingying Ren, Uday Kusupati, Julian Panetta, Florin Isvoranu, Davide Pellis, Tian Chen, Mark Pauly
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We present a computational inverse design framework for a new class of volumetric deployable structures that have compact rest states and deploy into bending-active 3D target surfaces. Umbrella meshes consist of elastic beams, rigid plates, and hinge joints that can be directly printed or assembled in a zero-energy fabrication state. During deployment, as the elastic beams of varying heights rotate from vertical to horizontal configurations, the entire structure transforms from a compact block into a target curved surface. Umbrella Meshes encode both intrinsic and extrinsic curvature of the target surface and in principle are free from the area expansion ratio bounds of past auxetic material systems. We build a reduced physics-based simulation framework to accurately and efficiently model the complex interaction between the elastically deforming components. To determine the mesh topology and optimal shape parameters for approximating a given target surface, we propose an inverse design optimization algorithm initialized with conformal flattening. Our algorithm minimizes the structure's strain energy in its deployed state and optimizes actuation forces so that the final deployed structure is in stable equilibrium close to the desired surface with few or no external constraints. We validate our approach by fabricating a series of physical models at various scales using different manufacturing techniques.
Nipun Jindal, Pranay Kumar
Alejandro Rodríguez, Gabriel Cirio
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Seams play a fundamental role in the way a garment looks, fits, feels and behaves. Seams can have very different shapes and mechanical properties depending on how fabric is overlapped, folded and stitched together, with garment designers often choosing specific seam and stitch type combinations depending on the appearance and behavior they want for the garment. Yet, virtually all 3D CAD tools for fashion and visual effects ignore most of the visual and mechanical complexity of seams, and just treat them as joint edges, their simplest possible form, drastically limiting the fidelity of digital garments. In this paper, we present a method that models seams following their true, real-life construction. Each seam brings together and overlaps the fabric pieces to be sewn, folds the fabric according to the type of seam, and stitches the resulting assembly following the type of stitch. To avoid dealing with the complexities of folding in 3D space, we cast the problem into a sequence of simpler 2D problems where we can easily shape the seam and produce a result free of self-intersections, before lifting the folded geometry back to 3D space. We run a series of constrained optimizations to enforce spatial properties in these 2D settings, allowing us to treat asymmetric seams, gatherings and overlapping construction orders. Using a variety of common seams and stitches, we show how our approach substantially improves the visual appearance of full garments, for a better and more predictive digital replica.
Shlomi Steinberg, Pradeep Sen, Ling-Qi Yan
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Physical light transport (PLT) algorithms can represent the wave nature of light globally in a scene, and are consistent with Maxwell's theory of electromagnetism. As such, they are able to reproduce the wave-interference and diffraction effects of real physical optics. However, the recent works that have proposed PLT are too expensive to apply to real-world scenes with complex geometry and materials. To address this problem, we propose a novel framework for physical light transport based on several key ideas that actually makes PLT practical for complex scenes. First, we restrict the spatial coherence shape of light to an anisotropic Gaussian and justify this restriction with general arguments based on entropy. This restriction serves to simplify the rest of the derivations, without practical loss of generality. To describe partially-coherent light, we present new rendering primitives that generalize the radiometric radiance and irradiance, and are based on the well-known Stokes parameters. We are able to represent light of arbitrary spectral content and states of polarization, and with any coherence volume and anisotropy. We also present the wave BSDF to accurately render diffractions and wave-interference effects. Furthermore, we present an approach to importance sample this wave BSDF to facilitate bi-directional path tracing, which has been previously impossible. We show good agreement with state-of-the-art methods, but unlike them we are able to render complex scenes where all the materials are new, coherence-aware physical optics materials, and with performance approaching that of "classical" rendering methods.