SIGGRAPH 2022 论文列表

ACM SIGGRAPH Conference

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313篇论文

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Dark Stereo: Improving Depth Perception Under Low Luminance

Krzysztof Wolski, Fangcheng Zhong, Karol Myszkowski, Rafal Mantiuk

展开摘要

It is often desirable or unavoidable to display Virtual Reality (VR) or stereoscopic content at low brightness. For example, a dimmer display reduces the flicker artefacts that are introduced by low-persistence VR headsets. It also saves power, prolongs battery life, and reduces the cost of a display or projection system. Additionally, stereo movies are usually displayed at relatively low luminance due to polarization filters or other optical elements necessary to separate two views. However, the binocular depth cues become less reliable at low luminance. In this paper, we propose a model of stereo constancy that predicts the precision of binocular depth cues for a given contrast and luminance. We use the model to design a novel contrast enhancement algorithm that compensates for the deteriorated depth perception to deliver good-quality stereoscopic images even for displays of very low brightness.

Technical Paper
DSG-Net: Learning Disentangled Structure and Geometry for 3D Shape Generation

Jie Yang, Kaichun Mo, Yu-Kun Lai, Leonidas J. Guibas, Lin Gao, Yu-Kun Lai

展开摘要

3D shape generation is a fundamental operation in computer graphics. While significant progress has been made, especially with recent deep generative models, it remains a challenge to synthesize high-quality shapes with rich geometric details and complex structures, in a controllable manner. To tackle this, we introduce DSG-Net, a deep neural network that learns a disentangled structured & geometric mesh representation for 3D shapes, where two key aspects of shapes, geometry and structure, are encoded in a synergistic manner to ensure plausibility of the generated shapes, while also being disentangled as much as possible. This supports a range of novel shape generation applications with disentangled control, such as interpolation of structure (geometry) while keeping geometry (structure) unchanged. To achieve this, we simultaneously learn structure and geometry through variational autoencoders (VAEs) in a hierarchical manner for both, with bijective mappings at each level. In this manner, we effectively encode geometry and structure in separate latent spaces, while ensuring their compatibility: the structure is used to guide the geometry and vice versa. At the leaf level, the part geometry is represented using a conditional part VAE, to encode high-quality geometric details, guided by the structure context as the condition. Our method not only supports controllable generation applications, but also produces high-quality synthesized shapes, outperforming state-of-the-art methods.

TOG Paper
DEF: Deep Estimation of Sharp Geometric Features in 3D Shapes

Albert Matveev, Ruslan Rakhimov, Alexey Artemov, Gleb Bobrovskikh, Vage Egiazarian, Emil Bogomolov, Daniele Panozzo, Denis Zorin, Evgeny Burnaev

展开摘要

We propose Deep Estimators of Features (DEFs), a learning-based framework for predicting sharp geometric features in sampled 3D shapes. Differently from existing data-driven methods, which reduce this problem to feature classification, we propose to regress a scalar field representing the distance from point samples to the closest feature line on local patches. Our approach is the first that scales to massive point clouds by fusing distance-to-feature estimates obtained on individual patches. We extensively evaluate our approach against related state-of-the-art methods on newly proposed synthetic and real-world 3D CAD model benchmarks. Our approach not only outperforms these (with improvements in Recall and False Positives Rates), but generalizes to real-world scans after training our model on synthetic data and fine-tuning it on a small dataset of scanned data. We demonstrate a downstream application, where we reconstruct an explicit representation of straight and curved sharp feature lines from range scan data. We make code, pre-trained models, and our training and evaluation datasets available at https://github.com/artonson/def.

Technical Paper
DCT-Net: Domain-calibrated Translation for Portrait Stylization

Yifang Men, Yuan Yao, Miaomiao Cui, Zhouhui Lian, Xuansong Xie

展开摘要

This paper introduces DCT-Net, a novel image translation architecture for few-shot portrait stylization. Given limited style exemplars (~100), the new architecture can produce high-quality style transfer results with advanced ability to synthesize high-fidelity contents and strong generality to handle complicated scenes (e.g., occlusions and accessories). Moreover, it enables full-body image translation via one elegant evaluation network trained by partial observations (i.e., stylized heads). Few-shot learning based style transfer is challenging since the learned model can easily become overfitted in the target domain, due to the biased distribution formed by only a few training examples. This paper aims to handle the challenge by adopting the key idea of "calibration first, translation later" and exploring the augmented global structure with locally-focused translation. Specifically, the proposed DCT-Net consists of three modules: a content adapter borrowing the powerful prior from source photos to calibrate the content distribution of target samples; a geometry expansion module using affine transformations to release spatially semantic constraints; and a texture translation module leveraging samples produced by the calibrated distribution to learn a fine-grained conversion. Experimental results demonstrate the proposed method's superiority over the state of the art in head stylization and its effectiveness on full image translation with adaptive deformations. Our code is publicly available at https://github.com/menyifang/DCT-Net.

Technical Paper
Covector Fluids

Mohammad Sina Nabizadeh, Stephanie Wang, Ravi Ramamoorthi, Albert Chern

展开摘要

The animation of delicate vortical structures of gas and liquids has been of great interest in computer graphics. However, common velocity-based fluid solvers can damp the vortical flow, while vorticity-based fluid solvers suffer from performance drawbacks. We propose a new velocity-based fluid solver derived from a reformulated Euler equation using covectors. Our method generates rich vortex dynamics by an advection process that respects the Kelvin circulation theorem. The numerical algorithm requires only a small local adjustment to existing advection-projection methods and can easily leverage recent advances therein. The resulting solver emulates a vortex method without the expensive conversion between vortical variables and velocities. We demonstrate that our method preserves vorticity in both vortex filament dynamics and turbulent flows significantly better than previous methods, while also improving preservation of energy.

Technical Paper
Context-aware Risk Degree Prediction for Smartphone Zombies

Erwin Wu, Chen-Chieh Liao, Ruofan Liu, Hideki Koike

展开摘要

Using smartphones while walking is becoming a social problem. Recent works try to support this issue by different warning systems. However, most only focus on detecting obstacles, without considering the risk to the user. In this paper, we propose a deep learning-based context-aware risk prediction system using a built-in camera on smartphones, aiming to notify ”smombies” by a risk-degree based algorithm. The proposed system both estimates the risk degree of a potential obstacle and the user’s status, which can also be used for distracted driving or visually impaired people.

Poster
Contact-centric Deformation Learning

Cristian Romero, Dan Casas, Maurizio Chiaramonte, Miguel A. Otaduy

展开摘要

We propose a novel method to machine-learn highly detailed, nonlinear contact deformations for real-time dynamic simulation. We depart from previous deformation-learning strategies, and model contact deformations in a contact-centric manner. This strategy shows excellent generalization with respect to the object's configuration space, and it allows for simple and accurate learning. We complement the contact-centric learning strategy with two additional key ingredients: learning a continuous vector field of contact deformations, instead of a discrete approximation; and sparsifying the mapping between the contact configuration and contact deformations. These two ingredients further contribute to the accuracy, efficiency, and generalization of the method. We integrate our learning-based contact deformation model with subspace dynamics, showing real-time dynamic simulations with fine contact deformation detail.

Technical Paper
Constant-cost Spatio-angular Prefiltering of Glinty Appearance Using Tensor Decomposition

Hong Deng, Yang Liu, Beibei Wang, Jian Yang, Lei Ma, Nicolas Holzschuch, Ling-Qi Yan, Ling-Qi Yan

展开摘要

The detailed glinty appearance from complex surface microstructures enhances the level of realism but is both - and time-consuming to render, especially when viewed from far away (large spatial coverage) and/or illuminated by area lights (large angular coverage). In this article, we formulate the glinty appearance rendering process as a spatio-angular range query problem of the Normal Distribution Functions (NDFs), and introduce an efficient spatio-angular prefiltering solution to it. We start by exhaustively precomputing all possible NDFs with differently sized positional coverages. Then we compress the precomputed data using tensor rank decomposition, which enables accurate and fast angular range queries. With our spatio-angular prefiltering scheme, we are able to solve both the storage and performance issues at the same time, leading to efficient rendering of glinty appearance with both constant storage and constant performance, regardless of the range of spatio-angular queries. Finally, we demonstrate that our method easily applies to practical rendering applications that were traditionally considered difficult. For example, efficient bidirectional reflection distribution function evaluation accurate NDF importance sampling, fast global illumination between glinty objects, high-frequency preserving rendering with environment lighting, and tile-based synthesis of glinty appearance.

TOG Paper
Computing Sparse Integer-constrained Cones for Conformal Parameterizations

Mo Li, Qing Fang, Wenqing Ouyang, Ligang Liu, Xiao-Ming Fu

展开摘要

We propose a novel method to generate sparse integer-constrained cone singularities with low distortion constraints for conformal parameterizations. Inspired by [Fang et al. 2021; Soliman et al. 2018], the cone computation is formulated as a constrained optimization problem, where the objective is the number of cones measured by the ℓ0-norm of Gaussian curvature of vertices, and the constraint is to restrict the cone angles to be multiples of π/2 and control the distortion while ensuring that the Yamabe equation holds. Besides, the holonomy angles for the non-contractible homology loops are additionally required to be multiples of π/2 for achieving rotationally seamless conformal parameterizations. The Douglas-Rachford (DR) splitting algorithm is used to solve this challenging optimization problem, and our success relies on two key components. First, replacing each integer constraint with the intersection of a box set and a sphere enables us to manage the subproblems in DR splitting update steps in the continuous domain. Second, a novel solver is developed to optimize the ℓ0-norm without any approximation. We demonstrate the effectiveness and feasibility of our algorithm on a data set containing 3885 models. Compared to state-of-the-art methods, our method achieves a better tradeoff between the number of cones and the parameterization distortion.

Technical Paper
Computational Pattern Making From 3D Garment Models

Nico Pietroni, Corentin Dumery, Raphael Falque, Mark Liu, Teresa Vidal-Calleja, Olga Sorkine-Hornung

展开摘要

We propose a method for computing a sewing pattern of a given 3D garment model. Our algorithm segments an input 3D garment shape into patches and computes their 2D parameterization, resulting in pattern pieces that can be cut out of fabric and sewn together to manufacture the garment. Unlike the general state-of-the-art approaches for surface cutting and flattening, our method explicitly targets garment fabrication. It accounts for the unique properties and constraints of tailoring, such as seam symmetry, the usage of darts, fabric grain alignment, and a flattening distortion measure that models woven fabric deformation, respecting its anisotropic behavior. We bootstrap a recent patch layout approach developed for quadrilateral remeshing and adapt it to the purpose of computational pattern making, ensuring that the deformation of each pattern piece stays within prescribed bounds of cloth stress. While our algorithm can automatically produce the sewing patterns, it is fast enough to admit user input to creatively iterate on the pattern design. Our method can take several target poses of the 3D garment into account and integrate them into the sewing pattern design. We demonstrate results on both skintight and loose garments, showcasing the versatile application possibilities of our approach.

Technical Paper
Computational Object-wrapping Rope Nets

Jian Liu, Shiqing Xin, Xifeng Gao, Kaihang Gao, Kai Xu, Baoquan Chen, Changhe Tu, Xifeng Gao

展开摘要

Wrapping objects using ropes is a common practice in our daily life. However, it is difficult to design and tie ropes on a 3D object with complex topology and geometry features while ensuring wrapping security and easy operation. In this article, we propose to compute a rope net that can tightly wrap around various 3D shapes. Our computed rope net not only immobilizes the object but also maintains the load balance during lifting. Based on the key observation that if every knot of the net has four adjacent curve edges, then only a single rope is needed to construct the entire net. We reformulate the rope net computation problem into a constrained curve network optimization. We propose a discrete-continuous optimization approach, where the topological constraints are satisfied in the discrete phase and the geometrical goals are achieved in the continuous stage. We also develop a hoist planning to pick anchor points so that the rope net equally distributes the load during hoisting. Furthermore, we simulate the wrapping process and use it to guide the physical rope net construction process. We demonstrate the effectiveness of our method on 3D objects with varying geometric and topological complexity. In addition, we conduct physical experiments to demonstrate the practicability of our method.

TOG Paper
Computational Mirror Cup and Saucer Art

Kang Wu, Renjie Chen, Xiao-Ming Fu, Ligang Liu, Renjie Chen

展开摘要

In the mirror cup and saucer art created by artists Yul Cho and Sang-Ha Cho, part of the saucer is directly visible to the viewer, while the other part of the saucer is occluded and can only be seen as a reflection through a mirror cup. Thus, viewers see an image directly on the saucer and another image on the mirror cup; however, the existing art design is limited to wavelike saucers. In this work, we propose a general computational framework for mirror cup and saucer art design. As input, we take from the user one image for the direct view, one image for the reflected view, and the base shape of the saucer. Our algorithm then generates a suitable saucer shape by deforming the input shape. We formulate this problem as a constrained optimization for the saucer surface. Our framework solves for the fine geometry details on the base shape along with its texture, such that when a mirror cup is placed on the saucer, the user-specified images are observed as direct and reflected views. Through extensive experiments, we demonstrate the effectiveness of our framework and the great design flexibility that it offers to users. We further validate the produced art pieces by fabricating the colored saucers using three-dimensional printing.

TOG Paper
Computational Design of Passive Grippers

Milin Kodnongbua, Ian Good, Yu Lou, Jeffrey Lipton, Adriana Schulz

展开摘要

This work proposes a novel generative design tool for passive grippers---robot end effectors that have no additional actuation and instead leverage the existing degrees of freedom in a robotic arm to perform grasping tasks. Passive grippers are used because they offer interesting trade-offs between cost and capabilities. However, existing designs are limited in the types of shapes that can be grasped. This work proposes to use rapid-manufacturing and design optimization to expand the space of shapes that can be passively grasped. Our novel generative design algorithm takes in an object and its positioning with respect to a robotic arm and generates a 3D printable passive gripper that can stably pick the object up. To achieve this, we address the key challenge of jointly optimizing the shape and the insert trajectory to ensure a passively stable grasp. We evaluate our method on a testing suite of 22 objects (23 experiments), all of which were evaluated with physical experiments to bridge the virtual-to-real gap. Code and data are at https://homes.cs.washington.edu/~milink/passive-gripper/

Technical Paper
Computational Design of Knit Templates

Benjamin Jones, Yuxuan Mei, Haisen Zhao, Taylor Gotfrid, Jennifer Mankoff, Adriana Schulz, Benjamin Jones

展开摘要

We present an interactive design system for knitting that allows users to create template patterns that can be fabricated using an industrial knitting machine. Our interactive design tool is novel in that it allows direct control of key knitting design axes we have identified in our formative study and does so consistently across the variations of an input parametric template geometry. This is achieved with two key technical advances. First, we present an interactive meshing tool that lets users build a coarse quadrilateral mesh that adheres to their knit design guidelines. This solution ensures consistency across the parameter space for further customization over shape variations and avoids helices, promoting knittability. Second, we lift and formalize low-level machine knitting constraints to the level of this coarse quad mesh. This enables us to not only guarantee hand- and machine-knittability, but also provides automatic design assistance through auto-completion and suggestions. We show the capabilities through a set of fabricated examples that illustrate the effectiveness of our approach in creating a wide variety of objects and interactively exploring the space of design variations.

TOG Paper
Computational Design of High-level Interlocking Puzzles

Rulin Chen, Ziqi Wang, Peng Song, Bernd Bickel

展开摘要

Interlocking puzzles are intriguing geometric games where the puzzle pieces are held together based on their geometric arrangement, preventing the puzzle from falling apart. High-level-of-difficulty, or simply high-level, interlocking puzzles are a subclass of interlocking puzzles that require multiple moves to take out the first subassembly from the puzzle. Solving a high-level interlocking puzzle is a challenging task since one has to explore many different configurations of the puzzle pieces until reaching a configuration where the first subassembly can be taken out. Designing a high-level interlocking puzzle with a user-specified level of difficulty is even harder since the puzzle pieces have to be interlocking in all the configurations before the first subassembly is taken out. In this paper, we present a computational approach to design high-level interlocking puzzles. The core idea is to represent all possible configurations of an interlocking puzzle as well as transitions among these configurations using a rooted, undirected graph called a disassembly graph and leverage this graph to find a disassembly plan that requires a minimal number of moves to take out the first subassembly from the puzzle. At the design stage, our algorithm iteratively constructs the geometry of each puzzle piece to expand the disassembly graph incrementally, aiming to achieve a user-specified level of difficulty. We show that our approach allows efficient generation of high-level interlocking puzzles of various shape complexities, including new solutions not attainable by state-of-the-art approaches.

Technical Paper
Compression and Interactive Visualization of Terabyte Scale Volumetric RGBA Data With Voxel-scale Details

Mehmet Oguz Derin, Takahiro Harada, Yusuke Takeda, Yasuhiro Iba

展开摘要

We present a compressed volumetric data structure and traversal algorithm that interactively visualizes complete terabyte-scale scientific data. Previous methods rely on heavy approximation and do not provide individual sample-level representation when going beyond gigabytes. We develop an extensible pipeline that makes the data streamable on GPU using compact pointers and a compression algorithm based on wavelet transform. The resulting approach renders high-resolution captures under varying sampling characteristics in real-time.

Poster
ComplexGen: CAD Reconstruction by B-rep Chain Complex Generation

Haoxiang Guo, Shilin Liu, Hao Pan, Yang Liu, Xin Tong, Baining Guo

展开摘要

We view the reconstruction of CAD models in the boundary representation (B-Rep) as the detection of geometric primitives of different orders, i.e., vertices, edges and surface patches, and the correspondence of primitives, which are holistically modeled as a chain complex, and show that by modeling such comprehensive structures more complete and regularized reconstructions can be achieved. We solve the complex generation problem in two steps. First, we propose a novel neural framework that consists of a sparse CNN encoder for input point cloud processing and a tri-path transformer decoder for generating geometric primitives and their mutual relationships with estimated probabilities. Second, given the probabilistic structure predicted by the neural network, we recover a definite B-Rep chain complex by solving a global optimization maximizing the likelihood under structural validness constraints and applying geometric refinements. Extensive tests on large scale CAD datasets demonstrate that the modeling of B-Rep chain complex structure enables more accurate detection for learning and more constrained reconstruction for optimization, leading to structurally more faithful and complete CAD B-Rep models than previous results.

Technical Paper
Compatible Intrinsic Triangulations

Kenshi Takayama

展开摘要

Finding distortion-minimizing homeomorphisms between surfaces of arbitrary genus is a fundamental task in computer graphics and geometry processing. We propose a simple method utilizing intrinsic triangulations, operating directly on the original surfaces without going through any intermediate domains such as a plane or a sphere. Given two models A and B as triangle meshes, our algorithm constructs a Compatible Intrinsic Triangulation (CIT), a pair of intrinsic triangulations over A and B with full correspondences in their vertices, edges and faces. Such a tessellation allows us to establish consistent images of edges and faces of A's input mesh over B (and vice versa) by tracing piecewise-geodesic paths over A and B. Our algorithm for constructing CITs, primarily consisting of carefully designed edge flipping schemes, is empirical in nature without any guarantee of success, but turns out to be robust enough to be used within a similar second-order optimization framework as was used previously in the literature. The utility of our method is demonstrated through comparisons and evaluation on a standard benchmark dataset.

Technical Paper
Compact Poisson Filters for Fast Fluid Simulation

Amir Hossein Rabbani, Jean-Philippe Guertin, Damien Rioux-Lavoie, Arnaud Schoentgen, Kaitai Tong, Alexandre Sirois-Vigneux, Derek Nowrouzezahrai

展开摘要

Poisson equations appear in many graphics settings including, but not limited to, physics-based fluid simulation. Numerical solvers for such problems strike context-specific memory, performance, stability and accuracy trade-offs. We propose a new Poisson filter-based solver that balances between the strengths of spectral and iterative methods. We derive universal Poisson kernels for forward and inverse Poisson problems, leveraging careful adaptive filter truncation to localize their extent, all while maintaining stability and accuracy. Iterative composition of our compact filters improves solver iteration time by orders-of-magnitude compared to optimized linear methods. While motivated by spectral formulations, we overcome important limitations of spectral methods while retaining many of their desirable properties. We focus on the application of our method to high-performance and high-fidelity fluid simulation, but we also demonstrate its broader applicability. We release our source code at https://github.com/Ubisoft-LaForge/CompactPoissonFilters .

Technical Paper