SIGGRAPH 2022 论文列表

ACM SIGGRAPH Conference

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Random Walks for Adversarial Meshes

Amir Belder, Gal Yefet, Ran Ben-Itzhak, Ayellet Tal

展开摘要

A polygonal mesh is the most-commonly used representation of surfaces in computer graphics. Therefore, it is not surprising that a number of mesh classification networks have recently been proposed. However, while adversarial attacks are wildly researched in 2D, the field of adversarial meshes is under explored. This paper proposes a novel, unified, and general adversarial attack, which leads to misclassification of several state-of-the-art mesh classification neural networks. Our attack approach is black-box, i.e. it has access only to the network’s predictions, but not to the network’s full architecture or gradients. The key idea is to train a network to imitate a given classification network. This is done by utilizing random walks along the mesh surface, which gather geometric information. These walks provide insight onto the regions of the mesh that are important for the correct prediction of the given classification network. These mesh regions are then modified more than other regions in order to attack the network in a manner that is barely visible to the naked eye.

Technical Paper
R2E2: Low-latency Path Tracing of Terabyte-scale Scenes Using Thousands of Cloud CPUs

Sadjad Fouladi, Brennan Shacklett, Fait Poms, Arjun Arora, Alex Ozdemir, Deepti Raghavan, Pat Hanrahan, Kayvon Fatahalian, Keith Winstein

展开摘要

In this paper we explore the viability of path tracing massive scenes using a "supercomputer" constructed on-the-fly from thousands of small, serverless cloud computing nodes. We present R2E2 (Really Elastic Ray Engine) a scene decomposition-based parallel renderer that rapidly acquires thousands of cloud CPU cores, loads scene geometry from a pre-built scene BVH into the aggregate memory of these nodes in parallel, and performs full path traced global illumination using an inter-node messaging service designed for communicating ray data. To balance ray tracing work across many nodes, R2E2 adopts a service-oriented design that statically replicates geometry and texture data from frequently traversed scene regions onto multiple nodes based on estimates of load, and dynamically assigns ray tracing work to lightly loaded nodes holding the required data. We port pbrt's ray-scene intersection components to the R2E2 architecture, and demonstrate that scenes with up to a terabyte of geometry and texture data (where as little as 1/250th of the scene can fit on any one node) can be path traced at 4K resolution, in tens of seconds using thousands of tiny serverless nodes on the AWS Lambda platform.

Technical Paper
QuickPose: Real-time Multi-view Multi-person Pose Estimation in Crowded Scenes

Zhize Zhou, Qing Shuai, Yize Wang, Qi Fang, Xiaopeng Ji, Fashuai Li, Hujun Bao, Xiaowei Zhou

展开摘要

This work proposes a real-time algorithm for reconstructing 3D human poses in crowded scenes from multiple calibrated views. The key challenge of this problem is to efficiently match 2D observations across multiple views. Previous methods perform multi-view matching either at the full-body level, which is sensitive to 2D pose estimation error, or at the part level, which ignores 2D constraints between different types of body parts in the same view. Instead, our approach reasons about all plausible skeleton proposals during multi-view matching, where each skeleton may consist of an arbitrary number of parts instead of being a whole body or a single part. To this end, we formulate the multi-view matching problem as mode seeking in the space of skeleton proposals and develop an efficient algorithm named QuickPose to solve the problem, which enables real-time motion capture in crowded scenes. Experiments show that the proposed algorithm achieves the state-of-the-art performance in terms of both speed and accuracy on public datasets.

Technical Paper
Pseudo-3D Scene Modeling for Virtual Reality Using Stylized Novel View Synthesis

Kuan-Wei Tseng, Jing-Yuan Huang, Yang-Shen Chen, Chu-Song Chen, Yi-Ping Hung

展开摘要

Stylized Novel View Synthesis is an emerging technique that combines style transfer and view synthesis. However, none of the existing works explore their applications in Virtual Reality (VR). This work devises a novel application for stylized novel view synthesis. We propose to replace actual 3D scene models or 360 images with stylized stereoscopic images for the areas outside the major play area but are still visible to the user. User study results reveal that users can feel 3D sense and tell them from plane texture. Codes and other materials are available at: kuan-wei-tseng.github.io/ArtNV

Poster
ProjecString: Turning an Everyday String Curtain Into an Interactive Projection Display

Wooje Chang, Yeeun Shin, Yeon Soo Kim, Woohun Lee

展开摘要

We present ProjecString, a touch-sensitive string curtain projection display that encourages novel interactions via touching, grasping, and seeing and walking through the display. We embed capacitive-sensing conductive chains into an everyday string curtain, turning it into both a space divider and an interactive display. This novel take on transforming an everyday object into an interactive projection surface with a unique translucent property creates novel interactions that are both immersive and isolating.

Poster
Procedural Urban Forestry

Till Niese, Soren Pirk, Matthias Albrecht, Bedrich Benes, Oliver Deussen, Oliver Deussen

展开摘要

The placement of vegetation plays a central role in the realism of virtual scenes. We introduce procedural placement models (PPMs) for vegetation in urban layouts. PPMs are environmentally sensitive to city geometry and allow identifying plausible plant positions based on structural and functional zones in an urban layout. PPMs can either be directly used by defining their parameters or learned from satellite images and land register data. This allows us to populate urban landscapes with complex 3D vegetation and enhance existing approaches for generating urban landscapes. Our framework’s effectiveness is shown through examples of large-scale city scenes and close-ups of individually grown tree models. We validate the results generated with our framework with a perceptual user study and its usability based on urban scene design sessions with expert users.

TOG Paper
Procedural Texturing of Solid Wood With Knots

Maria Larsson, Takashi Ijiri, Hironori Yoshida, Johannes A. J. Huber, Magnus Fredriksson, Olof Broman, Takeo Igarashi

展开摘要

We present a procedural framework for modeling the annual ring pattern of solid wood with knots. Although wood texturing is a well-studied topic, there have been few previous attempts at modeling knots inside the wood texture. Our method takes the skeletal structure of a tree log as input and produces a three-dimensional scalar field representing the time of added growth, which defines the volumetric annual ring pattern. First, separate fields are computed around each strand of the skeleton, i.e., the stem and each knot. The strands are then merged into a single field using smooth minimums. We further suggest techniques for controlling the smooth minimum to adjust the balance of smoothness and reproduce the distortion effects observed around dead knots. Our method is implemented as a shader program running on a GPU with computation times of approximately 0.5 s per image and an input data size of 600 KB. We present rendered images of solid wood from pine and spruce as well as plywood and cross-laminated timber (CLT). Our results were evaluated by wood experts, who confirmed the plausibility of the rendered annual ring patterns. Link to code: https://github.com/marialarsson/procedural_knots.

Technical Paper
Predicting Loose-fitting Garment Deformations Using Bone-driven Motion Networks

Xiaoyu Pan, Jiaming Mai, Xinwei Jiang, Dongxue Tang, Jingxiang Li, Tianjia Shao, Kun Zhou, Xiaogang Jin, Dinesh Manocha

展开摘要

We present a learning algorithm that uses bone-driven motion networks to predict the deformation of loose-fitting garment meshes at interactive rates. Given a garment, we generate a simulation database and extract virtual bones from simulated mesh sequences using skin decomposition. At runtime, we separately compute low- and high-frequency deformations in a sequential manner. The low-frequency deformations are predicted by transferring body motions to virtual bones’ motions, and the high-frequency deformations are estimated leveraging the global information of virtual bones’ motions and local information extracted from low-frequency meshes. In addition, our method can estimate garment deformations caused by variations of the simulation parameters (e.g., fabric’s bending stiffness) using an RBF kernel ensembling trained networks for different sets of simulation parameters. Through extensive comparisons, we show that our method outperforms state-of-the-art methods in terms of prediction accuracy of mesh deformations by about 20% in RMSE and 10% in Hausdorff distance and STED. The code and data are available at https://github.com/non-void/VirtualBones.

Technical Paper
Practical Level-of-detail Aggregation of Fur Appearance

Junqiu Zhu, Sizhe Zhao, Lu Wang, Yanning Xu, Ling-Qi Yan

展开摘要

Fur appearance rendering is crucial for the realism of computer generated imagery, but is also a challenge in computer graphics for many years. Much effort has been made to accurately simulate the multiple-scattered light transport among fur fibers, but the computation cost is still very high, since the number of fur fibers is usually extremely large. In this paper, we aim at reducing the number of fur fibers while preserving realistic fur appearance. We present an aggregated fur appearance model, using one thick cylinder to accurately describe the aggregated optical behavior of a bunch of fur fibers, including the multiple scattering of light among them. Then, to acquire the parameters of our aggregated model, we use a lightweight neural network to map individual fur fiber's optical properties to those in our aggregated model. Finally, we come up with a practical heuristic that guides the simplification process of fur dynamically at different bounces of the light, leading to a practical level-of-detail rendering scheme. Our method achieves nearly the same results as the ground truth, but performs 3.8×-13.5× faster.

Technical Paper
Position-free Multiple-bounce Computations for Smith Microfacet BSDFs

Beibei Wang, Wenhua Jin, Jiahui Fan, Nicolas Holzschuch, Jian Yang, Ling-Qi Yan

展开摘要

Bidirectional Scattering Distribution Functions (BSDFs) encode how a material reflects or transmits the incoming light. The most commonly used model is the microfacet BSDF. It computes the material response from the microgeometry of the surface assuming a single bounce on specular microfacets. The original model ignores multiple bounces on the microgeometry, resulting in an energy loss, especially for rough materials. In this paper, we present a new method to compute the multiple bounces inside the microgeometry, eliminating this energy loss. Our method relies on a position-free formulation of multiple bounces inside the microgeometry. We use an explicit mathematical definition of the path space that describes single and multiple bounces in a uniform way. We then study the behavior of light on the different vertices and segments in the path space, leading to a reciprocal multiple-bounce description of BSDFs. Furthermore, we present practical, unbiased Monte Carlo estimators to compute multiple scattering. Our method is less noisy than existing algorithms for computing multiple scattering. It is almost noise-free with a very-low sampling rate, from 2 to 4 samples per pixel (spp).

Technical Paper
Piecewise-smooth Surface Fitting Onto Unstructured 3D Sketches

Emilie Yu, Rahul Arora, J. Andreas Bærentzen, Karan Singh, Adrien Bousseau

展开摘要

We propose a method to transform unstructured 3D sketches into piecewise smooth surfaces that preserve sketched geometric features. Immersive 3D drawing and sketch-based 3D modeling applications increasingly produce imperfect and unstructured collections of 3D strokes as design output. These 3D sketches are readily perceived as piecewise smooth surfaces by viewers, but are poorly handled by existing 3D surface techniques tailored to well-connected curve networks or sparse point sets. Our algorithm is aligned with human tendency to imagine the strokes as a small set of simple smooth surfaces joined along stroke boundaries. Starting with an initial proxy surface, we iteratively segment the surface into smooth patches joined sharply along some strokes, and optimize these patches to fit surrounding strokes. Our evaluation is fourfold: we demonstrate the impact of various algorithmic parameters, we evaluate our method on synthetic sketches with known ground truth surfaces, we compare to prior art, and we show compelling results on more than 50 designs from a diverse set of 3D sketch sources.

Technical Paper
Physics-based Combustion Simulation

Michael B. Nielsen, Robert Bridson, Morten Bojsen-Hansen, Konstantinos Stamatelos, Michael B. Nielsen, Robert Bridson

展开摘要

We propose a physics-based combustion simulation method for computer graphics that extends the mathematical models of previous efforts to automatically capture more realistic flames as well as temperature and soot distributions. Our method includes mathematical models for the thermodynamic properties of real-world fuels which enables, for example, the prediction of adiabatic flame temperatures. We couple this with a model of heat transfer that includes convection, conduction as well as both radiative cooling and heating. This facilitates among other things ignition at a distance without heating up the intermediate air. We model the combustion as infinitely fast chemistry and couple this with the thin flame model, spatially varying laminar burning velocities based on local species and empirical measurements, physically validated soot formation and oxidation as well as water vapor production and condensation. We implement this on adaptive octree-like grids with collocated state variables, a new SBDF2-derived semi-Lagrangian time integrator for velocity, and a multigrid scheme used for multiple solver components. In combination, these models enable us to simulate deflagration phenomena ranging from small scale premixed and diffusion flames to fireballs and subsonic explosions which we demonstrate by several examples. In addition, we validate several of the results based on reference footage and measurements and discuss the relation of prevalent heuristic techniques arising in visual effects production to some of the physics-based models we propose.

TOG Paper
Physics-based Character Controllers Using Conditional VAEs

Jungdam Won Won, Deepak Gopinath, Jessica Hodgins

展开摘要

High-quality motion capture datasets are now publicly available, and researchers have used them to create kinematics-based controllers that can generate plausible and diverse human motions without conditioning on specific goals (i.e., a task-agnostic generative model). In this paper, we present an algorithm to build such controllers for physically simulated characters having many degrees of freedom. Our physics-based controllers are learned by using conditional VAEs, which can perform a variety of behaviors that are similar to motions in the training dataset. The controllers are robust enough to generate more than a few minutes of motion without conditioning on specific goals and to allow many complex downstream tasks to be solved efficiently. To show the effectiveness of our method, we demonstrate controllers learned from several different motion capture databases and use them to solve a number of downstream tasks that are challenging to learn controllers that generate natural-looking motions from scratch. We also perform ablation studies to demonstrate the importance of the elements of the algorithm. Code and data for this paper are available at: https://github.com/facebookresearch/PhysicsVAE

Technical Paper
Physics-based Character Control Using Conditional GAIL

Yongwoo Lee, Jehee Lee

展开摘要

The goal of our research is to control a physics-based character that learns several dynamic motor skills using conditional Generative adversarial imitation learning(GAIL). We present a network-based learning algorithm that learns various motor skills and changing motions between the motor skills from disparate motion clips. The overall framework for our controller is composed of a control policy which generates a character’s behavior, and a discriminator which induces the policy to produce proper motions from a user’s commands. The discriminator and the policy take outputs from each other as input and improve each performance through an adversarial training process. Using this system, when a user commands a specific motion to the character, the character can design a motion plan to perform the motion from the current pose. We demonstrated the effectiveness of our approach through examples with an interactive character that learns various dynamics motor skills and follows a user command in the physics simulation.

Poster
Physics Informed Neural Fields for Smoke Reconstruction With Sparse Data

Mengyu Chu, Lingjie Liu, Quan Zheng, Erik Franz, Hans-Peter Seidel, Christian Theobalt, Rhaleb Zayer

展开摘要

High-fidelity reconstruction of dynamic fluids from sparse multiview RGB videos remains a formidable challenge, due to the complexity of the underlying physics as well as the severe occlusion and complex lighting in the captured data. Existing solutions either assume knowledge of obstacles and lighting, or only focus on simple fluid scenes without obstacles or complex lighting, and thus are unsuitable for real-world scenes with unknown lighting conditions or arbitrary obstacles. We present the first method to reconstruct dynamic fluid phenomena by leveraging the governing physics (ie, Navier -Stokes equations) in an end-to-end optimization from a mere set of sparse video frames without taking lighting conditions, geometry information, or boundary conditions as input. Our method provides a continuous spatio-temporal scene representation using neural networks as the ansatz of density and velocity solution functions for fluids as well as the radiance field for static objects. With a hybrid architecture that separates static and dynamic contents apart, fluid interactions with static obstacles are reconstructed for the first time without additional geometry input or human labeling. By augmenting time-varying neural radiance fields with physics-informed deep learning, our method benefits from the supervision of images and physical priors. Our progressively growing model with regularization further disentangles the density-color ambiguity in the radiance field, which allows for a more robust optimization from the given input of sparse views. A pretrained density-to-velocity fluid model is leveraged in addition as the data prior to avoid suboptimal velocity solutions which underestimate vorticity but trivially fulfill physical equations. Our method exhibits high-quality results with relaxed constraints and strong flexibility on a representative set of synthetic and real flow captures. Code and sample tests are at https://people.mpi-inf.mpg.de/~mchu/projects/PI-NeRF/.

Technical Paper
Photon-driven Neural Reconstruction for Path Guiding

Shilin Zhu, Zexiang Xu, Tiancheng Sun, Alexandr Kuznetsov, Mark Meyer, Henrik Wann Jensen, Hao Su, Ravi Ramamoorthi, Shilin Zhu

展开摘要

Although Monte Carlo path tracing is a simple and effective algorithm to synthesize photo-realistic images, it is often very slow to converge to noise-free results when involving complex global illumination. One of the most successful variance-reduction techniques is path guiding, which can learn better distributions for importance sampling to reduce pixel noise. However, previous methods require a large number of path samples to achieve reliable path guiding. We present a novel neural path guiding approach that can reconstruct high-quality sampling distributions for path guiding from a sparse set of samples, using an offline trained neural network. We leverage photons traced from light sources as the primary input for sampling density reconstruction, which is effective for challenging scenes with strong global illumination. To fully make use of our deep neural network, we partition the scene space into an adaptive hierarchical grid, in which we apply our network to reconstruct high-quality sampling distributions for any local region in the scene. This allows for effective path guiding for arbitrary path bounce at any location in path tracing. We demonstrate that our photon-driven neural path guiding approach can generalize to diverse testing scenes, often achieving better rendering results than previous path guiding approaches and opening up interesting future directions.

TOG Paper
Photo-to-shape Material Transfer for Diverse Structures

Ruizhen Hu, Xiangyu Su, Xiangkai Chen, Oliver van Kaick, Hui Huang

展开摘要

We introduce a method for assigning photorealistic relightable materials to 3D shapes in an automatic manner. Our method takes as input a photo exemplar of a real object and a 3D object with segmentation, and uses the exemplar to guide the assignment of materials to the parts of the shape, so that the appearance of the resulting shape is as similar as possible to the exemplar. To accomplish this goal, our method combines an image translation neural network with a material assignment neural network. The image translation network translates the color from the exemplar to a projection of the 3D shape and the part segmentation from the projection to the exemplar. Then, the material prediction network assigns materials from a collection of realistic materials to the projected parts, based on the translated images and perceptual similarity of the materials. One key idea of our method is to use the translation network to establish a correspondence between the exemplar and shape projection, which allows us to transfer materials between objects with diverse structures. Another key idea of our method is to use the two pairs of (color, segmentation) images provided by the image translation to guide the material assignment, which enables us to ensure the consistency in the assignment. We demonstrate that our method allows us to assign materials to shapes so that their appearances better resemble the input exemplars, improving the quality of the results over the state-of-the-art method, and allowing us to automatically create thousands of shapes with high-quality photorealistic materials. Code and data for this paper are available at https://github.com/XiangyuSu611/TMT.

Technical Paper