SIGGRAPH 2022 论文列表

ACM SIGGRAPH Conference

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313篇论文

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Perceptual Error Optimization for Monte Carlo Rendering

Vassillen Chizhov, Iliyan Georgiev, Karol Myszkowski, Gurprit Singh, Vassillen Chizhov

展开摘要

Synthesizing realistic images involves computing high-dimensional light-transport integrals. In practice, these integrals are numerically estimated via Monte Carlo integration. The error of this estimation manifests itself as conspicuous aliasing or noise. To ameliorate such artifacts and improve image fidelity, we propose a perception-oriented framework to optimize the error of Monte Carlo rendering. We leverage models based on human perception from the halftoning literature. The result is an optimization problem whose solution distributes the error as visually pleasing blue noise in image space. To find solutions, we present a set of algorithms that provide varying trade-offs between quality and speed, showing substantial improvements over prior state of the art. We perform evaluations using quantitative and error metrics and provide extensive supplemental material to demonstrate the perceptual improvements achieved by our methods.

TOG Paper
Perception of Letter Glyph Parameters for InfoTypography

Johannes Lang, Miguel A. Nacenta

展开摘要

The advent of variable font technologies---where typographic parameters such as weight, x-height and slant are easily adjusted across a range---enables encoding ordinal, interval or ratio data into text that is still readable. This is potentially valuable to represent additional information in text labels in visualizations (e.g., font weight can indicate city size in a geographical visualization) or in text itself (e.g., the intended reading speed of a sentence can be encoded with the font width). However, we do not know how different parameters, which are complex variations of shape, are perceived by the human visual system. Without this information it is difficult to select appropriate parameters and mapping functions that maximize perception of differences within the parameter range. We provide an empirical characterization of seven typographical parameters of Latin fonts in terms of absolute perception and just noticeable differences (JNDs) to help visualization designers to choose typographic parameters for visualizations that contain text, as well as support typographers and type designers when selecting which levels of these parameters to implement to achieve differentiability between normal text, emphasized text and different headings.

Technical Paper
Penetration-free Projective Dynamics on the GPU

Lei Lan, Guanqun Ma, Yin Yang, Changxi Zheng, Minchen Li, Chenfanfu Jiang

展开摘要

We present a GPU algorithm for deformable simulation. Our method offers good computational efficiency and penetration-free guarantee at the same time, which are not common with existing techniques. The main idea is an algorithmic integration of projective dynamics (PD) and incremental potential contact (IPC). PD is a position-based simulation framework, favored for its robust convergence and convenient implementation. We show that PD can be employed to handle the variational optimization with the interior point method e.g., IPC. While conceptually straightforward, this requires a dedicated rework over the collision resolution and the iteration modality to avoid incorrect collision projection with improved numerical convergence. IPC exploits a barrier-based formulation, which yields an infinitely large penalty when the constraint is on the verge of being violated. This mechanism guarantees intersection-free trajectories of deformable bodies during the simulation, as long as they are apart at the rest configuration. On the downside, IPC brings a large amount of nonlinearity to the system, making PD slower to converge. To mitigate this issue, we propose a novel GPU algorithm named A-Jacobi for faster linear solve at the global step of PD. A-Jacobi is based on Jacobi iteration, but it better harvests the computation capacity on modern GPUs by lumping several Jacobi steps into a single iteration. In addition, we also re-design the CCD root finding procedure by using a new minimum-gradient Newton algorithm. Those saved time budgets allow more iterations to accommodate stiff IPC barriers so that the result is both realistic and collision-free. Putting together, our algorithm simulates complicated models of both solids and shells on the GPU at an interactive rate or even in real time.

Technical Paper
Palette: Image-to-image Diffusion Models

Chitwan Saharia, William Chan, Huiwen Chang, Chris Lee, Jonathan Ho, Tim Salimans, David Fleet, Mohammad Norouzi

展开摘要

This paper develops a unified framework for image-to-image translation based on conditional diffusion models and evaluates this framework on four challenging image-to-image translation tasks, namely colorization, inpainting, uncropping, and JPEG restoration. Our simple implementation of image-to-image diffusion models outperforms strong GAN and regression baselines on all tasks, without task-specific hyper-parameter tuning, architecture customization, or any auxiliary loss or sophisticated new techniques needed. We uncover the impact of an L2 vs. L1 loss in the denoising diffusion objective on sample diversity, and demonstrate the importance of self-attention in the neural architecture through empirical studies. Importantly, we advocate a unified evaluation protocol based on ImageNet, with human evaluation and sample quality scores (FID, Inception Score, Classification Accuracy of a pre-trained ResNet-50, and Perceptual Distance against original images). We expect this standardized evaluation protocol to play a role in advancing image-to-image translation research. Finally, we show that a generalist, multi-task diffusion model performs as well or better than task-specific specialist counterparts. Check out https://diffusion-palette.github.io/ for an overview of the results and code.

Technical Paper
PCEDNet: A Lightweight Neural Network for Fast and Interactive Edge Detection in 3D Point Clouds

Chems-Eddine Himeur, Thibault Lejemble, Thomas Pellegrini, Mathias Paulin, Loic Barthe, Nicolas Mellado, Chems-Eddine Himeur

展开摘要

In recent years, Convolutional Neural Networks (CNN) have proven to be efficient analysis tools for processing point clouds, e.g., for reconstruction, segmentation, and classification. In this article, we focus on the classification of edges in point clouds, where both edges and their surrounding are described. We propose a new parameterization adding to each point a set of differential information on its surrounding shape reconstructed at different scales. These parameters, stored in a Scale-Space Matrix (SSM), provide a well-suited information from which an adequate neural network can learn the description of edges and use it to efficiently detect them in acquired point clouds. After successfully applying a multi-scale CNN on SSMs for the efficient classification of edges and their neighborhood, we propose a new lightweight neural network architecture outperforming the CNN in learning time, processing time, and classification capabilities. Our architecture is compact, requires small learning sets, is very fast to train, and classifies millions of points in seconds.

TOG Paper
PAVEL: Decorative Patterns With Packed Volumetric Elements

Filippo Andrea Fanni, Fabio Pellacini, Riccardo Scateni, Andrea Giachetti, Filippo Andrea Fanni

展开摘要

Many real-world hand-crafted objects are decorated with elements that are packed onto the object’s surface and deformed to cover it as much as possible. Examples are artisanal ceramics and metal jewelry. Inspired by these objects, we present a method to enrich surfaces with packed volumetric decorations. Our algorithm works by first determining the locations in which to add the decorative elements and then removing the non-physical overlap between them while preserving the decoration volume. For the placement, we support several strategies depending on the desired overall motif. To remove the overlap, we use an approach based on implicit deformable models creating the qualitative effect of plastic warping while avoiding expensive and hard-to-control physical simulations. Our decorative elements can be used to enhance virtual surfaces, as well as 3D-printed pieces, by assembling the decorations onto real surfaces to obtain tangible reproductions.

TOG Paper
Optimal Dual Schemes for Adaptive Grid Based Hexmeshing

Marco Livesu, Luca Pitzalis, Gianmarco Cherchi, Gianmarco Cherchi

展开摘要

Hexahedral meshes are a ubiquitous domain for the numerical resolution of partial differential equations. Computing a pure hexahedral mesh from an adaptively refined grid is a prominent approach to automatic hexmeshing, and requires the ability to restore the all hex property around the hanging nodes that arise at the interface between cells having different size. The most advanced tools to accomplish this task are based on mesh dualization. These approaches use topological schemes to regularize the valence of inner vertices and edges, such that dualizing the grid yields a pure hexahedral mesh. In this article, we study in detail the dual approach, and propose four main contributions to it: (i) We enumerate all the possible transitions that dual methods must be able to handle, showing that prior schemes do not natively cover all of them; (ii) We show that schemes are internally asymmetric, therefore not only their construction is ambiguous, but different implementative choices lead to hexahedral meshes with different singular structure; (iii) We explore the combinatorial space of dual schemes, selecting the minimum set that covers all the possible configurations and also yields the simplest singular structure in the output hexmesh; (iv) We enlarge the class of adaptive grids that can be transformed into pure hexahedral meshes, relaxing one of the tight topological requirements imposed by previous approaches. Our extensive experiments show that our transition schemes consistently outperform prior art in terms of ability to converge to a valid solution, amount and distribution of singular mesh edges, and element count. Last but not least, we publicly release our code and reveal a conspicuous amount of technical details that were overlooked in previous literature, lowering an entry barrier that was hard to overcome for practitioners in the field.

TOG Paper
OptiTrap: Optimal Trap Trajectories for Acoustic Levitation Displays

Viktorija Paneva, Arthur Fleig, Diego Martínez Plasencia, Timm Faulwasser, Jörg Müller, Viktorija Paneva

展开摘要

Acoustic levitation has recently demonstrated the ability to create volumetric content by trapping and quickly moving particles along reference paths to reveal shapes in mid-air. However, the problem of specifying physically feasible trap trajectories to display desired shapes remains unsolved. Even if only the final shape is of interest to the content creator, the trap trajectories need to determine where and when the traps need to be, for the particle to reveal the intended shape. We propose OptiTrap, the first structured numerical approach to compute trap trajectories for acoustic levitation displays. Our approach generates trap trajectories that are physically feasible and nearly time-optimal, and reveal generic mid-air shapes, given only a reference path (i.e., a shape with no time information). We provide a multi-dimensional model of the acoustic forces around a trap to model the trap-particle system dynamics and compute optimal trap trajectories by formulating and solving a non-linear path following problem. We formulate our approach and evaluate it, demonstrating how OptiTrap consistently produces feasible and nearly optimal paths, with increases in size, frequency, and accuracy of the shapes rendered, allowing us to demonstrate larger and more complex shapes than ever shown to date.

TOG Paper
On the Influence of Dynamic Illumination in the Perception of Translucency

Dario Lanza, Juan Raúl Padrón-Griffe, Adrian Jarabo, Belen Masia

展开摘要

Translucent materials are ubiquitous in our daily lives, from organic materials such as food, liquids or human skin, to synthetic materials like plastic or rubber. In these materials, light penetrates inside the surface and scatters in the medium before leaving it. While the physical phenomena responsible for translucent appearance are well known, understanding how human observers perceive this type of materials is still an open problem: The appearance of translucent objects is affected by many dimensions beyond the optical properties of the material, including shape and illumination. In this work, we focus on the effect of illumination on the appearance of translucent materials. In particular, we analyze how static and dynamic illumination impact the perception of translucency. Previous studies have shown that changing the illumination conditions results in a constancy failure, specially in media with anisotropic phase functions. We extend this line of work, and analyze whether motion can alleviate such constancy failure. To do that, we run a psychophysical experiment where users need to match the optical density of a reference translucent object under both dynamic and static illumination. Surprisingly, our results suggest that in most cases light motion does not impact the perceived density of the translucent material. Our findings can have implications for material design in predictive rendering and authoring applications.

Poster
Novel View Synthesis of Human Interactions From Sparse Multi-view Videos

Qing Shuai, Chen Geng, Qi Fang, Sida Peng, Wenhao Shen, Xiaowei Zhou, Hujun Bao

展开摘要

This paper presents a novel system for generating free-viewpoint videos of multiple human performers from very sparse RGB cameras. The system reconstructs a layered neural representation of the dynamic multi-person scene from multi-view videos with each layer representing a moving instance or static background. Unlike previous work that requires instance segmentation as input, a novel approach is proposed to decompose the multi-person scene into layers and reconstruct neural representations for each layer in a weakly-supervised manner, yielding both high-quality novel view rendering and accurate instance masks. Camera synchronization error is also addressed in the proposed approach. The experiments demonstrate the better view synthesis quality of the proposed system compared to previous ones and the capability of producing an editable free-viewpoint video of a real soccer game using several asynchronous GoPro cameras. The dataset and code are available at https://github.com/zju3dv/EasyMocap .

Technical Paper
Non-line-of-sight Transient Rendering

Diego Royo, Jorge Garcia, Pablo Luesia-Lahoz, Julio Marco, Diego Gutiérrez, Adolfo Muñoz, Adrián Jarabo

展开摘要

Transient imaging methods often analyze time-resolved light transport for applications such as range imaging, reflectance estimation and, especially, non-line-of-sight (NLOS) imaging, which targets the reconstruction of hidden geometry using measurements of indirect diffuse reflections emitted by a laser. Transient rendering is a key tool for developing such new applications. In this work, we introduce a set of simple, yet effective subpath sampling techniques targeting transient light transport simulation in occluded scenes. We analyze the usual capture setups of NLOS scenes, where the light and camera indirectly aim at hidden geometry through a secondary surface. We leverage that configuration to reduce the integration path space. We implement our techniques in our modified version of Mitsuba 2, adapted for transient light transport, allowing us to support parallelization, polarization, and differentiable rendering.

Poster
Noise-based Enhancement for Foveated Rendering

Taimoor Tariq, Cara Tursun, Piotr Didyk

展开摘要

Human visual sensitivity to spatial details declines towards the periphery. Novel image synthesis techniques, so-called foveated rendering, exploit this observation and reduce the spatial resolution of synthesized images for the periphery, avoiding the synthesis of high-spatial-frequency details that are costly to generate but not perceived by a viewer. However, contemporary techniques do not make a clear distinction between the range of spatial frequencies that must be reproduced and those that can be omitted. For a given eccentricity, there is a range of frequencies that are detectable but not resolvable. While the accurate reproduction of these frequencies is not required, an observer can detect their absence if completely omitted. We use this observation to improve the performance of existing foveated rendering techniques. We demonstrate that this specific range of frequencies can be efficiently replaced with procedural noise whose parameters are carefully tuned to image content and human perception. Consequently, these frequencies do not have to be synthesized during rendering, allowing more aggressive foveation, and they can be replaced by noise generated in a less expensive post-processing step, leading to improved performance of the rendering system. Our main contribution is a perceptually-inspired technique for deriving the parameters of the noise required for the enhancement and its calibration. The method operates on rendering output and runs at rates exceeding 200 FPS at 4K resolution, making it suitable for integration with real-time foveated rendering systems for VR and AR devices. We validate our results and compare them to the existing contrast enhancement technique in user experiments.

Technical Paper
Node Graph Optimization Using Differentiable Proxies

Yiwei Hu, Paul Guerrero, Milos Hasan, Holly Rushmeier, Valentin Deschaintre

展开摘要

Graph-based procedural materials are ubiquitous in content production industries. Procedural models allow the creation of photo-realistic materials with parametric control for flexible editing of appearance. However, designing a specific material is a time-consuming process in terms of building a model and fine-tuning parameters. Previous work [Hu et al. 2022; Shi et al. 2020] introduced material graph optimization frameworks for matching target material samples. However, these previous methods were limited to optimizing differentiable functions in the graphs. In this paper, we propose a fully differentiable framework which enables end-to-end gradient-based optimization of material graphs, even if some functions of the graph are non-differentiable. We leverage the Differentiable Proxy, a differentiable approximator of a non-differentiable black-box function. We use our framework to match structure and appearance of an output material to a target material, through a multi-stage differentiable optimization. Differentiable Proxies offer a more general optimization solution to material appearance matching than previous work.

Technical Paper
Newton’s Fractals on Surfaces via Bicomplex Algebra

Filippo Maggioli, Daniele Baieri, Simone Melzi, Emanuele Rodolà

展开摘要

We show how bicomplex numbers can be exploited for computing Newton's fractals in three and four dimensions. The patterns derived from these fractals can be computed very efficiently on GPU as pixel shaders, and they are well suited for surface decoration, material masking and volumetric rendering.

Poster
New Types of Smooth Subdivision Algorithms

Tatyana Zaitseva

展开摘要

We suggest a new type of subdivision schemes based on matrix dilation for generating smooth surfaces. At each iteration, the number of the nodes in the mesh is doubled and the direction of their weighted averaging changes. The scheme has a low complexity because of a small number of coefficients (four, five or six). Using the recent techniques related to the notion of joint spectral characteristics of matrices, we find the smoothness of generated surfaces which in some cases is surprisingly better than for classical schemes.

Poster
NeuralTailor: Reconstructing Sewing Pattern Structures From 3D Point Clouds of Garments

Maria Korosteleva, Sung-Hee Lee

展开摘要

The fields of SocialVR, performance capture, and virtual try-on are often faced with a need to faithfully reproduce real garments in the virtual world. One critical task is the disentanglement of the intrinsic garment shape from deformations due to fabric properties, physical forces, and contact with the body. We propose to use a garment sewing pattern, a realistic and compact garment descriptor, to facilitate the intrinsic garment shape estimation. Another major challenge is a high diversity of shapes and designs in the domain. The most common approach for Deep Learning on 3D garments is to build specialized models for individual garments or garment types. We argue that building a unified model for various garment designs has the benefit of generalization to novel garment types, hence covering a larger design domain than individual models would. We introduce NeuralTailor, a novel architecture based on point-level attention for set regression with variable cardinality, and apply it to the task of reconstructing 2D garment sewing patterns from the 3D point cloud garment models. Our experiments show that NeuralTailor successfully reconstructs sewing patterns and generalizes to garment types with pattern topologies unseen during training.

Technical Paper
NeuralSound: Learning-based Modal Sound Synthesis With Acoustic Transfer

Xutong Jin, Sheng Li, Dinesh Manocha, Guoping Wang

展开摘要

We present a novel learning-based modal sound synthesis approach that includes a mixed vibration solver for modal analysis and a radiation network for acoustic transfer. Our mixed vibration solver consists of a 3D sparse convolution network and a Locally Optimal Block Preconditioned Conjugate Gradient (LOBPCG) module for iterative optimization. Moreover, we highlight the correlation between a standard numerical vibration solver and our network architecture. Our radiation network predicts the Far-Field Acoustic Transfer maps (FFAT Maps) from the surface vibration of the object. The overall running time of our learning-based approach for most new objects is less than one second on a RTX 3080 Ti GPU while maintaining a high sound quality close to the ground truth solved by standard numerical methods. We also evaluate the numerical and perceptual accuracy of our approach on different objects with various shapes and materials.

Technical Paper
NeuralPassthrough: Learned Real-time View Synthesis for VR

Lei Xiao, Salah Nouri, Joel Hegland, Alberto Garcia Garcia, Douglas Lanman

展开摘要

Virtual reality (VR) headsets provide an immersive, stereoscopic visual experience, but at the cost of blocking users from directly observing their physical environment. Passthrough techniques are intended to address this limitation by leveraging outward-facing cameras to reconstruct the images that would otherwise be seen by the user without the headset. This is inherently a real-time view synthesis challenge, since passthrough cameras cannot be physically co-located with the user’s eyes. Existing passthrough techniques suffer from distracting reconstruction artifacts, largely due to the lack of accurate depth information (especially for near-field and disoccluded objects), and also exhibit limited image quality (e.g., being low resolution and monochromatic). In this paper, we propose the first learned passthrough method and assess its performance using a custom VR headset that contains a stereo pair of RGB cameras. Through both simulations and experiments, we demonstrate that our learned passthrough method delivers superior image quality compared to state-of-the-art methods, while meeting strict VR requirements for real-time, perspective-correct stereoscopic view synthesis over a wide field of view for desktop-connected headsets.

Technical Paper