SIGGRAPH 2023 论文列表

ACM SIGGRAPH Conference

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Denoising-aware Adaptive Sampling for Monte Carlo Ray Tracing

Arthur Firmino, Jeppe Revall Frisvad, Henrik Wann Jensen

展开摘要

Monte Carlo rendering is a computationally intensive task, but combined with recent deep-learning based advances in image denoising it is possible to achieve high quality images in a shorter amount of time. We present a novel adaptive sampling technique that further improves the efficiency of Monte Carlo rendering combined with deep-learning based denoising. Our proposed technique is general, can be combined with existing pre-trained denoisers, and, in contrast with previous techniques, does not itself require any additional neural networks or learning. A key contribution of our work is a general method for estimating the variance of the outputs of a neural network whose inputs are random variables. Our method iteratively renders additional samples and uses this novel variance estimate to compute the sample distribution for each subsequent iteration. Compared to uniform sampling and previous adaptive sampling techniques, our method achieves better equal-time error in all scenes tested, and when combined with a recent denoising post-correction technique, significantly faster error convergence is realized.

Technical Paper
Deep SVBRDF Estimation From Single Image Under Learned Planar Lighting

Lianghao Zhang, Fangzhou Gao, Li Wang, Minjing Yu, Jiamin Cheng, Jiawan Zhang

展开摘要

Estimating spatially varying BRDF from a single image without complicated acquisition devices is a challenging problem. In this paper, a deep learning based method was proposed to improve the capture efficiency of single image significantly by learning the lighting pattern of a planar light source, and reconstruct high-quality SVBRDF by learning the global correlation prior of the input image. In our framework, the lighting pattern optimization is embedded in the training process of the network by introducing an online rendering process. The rendering process not only renders images online as the input of network, but also efficiently back propagates gradients from the network to optimize the lighting pattern. Once trained, the network can estimate SVBRDFs from real photographs captured under the learned lighting pattern. Additionally, we describe an onsite capture setup that needs no careful calibration to capture the material sample efficiently. In particular, even a cell phone can be used for illumination. We demonstrate on synthetic and real data that our method could recover a wide range of materials from a single image casually captured under the learned lighting pattern.

Technical Paper
Deep Real-time Volumetric Rendering Using Multi-feature Fusion

Jinkai Hu, Chengzhong Yu, Hongli Liu, Lingqi Yan, Yiqian Wu, Xiaogang Jin

展开摘要

We present Multi-feature Radiance-Predicting Neural Networks (MRPNN), a practical framework with a lightweight feature fusion neural network for rendering high-order scattered radiance of participating media in real time. By reformulating the Radiative Transfer Equation (RTE) through theoretical examination, we propose transmittance fields, generated at a low cost, as auxiliary information to help the network better approximate the RTE, drastically reducing the size of the neural network. The light weight network efficiently estimates the difficult-to-solve in-scattering term and allows for configurable shading parameters while improving prediction accuracy. In addition, we propose a frequency-sensitive stencil design in order to handle non-cloud shapes, resulting in accurate shadow boundaries. Results show that our MRPNN is able to synthesize indistinguishable output compared to the ground truth. Most importantly, MRPNN achieves a speedup of two orders of magnitude compared to the state-of-the-art, and is able to render high-quality participating material in real time.

Technical Paper
Deep Appearance Prefiltering

Steve Bako, Pradeep Sen, Anton Kaplanyan, Steve Bako

展开摘要

Physically based rendering of complex scenes can be prohibitively costly with a potentially unbounded and uneven distribution of complexity across the rendered image. The goal of an ideal level of detail (LoD) method is to make rendering costs independent of the 3D scene complexity, while preserving the appearance of the scene. However, current prefiltering LoD methods are limited in the appearances they can support due to their reliance of approximate models and other heuristics. We propose the first comprehensive multi-scale LoD framework for prefiltering 3D environments with complex geometry and materials (e.g., the Disney BRDF), while maintaining the appearance with respect to the ray-traced reference. Using a multi-scale hierarchy of the scene, we perform a data-driven prefiltering step to obtain an appearance phase function and directional coverage mask at each scale. At the heart of our approach is a novel neural representation that encodes this information into a compact latent form that is easy to decode inside a physically based renderer. Once a scene is baked out, our method requires no original geometry, materials, or textures at render time. We demonstrate that our approach compares favorably to state-of-the-art prefiltering methods and achieves considerable savings in memory for complex scenes.

TOG Paper
Data-free Learning of Reduced-order Kinematics

Nicholas Sharp, Cristian Romero, Alec Jacobson, Etienne Vouga, Paul Kry, David I.W. Levin, Justin Solomon

展开摘要

Physical systems ranging from elastic bodies to kinematic linkages are defined on high-dimensional configuration spaces, yet their typical low-energy configurations are concentrated on much lower-dimensional subspaces. This work addresses the challenge of identifying such subspaces automatically: given as input an energy function for a high-dimensional system, we produce a low-dimensional map whose image parameterizes a diverse yet low-energy submanifold of configurations. The only additional input needed is a single seed configuration for the system to initialize our procedure; no dataset of trajectories is required. We represent subspaces as neural networks that map a low-dimensional latent vector to the full configuration space, and propose a training scheme to fit network parameters to any system of interest. This formulation is effective across a very general range of physical systems; our experiments demonstrate not only nonlinear and very low-dimensional elastic body and cloth subspaces, but also more general systems like colliding rigid bodies and linkages. We briefly explore applications built on this formulation, including manipulation, latent interpolation, and sampling.

Technical Paper
Data-driven Digital Lighting Design for Residential Indoor Spaces

Haocheng Ren, Hangming Fan, Rui Wang, Yuchi Huo, Rui Tang, Lei Wang, Hujun Bao, Haocheng Ren

展开摘要

Conventionally, interior lighting design is technically complex yet challenging and requires professional knowledge and aesthetic disciplines of designers. This article presents a new digital lighting design framework for virtual interior scenes, which allows novice users to automatically obtain lighting layouts and interior rendering images with visually pleasing lighting effects. The proposed framework utilizes neural networks to retrieve and learn underlying design guidelines and the principles beneath the existing lighting designs, e.g., a newly constructed dataset of 6k 3D interior scenes from professional designers with dense annotations of lights. With a 3D furniture-populated indoor scene as the input, the framework takes two stages to perform lighting design: (1) lights are iteratively placed in the room; (2) the colors and intensities of the lights are optimized by an adversarial scheme, resulting in lighting designs with aesthetic lighting effects. Quantitative and qualitative experiments show that the proposed framework effectively learns the guidelines and principles and generates lighting designs that are preferred over the rule-based baseline and comparable to those of professional human designers.

TOG Paper
DOC: Differentiable Optimal Control for Retargeting Motions Onto Legged Robots

Ruben Grandia, Farbod Farshidian, Espen Knoop, Christian Schumacher, Marco Hutter, Moritz Bächer

展开摘要

Legged robots are designed to perform highly dynamic motions. However, it remains challenging for users to retarget expressive motions onto these complex systems. In this paper, we present a Differentiable Optimal Control (DOC) framework that facilitates the transfer of rich motions from either animals or animations onto these robots. Interfacing with either motion capture or animation data, we formulate retargeting objectives whose parameters make them agnostic to differences in proportions and numbers of degrees of freedom between input and robot. Optimizing these parameters over the manifold spanned by optimal state and control trajectories, we minimize the retargeting error. We demonstrate the utility and efficacy of our modeling by applying DOC to a Model-Predictive Control (MPC) formulation, showing retargeting results for a family of robots of varying proportions and mass distribution. With a hardware deployment, we further show that the retargeted motions are physically feasible, while MPC ensures that the robots retain their capability to react to unexpected disturbances.

Technical Paper
DARAM: Dynamic Avatar-human Motion Remapping Technique for Realistic Virtual Stair Ascending Motions

SooBin Lim, SeungWon Seo, HyeongYeop Kang

展开摘要

This paper introduces DARAM, a dynamic avatar-human motion remapping technique that enables VR users to ascend virtual stairs. The primary design goal is to provide a realistic sensation of virtual stair walking while accounting for discrepancies between the user’s real body motion and the avatar’s motion, arising due to the virtual stairs present only in the virtual environment. Another design goal is to make DARAM applicable to dynamic multi-user environments. To this end, DARAM is designed to achieve motion remapping dynamically without requiring prior information about virtual stairs or environments, simplifying implementation in diverse VR applications. Furthermore, DARAM aims to synthesize avatar motion that delivers not only a realistic first-person experience but also a believable third-person experience for surrounding observers, making it applicable to multi-user VR applications. Two user studies demonstrate that the proposed technique successfully serves our design goals.

Technical Paper
Contact Edit: Artist Tools for Intuitive Modeling of Hand-object Interactions

Arjun Lakshmipathy, Nicole Feng, Yu Xi Lee, Moshe Mahler, Nancy Pollard

展开摘要

Posing high-contact interactions is challenging and time-consuming, with hand-object interactions being especially difficult due to the large number of degrees of freedom (DOF) of the hand and the fact that humans are experts at judging hand poses. This paper addresses this challenge by elevating contact areas to first-class primitives. We provide end-to-end art-directable (EAD) tools to model interactions based on contact areas, directly manipulate contact areas, and compute corresponding poses automatically. To make these operations intuitive and fast, we present a novel axis-based contact model that supports real-time approximately isometry-preserving operations on triangulated surfaces, permits movement between surfaces, and is both robust and scalable to large areas. We show that use of our contact model facilitates high quality posing even for unconstrained, high-DOF custom rigs intended for traditional keyframe-based animation pipelines. We additionally evaluate our approach with comparisons to prior art, ablation studies, user studies, qualitative assessments, and extensions to full-body interaction.

Technical Paper
Constructing Printable Surfaces With View-dependent Appearance

Maxine Perroni-Scharf, Szymon Rusinkiewicz

展开摘要

We present a method for the digital fabrication of surfaces whose appearance varies based on viewing direction. The surfaces are constructed from a mesh of bars arranged in a self-occluding colored heightfield that creates the desired view-dependent effects. At the heart of our method is a novel and simple differentiable rendering algorithm specifically designed to render colored 3D heightfields and enable efficient calculation of the gradient of appearance with respect to heights and colors. This algorithm forms the basis of a coarse-to-fine ML-based optimization process that adjusts the heights and colors of the strips to minimize the loss between the desired and real surface appearance from each viewpoint, deriving meshes that can then be fabricated using a 3D printer. Using our method, we demonstrate both synthetic and real-world fabricated results with view-dependent appearance.

Technical Paper
Constraint-based Simulation of Passive Suction Cups

Antonin Bernardin, Eulalie Coevoet, Paul Kry, Sheldon Andrews, Christian Duriez, Maud Marchal, Maud Marchal

展开摘要

In this paper, we propose a physics-based model of suction phenomenon to achieve simulation of deformable objects like suction cups. Our model uses a constraint-based formulation to simulate the variations of pressure inside suction cups. The respective internal pressures are represented as pressure constraints which are coupled with anti-interpenetration and friction constraints. Furthermore, our method is able to detect multiple air cavities using information from collision detection. We solve the pressure constraints based on the ideal gas law while considering several cavity states. We test our model with a number of scenarios reflecting a variety of uses, for instance, a spring loaded jumping toy, a manipulator performing a pick and place task, and an octopus tentacle grasping a soda can. We also evaluate the ability of our model to reproduce the physics of suction cups of varying shapes, lifting objects of different masses, and sliding on a slippery surface. The results show promise for various applications such as the simulation in soft robotics and computer animation.

TOG Paper
ConTesse: Accurate Occluding Contours for Subdivision Surfaces

Chenxi Liu, Pierre Bénard, Aaron Hertzmann, Shayan Hoshyari, Chenxi Liu

展开摘要

This article proposes a method for computing the visible occluding contours of subdivision surfaces. The article first introduces new theory for contour visibility of smooth surfaces. Necessary and sufficient conditions are introduced for when a sampled occluding contour is valid, that is, when it may be assigned consistent visibility. Previous methods do not guarantee these conditions, which helps explain why smooth contour visibility has been such a challenging problem in the past. The article then proposes an algorithm that, given a subdivision surface, finds sampled contours satisfying these conditions, and then generates a new triangle mesh matching the given occluding contours. The contours of the output triangle mesh may then be rendered with standard non-photorealistic rendering algorithms, using the mesh for visibility computation. The method can be applied to any triangle mesh, by treating it as the base mesh of a subdivision surface.

TOG Paper
Computational Long Exposure Mobile Photography

Eric Tabellion, Nikhil Karnad, Noa Glaser, Ben Weiss, David Jacobs, Yael Pritch

展开摘要

Long exposure photography produces stunning imagery, representing moving elements in a scene with motion-blur. It is generally employed in two modalities, producing either a foreground or a background blur effect. Foreground blur images are traditionally captured on a tripod-mounted camera and portray blurred moving foreground elements, such as silky water or light trails, over a perfectly sharp background landscape. Background blur images, also called panning photography, are captured while the camera is tracking a moving subject, to produce an image of a sharp subject over a background blurred by relative motion. Both techniques are notoriously challenging and require additional equipment and advanced skills. In this paper, we describe a computational burst photography system that operates in a hand-held smartphone camera app, and achieves these effects fully automatically, at the tap of the shutter button. Our approach first detects and segments the salient subject. We track the scene motion over multiple frames and align the images in order to preserve desired sharpness and to produce aesthetically pleasing motion streaks. We capture an under-exposed burst and select the subset of input frames that will produce blur trails of controlled length, regardless of scene or camera motion velocity. We predict inter-frame motion and synthesize motion-blur to fill the temporal gaps between the input frames. Finally, we composite the blurred image with the sharp regular exposure to protect the sharpness of faces or areas of the scene that are barely moving, and produce a final high resolution and high dynamic range (HDR) photograph. Our system democratizes a capability previously reserved to professionals, and makes this creative style accessible to most casual photographers.

Technical Paper
Computational Exploration of Multistable Elastic Knots

Michele Vidulis, Yingying Ren, Julian Panetta, Eitan Grinspun, Mark Pauly

展开摘要

We present an algorithmic approach to discover, study, and design multistable elastic knots. Elastic knots are physical realizations of closed curves embedded in 3-space. When endowed with the material thickness and bending resistance of a physical wire, these knots settle into equilibrium states that balance the forces induced by elastic deformation and self-contacts of the wire. In general, elastic knots can have many distinct equilibrium states, i.e. they are multistable mechanical systems. We propose a computational pipeline that combines randomized spatial sampling and physics simulation to efficiently find stable equilibrium states of elastic knots. Leveraging results from knot theory, we run our pipeline on thousands of different topological knot types to create an extensive data set of multistable knots. By applying a series of filters to this data, we discover new transformable knots with interesting geometric and physical properties. A further analysis across knot types reveals geometric and topological patterns, yielding constructive principles that generalize beyond the currently tabulated knot types. We show how multistable elastic knots can be used to design novel deployable structures and engaging recreational puzzles. Several physical prototypes at different scales highlight these applications and validate our simulation.

Technical Paper
Composite Motion Learning With Task Control

Pei Xu, Xiumin Shang, Victor Zordan, Ioannis Karamouzas

展开摘要

We present a deep learning method for composite and task-driven motion control for physically simulated characters. In contrast to existing data-driven approaches using reinforcement learning that imitate full-body motions, we learn decoupled motions for specific body parts from multiple reference motions simultaneously and directly by leveraging the use of multiple discriminators in a GAN-like setup. In this process, there is no need of any manual work to produce composite reference motions for learning. Instead, the control policy explores by itself how the composite motions can be combined automatically. We further account for multiple task-specific rewards and train a single, multi-objective control policy. To this end, we propose a novel framework for multi-objective learning that adaptively balances the learning of disparate motions from multiple sources and multiple goal-directed control objectives. In addition, as composite motions are typically augmentations of simpler behaviors, we introduce a sample-efficient method for training composite control policies in an incremental manner, where we reuse a pre-trained policy as the meta policy and train a cooperative policy that adapts the meta one for new composite tasks. We show the applicability of our approach on a variety of challenging multi-objective tasks involving both composite motion imitation and multiple goal-directed control. Code is available at https://motion-lab.github.io/CompositeMotion.

Technical Paper
Complex Wrinkle Field Evolution

Zhen Chen, Danny Kaufman, Mélina Skouras, Etienne Vouga

展开摘要

We propose a new approach for representing wrinkles, designed to capture complex and detailed wrinkle behavior on coarse triangle meshes, called Complex Wrinkle Fields. Complex Wrinkle Fields consist of an almost-everywhere-unit complex-valued phase function over the surface; a frequency one-form; and an amplitude scalar, with a soft compatibility condition coupling the frequency and phase. We develop algorithms for interpolating between two such wrinkle fields, for visualizing them as displacements of a Loop-subdivided refinement of the base mesh, and for making smooth local edits to the wrinkle amplitude, frequency, and/or orientation. These algorithms make it possible, for the first time, to create and edit animations of wrinkles on triangle meshes that are smooth in space, evolve smoothly through time, include singularities along with their complex interactions, and that represent frequencies far finer than the surface resolution.

Technical Paper
ColorfulCurves: Palette-aware Lightness Control and Color Editing via Sparse Optimization

Cheng-Kang (Ted) Chao, Jason Klein, Jianchao Tan, Jose Echevarria, Yotam Gingold

展开摘要

Color editing in images often consists of two main tasks: changing hue and saturation, and editing lightness or tone curves. State-of-the-art palette-based recoloring approaches entangle these two tasks. A user's only lightness control is changing the lightness of individual palette colors. This is inferior to state-of-the-art commercial software, where lightness editing is based on flexible tone curves that remap lightness. However, tone curves are only provided globally or per color channel (e.g., RGB). They are unrelated to the image content. Neither tone curves nor palette-based approaches support direct image-space edits---changing a specific pixel to a desired hue, saturation, and lightness. ColorfulCurves solves both of these problems by uniting palette-based and tone curve editing. In ColorfulCurves, users directly edit palette colors' hue and saturation, per-palette tone curves, or image pixels (hue, saturation, and lightness). ColorfulCurves solves an L2,1 optimization problem in real-time to find a sparse edit that satisfies all user constraints. Our expert study found overwhelming support for ColorfulCurves over experts' preferred tools.

Technical Paper