SIGGRAPH 2023 论文列表

ACM SIGGRAPH Conference

录用类型

239篇论文

按官方录用论文列表统计,可能与会议公布的数字略有出入。

  • 其他 / 未标注
    239100.0%

Top 10 主题(点击筛选)

暂无主题数据。

全部 207 个研究方向的趋势

浏览全部论文

ClipFace: Text-guided Editing of Textured 3D Morphable Models

Shivangi Aneja, Justus Thies, Angela Dai, Matthias Niessner

展开摘要

We propose ClipFace, a novel self-supervised approach for text-guided editing of textured 3D morphable model of faces. Specifically, we employ user-friendly language prompts to enable control of the expressions as well as appearance of 3D faces. We leverage the geometric expressiveness of 3D morphable models, which inherently possess limited controllability and texture expressivity, and develop a self-supervised generative model to jointly synthesize expressive, textured, and articulated faces in 3D. We enable high-quality texture generation for 3D faces by adversarial self-supervised training, guided by differentiable rendering against collections of real RGB images. Controllable editing and manipulation are given by language prompts to adapt texture and expression of the 3D morphable model. To this end, we propose a neural network that predicts both texture and expression latent codes of the morphable model. Our model is trained in a self-supervised fashion by exploiting differentiable rendering and losses based on a pre-trained CLIP model. Once trained, our model jointly predicts face textures in UV-space, along with expression parameters to capture both geometry and texture changes in facial expressions in a single forward pass. We further show the applicability of our method to generate temporally changing textures for a given animation sequence.

Technical Paper
CT2Hair: High-fidelity 3D Hair Modeling Using Computed Tomography

Yuefan Shen, Shunsuke Saito, Ziyan Wang, Olivier Maury, Chenglei Wu, Jessica Hodgins, Youyi Zheng, Giljoo Nam

展开摘要

We introduce CT2Hair, a fully automatic framework for creating high-fidelity 3D hair models that are suitable for use in downstream graphics applications. Our approach utilizes real-world hair wigs as input, and is able to reconstruct hair strands for a wide range of hair styles. Our method leverages computed tomography (CT) to create density volumes of the hair regions, allowing us to see through the hair unlike image-based approaches which are limited to reconstructing the visible surface. To address the noise and limited resolution of the input density volumes, we employ a coarse-to-fine approach. This process first recovers guide strands with estimated 3D orientation fields, and then populates dense strands through a novel neural interpolation of the guide strands. The generated strands are then refined to conform to the input density volumes. We demonstrate the robustness of our approach by presenting results on a wide variety of hair styles and conducting thorough evaluations on both real-world and synthetic datasets. Code and data for this paper are at github.com/facebookresearch/CT2Hair.

Technical Paper
CLIP-PAE: Projection-Augmentation Embedding to Extract Relevant Features for a Disentangled, Interpretable and Controllable Text-Guided Face Manipulation

Chenliang Zhou, Fangcheng Zhong, Cengiz Oztireli

展开摘要

Recently introduced Contrastive Language-Image Pre-Training (CLIP) [Radford et al. 2021] bridges images and text by embedding them into a joint latent space. This opens the door to ample literature that aims to manipulate an input image by providing a textual explanation. However, due to the discrepancy between image and text embeddings in the joint space, using text embeddings as the optimization target often introduces undesired artifacts in the resulting images. Disentanglement, interpretability, and controllability are also hard to guarantee for manipulation. To alleviate these problems, we propose to define corpus subspaces spanned by relevant prompts to capture specific image characteristics. We introduce CLIP projection-augmentation embedding (PAE) as an optimization target to improve the performance of text-guided image manipulation. Our method is a simple and general paradigm that can be easily computed and adapted, and smoothly incorporated into any CLIP-based image manipulation algorithm. To demonstrate the effectiveness of our method, we conduct several theoretical and empirical studies. As a case study, we utilize the method for text-guided semantic face editing. We quantitatively and qualitatively demonstrate that PAE facilitates a more disentangled, interpretable, and controllable face image manipulation with state-of-the-art quality and accuracy.

Technical Paper
Building a Virtual Weakly-compressible Wind Tunnel Testing Facility

Chaoyang Lyu, Kai Bai, Yiheng Wu, Mathieu Desbrun, Changxi Zheng, Xiaopei Liu

展开摘要

Virtual wind tunnel testing is a key ingredient in the engineering design process for the automotive and aeronautical industries as well as for urban planning: through visualization and analysis of the simulation data, it helps optimize lift and drag coefficients, increase peak speed, detect high pressure zones, and reduce wind noise at low cost prior to manufacturing. In this paper, we develop an efficient and accurate virtual wind tunnel system based on recent contributions from both computer graphics and computational fluid dynamics in high-performance kinetic solvers. Running on one or multiple GPUs, our massively-parallel lattice Boltzmann model meets industry standards for accuracy and consistency while exceeding current mainstream industrial solutions in terms of efficiency --- especially for unsteady turbulent flow simulation at very high Reynolds number (on the order of 107) --- due to key contributions in improved collision modeling and boundary treatment, automatic construction of multiresolution grids for complex models, as well as performance optimization. We demonstrate the efficacy and reliability of our virtual wind tunnel testing facility through comparisons of our results to multiple benchmark tests, showing an increase in both accuracy and efficiency compared to state-of-the-art industrial solutions. We also illustrate the fine turbulence structures that our system can capture, indicating the relevance of our solver for both VFX and industrial product design.

Technical Paper
Boundary Value Caching for Walk on Spheres

Bailey Miller, Rohan Sawhney, Keenan Crane, Ioannis Gkioulekas

展开摘要

Grid-free Monte Carlo methods such as walk on spheres can be used to solve elliptic partial differential equations without mesh generation or global solves. However, such methods independently estimate the solution at every point, and hence do not take advantage of the high spatial regularity of solutions to elliptic problems. We propose a fast caching strategy which first estimates solution values and derivatives at randomly sampled points along the boundary of the domain (or a local region of interest). These cached values then provide cheap, output-sensitive evaluation of the solution (or its gradient) at interior points, via a boundary integral formulation. Unlike classic boundary integral methods, our caching scheme introduces zero statistical bias and does not require a dense global solve. Moreover we can handle imperfect geometry (e.g., with self-intersections) and detailed boundary/source terms without repairing or resampling the boundary representation. Overall, our scheme is similar in spirit to virtual point light methods from photorealistic rendering: it suppresses the typical salt-and-pepper noise characteristic of independent Monte Carlo estimates, while still retaining the many advantages of Monte Carlo solvers: progressive evaluation, trivial parallelization, geometric robustness, etc. We validate our approach using test problems from visual and geometric computing.

Technical Paper
Bodyformer: Semantics-guided 3D Body Gesture Synthesis With Transformer

Kunkun Pang, Dafei Qin, Yingruo Fan, Julian Habekost, Takaaki Shiratori, Junichi Yamagishi, Taku Komura

展开摘要

Automatic gesture synthesis from speech is a topic that has attracted researchers for applications in remote communication, video games and Metaverse. Learning the mapping between speech and 3D full-body gestures is difficult due to the stochastic nature of the problem and the lack of a rich cross-modal dataset that is needed for training. In this paper, we propose a novel transformer-based framework for automatic 3D body gesture synthesis from speech. To learn the stochastic nature of the body gesture during speech, we propose a variational transformer to effectively model a probabilistic distribution over gestures, which can produce diverse gestures during inference. Furthermore, we introduce a mode positional embedding layer to capture the different motion speeds in different speaking modes. To cope with the scarcity of data, we design an intra-modal pre-training scheme that can learn the complex mapping between the speech and the 3D gesture from a limited amount of data. Our system is trained with either the Trinity speech-gesture dataset or the Talking With Hands 16.2M dataset. The results show that our system can produce more realistic, appropriate, and diverse body gestures compared to existing state-of-the-art approaches.

Technical Paper
Blended Latent Diffusion

Omri Avrahami, Ohad Fried, Dani Lischinski

展开摘要

The tremendous progress in neural image generation, coupled with the emergence of seemingly omnipotent vision-language models has finally enabled text-based interfaces for creating and editing images. Handling generic images requires a diverse underlying generative model, hence the latest works utilize diffusion models, which were shown to surpass GANs in terms of diversity. One major drawback of diffusion models, however, is their relatively slow inference time. In this paper, we present an accelerated solution to the task of local text-driven editing of generic images, where the desired edits are confined to a user-provided mask. Our solution leverages a text-to-image Latent Diffusion Model (LDM), which speeds up diffusion by operating in a lower-dimensional latent space and eliminating the need for resource-intensive CLIP gradient calculations at each diffusion step. We first enable LDM to perform local image edits by blending the latents at each step, similarly to Blended Diffusion. Next we propose an optimization-based solution for the inherent inability of LDM to accurately reconstruct images. Finally, we address the scenario of performing local edits using thin masks. We evaluate our method against the available baselines both qualitatively and quantitatively and demonstrate that in addition to being faster, it produces more precise results.

Technical Paper
Bidirectional GaitNet: A Bidirectional Prediction Model of Human Gait and Anatomical Conditions

Jungnam Park, Moon Seok Park, Jehee Lee, Jungdam Won

展开摘要

We present a novel generative model, called Bidirectional GaitNet, that learns the relationship between human anatomy and its gait. The simulation model of human anatomy is a comprehensive, full-body, simulation-ready, musculoskeletal model with 304 Hill-type musculotendon units. The Bidirectional GaitNet consists of forward and backward models. The forward model predicts a gait pattern of a person with specific physical conditions, while the backward model estimates the physical conditions of a person when his/her gait pattern is provided. Our simulation-based approach first learns the forward model by distilling the simulation data generated by a state-of-the-art predictive gait simulator and then constructs a Variational Autoencoder (VAE) with the learned forward model as its decoder. Once it is learned its encoder serves as the backward model. We demonstrate our model on a variety of healthy/impaired gaits and validate it in comparison with physical examination data of real patients.

Technical Paper
Beyond Chainmail: Computational Modeling of Discrete Interlocking Materials

Pengbin Tang, Stelian Coros, Bernhard Thomaszewski

展开摘要

We present a method for computational modeling, mechanical characterization, and macro-scale simulation of discrete interlocking materials (DIM)---3D-printed chainmail fabrics made of quasi-rigid interlocking elements. Unlike conventional elastic materials for which deformation and restoring force are directly coupled, the mechanics of DIM are governed by contacts between individual elements that give rise to anisotropic deformation constraints. To model the mechanical behavior of these materials, we propose a computational approach that builds on three key components. (a): we explore the space of feasible deformations using native-scale simulations at the per-element level. (b): based on this simulation data, we introduce the concept of strain-space boundaries to represent deformation limits for in- and out-of-plane deformations, and (c): we use the strain-space boundaries to drive an efficient macro-scale simulation model based on homogenized deformation constraints. We evaluate our method on a set of representative discrete interlocking materials and validate our findings against measurements on physical prototypes.

Technical Paper
BakedSDF: Meshing Neural SDFs for Real-time View Synthesis

Lior Yariv, Peter Hedman, Christian Reiser, Dor Verbin, Pratul P. Srinivasan, Richard Szeliski, Jonathan T. Barron, Ben Mildenhall

展开摘要

We present a method for reconstructing high-quality meshes of large unbounded real-world scenes suitable for photorealistic novel view synthesis. We first optimize a hybrid neural volume-surface scene representation designed to have well-behaved level sets that correspond to surfaces in the scene. We then bake this representation into a high-quality triangle mesh, which we equip with a simple and fast view-dependent appearance model based on spherical Gaussians. Finally, we optimize this baked representation to best reproduce the captured viewpoints, resulting in a model that can leverage accelerated polygon rasterization pipelines for real-time view synthesis on commodity hardware. Our approach outperforms previous scene representations for real-time rendering in terms of accuracy, speed, and power consumption, and produces high quality meshes that enable applications such as appearance editing and physical simulation.

Technical Paper
B-rep Matching for Collaborating Across CAD Systems

Benjamin Jones, James Noeckel, Milin Kodnongbua, Ilya Baran, Adriana Schulz

展开摘要

Large Computer-Aided Design (CAD) projects usually require collaboration across many different CAD systems as well as applications that interoperate with them for manufacturing, visualization, or simulation. A fundamental barrier to such collaborations is the ability to refer to parts of the geometry (such as a specific face) robustly under geometric and/or topological changes to the model. Persistent referencing schemes are a fundamental aspect of most CAD tools, but models that are shared across systems cannot generally make use of these internal referencing mechanisms, creating a challenge for collaboration. In this work, we address this issue by developing a novel learning-based algorithm that can automatically find correspondences between two CAD models using the standard representation used for sharing models across CAD systems: the Boundary-Representation (B-rep). Because our method works directly on B-reps it can be generalized across different CAD applications enabling collaboration.

Technical Paper
AvatarReX: Real-time Expressive Full-body Avatars

Zerong Zheng, Xiaochen Zhao, Hongwen Zhang, Boning Liu, Yebin Liu

展开摘要

We present AvatarReX, a new method for learning NeRF-based full-body avatars from video data. The learnt avatar not only provides expressive control of the body, hands and the face together, but also supports real-time animation and rendering. To this end, we propose a compositional avatar representation, where the body, hands and the face are separately modeled in a way that the structural prior from parametric mesh templates is properly utilized without compromising representation flexibility. Furthermore, we disentangle the geometry and appearance for each part. With these technical designs, we propose a dedicated deferred rendering pipeline, which can be executed at a real-time framerate to synthesize high-quality free-view images. The disentanglement of geometry and appearance also allows us to design a two-pass training strategy that combines volume rendering and surface rendering for network training. In this way, patch-level supervision can be applied to force the network to learn sharp appearance details on the basis of geometry estimation. Overall, our method enables automatic construction of expressive full-body avatars with real-time rendering capability, and can generate photo-realistic images with dynamic details for novel body motions and facial expressions.

Technical Paper
AvatarMAV: Fast 3D Head Avatar Reconstruction Using Motion-aware Neural Voxels

Yuelang Xu, Lizhen Wang, Xiaochen Zhao, Hongwen Zhang, Yebin Liu

展开摘要

With NeRF widely used for facial reenactment, recent methods can recover photo-realistic 3D head avatar from just a monocular video. Unfortunately, the training process of the NeRF-based methods is quite time-consuming, as MLP used in the NeRF-based methods is inefficient and requires too many iterations to converge. To overcome this problem, we propose AvatarMAV, a fast 3D head avatar reconstruction method using Motion-Aware Neural Voxels. AvatarMAV is the first to model both the canonical appearance and the decoupled expression motion by neural voxels for head avatar. In particular, the motion-aware neural voxels is generated from the weighted concatenation of multiple 4D tensors. The 4D tensors semantically correspond one-to-one with 3DMM expression basis and share the same weights as 3DMM expression coefficients. Benefiting from our novel representation, the proposed AvatarMAV can recover photo-realistic head avatars in just 5 minutes (implemented with pure PyTorch), which is significantly faster than the state-of-the-art facial reenactment methods. Project page: https://www.liuyebin.com/avatarmav.

Technical Paper
Attend-and-Excite: Attention-based Semantic Guidance for Text-to-image Diffusion Models

Hila Chefer, Yuval Alaluf, Yael Vinker, Lior Wolf, Daniel Cohen-Or

展开摘要

Recent text-to-image generative models have demonstrated an unparalleled ability to generate diverse and creative imagery guided by a target text prompt. While revolutionary, current state-of-the-art diffusion models may still fail in generating images that fully convey the semantics in the given text prompt. We analyze the publicly available Stable Diffusion model and assess the existence of catastrophic neglect, where the model fails to generate one or more of the subjects from the input prompt. Moreover, we find that in some cases the model also fails to correctly bind attributes (e.g., colors) to their corresponding subjects. To help mitigate these failure cases, we introduce the concept of Generative Semantic Nursing (GSN), where we seek to intervene in the generative process on the fly during inference time to improve the faithfulness of the generated images. Using an attention-based formulation of GSN, dubbed Attend-and-Excite, we guide the model to refine the cross-attention units to attend to all subject tokens in the text prompt and strengthen --- or excite --- their activations, encouraging the model to generate all subjects described in the text prompt. We compare our approach to alternative approaches and demonstrate that it conveys the desired concepts more faithfully across a range of text prompts. Code is available at our project page: https://attendandexcite.github.io/Attend-and-Excite/.

Technical Paper
As-continuous-as-possible Extrusion-based Fabrication of Surface Models

Fanchao Zhong, Yonglai Xu, Haisen Zhao, Lin Lu, Fanchao Zhong

展开摘要

In this study, we propose a computational framework for optimizing the continuity of the toolpath in fabricating surface models on an extrusion-based 3D printer. Toolpath continuity is a critical issue that influences both the quality and the efficiency of extrusion-based fabrication. Transfer moves lead to rough and bumpy surfaces, where this phenomenon worsens for materials with large viscosity, like clay. The effects of continuity on the surface models are even more severe in terms of the quality of the surface and the stability of the model. We introduce a criterion called the one–path patch (OPP) to represent a patch on the surface of the shell that can be traversed along one path by considering the constraints on fabrication. We study the properties of the OPPs and their merging operations to propose a bottom-up OPP merging procedure to decompose the given shell surface into a minimal number of OPPs, and to generate the “as-continuous-as-possible” (ACAP) toolpath. Furthermore, we augment the path planning algorithm with a curved-layer printing scheme that reduces staircase defects and improves the continuity of the toolpath by connecting multiple segments. We evaluated the ACAP algorithm on ceramic and thermoplastic materials, and the results showed that it improves the fabrication of surface models in terms of both efficiency and surface quality.

TOG Paper
ArrangementNet: Learning Scene Arrangements for Vectorized Indoor Scene Modeling

Jingwei Huang, Shanshan Zhang, Bo Duan, Yanfeng Zhang, Xiaoyang Guo, Mingwei Sun, Li Yi

展开摘要

We present a novel vectorized indoor modeling approach that converts point clouds into building information models (BIM) with concise and semantically segmented polygonal meshes. Existing methods detect planar shapes and connect them to complete the scene. Some focus on floor plan reconstruction as a simplified problem to better analyze connectivity between planes of floors and walls. However, the connectivity analysis is still challenging and ill-posed with incomplete point clouds as input. We propose ArrangementNet to estimate scene arrangements from an incomplete point cloud, which we can easily convert into a BIM model. ArrangementNet is a novel graph neural network that consumes noisy over-partitioned initial arrangements extracted through non-learning techniques and outputs high-quality scene arrangement. The core of ArrangementNet is an extended graph convolution that leverages co-linear and co-face relationships in the arrangement and improves the quality of prediction in complex scenes. We apply ArrangementNet to improve floor plan and ceiling arrangements and enrich them with semantic objects as scene arrangements for scene generation. Our approach faithfully models challenging scenes obtained from laser scans or multiview stereo and shows significant improvement in BIM model reconstruction compared to the state-of-the-art. Our code is available at https://github.com/zssjh/ArrangementNet.

Technical Paper
AniFaceDrawing: Anime Portrait Exploration During Your Sketching

Zhengyu Huang, Haoran Xie, Tsukasa Fukusato, Kazunori Miyata

展开摘要

This paper focuses on how artificial intelligence (AI) can be used to assist general users in the creation of professional portraits, that is, consistently converting rough sketches into high-quality anime portraits during their sketching process. The input to this task is a sequence of incomplete human freehand sketches that are gradually refined stroke by stroke, while the output is a sequence of high-quality anime portraits that correspond to the input sketches as guidance. Although recent GANs can generate high quality images, it is a challenging problem to maintain the high quality of generated images from sketches with a low degree of completion due to ill-posed problems in conditional image generation. Even with the latest sketch-to-image (S2I) technology, it is still difficult to create high-quality images from incomplete rough sketches for anime portraits because the lines in anime style tend to be more abstract than in realistic style. In this paper, we addressed this problem using the latent space exploration of StyleGAN with a two-stage training strategy. Specifically, we consider the input strokes of a freehand sketch to correspond to edge information-related attributes in the latent structural code of StyleGAN, and term the matching between strokes and these attributes “stroke-level disentanglement.” In the first stage, we trained an image encoder with the pre-trained StyleGAN model as a teacher encoder. In the second stage, we simulated the drawing process of the generated images and trained the sketch encoder for incomplete progressive sketches to generate high-quality portrait images with feature alignment to the disentangled representations at the stroke level in the teacher encoder. We verified the proposed progressive S2I system with both qualitative and quantitative evaluations and achieved high-quality anime portraits from incomplete progressive sketches. What’s more, our user study proved its effectiveness in art creation assistance for the anime style.

Technical Paper
Anatomically Detailed Simulation of Human Torso

Seunghwan Lee, Yifeng Jiang, C. Karen Liu

展开摘要

Many existing digital human models approximate the human skeletal system using rigid bodies connected by rotational joints. While the simplification is considered acceptable for legs and arms, it significantly lacks fidelity to model rich torso movements in common activities such as dancing, Yoga, and various sports. Research from biomechanics provides more detailed modeling for parts of the torso, but their models often operate in isolation and are not fast and robust enough to support computationally heavy applications and large-scale data generation for full-body digital humans. This paper proposes a new torso model that aims to achieve high fidelity both in perception and in functionality, while being computationally feasible for simulation and optimal control tasks. We build a detailed human torso model consisting of various anatomical components, including facets, ligaments, and intervertebral discs, by coupling efficient finite-element and rigid-body simulations. Given an existing motion capture sequence without dense markers placed on the torso, our new model is able to recover the underlying torso bone movements. Our method is remarkably robust that it can be used to automatically "retrofit" the entire Mixamo motion database of highly diverse human motions without user intervention. We also show that our model is computationally efficient for solving trajectory optimization of highly dynamic full-body movements, without relying any reference motion. Physiological validity of the model is validated against established literature.

Technical Paper