SIGGRAPH 2023 论文列表

ACM SIGGRAPH Conference

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P2M: A Fast Solver for Querying Distance From Point to Mesh Surface

Chen Zong, Jiacheng Xu, Jiantao Song, Shuangmin Chen, Shiqing Xin, Wenping Wang, Changhe Tu

展开摘要

Most of the existing point-to-mesh distance query solvers, such as Proximity Query Package (PQP), Embree and Fast Closest Point Query (FCPW), are based on bounding volume hierarchy (BVH). The hierarchical organizational structure enables one to eliminate the vast majority of triangles that do not help find the closest point. In this paper, we develop a totally different algorithmic paradigm, named P2M, to speed up point-to-mesh distance queries. Our original intention is to precompute a KD tree (KDT) of mesh vertices to approximately encode the geometry of a mesh surface containing vertices, edges and faces. However, it is very likely that the closest primitive to the query point is an edge e (resp., a face f), but the KDT reports a mesh vertex υ instead. We call υ an interceptor of e (resp., f). The main contribution of this paper is to invent a simple yet effective interception inspection rule and an efficient flooding interception inspection algorithm for quickly finding out all the interception pairs. Once the KDT and the interception table are precomputed, the query stage proceeds by first searching the KDT and then looking up the interception table to retrieve the closest geometric primitive. Statistics show that our query algorithm runs many times faster than the state-of-the-art solvers.

Technical Paper
Orientable Dense Cyclic Infill for Anisotropic Appearance Fabrication

Xavier Chermain, Cédric Zanni, Jonàs Martínez, Pierre-Alexandre Hugron, Sylvain Lefebvre

展开摘要

We present a method to 3D print surfaces exhibiting a prescribed varying field of anisotropic appearance using only standard fused filament fabrication printers. This enables the fabrication of patterns triggering reflections similar to that of brushed metal with direct control over the directionality of the reflections. Our key insight, on which we ground the method, is that the direction of the deposition paths leads to a certain degree of surface roughness, which yields a visual anisotropic appearance. Therefore, generating dense cyclic infills aligned with a line field allows us to grade the anisotropic appearance of the printed surface. To achieve this, we introduce a highly parallelizable algorithm for optimizing oriented, cyclic paths. Our algorithm outperforms existing approaches regarding efficiency, robustness, and result quality. We demonstrate the effectiveness of our technique in conveying an anisotropic appearance on several challenging test cases, ranging from patterns to photographs reinterpreted as anisotropic appearances.

Technical Paper
OpenMPD: A Low-level Presentation Engine for Multimodal Particle-based Displays

Roberto Montano Murillo, Ryuji Hirayama, Diego Martínez Plasencia, Diego Martínez Plasencia

展开摘要

Phased arrays of transducers have been quickly evolving in terms of software and hardware with applications in haptics (acoustic vibrations), display (levitation), and audio. Most recently, Multimodal Particle-based Displays (MPDs) have even demonstrated volumetric content that can be seen, heard, and felt simultaneously, without additional instrumentation. However, current software tools only support individual modalities and they do not address the integration and exploitation of the multi-modal potential of MPDs. This is because there is no standardized presentation pipeline tackling the challenges related to presenting such kind of multi-modal content (e.g., multi-modal support, multi-rate synchronization at 10 KHz, visual rendering or synchronization and continuity). This article presents OpenMPD, a low-level presentation engine that deals with these challenges and allows structured exploitation of any type of MPD content (i.e., visual, tactile, audio). We characterize OpenMPD’s performance and illustrate how it can be integrated into higher-level development tools (i.e., Unity game engine). We then illustrate its ability to enable novel presentation capabilities, such as support of multiple MPD contents, dexterous manipulations of fast-moving particles, or novel swept-volume MPD content.

TOG Paper
OctFormer: Octree-based Transformers for 3D Point Clouds

Peng-Shuai Wang

展开摘要

We propose octree-based transformers, named OctFormer, for 3D point cloud learning. OctFormer can not only serve as a general and effective backbone for 3D point cloud segmentation and object detection but also have linear complexity and is scalable for large-scale point clouds. The key challenge in applying transformers to point clouds is reducing the quadratic, thus overwhelming, computation complexity of attentions. To combat this issue, several works divide point clouds into non-overlapping windows and constrain attentions in each local window. However, the point number in each window varies greatly, impeding the efficient execution on GPU. Observing that attentions are robust to the shapes of local windows, we propose a novel octree attention, which leverages sorted shuffled keys of octrees to partition point clouds into local windows containing a fixed number of points while permitting shapes of windows to change freely. And we also introduce dilated octree attention to expand the receptive field further. Our octree attention can be implemented in 10 lines of code with open-sourced libraries and runs 17 times faster than other point cloud attentions when the point number exceeds 200k. Built upon the octree attention, OctFormer can be easily scaled up and achieves state-of-the-art performances on a series of 3D semantic segmentation and 3D object detection benchmarks, surpassing previous sparse-voxel-based CNNs and point cloud transformers in terms of both efficiency and effectiveness. Notably, on the challenging ScanNet200 dataset, OctFormer outperforms sparse-voxel-based CNNs by 7.3 in mIoU. Our code and trained models are available at https://wang-ps.github.io/octformer.

Technical Paper
Nonlinear Compliant Modes for Large-deformation Analysis of Flexible Structures

Simon Duenser, Bernhard Thomaszewski, Roi Poranne, Stelian Coros, Simon Duenser

展开摘要

Many flexible structures are characterized by a small number of compliant modes, i.e., large-deformation paths that can be traversed with little mechanical effort, whereas resistance to other deformations is much stiffer. Predicting the compliant modes for a given flexible structure, however, is challenging. While linear eigenmodes capture the small-deformation behavior, they quickly divert into states of unrealistically high energy for larger displacements. Moreover, they are inherently unable to predict nonlinear phenomena such as buckling, stiffening, multistability, and contact. To address this limitation, we propose Nonlinear Compliant Modes—a physically principled extension of linear eigenmodes for large-deformation analysis. Instead of constraining the entire structure to deform along a given eigenmode, our method only prescribes the projection of the system’s state onto the linear mode while all other degrees of freedom follow through energy minimization. We evaluate the potential of our method on a diverse set of flexible structures, ranging from compliant mechanisms to topology-optimized joints and structured materials. As validated through experiments on physical prototypes, our method correctly predicts a broad range of nonlinear effects that linear eigenanalysis fails to capture.

TOG Paper
Neural Volumetric Reconstruction for Coherent Synthetic Aperture Sonar

Albert Reed, Juhyeon Kim, Thomas Blanford, Adithya Pediredla, Daniel Brown, Suren Jayasuriya

展开摘要

Synthetic aperture sonar (SAS) measures a scene from multiple views in order to increase the resolution of reconstructed imagery. Image reconstruction methods for SAS coherently combine measurements to focus acoustic energy onto the scene. However, image formation is typically under-constrained due to a limited number of measurements and bandlimited hardware, which limits the capabilities of existing reconstruction methods. To help meet these challenges, we design an analysis-by-synthesis optimization that leverages recent advances in neural rendering to perform coherent SAS imaging. Our optimization enables us to incorporate physics-based constraints and scene priors into the image formation process. We validate our method on simulation and experimental results captured in both air and water. We demonstrate both quantitatively and qualitatively that our method typically produces superior reconstructions than existing approaches. We share code and data for reproducibility.

Technical Paper
Neural Progressive Meshes

Yun-Chun Chen, Vladimir Kim, Noam Aigerman, Alec Jacobson

展开摘要

The recent proliferation of 3D content that can be consumed on hand-held devices necessitates efficient tools for transmitting large geometric data, e.g., 3D meshes, over the Internet. Detailed high-resolution assets can pose a challenge to storage as well as transmission bandwidth, and level-of-detail techniques are often used to transmit an asset using an appropriate bandwidth budget. It is especially desirable for these methods to transmit data progressively, improving the quality of the geometry with more data. Our key insight is that the geometric details of 3D meshes often exhibit similar local patterns even across different shapes, and thus can be effectively represented with a shared learned generative space. We learn this space using a subdivision-based encoder-decoder architecture trained in advance on a large collection of surfaces. We further observe that additional residual features can be transmitted progressively between intermediate levels of subdivision that enable the client to control the tradeoff between bandwidth cost and quality of reconstruction, providing a neural progressive mesh representation. We evaluate our method on a diverse set of complex 3D shapes and demonstrate that it outperforms baselines in terms of compression ratio and reconstruction quality.

Technical Paper
Neural Prefiltering for Correlation-aware Levels of Detail

Philippe Weier, Tobias Zirr, Anton Kaplanyan, Ling-Qi Yan, Philipp Slusallek

展开摘要

We introduce a practical general-purpose neural appearance filtering pipeline for physically-based rendering. We tackle the previously difficult challenge of aggregating visibility across many levels of detail from local information only, without relying on learning visibility for the entire scene. The high adaptivity of neural representations allows us to retain geometric correlations along rays and thus avoid light leaks. Common approaches to prefiltering decompose the appearance of a scene into volumetric representations with physically-motivated parameters, where the inflexibility of the fitted models limits rendering accuracy. We avoid assumptions on particular types of geometry or materials, bypassing any special-case decompositions. Instead, we directly learn a compressed representation of the intra-voxel light transport. For such high-dimensional functions, neural networks have proven to be useful representations. To satisfy the opposing constraints of prefiltered appearance and correlation-preserving point-to-point visibility, we use two small independent networks on a sparse multi-level voxel grid. Each network requires 10--20 minutes of training to learn the appearance of an asset across levels of detail. Our method achieves 70--95% compression ratios and around 25% of quality improvements over previous work. We reach interactive to real-time framerates, depending on the level of detail.

Technical Paper
Neural Partitioning Pyramids for Denoising Monte Carlo Renderings

Martin Balint, Krzysztof Wolski, Karol Myszkowski, Hans-Peter Seidel, Rafał Mantiuk

展开摘要

Recent advancements in hardware-accelerated raytracing made it possible to achieve interactive framerates even for algorithms previously considered offline, such as path tracing. Interactive path tracing pipelines rely heavily on spatiotemporal denoising to produce a high-quality output from low-sample-count renderings. Such denoising is typically implemented as multiscale-kernel-based filters driven by lightweight U-Nets operating on pixels, and encoders operating on samples. In this work, we present a novel kernel architecture in the line of low-pass pyramid filters. Our architecture avoids the issues with the low-frequency response of previous such filters, resolving ringing, blotchiness, and box-shaped artefacts while improving overall detail. Instead of using classical downsampling and upsampling approaches, which are prone to aliasing, we let our weight predictor networks learn to partition the input radiance between pyramidal layers, predict kernels for denoising each partitioned and downscaled image, and then guide the upsampling process when combining layers. We present failure cases of pyramidal scale-composition in previous work and, through Fourier analysis, show how our method resolves them. Finally, we demonstrate state-of-the-art denoising performance.

Technical Paper
Neural Parametric Mixtures for Path Guiding

Honghao Dong, Guoping Wang, Sheng Li

展开摘要

Previous path guiding techniques typically rely on spatial subdivision structures to approximate directional target distributions, which may cause failure to capture spatio-directional correlations and introduce parallax issue. In this paper, we present Neural Parametric Mixtures (NPM), a neural formulation to encode target distributions for path guiding algorithms. We propose to use a continuous and compact neural implicit representation for encoding parametric models while decoding them via lightweight neural networks. We then derive a gradient-based optimization strategy to directly train the parameters of NPM with noisy Monte Carlo radiance estimates. Our approach efficiently models the target distribution (incident radiance or the product integrand) for path guiding, and outperforms previous guiding methods by capturing the spatio-directional correlations more accurately. Moreover, our approach is more training efficient and is practical for parallelization on modern GPUs.

Technical Paper
Neural Face Rigging for Animating and Retargeting Facial Meshes in the Wild

Dafei Qin, Jun Saito, Noam Aigerman, Thibault Groueix, Taku Komura

展开摘要

We propose an end-to-end deep-learning approach for automatic rigging and retargeting of 3D models of human faces in the wild. Our approach, called Neural Face Rigging (NFR), holds three key properties: (i) NFR’s expression space maintains human-interpretable editing parameters for artistic controls; (ii) NFR is readily applicable to arbitrary facial meshes with different connectivity and expressions; (iii) NFR can encode and produce fine-grained details of complex expressions performed by arbitrary subjects. To the best of our knowledge, NFR is the first approach to provide realistic and controllable deformations of in-the-wild facial meshes, without the manual creation of blendshapes or correspondence. We design a deformation autoencoder and train it through a multi-dataset training scheme, which benefits from the unique advantages of two data sources: a linear 3DMM with interpretable control parameters as in FACS and 4D captures of real faces with fine-grained details. Through various experiments, we show NFR’s ability to automatically produce realistic and accurate facial deformations across a wide range of existing datasets and noisy facial scans in-the-wild, while providing artist-controlled, editable parameters.

Technical Paper
Neural Biplane Representation for BTF Rendering and Acquisition

Jiahui Fan, Beibei Wang, Milos Hasan, Jian Yang, Ling-Qi Yan

展开摘要

Bidirectional Texture Functions (BTFs) are able to represent complex materials with greater generality than traditional analytical models. This holds true for both measured real materials and synthetic ones. Recent advancements in neural BTF representations have significantly reduced storage costs, making them more practical for use in rendering. These representations typically combine spatial feature (latent) textures with neural decoders that handle angular dimensions per spatial location. However, these models have yet to combine fast compression and inference, accuracy, and generality. In this paper, we propose a biplane representation for BTFs, which uses a feature texture in the half-vector domain as well as the spatial domain. This allows the learned representation to encode high-frequency details in both the spatial and angular domains. Our decoder is small yet general, meaning it is trained once and fixed. Additionally, we optionally combine this representation with a neural offset module for parallax and masking effects. Our model can represent a broad range of BTFs and has fast compression and inference due to its lightweight architecture. Furthermore, it enables a simple way to capture BTF data. By taking about 20 cell phone photos with a collocated camera and flash, our model can plausibly recover the entire BTF, despite never observing function values with differing view and light directions. We demonstrate the effectiveness of our model in the acquisition of many measured materials, including challenging materials such as fabrics.

Technical Paper
NeuSample: Importance Sampling for Neural Materials

Bing Xu, Liwen Wu, Milos Hasan, Fujun Luan, Iliyan Georgiev, Zexiang Xu, Ravi Ramamoorthi

展开摘要

Neural material representations have recently been proposed to augment the material appearance toolbox used in realistic rendering. These models are successful at tasks ranging from measured BTF compression, through efficient rendering of synthetic displaced materials with occlusions, to BSDF layering. However, importance sampling has been an after-thought in most neural material approaches, and has been handled by inefficient cosine-hemisphere sampling or mixing it with an additional simple analytic lobe. In this paper we fill that gap, by evaluating and comparing various pdf-learning approaches for sampling spatially varying neural materials, and proposing new variations of these approaches. We investigate three sampling approaches: analytic-lobe mixtures, normalizing flows, and histogram prediction. Within each type, we introduce improvements beyond previous work, and we extensively evaluate and compare these approaches in terms of sampling rate, wall-clock time, and final visual quality. Our versions of normalizing flows and histogram mixtures perform well and can be used in practical rendering systems, potentially facilitating the broader adoption of neural material models in production.

Technical Paper
Nerfstudio: A Modular Framework for Neural Radiance Field Development

Matthew Tancik, Ethan Weber, Evonne Ng, Ruilong Li, Brent Yi, Terrance Wang, Alexander Kristoffersen, Jake Austin, Kamyar Salahi, Abhik Ahuja, David McAllister, Justin Kerr, Angjoo Kanazawa

展开摘要

Neural Radiance Fields (NeRF) are a rapidly growing area of research with wide-ranging applications in computer vision, graphics, robotics, and more. In order to streamline the development and deployment of NeRF research, we propose a modular PyTorch framework, Nerfstudio. Our framework includes plug-and-play components for implementing NeRF-based methods, which make it easy for researchers and practitioners to incorporate NeRF into their projects. Additionally, the modular design enables support for extensive real-time visualization tools, streamlined pipelines for importing captured in-the-wild data, and tools for exporting to video, point cloud and mesh representations. The modularity of Nerfstudio enables the development of Nerfacto, our method that combines components from recent papers to achieve a balance between speed and quality, while also remaining flexible to future modifications. To promote community-driven development, all associated code and data are made publicly available with open-source licensing.

Technical Paper
NeRSemble: Multi-view Radiance Field Reconstruction of Human Heads

Tobias Kirschstein, Shenhan Qian, Simon Giebenhain, Tim Walter, Matthias Nießner

展开摘要

We focus on reconstructing high-fidelity radiance fields of human heads, capturing their animations over time, and synthesizing re-renderings from novel viewpoints at arbitrary time steps. To this end, we propose a new multi-view capture setup composed of 16 calibrated machine vision cameras that record time-synchronized images at 7.1 MP resolution and 73 frames per second. With our setup, we collect a new dataset of over 4700 high-resolution, high-framerate sequences of more than 220 human heads, from which we introduce a new human head reconstruction benchmark1. The recorded sequences cover a wide range of facial dynamics, including head motions, natural expressions, emotions, and spoken language. In order to reconstruct high-fidelity human heads, we propose Dynamic Neural Radiance Fields using Hash Ensembles (NeRSemble). We represent scene dynamics by combining a deformation field and an ensemble of 3D multi-resolution hash encodings. The deformation field allows for precise modeling of simple scene movements, while the ensemble of hash encodings helps to represent complex dynamics. As a result, we obtain radiance field representations of human heads that capture motion over time and facilitate re-rendering of arbitrary novel viewpoints. In a series of experiments, we explore the design choices of our method and demonstrate that our approach outperforms state-of-the-art dynamic radiance field approaches by a significant margin.

Technical Paper
NeRO: Neural Geometry and BRDF Reconstruction of Reflective Objects From Multiview Images

Yuan Liu, Peng Wang, Cheng Lin, Xiaoxiao Long, Jiepeng Wang, Lingjie Liu, Taku Komura, Wenping Wang

展开摘要

We present a neural rendering-based method called NeRO for reconstructing the geometry and the BRDF of reflective objects from multiview images captured in an unknown environment. Multiview reconstruction of reflective objects is extremely challenging because specular reflections are view-dependent and thus violate the multiview consistency, which is the cornerstone for most multiview reconstruction methods. Recent neural rendering techniques can model the interaction between environment lights and the object surfaces to fit the view-dependent reflections, thus making it possible to reconstruct reflective objects from multiview images. However, accurately modeling environment lights in the neural rendering is intractable, especially when the geometry is unknown. Most existing neural rendering methods, which can model environment lights, only consider direct lights and rely on object masks to reconstruct objects with weak specular reflections. Therefore, these methods fail to reconstruct reflective objects, especially when the object mask is not available and the object is illuminated by indirect lights. We propose a two-step approach to tackle this problem. First, by applying the split-sum approximation and the integrated directional encoding to approximate the shading effects of both direct and indirect lights, we are able to accurately reconstruct the geometry of reflective objects without any object masks. Then, with the object geometry fixed, we use more accurate sampling to recover the environment lights and the BRDF of the object. Extensive experiments demonstrate that our method is capable of accurately reconstructing the geometry and the BRDF of reflective objects from only posed RGB images without knowing the environment lights and the object masks. Codes and datasets are available at https://github.com/liuyuan-pal/NeRO.

Technical Paper
NeRF-Texture: Texture Synthesis With Neural Radiance Fields

Yi-Hua Huang, Yan-Pei Cao, Yu-Kun Lai, Ying Shan, Lin Gao

展开摘要

Texture synthesis is a fundamental problem in computer graphics that would benefit various applications. Existing methods are effective in handling 2D image textures. In contrast, many real-world textures contain meso-structure in the 3D geometry space, such as grass, leaves, and fabrics, which cannot be effectively modeled using only 2D image textures. We propose a novel texture synthesis method with Neural Radiance Fields (NeRF) to capture and synthesize textures from given multi-view images. In the proposed NeRF texture representation, a scene with fine geometric details is disentangled into the meso-structure textures and the underlying base shape. This allows textures with meso-structure to be effectively learned as latent features situated on the base shape, which are fed into a NeRF decoder trained simultaneously to represent the rich view-dependent appearance. Using this implicit representation, we can synthesize NeRF-based textures through patch matching of latent features. However, inconsistencies between the metrics of the reconstructed content space and the latent feature space may compromise the synthesis quality. To enhance matching performance, we further regularize the distribution of latent features by incorporating a clustering constraint. Experimental results and evaluations demonstrate the effectiveness of our approach.

Technical Paper
NOFA: NeRF-based One-shot Facial Avatar Reconstruction

Wangbo Yu, Yanbo Fan, Yong Zhang, Xuan Wang, Fei Yin, Yunpeng Bai, Yan-Pei Cao, Ying Shan, Yang Wu, Zhongqian Sun, Baoyuan Wu

展开摘要

3D facial avatar reconstruction has been a significant research topic in computer graphics and computer vision, where photo-realistic rendering and flexible controls over poses and expressions are necessary for many related applications. Recently, its performance has been greatly improved with the development of neural radiance fields (NeRF). However, most existing NeRF-based facial avatars focus on subject-specific reconstruction and reenactment, requiring multi-shot images containing different views of the specific subject for training, and the learned model cannot generalize to new identities, limiting its further applications. In this work, we propose a one-shot 3D facial avatar reconstruction framework that only requires a single source image to reconstruct a high-fidelity 3D facial avatar. For the challenges of lacking generalization ability and missing multi-view information, we leverage the generative prior of 3D GAN and develop an efficient encoder-decoder network to reconstruct the canonical neural volume of the source image, and further propose a compensation network to complement facial details. To enable fine-grained control over facial dynamics, we propose a deformation field to warp the canonical volume into driven expressions. Through extensive experimental comparisons, we achieve superior synthesis results compared to several state-of-the-art methods.

Technical Paper
Multi-layer Thick Shells

Yunuo Chen, Tianyi Xie, Cem Yuksel, Danny Kaufman, Yin Yang, Chenfanfu Jiang, Minchen Li

展开摘要

We present a novel mesh-based method for simulating the intricate dynamics of (potentially multi-layered) continuum thick shells. In order to accurately represent the constitutive behavior of structural responses in the thickness direction, we develop a dual-quadrature prism finite element formulation that is free from shear locking and naturally incorporates three-dimensional elastoplastic and viscoelastic constitutive models. Additionally, we introduce a simple and effective technique for coupling a high-resolution membrane layer on top of the thick shell to enable complementary high-frequency deformation modes that generate realistic wrinkles. With our novelly designed sparse basis vectors for the high-frequency deformations, the constrained Lagrangian mechanics problem is expressed as an unconstrained optimization and then efficiently solved by a custom alternating minimization technique. Our method opens up a new possibility for fast, high-quality, and thickness-aware simulations of leather garments, pillows, mats, metal boards, and potentially a variety of other thick structures.

Technical Paper
Motion From Shape Change

Oliver Gross, Yousuf Soliman, Marcel Padilla, Felix Knöppel, Ulrich Pinkall, Peter Schröder

展开摘要

We consider motion effected by shape change. Such motions are ubiquitous in nature and the human made environment, ranging from single cells to platform divers and jellyfish. The shapes may be immersed in various media ranging from the very viscous to air and nearly inviscid fluids. In the absence of external forces these settings are characterized by constant momentum. We exploit this in an algorithm which takes a sequence of changing shapes, say, as modeled by an animator, as input and produces corresponding motion in world coordinates. Our method is based on the geometry of shape change and an appropriate variational principle. The corresponding Euler-Lagrange equations are first order ODEs in the unknown rotations and translations and the resulting time stepping algorithm applies to all these settings without modification as we demonstrate with a broad set of examples.

Technical Paper