SIGGRAPH 2023 论文列表

ACM SIGGRAPH Conference

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MoiréTag: Angular Measurement and Tracking With a Passive Marker

Simeng Qiu, Hadi Amata, Wolfgang Heidrich

展开摘要

Stable, low-cost, and precise visual measurement of directional information has many applications in domains such as virtual and augmented reality, visual odometry, or industrial computer vision. Conventional approaches like checkerboard patterns require careful pre-calibration, and can therefore not be operated in snapshot mode. Other optical methods like autocollimators offer very high precision but require controlled environments and are hard to take outside the lab. Non-optical methods like IMUs are low cost and widely available, but suffer from high drift errors. To overcome these challenges, we propose a novel snapshot method for angular measurement and tracking with Moiré patterns that are generated by binary structures printed on both sides of a glass plate. The Moiré effect amplifies minute angular shifts and translates them into spatial phase shifts that can be readily measured with a camera, effectively implementing an optical Vernier scale. We further extend this principle from a simple phase shift to a chirp model, which allows for full 6D tracking as well as estimation of camera intrinsics like the field of view. Simulation and experimental results show that the proposed non-contact object tracking framework is computationally efficient and the average angular accuracy of 0.17° outperforms the state-of-the-arts.

Technical Paper
Modulating Pretrained Diffusion Models for Multimodal Image Synthesis

Cusuh Ham, James Hays, Jingwan Lu, Krishna Kumar Singh, Zhifei Zhang, Tobias Hinz

展开摘要

We present multimodal conditioning modules (MCM) for enabling conditional image synthesis using pretrained diffusion models. Previous multimodal synthesis works rely on training networks from scratch or fine-tuning pretrained networks, both of which are computationally expensive for large, state-of-the-art diffusion models. Our method uses pretrained networks but does not require any updates to the diffusion network’s parameters. MCM is a small module trained to modulate the diffusion network’s predictions during sampling using 2D modalities (e.g., semantic segmentation maps, sketches) that were unseen during the original training of the diffusion model. We show that MCM enables user control over the spatial layout of the image and leads to increased control over the image generation process. Training MCM is cheap as it does not require gradients from the original diffusion net, consists of only ∼ 1% of the number of parameters of the base diffusion model, and is trained using only a limited number of training examples. We evaluate our method on unconditional and text-conditional models to demonstrate the improved control over the generated images and their alignment with respect to the conditioning inputs.

Technical Paper
Min-Deviation-Flow in Bi-directed Graphs for T-Mesh Quantization

Martin Heistermann, Jethro Warnett, David Bommes

展开摘要

Subdividing non-conforming T-mesh layouts into conforming quadrangular meshes is a core component of state-of-the-art (re-)meshing methods. Typically, the required constrained assignment of integer lengths to T-Mesh edges is left to generic branch-and-cut solvers, greedy heuristics, or a combination of the two. This either does not scale well with input complexity or delivers suboptimal result quality. We introduce the Minimum-Deviation-Flow Problem in bi-directed networks (Bi-MDF) and demonstrate its use in modeling and efficiently solving a variety of T-Mesh quantization problems. We develop a fast approximate solver as well as an iterative refinement algorithm based on matching in graphs that solves Bi-MDF exactly. Compared to the state-of-the-art QuadWild [Pietroni et al. 2021] implementation on the authors' 300 dataset, our exact solver finishes after only 0.49% (total 17.06s) of their runtime (3491s) and achieves 11% lower energy while an approximation is computed after 0.09% (3.19s) of their runtime at the cost of 24% increased energy. A novel half-arc-based T-Mesh quantization formulation extends the feasible solution space to include previously unattainable quad meshes. The Bi-MDF problem is more general than our application in layout quantization, potentially enabling similar speedups for other optimization problems that fit into the scheme, such as quad mesh refinement.

Technical Paper
Microfacet Theory for Non-uniform Heightfields

Eugene d'Eon, Benedikt Bitterli, Andrea Weidlich, Tizian Zeltner

展开摘要

We propose new methods for combining NDFs in microfacet theory, enabling a wider range of surface statistics. The new BSDFs that follow allow for independent adjustment of appearance at grazing angles, and can’t be represented by linear blends of single-NDF BSDFs. We derive importance sampling for a symmetric operator that blends NDFs uniformly, and introduce a new asymmetric operator that supports NDF variation with elevation. We also extend Smith’s model to support piecewise-constant NDF and material variations with elevation, and demonstrate accuracy via Monte Carlo simulations.

Technical Paper
Micro-Mesh Construction

Andrea Maggiordomo, Henry Moreton, Marco Tarini, Marco Tarini

展开摘要

Micro-meshes (μ-meshes) are a new structured graphics primitive supporting a large increase in geometric fidelity, without commensurate memory and run-time processing costs, consisting of a base mesh enriched by a displacement map. A new generation of GPUs supports this structure with native hardware μ-mesh ray-tracing, that leverages a self-bounding, compressed displacement mapping scheme to achieve these efficiencies. In this paper, we present anautomatic method to convert an existing multi-million triangle mesh into this compact format, unlocking the advantages of the data representation for a large number of scenarios. We identify the requirements for high-quality μ-meshes, and show how existing re-meshing and displacement-map baking tools are ill-suited for their generation. Our method is based on a simplification scheme tailored to the generation of high-quality base meshes, optimized for tessellation and displacement sampling, in conjunction with algorithms for determining displacement vectors to control the direction and range of displacements. We also explore the optimization of μ-meshes for texture maps and the representation of boundaries. We demonstrate our method with extensive batch processing, converting an existing collection of high-resolution scanned models to the micro-mesh representation, providing an open-source reference implementation, and, as additional material, the data and an inspection tool.

Technical Paper
Metameric: Spectral Uplifting via Controllable Color Constraints

Mark van de Ruit, Elmar Eisemann

展开摘要

Spectral rendering is a crucial solution for photorealistic rendering. However, most available texture assets are RGB-only, and access to spectral content is limited. Uplifting methods that recover full spectral representations from RGB inputs have therefore received much attention. Yet, most methods are deterministic, while, in reality, there is no one-to-one mapping. As a consequence, the appearance of uplifted textures is fully determined under all illuminants. Hereby, metamers, which are materials with differing spectral responses that appear identical under a specific illumination, are excluded. We propose a method which makes this uplifting process controllable. Hereby, a user can define texture appearance under various lighting conditions, leading to a greatly increased flexibility for content design. Our method determines the space of possible metameric manipulations and enables interactive adjustments, while maintaining a set of user-specified appearance constraints. To achieve this goal, we formulate the problem as a constrained optimization, building upon an interpolation scheme and data-based reflectance generation, which maintain plausibility. Besides its value for artistic control, our solution is lightweight and can be executed on the fly, which keeps its memory consumption low and makes it easy to integrate into existing frameworks.

Technical Paper
MesoGen: Designing Procedural On-surface Stranded Mesostructures

Élie Michel, Tamy Boubekeur

展开摘要

Three-dimensional mesostructures enrich coarse macrosurfaces with complex features, which are 3D geometry with arbitrary topology in essence, but are expected to be self-similar with no tiling artifacts, just like texture-based material models. This is a challenging task, as no existing modeling tool provides the right constraints in the design phase to ensure such properties while maintaining real-time editing capabilities. In this paper, we propose MesoGen, a novel tile-centric authoring approach for the design of procedural mesostructures featuring non-periodic self-similarity while being represented as a compact and GPU-friendly model. We ensure by construction the continuity of the mesostructure: the user designs a set of atomic tiles by drawing 2D cross-sections on the interfaces between tiles, and selecting pairs of cross-sections to be connected as strands, i.e., 3D sweep surfaces. In parallel, a tiling engine continuously fills the shell space of the macrosurface with the so-defined tile set while ensuring that only matching interfaces are in contact. Moreover, the engine suggests to the user the addition of new tiles whenever the problem happens to be over-constrained. As a result, our method allows for the rapid creation of complex, seamless procedural mesostructure and is particularly adapted for wicker-like ones, often impossible to achieve with scattering-based mesostructure synthesis methods.

Technical Paper
Meso-facets for Goniochromatic 3D Printing

Lubna Abu Rmaileh, Alan Brunton

展开摘要

Goniochromatic materials and objects appear to have different colors depending on viewing direction. This occurs in nature, such as in wood or minerals, and in human-made objects such as metal and effect pigments. In this paper, we propose algorithms to control multi-material 3D printers to produce goniochromatic effects on arbitrary surfaces by procedurally augmenting the input surface with meso-facets, which allow distinct colors to be assigned to different viewing directions of the input surface while introducing minimal changes to that surface. Previous works apply only to 2D or 2.5D surfaces, require multiple fabrication technologies, or make considerable changes to the input surface and require special post-processing, whereas our approach requires a single fabrication technology and no special post-processing. Our framework is general, allowing different generating functions for both the shape and color of the facets. Working with implicit representations allows us to generate geometric features at the limit of device resolution without tessellation. We evaluate our approach for performance, showing negligible overhead compared to baseline color 3D print processing, and for goniochromatic quality.

Technical Paper
Mesh Density Adaptation for Template-based Shape Reconstruction

Yucheol Jung, Hyomin Kim, Gyeongha Hwang, Seung-Hwan Baek, Seungyong Lee

展开摘要

In 3D shape reconstruction based on template mesh deformation, a regularization, such as smoothness energy, is employed to guide the reconstruction into a desirable direction. In this paper, we highlight an often overlooked property in the regularization: the vertex density in the mesh. Without careful control on the density, the reconstruction may suffer from under-sampling of vertices near shape details. We propose a novel mesh density adaptation method to resolve the under-sampling problem. Our mesh density adaptation energy increases the density of vertices near complex structures via deformation to help reconstruction of shape details. We demonstrate the usability and performance of mesh density adaptation with two tasks, inverse rendering and non-rigid surface registration. Our method produces more accurate reconstruction results compared to the cases without mesh density adaptation. Our code is available at https://github.com/ycjungSubhuman/density-adaptation.

Technical Paper
Materialistic: Selecting Similar Materials in Images

Prafull Sharma, Julien Philip, Michaël Gharbi, Bill Freeman, Fredo Durand, Valentin Deschaintre

展开摘要

Separating an image into meaningful underlying components is a crucial first step for both editing and understanding images. We present a method capable of selecting the regions of a photograph exhibiting the same material as an artist-chosen area. Our proposed approach is robust to shading, specular highlights, and cast shadows, enabling selection in real images. As we do not rely on semantic segmentation (different woods or metal should not be selected together), we formulate the problem as a similarity-based grouping problem based on a user-provided image location. In particular, we propose to leverage the unsupervised DINO [Caron et al. 2021] features coupled with a proposed Cross-Similarity Feature Weighting module and an MLP head to extract material similarities in an image. We train our model on a new synthetic image dataset, that we release. We show that our method generalizes well to real-world images. We carefully analyze our model's behavior on varying material properties and lighting. Additionally, we evaluate it against a hand-annotated benchmark of 50 real photographs. We further demonstrate our model on a set of applications, including material editing, in-video selection, and retrieval of object photographs with similar materials.

Technical Paper
Masonry Shell Structures With Discrete Equivalence Classes

Rulin Chen, Pengyun Qiu, Peng Song, Bailin Deng, Ziqi Wang, Ying He

展开摘要

This paper proposes a method to model masonry shell structures where the shell elements fall into a set of discrete equivalence classes. Such shell structure can reduce the fabrication cost and simplify the physical construction due to reuse of a few template shell elements. Given a freeform surface, our goal is to generate a small set of template shell elements that can be reused to produce a seamless and buildable structure that closely resembles the surface. The major technical challenge in this process is balancing the desire for high reusability of template elements with the need for a seamless and buildable final structure. To address the challenge, we define three error metrics to measure the seamlessness and buildability of shell structures made from discrete equivalence classes and develop a hierarchical cluster-and-optimize approach to generate a small set of template elements that produce a structure closely approximating the surface with low error metrics. We demonstrate the feasibility of our approach on various freeform surfaces and geometric patterns, and validate buildability of our results with four physical prototypes. Code and data of this paper are at https://github.com/Linsanity81/TileableShell.

Technical Paper
MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes

Christian Reiser, Rick Szeliski, Dor Verbin, Pratul Srinivasan, Ben Mildenhall, Andreas Geiger, Jon Barron, Peter Hedman

展开摘要

Neural radiance fields enable state-of-the-art photorealistic view synthesis. However, existing radiance field representations are either too compute-intensive for real-time rendering or require too much memory to scale to large scenes. We present a Memory-Efficient Radiance Field (MERF) representation that achieves real-time rendering of large-scale scenes in a browser. MERF reduces the memory consumption of prior sparse volumetric radiance fields using a combination of a sparse feature grid and high-resolution 2D feature planes. To support large-scale unbounded scenes, we introduce a novel contraction function that maps scene coordinates into a bounded volume while still allowing for efficient ray-box intersection. We design a lossless procedure for baking the parameterization used during training into a model that achieves real-time rendering while still preserving the photorealistic view synthesis quality of a volumetric radiance field.

Technical Paper
Locally Meshable Frame Fields

Heng Liu, David Bommes

展开摘要

The main robustness issue of state-of-the-art frame field based hexahedral mesh generation algorithms originates from non-meshable topological configurations, which do not admit the construction of an integer-grid map but frequently occur in smooth frame fields. In this article, we investigate the topology of frame fields and derive conditions on their meshability, which are the basis for a novel algorithm to automatically turn a given non-meshable frame field into a similar but locally meshable one. Despite local meshability is only a necessary but not sufficient condition for the stronger requirement of meshability, our algorithm increases the 2% success rate of generating valid integer-grid maps with state-of-the-art methods to 58%, when compared on the challenging HexMe dataset [Beaufort et al. 2022]. The source code of our implementation and the data of our experiments are available at https://lib.algohex.eu.

Technical Paper
Locally Attentional SDF Diffusion for Controllable 3D Shape Generation

Xin-Yang Zheng, Hao Pan, Peng-Shuai Wang, Xin Tong, Yang Liu, Heung-Yeung Shum

展开摘要

Although the recent rapid evolution of 3D generative neural networks greatly improves 3D shape generation, it is still not convenient for ordinary users to create 3D shapes and control the local geometry of generated shapes. To address these challenges, we propose a diffusion-based 3D generation framework --- locally attentional SDF diffusion, to model plausible 3D shapes, via 2D sketch image input. Our method is built on a two-stage diffusion model. The first stage, named occupancy-diffusion, aims to generate a low-resolution occupancy field to approximate the shape shell. The second stage, named SDF-diffusion, synthesizes a high-resolution signed distance field within the occupied voxels determined by the first stage to extract fine geometry. Our model is empowered by a novel view-aware local attention mechanism for image-conditioned shape generation, which takes advantage of 2D image patch features to guide 3D voxel feature learning, greatly improving local controllability and model generalizability. Through extensive experiments in sketch-conditioned and category-conditioned 3D shape generation tasks, we validate and demonstrate the ability of our method to provide plausible and diverse 3D shapes, as well as its superior controllability and generalizability over existing work.

Technical Paper
Local Deformation for Interactive Shape Editing

Honglin Chen, Changxi Zheng, Kevin Wampler

展开摘要

We introduce a novel regularization for localizing an elastic-energy-driven deformation to only those regions being manipulated by the user. Our local deformation features a natural region of influence, which is automatically adaptive to the geometry of the shape, the size of the deformation and the elastic energy in use. We further propose a three-block ADMM-based optimization to efficiently minimize the energy and achieve interactive frame rates. Our approach avoids the artifacts of other alternative methods, is simple and easy to implement, does not require tedious control primitive setup and generalizes across different dimensions and elastic energies. We demonstrates the effectiveness and efficiency of our localized deformation tool through a variety of local editing scenarios, including 1D, 2D, 3D elasticity and cloth deformation.

Technical Paper
Listen, Denoise, Action! Audio-Driven Motion Synthesis with Diffusion Models

Simon Alexanderson, Rajmund Nagy, Jonas Beskow, Gustav Eje Henter

展开摘要

Diffusion models have experienced a surge of interest as highly expressive yet efficiently trainable probabilistic models. We show that these models are an excellent fit for synthesising human motion that co-occurs with audio, e.g., dancing and co-speech gesticulation, since motion is complex and highly ambiguous given audio, calling for a probabilistic description. Specifically, we adapt the DiffWave architecture to model 3D pose sequences, putting Conformers in place of dilated convolutions for improved modelling power. We also demonstrate control over motion style, using classifier-free guidance to adjust the strength of the stylistic expression. Experiments on gesture and dance generation confirm that the proposed method achieves top-of-the-line motion quality, with distinctive styles whose expression can be made more or less pronounced. We also synthesise path-driven locomotion using the same model architecture. Finally, we generalise the guidance procedure to obtain product-of-expert ensembles of diffusion models and demonstrate how these may be used for, e.g., style interpolation, a contribution we believe is of independent interest.

Technical Paper
Learning Physically Simulated Tennis Skills From Broadcast Videos

Haotian Zhang, Ye Yuan, Viktor Makoviychuk, Yunrong Guo, Sanja Fidler, Xue Bin Peng, Kayvon Fatahalian

展开摘要

We present a system that learns diverse, physically simulated tennis skills from large-scale demonstrations of tennis play harvested from broadcast videos. Our approach is built upon hierarchical models, combining a low-level imitation policy and a high-level motion planning policy to steer the character in a motion embedding learned from broadcast videos. When deployed at scale on large video collections that encompass a vast set of examples of real-world tennis play, our approach can learn complex tennis shotmaking skills and realistically chain together multiple shots into extended rallies, using only simple rewards and without explicit annotations of stroke types. To address the low quality of motions extracted from broadcast videos, we correct estimated motion with physics-based imitation, and use a hybrid control policy that overrides erroneous aspects of the learned motion embedding with corrections predicted by the high-level policy. We demonstrate that our system produces controllers for physically-simulated tennis players that can hit the incoming ball to target positions accurately using a diverse array of strokes (serves, forehands, and backhands), spins (topspins and slices), and playing styles (one/two-handed backhands, left/right-handed play). Overall, our system can synthesize two physically simulated characters playing extended tennis rallies with simulated racket and ball dynamics. Code and data for this work is available at https://research.nvidia.com/labs/toronto-ai/vid2player3d/.

Technical Paper
LatentAvatar: Learning Latent Expression Code for Expressive Neural Head Avatar

Yuelang Xu, Hongwen Zhang, Lizhen Wang, Xiaochen Zhao, Han Huang, Guojun Qi, Yebin Liu

展开摘要

Existing approaches to animatable NeRF-based head avatars are either built upon face templates or use the expression coefficients of templates as the driving signal. Despite the promising progress, their performances are heavily bound by the expression power and the tracking accuracy of the templates. In this work, we present LatentAvatar, an expressive neural head avatar driven by latent expression codes. Such latent expression codes are learned in an end-to-end and self-supervised manner without templates, enabling our method to get rid of expression and tracking issues. To achieve this, we leverage a latent head NeRF to learn the person-specific latent expression codes from a monocular portrait video, and further design a Y-shaped network to learn the shared latent expression codes of different subjects for cross-identity reenactment. By optimizing the photometric reconstruction objectives in NeRF, the latent expression codes are learned to be 3D-aware while faithfully capturing the high-frequency detailed expressions. Moreover, by learning a mapping between the latent expression code learned in shared and person-specific settings, LatentAvatar is able to perform expressive reenactment between different subjects. Experimental results show that our LatentAvatar is able to capture challenging expressions and the subtle movement of teeth and even eyeballs, which outperforms previous state-of-the-art solutions in both quantitative and qualitative comparisons. Project page: https://www.liuyebin.com/latentavatar.

Technical Paper
Large-scale Terrain

Hugo Schott, Axel Paris, Lucie Fournier, Éric Guérin, Éric Galin, Hugo Schott

TOG Paper
Language-based Photo Color Adjustment for Graphic Designs

Zhenwei Wang, Nanxuan Zhao, Gerhard Hancke, Rynson W.H. Lau

展开摘要

Adjusting the photo color to associate with some design elements is an essential way for a graphic design to effectively deliver its message and make it aesthetically pleasing. However, existing tools and previous works face a dilemma between the ease of use and level of expressiveness. To this end, we introduce an interactive language-based approach for photo recoloring, which provides an intuitive system that can assist both experts and novices on graphic design. Given a graphic design containing a photo that needs to be recolored, our model can predict the source colors and the target regions, and then recolor the target regions with the source colors based on the given language-based instruction. The multi-granularity of the instruction allows diverse user intentions. The proposed novel task faces several unique challenges, including: 1) color accuracy for recoloring with exactly the same color from the target design element as specified by the user; 2) multi-granularity instructions for parsing instructions correctly to generate a specific result or multiple plausible ones; and 3) locality for recoloring in semantically meaningful local regions to preserve original image semantics. To address these challenges, we propose a model called LangRecol with two main components: the language-based source color prediction module and the semantic-palette-based photo recoloring module. We also introduce an approach for generating a synthetic graphic design dataset with instructions to enable model training. We evaluate our model via extensive experiments and user studies. We also discuss several practical applications, showing the effectiveness and practicality of our approach. Please find the code and data at https://zhenwwang.github.io/langrecol.

Technical Paper