SIGGRAPH 2023 论文列表

ACM SIGGRAPH Conference

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Key-locked Rank One Editing for Text-to-image Personalization

Yoad Tewel, Rinon Gal, Gal Chechik, Yuval Atzmon

展开摘要

Text-to-image models (T2I) offer a new level of flexibility by allowing users to guide the creative process through natural language. However, personalizing these models to align with user-provided visual concepts remains a challenging problem. The task of T2I personalization poses multiple hard challenges, such as maintaining high visual fidelity while allowing creative control, combining multiple personalized concepts in a single image, and keeping a small model size. We present Perfusion, a T2I personalization method that addresses these challenges using dynamic rank-1 updates to the underlying T2I model. Perfusion avoids overfitting by introducing a new mechanism that “locks” new concepts’ cross-attention Keys to their superordinate category. Additionally, we develop a gated rank-1 approach that enables us to control the influence of a learned concept during inference time and to combine multiple concepts. This allows runtime efficient balancing of visual-fidelity and textual-alignment with a single 100KB trained model. Importantly, it can span different operating points across the Pareto front without additional training. We compare our approach to strong baselines and demonstrate its qualitative and quantitative strengths.

Technical Paper
Kernel-based Frame Interpolation for Spatio-temporally Adaptive Rendering

Karlis Martins Briedis, Abdelaziz Djelouah, Raphaël Ortiz, Mark Meyer, Markus Gross, Christopher Schroers

展开摘要

Recently, there has been exciting progress in frame interpolation for rendered content. In this offline rendering setting, additional inputs, such as albedo and depth, can be extracted from a scene at a very low cost and, when integrated in a suitable fashion, can significantly improve the quality of the interpolated frames. Although existing approaches have been able to show good results, most high-quality interpolation methods use a synthesis network for direct color prediction. In complex scenarios, this can result in unpredictable behavior and lead to color artifacts. To mitigate this and to increase robustness, we propose to estimate the interpolated frame by predicting spatially varying kernels that operate on image splats. Kernel prediction ensures a linear mapping from the input images to the output and enables new opportunities, such as consistent and efficient interpolation of alpha values or many other additional channels and render passes that might exist. Additionally, we present an adaptive strategy that allows predicting full or partial keyframes that should be rendered with color samples solely based on the auxiliary features of a shot. This content-based spatio-temporal adaptivity allows rendering significantly fewer color pixels as compared to a fixed-step scheme when wanting to maintain a certain quality. Overall, these contributions lead to a more robust method and significant further reductions of the rendering costs.

Technical Paper
Juxtaform: Interactive Visual Summarization for Exploratory Shape Design

Karran Pandey, Fanny Chevalier, Karan Singh

展开摘要

We present juxtaform, a novel approach to the interactive summarization of large shape collections for conceptual shape design. We conduct a formative study to ascertain design goals for creative shape exploration tools. Motivated by a mathematical formulation of these design goals, juxtaform integrates the exploration, analysis, selection, and refinement of large shape collections to support an interactive divergence-convergence shape design workflow. We exploit sparse, segmented sketch-stroke visual abstractions of shape and a novel visual summarization algorithm to balance the needs of shape understanding, in-situ shape juxtaposition, and visual clutter. Our evaluation is three-fold: we show that existing shape and stroke clustering algorithms do not address our design goals compared to our proposed shape corpus summarization algorithm; we compare juxtaform against a structured image gallery interface for various shape design and analysis tasks; and we present multiple compelling 2D/3D applications using juxtaform.

Technical Paper
Inverse Global Illumination Using a Neural Radiometric Prior

Saeed Hadadan, Geng Lin, Jan Novák, Fabrice Rousselle, Matthias Zwicker

展开摘要

Inverse rendering methods that account for global illumination are becoming more popular, but current methods require evaluating and automatically differentiating millions of path integrals by tracing multiple light bounces, which remains expensive and prone to noise. Instead, this paper proposes a radiometric prior as a simple alternative to building complete path integrals in a traditional differentiable path tracer, while still correctly accounting for global illumination. Inspired by the Neural Radiosity technique, we use a neural network as a radiance function, and we introduce a prior consisting of the norm of the residual of the rendering equation in the inverse rendering loss. We train our radiance network and optimize scene parameters simultaneously using a loss consisting of both a photometric term between renderings and the multi-view input images, and our radiometric prior (the residual term). This residual term enforces a physical constraint on the optimization that ensures that the radiance field accounts for global illumination. We compare our method to a vanilla differentiable path tracer, and more advanced techniques such as Path Replay Backpropagation. Despite the simplicity of our approach, we can recover scene parameters with comparable and in some cases better quality, at considerably lower computation times.

Technical Paper
Interactive Hair Simulation on the GPU Using ADMM

Gilles Daviet

展开摘要

We devise a local–global solver dedicated to the simulation of Discrete Elastic Rods (DER) with Coulomb friction that can fully leverage the massively parallel compute capabilities of moderns GPUs. We verify that our simulator can reproduce analytical results on recently published cantilever, bend–twist, and stick–slip experiments, while drastically decreasing iteration times for high-resolution hair simulations. Being able to handle contacting assemblies of several thousand elastic rods in real-time, our fast solver paves the ways for new workflows such as interactive physics-based editing of digital grooms.

Technical Paper
Inkjet 4D Print: Self-folding Tessellated Origami Objects by Inkjet UV Printing

Koya Narumi, Kazuki Koyama, Kai Suto, Yuta Noma, Hiroki Sato, Tomohiro Tachi, Masaaki Sugimoto, Takeo Igarashi, Yoshihiro Kawahara

展开摘要

We propose Inkjet 4D Print, a self-folding fabrication method of 3D origami tessellations by printing 2D patterns on both sides of a heat-shrinkable base sheet, using a commercialized inkjet ultraviolet (UV) printer. Compared to the previous folding-based 4D printing approach using fused deposition modeling (FDM) 3D printers [An et al. 2018], our method has merits in (1) more than 1200 times higher resolution in terms of the number of self-foldable facets, (2) 2.8 times faster printing speed, and (3) optional full-color decoration. This paper describes the material selection, the folding mechanism, the heating condition, and the printing patterns to self-fold both known and freeform tessellations. We also evaluated the self-folding resolution, the printing and transformation speed, and the shape accuracy of our method. Finally, we demonstrated applications enabled by our self-foldable tessellated objects.

Technical Paper
In-Timestep Remeshing for Contacting Elastodynamics

Zachary Ferguson, Teseo Schneider, Danny Kaufman, Daniele Panozzo

展开摘要

We propose In-Timestep Remeshing, a fully coupled, adaptive meshing algorithm for contacting elastodynamics where remeshing steps are tightly integrated, implicitly, within the timestep solve. Our algorithm refines and coarsens the domain automatically by measuring physical energy changes within each ongoing timestep solve. This provides consistent, degree-of-freedom-efficient, productive remeshing that, by construction, is physics-aware and so avoids the errors, over-refinements, artifacts, per-example hand-tuning, and instabilities commonly encountered when remeshing with timestepping methods. Our in-timestep computation then ensures that each simulation step's output is both a converged stable solution on the updated mesh and a temporally consistent trajectory with respect to the model and solution of the last timestep. At the same time, the output is guaranteed safe (intersection- and inversion-free) across all operations. We demonstrate applications across a wide range of extreme stress tests with challenging contacts, sharp geometries, extreme compressions, large timesteps, and wide material stiffness ranges - all scenarios well-appreciated to challenge existing remeshing methods.

Technical Paper
In the Blink of an Eye: Event-based Emotion Recognition

Haiwei Zhang, Jiqing Zhang, Bo Dong, Pieter Peers, Wenwei Wu, Xiaopeng Wei, Felix Heide, Xin Yang

展开摘要

We introduce a wearable single-eye emotion recognition device and a real-time approach to recognizing emotions from partial observations of an emotion that is robust to changes in lighting conditions. At the heart of our method is a bio-inspired event-based camera setup and a newly designed lightweight Spiking Eye Emotion Network (SEEN). Compared to conventional cameras, event-based cameras offer a higher dynamic range (up to 140 dB vs. 80 dB) and a higher temporal resolution (in the order of μ s vs. 10s of ms). Thus, the captured events can encode rich temporal cues under challenging lighting conditions. However, these events lack texture information, posing problems in decoding temporal information effectively. SEEN tackles this issue from two different perspectives. First, we adopt convolutional spiking layers to take advantage of the spiking neural network’s ability to decode pertinent temporal information. Second, SEEN learns to extract essential spatial cues from corresponding intensity frames and leverages a novel weight-copy scheme to convey spatial attention to the convolutional spiking layers during training and inference. We extensively validate and demonstrate the effectiveness of our approach on a specially collected Single-eye Event-based Emotion (SEE) dataset. To the best of our knowledge, our method is the first eye-based emotion recognition method that leverages event-based cameras and spiking neural networks.

Technical Paper
Improved Water Sound Synthesis Using Coupled Bubbles

Kangrui Xue, Doug L. James, Jui-Hsien Wang, Ryan Aronson, Timothy Langlois

展开摘要

We introduce a practical framework for synthesizing bubble-based water sounds that captures the rich inter-bubble coupling effects responsible for low-frequency acoustic emissions from bubble clouds. We propose coupled-bubble oscillator models with regularized singularities, and techniques to reduce the computational cost of time stepping with dense, time-varying mass matrices. Airborne acoustic emissions are estimated using finite-difference time-domain (FDTD) methods. We propose a simple, analytical surface-acceleration model, and a sample-and-hold GPU wavesolver that is simple and faster than prior CPU wavesolvers. Sound synthesis results are demonstrated using bubbly flows from incompressible, two-phase simulations, as well as procedurally generated examples using single-phase FLIP fluid animations. Our results demonstrate sound simulations with hundreds of thousands of bubbles, and perceptually significant frequency transformations with fuller low-frequency content.

Technical Paper
Image Vectorization and Editing via Linear Gradient Layer Decomposition

Zheng-Jun Du, Liang-Fu Kang, Jianchao Tan, Yotam Gingold, Kun Xu

展开摘要

A key advantage of vector graphics over raster graphics is their editability. For example, linear gradients define a spatially varying color fill with a few intuitive parameters, which are ubiquitously supported in standard vector graphics formats and libraries. By layering regions filled with linear gradients, complex appearances can be created. We propose an automatic method to convert a raster image into layered regions of linear gradients. Given an input raster image segmented into regions, our approach decomposes the resulting regions into opaque and semi-transparent linear gradient fills. Our approach is fully automatic (e.g., users do not identify a background as in previous approaches) and exhaustively considers all possible decompositions that satisfy perceptual cues. Experiments on a variety of images demonstrate that our method is robust and effective.

Technical Paper
HumanRF: High-fidelity Neural Radiance Fields for Humans in Motion

Mustafa Işık, Martin Rünz, Markos Georgopoulos, Taras Khakhulin, Jonathan Starck, Lourdes Agapito, Matthias Nießner

展开摘要

Representing human performance at high-fidelity is an essential building block in diverse applications, such as film production, computer games or videoconferencing. To close the gap to production-level quality, we introduce HumanRF1, a 4D dynamic neural scene representation that captures full-body appearance in motion from multi-view video input, and enables playback from novel, unseen viewpoints. Our novel representation acts as a dynamic video encoding that captures fine details at high compression rates by factorizing space-time into a temporal matrix-vector decomposition. This allows us to obtain temporally coherent reconstructions of human actors for long sequences, while representing high-resolution details even in the context of challenging motion. While most research focuses on synthesizing at resolutions of 4MP or lower, we address the challenge of operating at 12MP. To this end, we introduce ActorsHQ, a novel multi-view dataset that provides 12MP footage from 160 cameras for 16 sequences with high-fidelity, per-frame mesh reconstructions2. We demonstrate challenges that emerge from using such high-resolution data and show that our newly introduced HumanRF effectively leverages this data, making a significant step towards production-level quality novel view synthesis.

Technical Paper
How Important Are Detailed Hand Motions for Communication for a Virtual Character Through the Lens of Charades?

Alex Adkins, Aline Normoyle, Lorraine Lin, Yu Sun, Yuting Ye, Massimiliano Di Luca, Sophie Jörg, Sophie Jörg

展开摘要

Detailed hand motions play an important role in face-to-face communication to emphasize points, describe objects, clarify concepts, or replace words altogether. While shared virtual reality (VR) spaces are becoming more popular, these spaces do not, in most cases, capture and display accurate hand motions. In this article, we investigate the consequences of such errors in hand and finger motions on comprehension, character perception, social presence, and user comfort. We conduct three perceptual experiments where participants guess words and movie titles based on motion captured movements. We introduce errors and alterations to the hand movements and apply techniques to synthesize or correct hand motions. We collect data from more than 1000 Amazon Mechanical Turk participants in two large experiments, and conduct a third experiment in VR. As results might differ depending on the virtual character used, we investigate all effects on two virtual characters of different levels of realism. We furthermore investigate the effects of clip length in our experiments. Amongst other results, we show that the absence of finger motion significantly reduces comprehension and negatively affects people’s perception of a virtual character and their social presence. Adding some hand motions, even random ones, does attenuate some of these effects when it comes to the perception of the virtual character or social presence, but it does not necessarily improve comprehension. Slightly inaccurate or erroneous hand motions are sufficient to achieve the same level of comprehension as with accurate hand motions. They might however still affect the viewers’ impression of a character. Finally, jittering hand motions should be avoided as they significantly decrease user comfort.

TOG Paper
High-order Incremental Potential Contact for Elastodynamic Simulation on Curved Meshes

Zachary Ferguson, Pranav Jain, Denis Zorin, Teseo Schneider, Daniele Panozzo

展开摘要

High-order bases provide major advantages over linear ones in terms of efficiency, as they provide (for the same physical model) higher accuracy for the same running time, and reliability, as they are less affected by locking artifacts and mesh quality. Thus, we introduce a high-order finite element (FE) formulation (high-order bases) for elastodynamic simulation on high-order (curved) meshes with contact handling based on the recently proposed Incremental Potential Contact (IPC) model. Our approach is based on the observation that each IPC optimization step used to minimize the elasticity, contact, and friction potentials leads to linear trajectories even in the presence of nonlinear meshes or nonlinear FE bases. It is thus possible to retain the strong non-penetration guarantees and large time steps of the original formulation while benefiting from the high-order bases and high-order geometry. We accomplish this by mapping displacements and resulting contact forces between a linear collision proxy and the underlying high-order representation. We demonstrate the effectiveness of our approach in a selection of problems from graphics, computational fabrication, and scientific computing.

Technical Paper
HiGAN+: Handwriting Imitation GAN With Disentangled Representations

Ji Gan, Weiqiang Wang, Jiaxu Leng, Xinbo Gao, Weiqiang Wang

展开摘要

Humans remain far better than machines at learning, where humans require fewer examples to learn new concepts and can use those concepts in richer ways. Take handwriting as an example, after learning from very limited handwriting scripts, a person can easily imagine what the handwritten texts would like with other arbitrary textual contents (even for unseen words or texts). Moreover, humans can also hallucinate to imitate calligraphic styles from just a single reference handwriting sample (that even have never seen before). Humans can do such hallucinations, perhaps because they can learn to disentangle the textual contents and calligraphic styles from handwriting images. Inspired by this, we propose a novel handwriting imitation generative adversarial network (HiGAN+) for realistic handwritten text synthesis based on disentangled representations. The proposed HiGAN+ can achieve a precise one-shot handwriting style transfer by introducing the writer-specific auxiliary loss and contextual loss, and it also attains a good global & local consistency by refining local details of synthetic handwriting images. Extensive experiments, including human evaluations, on the benchmark dataset validate our superiority in terms of visual quality, scalability, compactness, and style transferability compared with the state-of-the-art GANs for handwritten text synthesis.

TOG Paper
Helix-free Stripes for Knit Graph Design

Rahul Mitra, Liane Makatura, Emily Whiting, Edward Chien

展开摘要

The problem of placing evenly-spaced stripes on a triangular mesh mirrors that of having evenly-spaced course rows and wale columns in a knit graph for a given geometry. This work presents strategies for producing helix-free stripe patterns and traces them to produce helix-free knit graphs suitable for machine knitting. We optimize directly for the discrete differential (1-form) of the stripe texture function, i.e., the spinning form, and demonstrate the knitting-specific advantages of this framework. In particular, we note how simple linear constraints allow us to place stitch irregularities, align course rows and wale columns to boundary/feature curves, and eliminate helical stripes. Two mixed-integer optimization strategies using these constraints are presented and applied to several mesh models. The results are smooth, globally-informed, helix-free stripe patterns that we trace to produce machine-knittable graphs. We further provide an explicit characterization of helical stripes and a theoretical analysis of their elimination constraints.

Technical Paper
HACK: Learning a Parametric Head and Neck Model for High-fidelity Animation

Longwen Zhang, Zijun Zhao, Xinzhou Cong, Qixuan Zhang, Shuqi Gu, Yuchong Gao, Rui Zheng, Wei Yang, Lan Xu, Jingyi Yu

展开摘要

Significant advancements have been made in developing parametric models for digital humans, with various approaches concentrating on parts such as the human body, hand, or face. Nevertheless, connectors such as the neck have been overlooked in these models, with rich anatomical priors often unutilized. In this paper, we introduce HACK (Head-And-neCK), a novel parametric model for constructing the head and cervical region of digital humans. Our model seeks to disentangle the full spectrum of neck and larynx motions, facial expressions, and appearance variations, providing personalized and anatomically consistent controls, particularly for the neck regions. To build our HACK model, we acquire a comprehensive multi-modal dataset of the head and neck under various facial expressions. We employ a 3D ultrasound imaging scheme to extract the inner biomechanical structures, namely the precise 3D rotation information of the seven vertebrae of the cervical spine. We then adopt a multi-view photometric approach to capture the geometry and physically-based textures of diverse subjects, who exhibit a diverse range of static expressions as well as sequential head-and-neck movements. Using the multi-modal dataset, we train the parametric HACK model by separating the 3D head and neck depiction into various shape, pose, expression, and larynx blendshapes from the neutral expression and the rest skeletal pose. We adopt an anatomically-consistent skeletal design for the cervical region, and the expression is linked to facial action units for artist-friendly controls. We also propose to optimize the mapping from the identical shape space to the PCA spaces of personalized blendshapes to augment the pose and expression blendshapes, providing personalized properties within the framework of the generic model. Furthermore, we use larynx blendshapes to accurately control the larynx deformation and force the larynx slicing motions along the vertical direction in the UV-space for precise modeling of the larynx beneath the neck skin. HACK addresses the head and neck as a unified entity, offering more accurate and expressive controls, with a new level of realism, particularly for the neck regions. This approach has significant benefits for numerous applications, including geometric fitting and animation, and enables inter-correlation analysis between head and neck for fine-grained motion synthesis and transfer.

Technical Paper
Guided Linear Upsampling

Shuangbing Song, Fan Zhong, Tianju Wang, Xueying Qin, Changhe Tu

展开摘要

Guided upsampling is an effective approach for accelerating high-resolution image processing. In this paper, we propose a simple yet effective guided upsampling method. Each pixel in the high-resolution image is represented as a linear interpolation of two low-resolution pixels, whose indices and weights are optimized to minimize the upsampling error. The downsampling can be jointly optimized in order to prevent missing small isolated regions. Our method can be derived from the color line model and local color transformations. Compared to previous methods, our method can better preserve detail effects while suppressing artifacts such as bleeding and blurring. It is efficient, easy to implement, and free of sensitive parameters. We evaluate the proposed method with a wide range of image operators, and show its advantages through quantitative and qualitative analysis. We demonstrate the advantages of our method for both interactive image editing and real-time high-resolution video processing. In particular, for interactive editing, the joint optimization can be precomputed, thus allowing for instant feedback without hardware acceleration.

Technical Paper
Gloss-aware Color Correction for 3D Printing

Jorge Condor, Michal Piovarci, Bernd Bickel, Piotr Didyk

展开摘要

Color and gloss are fundamental aspects of surface appearance. State-of-the-art fabrication techniques can manipulate both properties of the printed 3D objects. However, in the context of appearance reproduction, perceptual aspects of color and gloss are usually handled separately, even though previous perceptual studies suggest their interaction. Our work is motivated by previous studies demonstrating a perceived color shift due to a change in the object’s gloss, i.e., two samples with the same color but different surface gloss appear as they have different colors. In this paper, we conduct new experiments which support this observation and provide insights into the magnitude and direction of the perceived color change. We use the observations as guidance to design a new method that estimates and corrects the color shift enabling the fabrication of objects with the same perceived color but different surface gloss. We formulate the problem as an optimization procedure solved using differentiable rendering. We evaluate the effectiveness of our method in perceptual experiments with 3D objects fabricated using a multi-material 3D printer and demonstrate potential applications.

Technical Paper
Globally Consistent Normal Orientation for Point Clouds by Regularizing the Winding-number Field

Rui Xu, Zhiyang Dou, Ningna Wang, Shiqing Xin, Shuangmin Chen, Mingyan Jiang, Xiaohu Guo, Wenping Wang, Changhe Tu

展开摘要

Estimating normals with globally consistent orientations for a raw point cloud has many downstream geometry processing applications. Despite tremendous efforts in the past decades, it remains challenging to deal with an unoriented point cloud with various imperfections, particularly in the presence of data sparsity coupled with nearby gaps or thin-walled structures. In this paper, we propose a smooth objective function to characterize the requirements of an acceptable winding-number field, which allows one to find the globally consistent normal orientations starting from a set of completely random normals. By taking the vertices of the Voronoi diagram of the point cloud as examination points, we consider the following three requirements: (1) the winding number is either 0 or 1, (2) the occurrences of 1 and the occurrences of 0 are balanced around the point cloud, and (3) the normals align with the outside Voronoi poles as much as possible. Extensive experimental results show that our method outperforms the existing approaches, especially in handling sparse and noisy point clouds, as well as shapes with complex geometry/topology.

Technical Paper