SIGGRAPH 2023 论文列表

ACM SIGGRAPH Conference

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Example-based Motion Synthesis via Generative Motion Matching

Weiyu Li, Xuelin Chen, Peizhuo Li, Olga Sorkine-Hornung, Baoquan Chen

展开摘要

We present GenMM, a generative model that "mines" as many diverse motions as possible from a single or few example sequences. In stark contrast to existing data-driven methods, which typically require long offline training time, are prone to visual artifacts, and tend to fail on large and complex skeletons, GenMM inherits the training-free nature and the superior quality of the well-known Motion Matching method. GenMM can synthesize a high-quality motion within a fraction of a second, even with highly complex and large skeletal structures. At the heart of our generative framework lies the generative motion matching module, which utilizes the bidirectional visual similarity as a generative cost function to motion matching, and operates in a multi-stage framework to progressively refine a random guess using exemplar motion matches. In addition to diverse motion generation, we show the versatility of our generative framework by extending it to a number of scenarios that are not possible with motion matching alone, including motion completion, key frame-guided generation, infinite looping, and motion reassembly.

Technical Paper
Evolutionary Piecewise Developable Approximations

Zheng-Yu Zhao, Mo Li, Zheng Zhang, Qing Fang, Ligang Liu, Xiao-Ming Fu

展开摘要

We propose a novel method to compute high-quality piecewise developable approximations for triangular meshes. Central to our approach is an evolutionary genetic algorithm for optimizing the combinatorial and discontinuous fitness function, including the approximation error, the number of patches, the patch boundary length, and the penalty for small patches and narrow regions within patches. The genetic algorithm's operations (i.e., initialization, selection, mutation, and crossover) are explicitly designed to minimize the fitness function. The main challenge is evaluating the fitness function's approximation error as it requires developable patches, which are difficult or time-consuming to obtain. Resolving the challenge is based on a critical observation: the approximation error and the mapping distortion between an input surface and its developable approximation are positively correlated empirically. To efficiently measure distortion without explicitly generating developable shapes, we creatively use conformal mapping techniques. Then, we control the mapping distortion at a relatively low level to achieve high shape similarity in the genetic algorithm. The feasibility and effectiveness of our method are demonstrated over 240 complex examples. Compared with the state-of-the-art methods, our results have much smaller approximation errors, fewer patches, shorter patch boundaries, and fewer small patches and narrow regions.

Technical Paper
Eventfulness for Interactive Video Alignment

Jiatian Sun, Longxiulin Deng, Triantafyllos Afouras, Andrew Owens, Abe Davis

展开摘要

Humans are remarkably sensitive to the alignment of visual events with other stimuli, which makes synchronization one of the hardest tasks in video editing. A key observation of our work is that most of the alignment we do involves salient localizable events that occur sparsely in time. By learning how to recognize these events, we can greatly reduce the space of possible synchronizations that an editor or algorithm has to consider. Furthermore, by learning descriptors of these events that capture additional properties of visible motion, we can build active tools that adapt their notion of eventfulness to a given task as they are being used. Rather than learning an automatic solution to one specific problem, our goal is to make a much broader class of interactive alignment tasks significantly easier and less time-consuming. We show that a suitable visual event descriptor can be learned entirely from stochastically-generated synthetic video. We then demonstrate the usefulness of learned and adaptive eventfulness by integrating it in novel interactive tools for applications including audio-driven time warping of video and the extraction and application of sound effects across different videos.

Technical Paper
End-to-end Procedural Material Capture With Proxy-free Mixed-integer Optimization

Beichen Li, Liang Shi, Wojciech Matusik

展开摘要

Node-graph-based procedural materials are vital to 3D content creation within the computer graphics industry. Leveraging the expressive representation of procedural materials, artists can effortlessly generate diverse appearances by altering the graph structure or node parameters. However, manually reproducing a specific appearance is a challenging task that demands extensive domain knowledge and labor. Previous research has sought to automate this process by converting artist-created material graphs into differentiable programs and optimizing node parameters against a photographed material appearance using gradient descent. These methods involve implementing differentiable filter nodes [Shi et al. 2020] and training differentiable neural proxies for generator nodes to optimize continuous and discrete node parameters [Hu et al. 2022a] jointly. Nevertheless, Neural Proxies exhibits critical limitations, such as long training times, inaccuracies, fixed resolutions, and confined parameter ranges, which hinder their scalability towards the broad spectrum of production-grade material graphs. These constraints fundamentally stem from the absence of faithful and efficient implementations of generic noise and pattern generator nodes, both differentiable and non-differentiable. Such deficiency prevents the direct optimization of continuous and discrete generator node parameters without relying on surrogate models. We present Diffmat v2, an improved differentiable procedural material library, along with a fully-automated, end-to-end procedural material capture framework that combines gradient-based optimization and gradient-free parameter search to match existing production-grade procedural materials against user-taken flash photos. Diffmat v2 expands the range of differentiable material graph nodes in Diffmat [Shi et al. 2020] by adding generic noise/pattern generator nodes and user-customizable per-pixel filter nodes. This allows for the complete translation and optimization of procedural materials across various categories without the need for external proprietary tools or pre-cached noise patterns. Consequently, our method can capture a considerably broader array of materials, encompassing those with highly regular or stochastic geometries. We demonstrate that our end-to-end approach yields a closer match to the target than MATch [Shi et al. 2020] and Neural Proxies [Hu et al. 2022a] when starting from initially unmatched continuous and discrete parameters.

Technical Paper
Encoder-based Domain Tuning for Fast Personalization of Text-to-image Models

Rinon Gal, Moab Arar, Yuval Atzmon, Amit H. Bermano, Gal Chechik, Daniel Cohen-Or

展开摘要

Text-to-image personalization aims to teach a pre-trained diffusion model to reason about novel, user provided concepts, embedding them into new scenes guided by natural language prompts. However, current personalization approaches struggle with lengthy training times, high storage requirements or loss of identity. To overcome these limitations, we propose an encoder-based domain-tuning approach. Our key insight is that by underfitting on a large set of concepts from a given domain, we can improve generalization and create a model that is more amenable to quickly adding novel concepts from the same domain. Specifically, we employ two components: First, an encoder that takes as an input a single image of a target concept from a given domain, e.g. a specific face, and learns to map it into a word-embedding representing the concept. Second, a set of regularized weight-offsets for the text-to-image model that learn how to effectively injest additional concepts. Together, these components are used to guide the learning of unseen concepts, allowing us to personalize a model using only a single image and as few as 5 training steps --- accelerating personalization from dozens of minutes to seconds, while preserving quality. Code and trained encoders will be available at our project page.

Technical Paper
EgoLocate: Real-time Motion Capture, Localization, and Mapping With Sparse Body-mounted Sensors

Xinyu Yi, Yuxiao Zhou, Marc Habermann, Vladislav Golyanik, Shaohua Pan, Christian Theobalt, Feng Xu

展开摘要

Human and environment sensing are two important topics in Computer Vision and Graphics. Human motion is often captured by inertial sensors, while the environment is mostly reconstructed using cameras. We integrate the two techniques together in EgoLocate, a system that simultaneously performs human motion capture (mocap), localization, and mapping in real time from sparse body-mounted sensors, including 6 inertial measurement units (IMUs) and a monocular phone camera. On one hand, inertial mocap suffers from large translation drift due to the lack of the global positioning signal. EgoLo-cate leverages image-based simultaneous localization and mapping (SLAM) techniquesto locate the human in the reconstructed scene. Onthe other hand, SLAM often fails when the visual feature is poor. EgoLocate involves inertial mocap to provide a strong prior for the camera motion. Experiments show that localization, a key challenge for both two fields, is largely improved by our technique, compared with the state of the art of the two fields. Our codes are available for research at https://xinyu-yi.github.io/EgoLocate/.

Technical Paper
Efficient Video Portrait Reenactment via Grid-based Codebook

Kaisiyuan Wang, Hang Zhou, Qianyi Wu, Jiaxiang Tang, Zhiliang Xu, Borong Liang, Tianshu Hu, Errui Ding, Jingtuo Liu, Ziwei Liu, Jingdong Wang

展开摘要

While progress has been made in the field of portrait reenactment, the problem of how to efficiently produce high-fidelity and accurate videos remains. Recent studies build direct mappings between driving signals and their predictions, leading to failure cases when synthesizing background textures and detailed local motions. In this paper, we propose the Video Portrait via Grid-based Codebook (VPGC) framework, which achieves efficient and high-fidelity portrait modeling. Our key insight is to query driving signals in a position-aware textural codebook with an explicit grid structure. The grid-based codebook stores delicate textural information locally according to our observations on video portraits, which can be learned efficiently and precisely. We subsequently design a Prior-Guided Driving Module to predict reliable features from the driving signals, which can be later decoded back to high-quality video portraits by querying the codebook. Comprehensive experiments are conducted to validate the effectiveness of our approach.

Technical Paper
Efficient Embeddings in Exact Arithmetic

Ugo Finnendahl, Dimitrios Bogiokas, Pablo Robles Cervantes, Marc Alexa

展开摘要

We provide a set of tools for generating planar embeddings of triangulated topological spheres. The algorithms make use of Schnyder labelings and realizers. A new representation of the realizer based on dual trees leads to a simple linear time algorithm mapping from weights per triangle to barycentric coordinates and, more importantly, also in the reverse direction. The algorithms can be implemented so that all coefficients involved are 1 or -1. This enables integer computation, making all computations exact. Being a Schnyder realizer, mapping from positive triangle weights guarantees that the barycentric coordinates form an embedding. The reverse direction enables an algorithm for fixing flipped triangles in planar realizations, by mapping from coordinates to weights and adjusting the weights (without forcing them to be positive). In a range of experiments, we demonstrate that all algorithms are orders of magnitude faster than existing robust approaches.

Technical Paper
Effect-based Multi-viewer Caching for Cloud-native Rendering

Alexander Weinrauch, Wolfgang Tatzgern, Pascal Stadlbauer, Alexis Crickx, Jozef Hladky, Arno Coomans, Martin Winter, Joerg H. Mueller, Markus Steinberger

展开摘要

With cloud computing becoming ubiquitous, it appears as virtually everything can be offered as-a-service. However, real-time rendering in the cloud forms a notable exception, where the cloud adoption stops at running individual game instances in compute centers. In this paper, we explore whether a cloud-native rendering architecture is viable and scales to multi-client rendering scenarios. To this end, we propose world-space and on-surface caches to share rendering computations among viewers placed in the same virtual world. We discuss how caches can be utilized on an effect-basis and demonstrate that a large amount of computations can be saved as the number of viewers in a scene increases. Caches can easily be set up for various effects, including ambient occlusion, direct illumination, and diffuse global illumination. Our results underline that the image quality using cached rendering is on par with screen-space rendering and due to its simplicity and inherent coherence, cached rendering may even have advantages in single viewer setups. Analyzing the runtime and communication costs, we show that cached rendering is already viable in multi-GPU systems. Building on top of our research, cloud-native rendering may be just around the corner.

Technical Paper
ETER: Elastic Tessellation for Real-time Pixel-accurate Rendering of Large-scale NURBS Models

Ruicheng Xiong, Yang Lu, Cong Chen, Jiaming Zhu, Yajun Zeng, Ligang Liu

展开摘要

We present ETER, an elastic tessellation framework for rendering large-scale NURBS models with pixel-accurate and crack-free quality at real-time frame rates. We propose a highly parallel adaptive tessellation algorithm to achieve pixel accuracy, measured by the screen space error between the exact surface and its triangulation. To resolve a bottleneck in NURBS rendering, we present a novel evaluation method based on uniform sampling grids and accelerated by GPU Tensor Cores. Compared to evaluation based on hardware tessellation, our method has achieved a significant speedup of 2.9 to 16.2 times depending on the degrees of the patches. We develop an efficient crack-filling algorithm based on conservative rasterization and visibility buffer to fill the tessellation-induced cracks while greatly reducing the jagged effect introduced by conservative rasterization. We integrate all our novel algorithms, implemented in CUDA, into a GPU NURBS rendering pipeline based on Mesh Shaders and hybrid software/hardware rasterization. Our performance data on a commodity GPU show that the rendering pipeline based on ETER is capable of rendering up to 3.7 million patches (0.25 billion tessellated triangles) in real-time (30FPS). With its advantages in performance, scalability, and visual quality in rendering large-scale NURBS models, a real-time tessellation solution based on ETER can be a powerful alternative or even a potential replacement for the existing pre-tessellation solution in CAD systems.

Technical Paper
DreamFace: Progressive Generation of Animatable 3D Faces Under Text Guidance

Longwen Zhang, Qiwei Qiu, Hongyang Lin, Qixuan Zhang, Cheng Shi, Wei Yang, Ye Shi, Sibei Yang, Lan Xu, Jingyi Yu

展开摘要

Emerging Metaverse applications demand accessible, accurate and easy-to-use tools for 3D digital human creations in order to depict different cultures and societies as if in the physical world. Recent large-scale vision-language advances pave the way for novices to conveniently customize 3D content. However, the generated CG-friendly assets still cannot represent the desired facial traits for human characteristics. In this paper, we present Dream-Face, a progressive scheme to generate personalized 3D faces under text guidance. It enables layman users to naturally customize 3D facial assets that are compatible with CG pipelines, with desired shapes, textures and fine-grained animation capabilities. From a text input to describe the facial traits, we first introduce a coarse-to-fine scheme to generate the neutral facial geometry with a unified topology. We employ a selection strategy in the CLIP embedding space to generate coarse geometry, and subsequently optimize both the detailed displacements and normals using Score Distillation Sampling (SDS) from the generic Latent Diffusion Model (LDM). Then, for neutral appearance generation, we introduce a dual-path mechanism, which combines the generic LDM with a novel texture LDM to ensure both the diversity and textural specification in the UV space. We also employ a two-stage optimization to perform SDS in both the latent and image spaces to significantly provide compact priors for fine-grained synthesis. It also enables learning the mapping from the compact latent space into physically-based textures (diffuse albedo, specular intensity, normal maps, etc.). Our generated neutral assets naturally support blendshapes-based facial animations, thanks to the unified geometric topology. We further improve the animation ability with personalized deformation characteristics. To this end, we learn the universal expression prior in a latent space with neutral asset conditioning using the cross-identity hypernetwork, we subsequently train a neural facial tracker from video input space into the pre-trained expression space for personalized fine-grained animation. Extensive qualitative and quantitative experiments validate the effectiveness and generalizability of DreamFace. Notably, DreamFace can generate realistic 3D facial assets with physically-based rendering quality and rich animation ability from video footage, even for fashion icons or exotic characters in cartoons and fiction movies.

Technical Paper
Drag Your GAN: Interactive Point-based Manipulation on the Generative Image Manifold

Xingang Pan, Ayush Tewari, Thomas Leimkühler, Lingjie Liu, Abhimitra Meka, Christian Theobalt

展开摘要

Synthesizing visual content that meets users’ needs often requires flexible and precise controllability of the pose, shape, expression, and layout of the generated objects. Existing approaches gain controllability of generative adversarial networks (GANs) via manually annotated training data or a prior 3D model, which often lack flexibility, precision, and generality. In this work, we study a powerful yet much less explored way of controlling GANs, that is, to "drag" any points of the image to precisely reach target points in a user-interactive manner, as shown in Fig.1. To achieve this, we propose DragGAN, which consists of two main components: 1) a feature-based motion supervision that drives the handle point to move towards the target position, and 2) a new point tracking approach that leverages the discriminative generator features to keep localizing the position of the handle points. Through DragGAN, anyone can deform an image with precise control over where pixels go, thus manipulating the pose, shape, expression, and layout of diverse categories such as animals, cars, humans, landscapes, etc. As these manipulations are performed on the learned generative image manifold of a GAN, they tend to produce realistic outputs even for challenging scenarios such as hallucinating occluded content and deforming shapes that consistently follow the object’s rigidity. Both qualitative and quantitative comparisons demonstrate the advantage of DragGAN over prior approaches in the tasks of image manipulation and point tracking. We also showcase the manipulation of real images through GAN inversion.

Technical Paper
Diffusion Image Analogies

Adéla Šubrtová, Michal Lukáč, Jan Čech, David Futschik, Eli Shechtman, Daniel Sýkora

展开摘要

In this paper we present Diffusion Image Analogies—an example-based image editing approach that builds upon the concept of image analogies originally introduced by Hertzmann et al. [2001]. Given a pair of images that specify the intent of a specific transition, our approach enables to modify the target image in a way that it follows the analogy specified by this exemplar. In contrast to previous techniques which were able to capture analogies mostly on the low-level textural details our approach handles also changes in higher level semantics including transition of object domain, change of facial expression, or stylization. Although similar modifications can be achieved using diffusion models guided by text prompts [Rombach et al. 2022] our approach can operate solely in the domain of images without the need to specify the user’s intent using textual form. We demonstrate power of our approach in various challenging scenarios where the specified analogy would be difficult to transfer using previous techniques.

Technical Paper
Differential Operators on Sketches via Alpha Contours

Mariia Myronova, William Neveu, Mikhail Bessmeltsev

展开摘要

A vector sketch is a popular and natural geometry representation depicting a 2D shape. When viewed from afar, the disconnected vector strokes of a sketch and the empty space around them visually merge into positive space and negative space, respectively. Positive and negative spaces are the key elements in the composition of a sketch and define what we perceive as the shape. Nevertheless, the notion of positive or negative space is mathematically ambiguous: While the strokes unambiguously indicate the interior or boundary of a 2D shape, the empty space may or may not belong to the shape's exterior. For standard discrete geometry representations, such as meshes or point clouds, some of the most robust pipelines rely on discretizations of differential operators, such as Laplace-Beltrami. Such discretizations are not available for vector sketches; defining them may enable numerous applications of classical methods on vector sketches. However, to do so, one needs to define the positive space of a vector sketch, or the sketch shape. Even though extracting this 2D sketch shape is mathematically ambiguous, we propose a robust algorithm, Alpha Contours, constructing its conservative estimate: a 2D shape containing all the input strokes, which lie in its interior or on its boundary, and aligning tightly to a sketch. This allows us to define popular differential operators on vector sketches, such as Laplacian and Steklov operators. We demonstrate that our construction enables robust tools for vector sketches, such as As-Rigid-As-Possible sketch deformation and functional maps between sketches, as well as solving partial differential equations on a vector sketch.

Technical Paper
Differential Frequency Heterodyne Time-of-flight Imaging for Instantaneous Depth and Velocity Estimation

Yunpu Hu, Masatoshi Ishikawa, Leo Miyashita, Yunpu Hu

展开摘要

In this study, we discuss the imaging of depth and velocity using heterodyne-mode time-of-flight (ToF) cameras. In particular, Doppler ToF (D-ToF) imaging utilizes heterodyne modulation to measure the velocity from the Doppler frequency shift, which uniquely facilitates the instantaneous radial velocity estimation. However, theoretical discussion on D-ToF is limited to orthogonal frequency and sinusoidal waveform modulation. This study extends the formulation of the D-ToF imaging, and proposes an arbitrary-frequency, arbitrary-waveform framework considering a phase-compensated, symmetrical two-dimensional correlation map. With the proposed framework, the optimal heterodyne frequency for frequency decoding is found. A differential frequency sampling and decoding method is then proposed, which computes the frequency and phase from as few as four simultaneously captured images. With an experiment platform we built, it is confirmed that the minimum velocity sensing error is half that of the orthogonal frequency method, and the sensible phase range is approximately 2.5 times larger. The conclusions in this study allow the ToF velocity imaging to be applied at the optimal sample frequencies for a wide range of ToF sensors. This pushes one step further to the practical use of ToF velocity imaging.

TOG Paper
Differentiable Stripe Patterns for Inverse Design of Structured Surfaces

Juan Sebastian Montes Maestre, Yinwei Du, Ronan Hinchet, Stelian Coros, Bernhard Thomaszewski

展开摘要

Stripe patterns are ubiquitous in nature and everyday life. While the synthesis of these patterns has been thoroughly studied in the literature, their potential to control the mechanics of structured materials remains largely unexplored. In this work, we introduce Differentiable Stripe Patterns---a computational approach for automated design of physical surfaces structured with stripe-shaped bi-material distributions. Our method builds on the work by Knöppel and colleagues [2015] for generating globally-continuous and equally-spaced stripe patterns. To unlock the full potential of this design space, we propose a gradient-based optimization tool to automatically compute stripe patterns that best approximate macromechanical performance goals. Specifically, we propose a computational model that combines solid shell finite elements with XFEM for accurate and fully-differentiable modeling of elastic bi-material surfaces. To resolve non-uniqueness problems in the original method, we furthermore propose a robust formulation that yields unique and differentiable stripe patterns. We combine these components with equilibrium state derivatives into an end-to-end differentiable pipeline that enables inverse design of mechanical stripe patterns. We demonstrate our method on a diverse set of examples that illustrate the potential of stripe patterns as a design space for structured materials. Our simulation results are experimentally validated on physical prototypes.

Technical Paper
Differentiable Heightfield Path Tracing With Accelerated Discontinuities

Xiaochun Tong, Hsueh-Ti Derek Liu, Yotam Gingold, Alec Jacobson

展开摘要

We investigate the problem of accelerating a physically-based differentiable renderer for heightfields based on path tracing with global illumination. On a heightfield with 1 million vertices (1024 × 1024 resolution), our differentiable renderer requires only 4 ms per sample per pixel when differentiating direct illumination, orders of magnitude faster than most existing general 3D mesh differentiable renderers. It is well-known that one can leverage spatial hierarchical data structures (e.g., the maximum mipmaps) to accelerate the forward pass of heightfield rendering. The key idea of our approach is to further utilize the hierarchy to speed up the backward pass—differentiable heightfield rendering. Specifically, we use the maximum mipmaps to accelerate the process of identifying scene discontinuities, which is crucial for obtaining accurate derivatives. Our renderer supports global illumination. we are able to optimize global effects, such as shadows, with respect to the geometry and the material parameters. Our differentiable renderer achieves real-time frame rates and unlocks interactive inverse rendering applications. We demonstrate the flexibility of our method with terrain optimization, geometric illusions, shadow optimization, and text-based shape generation.

Technical Paper
Dictionary Fields: Learning a Neural Basis Decomposition

Anpei Chen, Zexiang Xu, Xinyue Wei, Siyu Tang, Hao Su, Andreas Geiger

展开摘要

We present Dictionary Fields, a novel neural representation which decomposes a signal into a product of factors, each represented by a classical or neural field representation, operating on transformed input coordinates. More specifically, we factorize a signal into a coefficient field and a basis field, and exploit periodic coordinate transformations to apply the same basis functions across multiple locations and scales. Our experiments show that Dictionary Fields lead to improvements in approximation quality, compactness, and training time when compared to previous fast reconstruction methods. Experimentally, our representation achieves better image approximation quality on 2D image regression tasks, higher geometric quality when reconstructing 3D signed distance fields, and higher compactness for radiance field reconstruction tasks. Furthermore, Dictionary Fields enable generalization to unseen images/3D scenes by sharing bases across signals during training which greatly benefits use cases such as image regression from partial observations and few-shot radiance field reconstruction.

Technical Paper
Deployable Strip Structures

Daoming Liu, Davide Pellis, Yu-Chou Chiang, Florian Rist, Johannes Wallner, Helmut Pottmann

展开摘要

We introduce the new concept of C-mesh to capture kinetic structures that can be deployed from a collapsed state. Quadrilateral C-meshes enjoy rich geometry and surprising relations with differential geometry: A structure that collapses onto a flat and straight strip corresponds to a Chebyshev net of curves on a surface of constant Gaussian curvature, while structures collapsing onto a circular strip follow surfaces which enjoy the linear-Weingarten property. Interestingly, allowing more general collapses actually leads to a smaller class of shapes. Hexagonal C-meshes have more degrees of freedom, but a local analysis suggests that there is no such direct relation to smooth surfaces. Besides theory, this paper provides tools for exploring the shape space of C-meshes and for their design. We also present an application for freeform architectural skins, namely paneling with spherical panels of constant radius, which is an important fabrication-related constraint.

Technical Paper
Dense, Interlocking-free and Scalable Spectral Packing of Generic 3D Objects

Qiaodong Cui, Victor Rong, Desai Chen, Wojciech Matusik

展开摘要

Packing 3D objects into a known container is a very common task in many industries such as packaging, transportation, and manufacturing. This important problem is known to be NP-hard and even approximate solutions are challenging. This is due to the difficulty of handling interactions between objects with arbitrary 3D geometries and a vast combinatorial search space. Moreover, the packing must be interlocking-free for real-world applications. In this work, we first introduce a novel packing algorithm to search for placement locations given an object. Our method leverages a discrete voxel representation. We formulate collisions between objects as correlations of functions computed efficiently using Fast Fourier Transform (FFT). To determine the best placements, we utilize a novel cost function, which is also computed efficiently using FFT. Finally, we show how interlocking detection and correction can be addressed in the same framework resulting in interlocking-free packing. We propose a challenging benchmark with thousands of 3D objects to evaluate our algorithm. Our method demonstrates state-of-the-art performance on the benchmark when compared to existing methods in both density and speed.

Technical Paper