SIGGRAPH 2024 论文列表

ACM SIGGRAPH Conference

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fVDB : A Deep-learning Framework for Sparse, Large Scale, and High Performance Spatial Intelligence

Francis Williams, Jiahui Huang, Jonathan Swartz, Gergely Klar, Vijay Thakkar, Matthew Cong, Xuanchi Ren, Ruilong Li, Clement Fuji Tsang, Sanja Fidler, Eftychios Sifakis, Ken Museth

展开摘要

We present f VDB, a novel GPU-optimized framework for deep learning on large-scale 3D data. f VDB provides a complete set of differentiable primitives to build deep learning architectures for common tasks in 3D learning such as convolution, pooling, attention, ray-tracing, meshing, etc. f VDB simultaneously provides a much larger feature set (primitives and operators) than established frameworks with no loss in efficiency: our operators match or exceed the performance of other frameworks with narrower scope. Furthermore, f VDB can process datasets with much larger footprint and spatial resolution than prior works, while providing a competitive memory footprint on small inputs. To achieve this combination of versatility and performance, f VDB relies on a single novel VDB index grid acceleration structure paired with several key innovations including GPU accelerated sparse grid construction, convolution using tensorcores, fast ray tracing kernels using a Hierarchical Digital Differential Analyzer algorithm (HDDA), and jagged tensors. Our framework is fully integrated with PyTorch enabling interoperability with existing pipelines, and we demonstrate its effectiveness on a number of representative tasks such as large-scale point-cloud segmentation, high resolution 3D generative modeling, unbounded scale Neural Radiance Fields, and large-scale point cloud reconstruction.

Technical Paper
ZeroGrads: Learning Local Surrogates for Non-differentiable Graphics

Michael Fischer, Tobias Ritschel

展开摘要

Gradient-based optimization is now ubiquitous across graphics, but unfortunately can not be applied to problems with undefined or zero gradients. To circumvent this issue, the loss function can be manually replaced by a "surrogate" that has similar minima but is differentiable. Our proposed framework, ZeroGrads , automates this process by learning a neural approximation of the objective function, which in turn can be used to differentiate through arbitrary black-box graphics pipelines. We train the surrogate on an actively smoothed version of the objective and encourage locality, focusing the surrogate's capacity on what matters at the current training episode. The fitting is performed online, alongside the parameter optimization, and self-supervised, without pre-computed data or pre-trained models. As sampling the objective is expensive (it requires a full rendering or simulator run), we devise an efficient sampling scheme that allows for tractable run-times and competitive performance at little overhead. We demonstrate optimizing diverse non-convex, non-differentiable black-box problems in graphics, such as visibility in rendering, discrete parameter spaces in procedural modelling or optimal control in physics-driven animation. In contrast to other derivative-free algorithms, our approach scales well to higher dimensions, which we demonstrate on problems with up to 35k interlinked variables.

Technical Paper
X-SLAM: Scalable Dense SLAM for Task-aware Optimization Using CSFD

Zhexi Peng, Yin Yang, Tianjia Shao, Chenfanfu Jiang, Kun Zhou

展开摘要

We present X-SLAM, a real-time dense differentiable SLAM system that leverages the complex-step finite difference (CSFD) method for efficient calculation of numerical derivatives, bypassing the need for a large-scale computational graph. The key to our approach is treating the SLAM process as a differentiable function, enabling the calculation of the derivatives of important SLAM parameters through Taylor series expansion within the complex domain. Our system allows for the real-time calculation of not just the gradient, but also higher-order differentiation. This facilitates the use of high-order optimizers to achieve better accuracy and faster convergence. Building on X-SLAM, we implemented end-to-end optimization frameworks for two important tasks: camera relocalization in wide outdoor scenes and active robotic scanning in complex indoor environments. Comprehensive evaluations on public benchmarks and intricate real scenes underscore the improvements in the accuracy of camera relocalization and the efficiency of robotic navigation achieved through our task-aware optimization. The code and data are available at https://gapszju.github.io/X-SLAM.

Technical Paper
X-Portrait: Expressive Portrait Animation With Hierarchical Motion Attention

You Xie, Hongyi Xu, Guoxian Song, Chao Wang, Yichun Shi, Linjie Luo

展开摘要

We propose X-Portrait, an innovative conditional diffusion model tailored for generating expressive and temporally coherent portrait animation. Specifically, given a single portrait as appearance reference, we aim to animate it with motion derived from a driving video, capturing both highly dynamic and subtle facial expressions along with wide-range head movements. As its core, we leverage the generative prior of a pre-trained diffusion model as the rendering backbone, while achieve fine-grained head pose and expression control with novel controlling signals within the framework of ControlNet. In contrast to conventional coarse explicit controls such as facial landmarks, our motion control module is learned to interpret the dynamics directly from the original driving RGB inputs. The motion accuracy is further enhanced with a patch-based local control module that effectively enhance the motion attention to small-scale nuances like eyeball positions. Notably, to mitigate the identity leakage from the driving signals, we train our motion control modules with scaling-augmented cross-identity images, ensuring maximized disentanglement from the appearance reference modules. Experimental results demonstrate the universal effectiveness of X-Portrait across a diverse range of facial portraits and expressive driving sequences, and showcase its proficiency in generating captivating portrait animations with consistently maintained identity characteristics.

Technical Paper
Woven Fabric Capture With a Reflection-transmission Photo Pair

Yingjie Tang, Zixuan Li, Milos Hasan, Jian Yang, Beibei Wang

展开摘要

Digitizing woven fabrics would be valuable for many applications, from digital humans to interior design. Previous work introduces a lightweight woven fabric acquisition approach by capturing a single reflection image and estimating the fabric parameters with a differentiable geometric and shading model. The renderings of the estimated fabric parameters can closely match the photo; however, the captured reflection image is insufficient to fully characterize the fabric sample reflectance. For instance, fabrics with different thicknesses might have similar reflection images but lead to significantly different transmission. We propose to recover the woven fabric parameters from two captured images: reflection and transmission. At the core of our method is a differentiable bidirectional scattering distribution function (BSDF) model, handling reflection and transmission, including single and multiple scattering. We propose a two-layer model, where the single scattering uses an SGGX phase function as in previous work, and multiple scattering uses a new azimuthally-invariant microflake definition, which we term ASGGX. This new fabric BSDF model closely matches real woven fabrics in both reflection and transmission. We use a simple setup for capturing reflection and transmission photos with a cell phone camera and two point lights, and estimate the fabric parameters via a lightweight network, together with a differentiable optimization. We also model the out-of-focus effects explicitly with a simple solution to match the thin-lens camera better. As a result, the renderings of the estimated parameters can agree with the input images on both reflection and transmission for the first time. The code for this paper is at https://github.com/lxtyin/FabricBTDF-Recovery.

Technical Paper
Walkin’ Robin: Walk on Stars With Robin Boundary Conditions

Bailey Miller, Rohan Sawhney, Keenan Crane, Ioannis Gkioulekas

展开摘要

Numerous scientific and engineering applications require solutions to boundary value problems (BVPs) involving elliptic partial differential equations, such as the Laplace or Poisson equations, on geometrically intricate domains. We develop a Monte Carlo method for solving such BVPs with arbitrary first-order linear boundary conditions---Dirichlet, Neumann, and Robin. Our method directly generalizes the walk on stars (WoSt) algorithm, which previously tackled only the first two types of boundary conditions, with a few simple modifications. Unlike conventional numerical methods, WoSt does not need finite element meshing or global solves. Similar to Monte Carlo rendering, it instead computes pointwise solution estimates by simulating random walks along star-shaped regions inside the BVP domain, using efficient ray-intersection and distance queries. To ensure WoSt produces bounded-variance estimates in the presence of Robin boundary conditions, we show that it is sufficient to modify how WoSt selects the size of these star-shaped regions. Our generalized WoSt algorithm reduces estimation error by orders of magnitude relative to alternative grid-free methods such as the walk on boundary algorithm. We also develop bidirectional and boundary value caching strategies to further reduce estimation error. Our algorithm is trivial to parallelize, scales sublinearly with increasing geometric detail, and enables progressive and view-dependent evaluation.

Technical Paper
WalkTheDog: Cross-morphology Motion Alignment via Phase Manifolds

Peizhuo Li, Sebastian Starke, Yuting Ye, Olga Sorkine-Hornung

展开摘要

We present a new approach for understanding the periodicity structure and semantics of motion datasets, independently of the morphology and skeletal structure of characters. Unlike existing methods using an overly sparse high-dimensional latent, we propose a phase manifold consisting of multiple closed curves, each corresponding to a latent amplitude. With our proposed vector quantized periodic autoencoder, we learn a shared phase manifold for multiple characters, such as a human and a dog, without any supervision. This is achieved by exploiting the discrete structure and a shallow network as bottlenecks, such that semantically similar motions are clustered into the same curve of the manifold, and the motions within the same component are aligned temporally by the phase variable. In combination with an improved motion matching framework, we demonstrate the manifold’s capability of timing and semantics alignment in several applications, including motion retrieval, transfer and stylization. Code and pre-trained models for this paper are available at peizhuoli.github.io/walkthedog.

Technical Paper
View-Independent Adjoint Light Tracing for Lighting Design Optimization

Lukas Lipp, David Hahn, Pierre Ecormier-Nocca, Florian Rist, Michael Wimmer, Lukas Lipp

展开摘要

Differentiable rendering methods promise the ability to optimize various parameters of three-dimensional (3D) scenes to achieve a desired result. However, lighting design has so far received little attention in this field. In this article, we introduce a method that enables continuous optimization of the arrangement of luminaires in a 3D scene via differentiable light tracing. Our experiments show two major issues when attempting to apply existing methods from differentiable path tracing to this problem: First, many rendering methods produce images, which restricts the ability of a designer to define lighting objectives to image space. Second, most previous methods are designed for scene geometry or material optimization and have not been extensively tested for the case of optimizing light sources. Currently available differentiable ray-tracing methods do not provide satisfactory performance, even on fairly basic test cases in our experience. In this article, we propose, to the best of our knowledge, a novel adjoint light tracing method that overcomes these challenges and enables gradient-based lighting design optimization in a view-independent (camera-free) way. Thus, we allow the user to paint illumination targets directly onto the 3D scene or use existing baked illumination data (e.g., light maps). Using modern ray-tracing hardware, we achieve interactive performance. We find light tracing advantageous over path tracing in this setting, as it naturally handles irregular geometry, resulting in less noise and improved optimization convergence. We compare our adjoint gradients to state-of-the-art image-based differentiable rendering methods. We also demonstrate that our gradient data works with various common optimization algorithms, providing good convergence behaviour. Qualitative comparisons with real-world scenes underline the practical applicability of our method.

TOG Paper
Vertex Block Descent

Anka H. Chen, Ziheng Liu, Yin Yang, Cem Yuksel

展开摘要

We introduce vertex block descent, a block coordinate descent solution for the variational form of implicit Euler through vertex-level Gauss-Seidel iterations. It operates with local vertex position updates that achieve reductions in global variational energy with maximized parallelism. This forms a physics solver that can achieve numerical convergence with unconditional stability and exceptional computation performance. It can also fit in a given computation budget by simply limiting the iteration count while maintaining its stability and superior convergence rate. We present and evaluate our method in the context of elastic body dynamics, providing details of all essential components and showing that it outperforms alternative techniques. In addition, we discuss and show examples of how our method can be used for other simulation systems, including particle-based simulations and rigid bodies.

Technical Paper
Versatile Vision Foundation Model for Image and Video Colorization

Vukasin Bozic, Abdelaziz Djelouah, Yang Zhang, Radu Timofte, Markus Gross, Christopher Schroers

展开摘要

Image and video colorization are among the most common problems in image restoration. This is an ill-posed problem and a wide variety of methods have been proposed, ranging from more traditional computer vision strategies to most recent development with transformer-based or generative neural network models. In this work we show how a latent diffusion model, pre-trained on text-to-image synthesis, can be finetuned for image colorization and provide a flexible solution for a wide variety of scenarios: high quality direct colorization with diverse results, user guided colorization through colors hints, text prompts or reference image and finally video colorization. Some works already investigated using diffusion models for colorization, however the proposed solutions are often more complex and require training a side model guiding the denoising process (à la ControlNet). Not only is this approach increasing the number of parameters and compute time, it also results in sub optimal colorization as we show. Our evaluation demonstrates that our model is the only approach that offers a wide flexibility while either matching or outperforming existing methods specialized in each sub-task, by proposing a group of universal, architecture-agnostic mechanisms which could be applied to any pre-trained diffusion model.

Technical Paper
Velocity-based Monte Carlo Fluids

Ryusuke Sugimoto, Christopher Batty, Toshiya Hachisuka

展开摘要

We present a velocity-based Monte Carlo fluid solver that overcomes the limitations of its existing vorticity-based counterpart. Because the velocity-based formulation is more commonly used in graphics, our Monte Carlo solver can be readily extended with various techniques from the fluid simulation literature. We derive our method by solving the Navier-Stokes equations via operator splitting and designing a pointwise Monte Carlo estimator for each substep. We reformulate the projection and diffusion steps as integration problems based on the recently introduced walk-on-boundary technique [Sugimoto et al. 2023]. We transform the volume integral arising from the source term of the pressure Poisson equation into a form more amenable to practical numerical evaluation. Our resulting velocity-based formulation allows for the proper simulation of scenes that the prior vorticity-based Monte Carlo method [Rioux-Lavoie et al. 2022] either simulates incorrectly or cannot support. We demonstrate that our method can easily incorporate advancements drawn from conventional non-Monte Carlo methods by showing how one can straightforwardly add buoyancy effects, divergence control capabilities, and numerical dissipation reduction methods, such as advection-reflection and PIC/FLIP methods.

Technical Paper
Variational Feature Extraction in Scientific Visualization

Nico Daßler, Tobias Günther

展开摘要

Across many scientific disciplines, the pursuit of even higher grid resolutions leads to a severe scalability problem in scientific computing. Feature extraction is a commonly chosen approach to reduce the amount of information from dense fields down to geometric primitives that further enable a quantitative analysis. Examples of common features are isolines, extremal lines, or vortex corelines. Due to the rising complexity of the observed phenomena, or in the event of discretization issues with the data, a straightforward application of textbook feature definitions is unfortunately insufficient. Thus, feature extraction from spatial data often requires substantial pre- or post-processing to either clean up the results or to include additional domain knowledge about the feature in question. Such a separate pre- or post-processing of features not only leads to suboptimal and incomparable solutions, it also results in many specialized feature extraction algorithms arising in the different application domains. In this paper, we establish a mathematical language that not only encompasses commonly used feature definitions, it also provides a set of regularizers that can be applied across the bounds of individual application domains. By using the language of variational calculus, we treat features as variational minimizers, which can be combined and regularized as needed. Our formulation not only encompasses existing feature definitions as special case, it also opens the path to novel feature definitions. This work lays the foundations for many new research directions regarding formal definitions, data representations, and numerical extraction algorithms.

Technical Paper
VRMM: A Volumetric Relightable Morphable Head Model

Haotian Yang, Mingwu Zheng, Chongyang Ma, Yu-Kun Lai, Pengfei Wan, Haibin Huang

展开摘要

In this paper, we introduce the Volumetric Relightable Morphable Model (VRMM), a novel volumetric and parametric facial prior for 3D face modeling. While recent volumetric prior models offer improvements over traditional methods like 3D Morphable Models (3DMMs), they face challenges in model learning and personalized reconstructions. Our VRMM overcomes these by employing a novel training framework that efficiently disentangles and encodes latent spaces of identity, expression, and lighting into low-dimensional representations. This framework, designed with self-supervised learning, significantly reduces the constraints for training data, making it more feasible in practice. The learned VRMM offers relighting capabilities and encompasses a comprehensive range of expressions. We demonstrate the versatility and effectiveness of VRMM through various applications like avatar generation, facial reconstruction, and animation. Additionally, we address the common issue of overfitting in generative volumetric models with a novel prior-preserving personalization framework based on VRMM. Such an approach enables high-quality 3D face reconstruction from even a single portrait input. Our experiments showcase the potential of VRMM to significantly enhance the field of 3D face modeling.

Technical Paper
VR-GS: A Physical Dynamics-aware Interactive Gaussian Splatting System in Virtual Reality

Ying Jiang, Chang Yu, Tianyi Xie, Xuan Li, Yutao Feng, Huamin Wang, Minchen Li, Henry Lau, Feng Gao, Yin Yang, Chenfanfu Jiang

展开摘要

As 3D content becomes increasingly prevalent, there’s a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for creating, editing, and interacting with this content are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting (GS) in a Virtual Reality (VR) setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.

Technical Paper
Universal Facial Encoding of Codec Avatars From VR Headsets

Shaojie Bai, Te-Li Wang, Chenghui Li, Akshay Venkatesh, Tomas Simon, Chen Cao, Gabriel Schwartz, Jason Saragih, Yaser Sheikh, Shih-En Wei

展开摘要

Faithful real-time facial animation is essential for avatar-mediated telepresence in Virtual Reality (VR). To emulate authentic communication, avatar animation needs to be efficient and accurate: able to capture both extreme and subtle expressions within a few milliseconds to sustain the rhythm of natural conversations. The oblique and incomplete views of the face, variability in the donning of headsets, and illumination variation due to the environment are some of the unique challenges in generalization to unseen faces. In this paper, we present a method that can animate a photorealistic avatar in realtime from head-mounted cameras (HMCs) on a consumer VR headset. We present a self-supervised learning approach, based on a cross-view reconstruction objective, that enables generalization to unseen users. We present a lightweight expression calibration mechanism that increases accuracy with minimal additional cost to run-time efficiency. We present an improved parameterization for precise ground-truth generation that provides robustness to environmental variation. The resulting system produces accurate facial animation for unseen users wearing VR headsets in realtime. We compare our approach to prior face-encoding methods demonstrating significant improvements in both quantitative metrics and qualitative results.

Technical Paper
Ultra Inertial Poser: Scalable Motion Capture and Tracking From Sparse Inertial Sensors and Ultra-Wideband Ranging

Rayan Armani, Changlin Qian, Jiaxi Jiang, Christian Holz

展开摘要

While camera-based capture systems remain the gold standard for recording human motion, learning-based tracking systems based on sparse wearable sensors are gaining popularity. Most commonly, they use inertial sensors, whose propensity for drift and jitter have so far limited tracking accuracy. In this paper, we propose Ultra Inertial Poser, a novel 3D full body pose estimation method that constrains drift and jitter in inertial tracking via inter-sensor distances. We estimate these distances across sparse sensor setups using a lightweight embedded tracker that augments inexpensive off-the-shelf 6D inertial measurement units with ultra-wideband radio-based ranging—dynamically and without the need for stationary reference anchors. Our method then fuses these inter-sensor distances with the 3D states estimated from each sensor. Our graph-based machine learning model processes the 3D states and distances to estimate a person’s 3D full body pose and translation. To train our model, we synthesize inertial measurements and distance estimates from the motion capture database AMASS. For evaluation, we contribute a novel motion dataset of 10 participants who performed 25 motion types, captured by 6 wearable IMU+UWB trackers and an optical motion capture system, totaling 200 minutes of synchronized sensor data (UIP-DB). Our extensive experiments show state-of-the-art performance for our method over PIP and TIP, reducing position error from 13.62 to 10.65 cm (22% better) and lowering jitter from 1.56 to 0.055 km/s3 (a reduction of 97%).

Technical Paper
Transparent Image Layer Diffusion Using Latent Transparency

Lvmin Zhang, Maneesh Agrawala

展开摘要

We present an approach enabling large-scale pretrained latent diffusion models to generate transparent images. The method allows generation of single transparent images or of multiple transparent layers. The method learns a "latent transparency" that encodes alpha channel transparency into the latent manifold of a pretrained latent diffusion model. It preserves the production-ready quality of the large diffusion model by regulating the added transparency as a latent offset with minimal changes to the original latent distribution of the pretrained model. In this way, any latent diffusion model can be converted into a transparent image generator by finetuning it with the adjusted latent space. We train the model with 1M transparent image layer pairs collected using a human-in-the-loop collection scheme. We show that latent transparency can be applied to different open source image generators, or be adapted to various conditional control systems to achieve applications like foreground/background-conditioned layer generation, joint layer generation, structural control of layer contents, etc. A user study finds that in most cases (97%) users prefer our natively generated transparent content over previous ad-hoc solutions such as generating and then matting. Users also report the quality of our generated transparent images is comparable to real commercial transparent assets like Adobe Stock.

Technical Paper
Training-free Consistent Text-to-image Generation

Yoad Tewel, Omri Kaduri, Rinon Gal, Yoni Kasten, Lior Wolf, Gal Chechik, Yuval Atzmon

展开摘要

Text-to-image models offer a new level of creative flexibility by allowing users to guide the image generation process through natural language. However, using these models to consistently portraythe samesubject across diverse prompts remains challenging. Existing approaches fine-tune the model to teach it new words that describe specific user-provided subjects or add image conditioning to the model. These methods require lengthy persubject optimization or large-scale pre-training. Moreover, they struggle to align generated images with text prompts and face difficulties in portraying multiple subjects. Here, we presentConsiStory, atraining-freeapproach that enables consistent subject generation by sharing the internal activations of the pretrained model. We introduce a subject-driven shared attention block and correspondence-based feature injection to promote subject consistency between images. Additionally, we develop strategies to encourage layout diversity while maintaining subject consistency. We compareConsiStoryto a range of baselines, and demonstrate state-of-the-art performance on subject consistency and text alignment, without requiring a single optimization step. Finally,ConsiStorycan naturally extend to multi-subject scenarios, and even enable training-freepersonalizationfor common objects.

Technical Paper
Towards Unstructured Unlabeled Optical Mocap: A Video Helps!

Nicholas Milef, John Keyser, Shu Kong

展开摘要

Optical motion capture (mocap) requires accurately reconstructing the human body from retroreflective markers, including pose and shape. In a typical mocap setting, marker labeling is an important but tedious and error-prone step. Previous work has shown that marker labeling can be automated by using a structured template defining specific marker placements, but this places additional recording constraints. We propose to relax these constraints and solve for Unstructured Unlabeled Optical (UUO) mocap. Compared to the typical mocap setting that either labels markers or places them w.r.t a structured layout, markers in UUO mocap can be placed anywhere on the body and even on one specific limb (e.g., right leg for biomechanics research), hence it is of more practical significance. It is also more challenging. To solve UUO mocap, we exploit a monocular video captured by a single RGB camera, which does not require camera calibration. On this video, we run an off-the-shelf method to reconstruct and track a human individual, giving strong visual priors of human body pose and shape. With both the video and UUO markers, we propose an optimization pipeline towards marker identification, marker labeling, human pose estimation, and human body reconstruction. Our technical novelties include multiple hypothesis testing to optimize global orientation, and marker localization and marker-part matching to better optimize for body surface. We conduct extensive experiments to quantitatively compare our method against state-of-the-art approaches, including marker-only mocap and video-only human body/shape reconstruction. Experiments demonstrate that our method resoundingly outperforms existing methods on three established benchmark datasets for both full-body and partial-body reconstruction.

Technical Paper
Towards Motion Metamers for Foveated Rendering

Taimoor Tariq, Piotr Didyk

展开摘要

Foveated rendering takes advantage of the reduced spatial sensitivity in peripheral vision to greatly reduce rendering cost without noticeable spatial quality degradation. Due to its benefits, it has emerged as a key enabler for real-time high-quality virtual and augmented realities. Interestingly though, a large body of work advocates that a key role of peripheral vision may be motion detection, yet foveated rendering lowers the image quality in these regions, which may impact our ability to detect and quantify motion. The problem is critical for immersive simulations where the ability to detect and quantify movement drives actions and decisions. In this work, we diverge from the contemporary approach towards the goal of foveated graphics, and demonstrate that a loss of high-frequency spatial details in the periphery inhibits motion perception, leading to underestimating motion cues such as velocity. Furthermore, inspired by an interesting visual illusion, we design a perceptually motivated real-time technique that synthesizes controlled spatio-temporal motion energy to offset the loss in motion perception. Finally, we perform user experiments demonstrating our method's effectiveness in recovering motion cues without introducing objectionable quality degradation.

Technical Paper