SIGGRAPH 2024 论文列表

ACM SIGGRAPH Conference

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Generative Escher Meshes

Noam Aigerman, Thibault Groueix

展开摘要

This paper proposes a fully-automatic, text-guided generative method for producing perfectly-repeating, periodic, tile-able 2D imagery, such as the one seen on floors, mosaics, ceramics, and the work of M.C. Escher. In contrast to square texture images that are seamless when tiled, our method generates non-square tilings which comprise solely of repeating copies of the same object. It achieves this by optimizing both geometry and texture of a 2D mesh, yielding a non-square tile in the shape and appearance of the desired object, with close to no additional background details, that can tile the plane without gaps nor overlaps. We enable optimization of the tile’s shape by an unconstrained, differentiable parameterization of the space of all valid tileable meshes for given boundary conditions stemming from a symmetry group. Namely, we construct a differentiable family of linear systems derived from a 2D mesh-mapping technique - Orbifold Tutte Embedding - by considering the mesh’s Laplacian matrix as differentiable parameters. We prove that the solution space of these linear systems is exactly all possible valid tiling configurations, thereby providing an end-to-end differentiable representation for the entire space of valid tiles. We render the textured mesh via a differentiable renderer, and leverage a pre-trained image diffusion model to induce a loss on the resulting image, updating the mesh’s parameters so as to make its appearance match the text prompt. We show our method is able to produce plausible, appealing results, with non-trivial tiles, for a variety of different periodic tiling patterns.

Technical Paper
GaussianPrediction: Dynamic 3D Gaussian Prediction for Motion Extrapolation and Free View Synthesis

Boming Zhao, Yuan Li, Ziyu Sun, Lin Zeng, Yujun Shen, Rui Ma, Yinda Zhang, Hujun Bao, Zhaopeng Cui

展开摘要

Forecasting future scenarios in dynamic environments is essential for intelligent decision-making and navigation, a challenge yet to be fully realized in computer vision and robotics. Traditional approaches like video prediction and novel-view synthesis either lack the ability to forecast from arbitrary viewpoints or to predict temporal dynamics. In this paper, we introduce GaussianPrediction, a novel framework that empowers 3D Gaussian representations with dynamic scene modeling and future scenario synthesis in dynamic environments. GaussianPrediction can forecast future states from any viewpoint, using video observations of dynamic scenes. To this end, we first propose a 3D Gaussian canonical space with deformation modeling to capture the appearance and geometry of dynamic scenes, and integrate the lifecycle property into Gaussians for irreversible deformations. To make the prediction feasible and efficient, a concentric motion distillation approach is developed by distilling the scene motion with key points. Finally, a Graph Convolutional Network is employed to predict the motions of key points, enabling the rendering of photorealistic images of future scenarios. Our framework shows outstanding performance on both synthetic and real-world datasets, demonstrating its efficacy in predicting and rendering future environments.

Technical Paper
GIPC: Fast and stable Gauss-Newton optimization of IPC barrier energy

Kemeng Huang, Floyd Chitalu, Huancheng Lin, Taku Komura, Kemeng Huang

展开摘要

Barrier functions are crucial for maintaining an intersection- and inversion-free simulation trajectory but existing methods, which directly use distance can restrict implementation design and performance. We present an approach to rewriting the barrier function for arriving at an efficient and robust approximation of its Hessian. The key idea is to formulate a simplicial geometric measure of contact using mesh boundary elements, from which analytic eigensystems are derived and enhanced with filtering and stiffening terms that ensure robustness with respect to the convergence of a Project-Newton solver. A further advantage of our rewriting of the barrier function is that it naturally caters to the notorious case of nearly parallel edge-edge contacts for which we also present a novel analytic eigensystem. Our approach is thus well suited for standard second-order unconstrained optimization strategies for resolving contacts, minimizing nonlinear nonconvex functions where the Hessian may be indefinite. The efficiency of our eigensystems alone yields a 3× speedup over the standard Incremental Potential Contact (IPC) barrier formulation. We further apply our analytic proxy eigensystems to produce an entirely GPU-based implementation of IPC with significant further acceleration.

TOG Paper
GEM3D: GEnerative Medial Abstractions for 3D Shape Synthesis

Dmitrii Petrov, Pradyumn Goyal, Vikas Thamizharasan, Vladimir Kim, Matheus Gadelha, Melinos Averkiou, Siddhartha Chaudhuri, Evangelos Kalogerakis

展开摘要

We introduce GEM3D 1 – a new deep, topology-aware generative model of 3D shapes. The key ingredient of our method is a neural skeleton-based representation encoding information on both shape topology and geometry. Through a denoising diffusion probabilistic model, our method first generates skeleton-based representations following the Medial Axis Transform (MAT), then generates surfaces through a skeleton-driven neural implicit formulation. The neural implicit takes into account the topological and geometric information stored in the generated skeleton representations to yield surfaces that are more topologically and geometrically accurate compared to previous neural field formulations. We discuss applications of our method in shape synthesis and point cloud reconstruction tasks, and evaluate our method both qualitatively and quantitatively. We demonstrate significantly more faithful surface reconstruction and diverse shape generation results compared to the state-of-the-art, also involving challenging scenarios of reconstructing and synthesizing structurally complex, high-genus shape surfaces from Thingi10K and ShapeNet.

Technical Paper
From Microfacets to Participating Media: A Unified Theory of Light Transport With Stochastic Geometry

Dario Seyb, Eugene d'Eon, Benedikt Bitterli, Wojciech Jarosz

展开摘要

Stochastic geometry models have enjoyed immense success in graphics for modeling interactions of light with complex phenomena such as participating media, rough surfaces, fibers, and more. Although each of these models operates on the same principle of replacing intricate geometry by a random process and deriving the average light transport across all instances thereof, they are each tailored to one specific application and are fundamentally distinct. Each type of stochastic geometry present in the scene is firmly encapsulated in its own appearance model, with its own statistics and light transport average, and no cross-talk between different models or deterministic and stochastic geometry is possible. In this paper, we derive a theory of light transport on stochastic implicit surfaces , a geometry model capable of expressing deterministic geometry, microfacet surfaces, participating media, and an exciting new continuum in between containing aggregate appearance, non-classical media, and more. Our model naturally supports spatial correlations , missing from most existing stochastic models. Our theory paves the way for tractable rendering of scenes in which all geometry is described by the same stochastic model, while leaving ample future work for developing efficient sampling and rendering algorithms.

Technical Paper
Fluid Control With Laplacian Eigenfunctions

Yixin Chen, David Levin, Timothy Langlois

展开摘要

Physics-based fluid control has long been a challenging problem in balancing efficiency and accuracy. We introduce a novel physics-based fluid control pipeline using Laplacian Eigenfluids. Utilizing the adjoint method with our provided analytical gradient expressions, the derivative computation of the control problem is efficient and easy to formulate. We demonstrate that our method is fast enough to support real-time fluid simulation, editing, control, and optimal animation generation. Our pipeline naturally supports multi-resolution and frequency control of fluid simulations. The effectiveness and efficiency of our fluid control pipeline are validated through a variety of 2D examples and comparisons.

Technical Paper
Flexible Motion In-betweening With Diffusion Models

Setareh Cohan, Guy Tevet, Daniele Reda, Xue Bin Peng, Michiel van de Panne

展开摘要

Motion in-betweening, a fundamental task in character animation, consists of generating motion sequences that plausibly interpolate user-provided keyframe constraints. It has long been recognized as a labor-intensive and challenging process. We investigate the potential of diffusion models in generating diverse human motions guided by keyframes. Unlike previous inbetweening methods, we propose a simple unified model capable of generating precise and diverse motions that conform to a flexible range of user-specified spatial constraints, as well as text conditioning. To this end, we propose Conditional Motion Diffusion In-betweening (CondMDI) which allows for arbitrary dense-or-sparse keyframe placement and partial keyframe constraints while generating high-quality motions that are diverse and coherent with the given keyframes. We evaluate the performance of CondMDI on the text-conditioned HumanML3D dataset and demonstrate the versatility and efficacy of diffusion models for keyframe in-betweening. We further explore the use of guidance and imputation-based approaches for inference-time keyframing and compare CondMDI against these methods.

Technical Paper
FlexScale: Modeling and Characterization of Flexible Scaled Sheets

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

展开摘要

We present a computational approach for modeling the mechanical behavior of flexible scaled sheet materials---3D-printed hard scales embedded in a soft substrate. Balancing strength and flexibility, these structured materials find applications in protective gear, soft robotics, and 3D-printed fashion. To unlock their full potential, however, we must unravel the complex relation between scale pattern and mechanical properties. To address this problem, we propose a contact-aware homogenization approach that distills native-level simulation data into a novel macromechanical model. This macro-model combines piecewise-quadratic uniaxial fits with polar interpolation using circular harmonics, allowing for efficient simulation of large-scale patterns. We apply our approach to explore the space of isohedral scale patterns, revealing a diverse range of anisotropic and nonlinear material behaviors. Through an extensive set of experiments, we show that our models reproduce various scale-level effects while offering good qualitative agreement with physical prototypes on the macro-level.

Technical Paper
Filter-Guided Diffusion for Controllable Image Generation

Zeqi Gu, Ethan Yang, Abe Davis

展开摘要

Recent advances in diffusion-based generative models have shown incredible promise for zero shot image-to-image translation and editing. Most of these approaches work by combining or replacing network-specific features used in the generation of new images with those taken from the inversion of some guide image. Methods of this type are considered the current state-of-the-art in training-free approaches, but have some notable limitations: they tend to be costly in runtime and memory, and often depend on deterministic sampling that limits variation in generated results. We propose Filter-Guided Diffusion (FGD), an alternative approach that leverages fast filtering operations during the diffusion process to support finer control over the strength and frequencies of guidance and can work with non-deterministic samplers to produce greater variety. With its efficiency, FGD can be sampled over multiple seeds and hyperparameters in less time than a single run of other SOTA methods to produce superior results based on structural and semantic metrics. We conduct extensive quantitative and qualitative experiments to evaluate the performance of FGD in translation tasks and also demonstrate its potential in localized editing when used with masks.

Technical Paper
Factorized Motion Fields for Fast Sparse Input Dynamic View Synthesis

Nagabhushan Somraj, Kapil Choudhary, Sai Harsha Mupparaju, Rajiv Soundararajan

展开摘要

Designing a 3D representation of a dynamic scene for fast optimization and rendering is a challenging task. While recent explicit representations enable fast learning and rendering of dynamic radiance fields, they require a dense set of input viewpoints. In this work, we focus on learning a fast representation for dynamic radiance fields with sparse input viewpoints. However, the optimization with sparse input is under-constrained and necessitates the use of motion priors to constrain the learning. Existing fast dynamic scene models do not explicitly model the motion, making them difficult to be constrained with motion priors. We design an explicit motion model as a factorized 4D representation that is fast and can exploit the spatio-temporal correlation of the motion field. We then introduce reliable flow priors including a combination of sparse flow priors across cameras and dense flow priors within cameras to regularize our motion model. Our model is fast, compact and achieves very good performance on popular multi-view dynamic scene datasets with sparse input viewpoints. The source code for our model can be found on our project page: https://nagabhushansn95.github.io/publications/2024/RF-DeRF.html.

Technical Paper
Fabricable 3D Wire Art

Kenji Tojo, Ariel Shamir, Bernd Bickel, Nobuyuki Umetani

展开摘要

This paper presents a computational method for automatically creating fabricable 3D wire sculptures from various input modalities, including 3D models, images, and even text. There are several challenges to wire art creation. For example, artists must express the desired visual as a sparse wire representation. It is also difficult to manually bend wires in the air without guidance to fabricate the designed 3D curves. Our workflow solves these challenges by using two core techniques. First, we present an algorithm that automatically generates a fabricable 3D curve representation of the target based on a loss function that measures the semantic distance between the rendered curve and the target. The loss function can be defined using different pre-trained vision-language neural networks to generate wire art from different input types. The loss function is then optimized using differentiable rendering specifically targeting 3D parametric curves. Our method can incorporate various fabrication constraints on the wire as additional regularization terms in the optimization process. Second, we present an algorithm to generate a 3D printable jig structure that can be used to fabricate the generated wire path. The major challenge in the jig generation stems from the design of an intersection-free surface mesh for 3D printing, which we address with our inflation algorithm. The experimental results indicate that our method can handle a wider range of input types and can produce physically fabricable wire shapes compared to previous wire generation methods. Various wire arts have been fabricated using our 3D-printed jig to demonstrate its effectiveness in 3D wire bending.

Technical Paper
Fabric Tessellation: Realizing Freeform Surfaces by Smocking

Aviv Segall, Jing Ren, Amir Vaxman, Olga Sorkine-Hornung

展开摘要

We present a novel method for realizing freeform surfaces with pieces of flat fabric, where curvature is created by stitching together points on the fabric using a technique known as smocking. Smocking is renowned for producing intricate geometric textures with voluminous pleats. However, it has been mostly used to realize flat shapes or manually designed, limited classes of curved surfaces. Our method combines the computation of directional fields with continuous optimization of a Tangram graph in the plane, which together allow us to realize surfaces of arbitrary topology and curvature with smocking patterns of diverse symmetries. Given a target surface and the desired smocking pattern, our method outputs a corresponding 2D smocking pattern that can be fabricated by sewing specified points together. The resulting textile fabrication approximates the target shape and exhibits visually pleasing pleats. We validate our method through physical fabrication of various smocked examples.

Technical Paper
EyeIR: Single Eye Image Inverse Rendering in the Wild

Shijun Liang, Haofei Wang, Feng Lu

展开摘要

We propose a method to decompose a single eye region image in the wild into albedo, shading, specular, normal and illumination. This inverse rendering problem is particularly challenging due to inherent ambiguities and complex properties of the natural eye region. To address this problem, first we construct a synthetic eye region dataset with rich diversity. Then we propose a synthetic to real adaptation framework to leverage the supervision signals from synthetic data to guide the direction of self-supervised learning. We design region-aware self-supervised losses based on image formation and eye region intrinsic properties, which can refine each predicted component by mutual learning and reduce the artifacts caused by ambiguities of natural eye images. Particularly, we address the demanding problem of specularity removal in the eye region. We show high-quality inverse rendering results of our method and demonstrate its use for a number of applications.

Technical Paper
Eulerian-Lagrangian Fluid Simulation on Particle Flow Maps

Junwei Zhou, Duowen Chen, Molin Deng, Yitong Deng, Yuchen Sun, Sinan Wang, Shiying Xiong, Bo Zhu

展开摘要

We propose a novel Particle Flow Map (PFM) method to enable accurate long-range advection for incompressible fluid simulation. The foundation of our method is the observation that a particle trajectory generated in a forward simulation naturally embodies a perfect flow map. Centered on this concept, we have developed an Eulerian-Lagrangian framework comprising four essential components: Lagrangian particles for a natural and precise representation of bidirectional flow maps; a dual-scale map representation to accommodate the mapping of various flow quantities; a particle-to-grid interpolation scheme for accurate quantity transfer from particles to grid nodes; and a hybrid impulse-based solver to enforce incompressibility on the grid. The efficacy of PFM has been demonstrated through various simulation scenarios, highlighting the evolution of complex vortical structures and the details of turbulent flows. Notably, compared to NFM, PFM reduces computing time by up to 49 times and memory consumption by up to 41%, while enhancing vorticity preservation as evidenced in various tests like leapfrog, vortex tube, and turbulent flow.

Technical Paper
Efficient Position-based Deformable Colon Modeling for Endoscopic Procedures Simulation

Marcelo Martins, Lucas Morais, Rafael Torchelsen, Luciana Nedel, Anderson Maciel

展开摘要

Current endoscopy simulators oversimplify navigation and interaction within tubular anatomical structures to maintain interactive frame rates, neglecting the intricate dynamics of permanent contact between the organ and the medical tool. Traditional algorithms fail to represent the complexities of long, slender, deformable tools like endoscopes and hollow organs, such as the human colon, and their interaction.

Technical Paper
Efficient Debris-flow Simulation for Steep Terrain Erosion

Aryamaan Jain, Bedrich Benes, Guillaume Cordonnier

展开摘要

Erosion simulation is a common approach used for generating and authoring mountainous terrains. While water is considered the primary erosion factor, its simulation fails to capture steep slopes near the ridges. In these low-drainage areas, erosion is often approximated with slope-reducing erosion, which yields unrealistically uniform slopes. However, geomorphology observed that another process dominates the low-drainage areas: erosion by debris flow, which is a mixture of mud and rocks triggered by strong climatic events. We propose a new method to capture the interactions between debris flow and fluvial erosion thanks to a new mathematical formulation for debris flow erosion derived from geomorphology and a unified GPU algorithm for erosion and deposition. In particular, we observe that sediment and debris deposition tend to intersect river paths, which motivates the design of a new, approximate flow routing algorithm on the GPU to estimate the water path out of these newly formed depressions. We demonstrate that debris flow carves distinct patterns in the form of erosive scars on steep slopes and cones of deposited debris competing with fluvial erosion downstream.

Technical Paper
EASI-Tex: Edge-Aware Mesh Texturing from Single Image

Sai Raj Kishore Perla, Yizhi Wang, Ali Mahdavi-Amiri, Hao Zhang

展开摘要

We present a novel approach for single-image mesh texturing , which employs a diffusion model with judicious conditioning to seamlessly transfer an object's texture from a single RGB image to a given 3D mesh object. We do not assume that the two objects belong to the same category, and even if they do, there can be significant discrepancies in their geometry and part proportions. Our method aims to rectify the discrepancies by conditioning a pre-trained Stable Diffusion generator with edges describing the mesh through ControlNet, and features extracted from the input image using IP-Adapter to generate textures that respect the underlying geometry of the mesh and the input texture without any optimization or training. We also introduce Image Inversion , a novel technique to quickly personalize the diffusion model for a single concept using a single image , for cases where the pre-trained IP-Adapter falls short in capturing all the details from the input image faithfully. Experimental results demonstrate the efficiency and effectiveness of our edge-aware single-image mesh texturing approach, coined EASI-Tex, in preserving the details of the input texture on diverse 3D objects, while respecting their geometry. Code : https://github.com/sairajk/easi-tex

Technical Paper
DressCode: Autoregressively Sewing and Generating Garments From Text Guidance

Kai He, Kaixin Yao, Qixuan Zhang, Jingyi Yu, Lingjie Liu, Lan Xu

展开摘要

Apparel's significant role in human appearance underscores the importance of garment digitalization for digital human creation. Recent advances in 3D content creation are pivotal for digital human creation. Nonetheless, garment generation from text guidance is still nascent. We introduce a text-driven 3D garment generation framework, DressCode, which aims to democratize design for novices and offer immense potential in fashion design, virtual try-on, and digital human creation. We first introduce SewingGPT, a GPT-based architecture integrating cross-attention with text-conditioned embedding to generate sewing patterns with text guidance. We then tailor a pre-trained Stable Diffusion to generate tile-based Physically-based Rendering (PBR) textures for the garments. By leveraging a large language model, our framework generates CG-friendly garments through natural language interaction. It also facilitates pattern completion and texture editing, streamlining the design process through user-friendly interaction. This framework fosters innovation by allowing creators to freely experiment with designs and incorporate unique elements into their work. With comprehensive evaluations and comparisons with other state-of-the-art methods, our method showcases superior quality and alignment with input prompts. User studies further validate our high-quality rendering results, highlighting its practical utility and potential in production settings. Our project page is https://IHe-KaiI.github.io/DressCode/.

Technical Paper
DreamMat: High-quality PBR Material Generation With Geometry- and Light-aware Diffusion Models

Yuqing Zhang, Yuan Liu, Zhiyu Xie, Lei Yang, Zhongyuan Liu, Mengzhou Yang, Runze Zhang, Qilong Kou, Cheng Lin, Wenping Wang, Xiaogang Jin

展开摘要

Recent advancements in 2D diffusion models allow appearance generation on untextured raw meshes. These methods create RGB textures by distilling a 2D diffusion model, which often contains unwanted baked-in shading effects and results in unrealistic rendering effects in the downstream applications. Generating Physically Based Rendering (PBR) materials instead of just RGB textures would be a promising solution. However, directly distilling the PBR material parameters from 2D diffusion models still suffers from incorrect material decomposition, such as baked-in shading effects in albedo. We introduce DreamMat , an innovative approach to resolve the aforementioned problem, to generate high-quality PBR materials from text descriptions. We find out that the main reason for the incorrect material distillation is that large-scale 2D diffusion models are only trained to generate final shading colors, resulting in insufficient constraints on material decomposition during distillation. To tackle this problem, we first finetune a new light-aware 2D diffusion model to condition on a given lighting environment and generate the shading results on this specific lighting condition. Then, by applying the same environment lights in the material distillation, DreamMat can generate high-quality PBR materials that are not only consistent with the given geometry but also free from any baked-in shading effects in albedo. Extensive experiments demonstrate that the materials produced through our methods exhibit greater visual appeal to users and achieve significantly superior rendering quality compared to baseline methods, which are preferable for downstream tasks such as game and film production.

Technical Paper