SIGGRAPH 2024 论文列表

ACM SIGGRAPH Conference

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DreamFont3D: Personalized Text-to-3D Artistic Font Generation

Xiang Li, Lei Meng, Lei Wu, Manyi Li, Xiangxu Meng

展开摘要

Text-to-3D artistic font generation aims to assist users for innovative and customized 3D font design by exploring novel concepts and styles. Despite of the advances in the text-to-3D tasks for general objects or scenes, the additional challenge of 3D font generation is to preserve the geometric structures of strokes in an appropriate extent, which determines the generation quality in terms of the recognizability and the local effect control of the 3D fonts. This paper presents a novel approach for text-to-3D artistic font generation, named DreamFont3D, which utilizes multi-view font masks and layout conditions to constrain the 3D font structure and local font effects. Specifically, to enhance the recognizability of 3D fonts, we propose the multi-view mask constraint (MC) to optimize the differentiable 3D representation while preserving the font structure. We also present a progressive mask weighting (MW) module to ensure a trade-off between the text-guided stylization of font effects and the mask-guided preservation of font structure. For precise control over local font effects, we design the multi-view attention modulation (AM) that guides the visual concepts to appear in specific regions according to the provided layout conditions. Compared with existing text-to-3D methods, DreamFont3D shows its own superiority in the consistency between font effects and text prompts, the recognizability, and the localization of font effects. Code and data at https://moonlight03.github.io/DreamFont3D/.

Technical Paper
Dragon's Path: Synthesizing User-centered Flying Creature Animation Paths for Outdoor Augmented Reality Experiences

Minyoung Kim, Rawan Alghofaili, Changyang Li, Lap-Fai Yu

展开摘要

Advances in augmented reality promise to deliver highly immersive storytelling experiences by animating virtual characters naturally in the real world. However, creating such realistic animated content for viewing in augmented reality is non-trivial and challenging. In this paper, we present a novel approach to automatically generate user-centered flying creature animation paths for outdoor augmented reality experiences. Given a sequence of storyline actions, our approach finds suitable locations for the character to perform its actions via a location compatibility predictor trained with user preferences, synthesizing a corresponding animation path optimized with respect to the user’s perspective. We applied our approach to synthesize user-centered augmented reality experiences based on different storyline actions and environments. We also conducted user study experiments to validate the efficacy of our approach for synthesizing desirable augmented reality experiences.

Technical Paper
Direct-a-Video: Customized Video Generation With User-directed Camera Movement and Object Motion

Shiyuan Yang, Liang Hou, Haibin Huang, Chongyang Ma, Pengfei Wan, DI Zhang, Xiaodong Chen, Jing Liao

展开摘要

Recent text-to-video diffusion models have achieved impressive progress. In practice, users often desire the ability to control object motion and camera movement independently for customized video creation. However, current methods lack the focus on separately controlling object motion and camera movement in a decoupled manner, which limits the controllability and flexibility of text-to-video models. In this paper, we introduce Direct-a-Video, a system that allows users to independently specify motions for multiple objects as well as camera’s pan and zoom movements, as if directing a video. We propose a simple yet effective strategy for the decoupled control of object motion and camera movement. Object motion is controlled through spatial cross-attention modulation using the model’s inherent priors, requiring no additional optimization. For camera movement, we introduce new temporal cross-attention layers to interpret quantitative camera movement parameters. We further employ an augmentation-based approach to train these layers in a self-supervised manner on a small-scale dataset, eliminating the need for explicit motion annotation. Both components operate independently, allowing individual or combined control, and can generalize to open-domain scenarios. Extensive experiments demonstrate the superiority and effectiveness of our method. Project page and code are available at https://direct-a-video.github.io/.

Technical Paper
Diffusion Texture Painting

Anita Hu, Nishkrit Desai, Hassan Abu Alhaija, Seung Wook Kim, Maria Shugrina

展开摘要

We present a technique that leverages 2D generative diffusion models (DMs) for interactive texture painting on the surface of 3D meshes. Unlike existing texture painting systems, our method allows artists to paint with any complex image texture, and in contrast with traditional texture synthesis, our brush not only generates seamless strokes in real-time, but can inpaint realistic transitions between different textures. To enable this application, we present a stamp-based method that applies an adapted pre-trained DM to inpaint patches in local render space, which is then projected into the texture image, allowing artists control over brush stroke shape and texture orientation. We further present a way to adapt the inference of a pre-trained DM to ensure stable texture brush identity, while allowing the DM to hallucinate infinite variations of the source texture. Our method is the first to use DMs for interactive texture painting, and we hope it will inspire work on applying generative models to highly interactive artist-driven workflows. Code and data for this paper are at github.com/nv-tlabs/DiffusionTexturePainting.

Technical Paper
Diffusion Illusions: Hiding Images in Plain Sight

Ryan Burgert, Xiang Li, Abe Leite, Kanchana Ranasinghe, Michael Ryoo

展开摘要

We explore the problem of computationally generating special images that produce multi-arrangement optical illusions when physically arranged and viewed in a certain way, which we call ‘prime’ images. First, we propose a formal definition for this problem. Next, we introduce Diffusion Illusions, the first comprehensive pipeline designed to automatically generate a wide range of these multi-arrangement illusions. Specifically, we both adapt the existing ‘score distillation loss’ and propose a new ‘dream target loss’ to optimize a group of differentially parametrized prime images, using a frozen text-to-image diffusion model. We study three types of illusions, each where the prime images are arranged in different ways and optimized using the aforementioned losses such that images derived from them align with user-chosen text prompts or images. We conduct comprehensive experiments on these illusions and verify the effectiveness of our proposed method qualitatively and quantitatively. Additionally, we showcase the successful physical fabrication of our illusions — as they are all designed to work in the real world. Code and examples are publicly available at our interactive project website: https://diffusionillusion.github.io/

Technical Paper
Differentiable solver for time-dependent deformation problems with contact

Zizhou Huang, Davi Colli Tozoni, Arvi Gjoka, Zachary Ferguson, Teseo Schneider, Daniele Panozzo, Denis Zorin, Zizhou Huang

展开摘要

We introduce a general differentiable solver for time-dependent deformation problems with contact and friction. Our approach uses a finite element discretization with a high-order time integrator coupled with the recently proposed incremental potential contact method for handling contact and friction forces to solve ODE- and PDE-constrained optimization problems on scenes with complex geometry. It supports static and dynamic problems and differentiation with respect to all physical parameters involved in the physical problem description, which include shape, material parameters, friction parameters, and initial conditions. Our analytically derived adjoint formulation is efficient, with a small overhead (typically less than 10% for nonlinear problems) over the forward simulation, and shares many similarities with the forward problem, allowing the reuse of large parts of existing forward simulator code. We implement our approach on top of the open-source PolyFEM library and demonstrate the applicability of our solver to shape design, initial condition optimization, and material estimation on both simulated results and physical validations.

TOG Paper
Differentiable Voronoi Diagrams for Simulation of Cell-based Mechanical Systems

Logan Numerow, Yue Li, Stelian Coros, Bernhard Thomaszewski

展开摘要

Navigating topological transitions in cellular mechanical systems is a significant challenge for existing simulation methods. While abstract models lack predictive capabilities at the cellular level, explicit network representations struggle with topology changes, and per-cell representations are computationally too demanding for large-scale simulations. To address these challenges, we propose a novel cell-centered approach based on differentiable Voronoi diagrams. Representing each cell with a Voronoi site, our method defines shape and topology of the interface network implicitly. In this way, we substantially reduce the number of problem variables, eliminate the need for explicit contact handling, and ensure continuous geometry changes during topological transitions. Closed-form derivatives of network positions facilitate simulation with Newton-type methods for a wide range of per-cell energies. Finally, we extend our differentiable Voronoi diagrams to enable coupling with arbitrary rigid and deformable boundaries. We apply our approach to a diverse set of examples, highlighting splitting and merging of cells as well as neighborhood changes. We illustrate applications to inverse problems by matching soap foam simulations to real-world images. Comparative analysis with explicit cell models reveals that our method achieves qualitatively comparable results at significantly faster computation times.

Technical Paper
Differentiable Geodesic Distance for Intrinsic Minimization on Triangle Meshes

Yue Li, Logan Numerow, Bernhard Thomaszewski, Stelian Coros

展开摘要

Computing intrinsic distances on discrete surfaces is at the heart of many minimization problems in geometry processing and beyond. Solving these problems is extremely challenging as it demands the computation of on-surface distances along with their derivatives. We present a novel approach for intrinsic minimization of distance-based objectives defined on triangle meshes. Using a variational formulation of shortest-path geodesics, we compute first and second-order distance derivatives based on the implicit function theorem, thus opening the door to efficient Newton-type minimization solvers. We demonstrate our differentiable geodesic distance framework on a wide range of examples, including geodesic networks and membranes on surfaces of arbitrary genus, two-way coupling between hosting surface and embedded system, differentiable geodesic Voronoi diagrams, and efficient computation of Karcher means on complex shapes. Our analysis shows that second-order descent methods based on our differentiable geodesics outperform existing first-order and quasi-Newton methods by large margins.

Technical Paper
DiffSound: Differentiable Modal Sound Rendering and Inverse Rendering for Diverse Inference Tasks

Xutong Jin, Chenxi Xu, Ruohan Gao, Jiajun Wu, Guoping Wang, Sheng Li

展开摘要

Accurately estimating and simulating the physical properties of objects from real-world sound recordings is of great practical importance in the fields of vision, graphics, and robotics. However, the progress in these directions has been limited—prior differentiable rigid or soft body simulation techniques cannot be directly applied to modal sound synthesis due to the high sampling rate of audio, while previous audio synthesizers often do not fully model the accurate physical properties of the sounding objects. We propose DiffSound, a differentiable sound rendering framework for physics-based modal sound synthesis, which is based on an implicit shape representation, a new high-order finite element analysis module, and a differentiable audio synthesizer. Our framework can solve a wide range of inverse problems thanks to the differentiability of the entire pipeline, including physical parameter estimation, geometric shape reasoning, and impact position prediction. Experimental results demonstrate the effectiveness of our approach, highlighting its ability to accurately reproduce the target sound in a physics-based manner. DiffSound serves as a valuable tool for various sound synthesis and analysis applications.

Technical Paper
DiffPoseTalk: Speech-driven Stylistic 3D Facial Animation and Head Pose Generation via Diffusion Models

Zhiyao Sun, Tian Lv, Sheng Ye, Matthieu Lin, Jenny Sheng, Yu-Hui Wen, Minjing Yu, Yong-Jin Liu

展开摘要

The generation of stylistic 3D facial animations driven by speech presents a significant challenge as it requires learning a many-to-many mapping between speech, style, and the corresponding natural facial motion. However, existing methods either employ a deterministic model for speech-to-motion mapping or encode the style using a one-hot encoding scheme. Notably, the one-hot encoding approach fails to capture the complexity of the style and thus limits generalization ability. In this paper, we propose DiffPoseTalk, a generative framework based on the diffusion model combined with a style encoder that extracts style embeddings from short reference videos. During inference, we employ classifier-free guidance to guide the generation process based on the speech and style. In particular, our style includes the generation of head poses, thereby enhancing user perception. Additionally, we address the shortage of scanned 3D talking face data by training our model on reconstructed 3DMM parameters from a high-quality, in-the-wild audio-visual dataset. Extensive experiments and user study demonstrate that our approach outperforms state-of-the-art methods. The code and dataset are at https://diffposetalk.github.io.

Technical Paper
DiffCAD: Weakly-supervised Probabilistic CAD Model Retrieval and Alignment From an RGB Image

Daoyi Gao, David Rozenberszki, Stefan Leutenegger, Angela Dai

展开摘要

Perceiving 3D structures from RGB images based on CAD model primitives can enable an effective, efficient 3D object-based representation of scenes. However, current approaches rely on supervision from expensive yet imperfect annotations of CAD models associated with real images, and encounter challenges due to the inherent ambiguities in the task - both in depth-scale ambiguity in monocular perception, as well as inexact matches of CAD database models to real observations. We thus propose DiffCAD, the first weakly-supervised probabilistic approach to CAD retrieval and alignment from an RGB image. We learn a probabilistic model through diffusion, modeling likely distributions of shape, pose, and scale of CAD objects in an image. This enables multi-hypothesis generation of different plausible CAD reconstructions, requiring only a few hypotheses to characterize ambiguities in depth/scale and inexact shape matches. Our approach is trained only on synthetic data, leveraging monocular depth and mask estimates to enable robust zero-shot adaptation to various real target domains. Despite being trained solely on synthetic data, our multi-hypothesis approach can even surpass the supervised state-of-the-art on the Scan2CAD dataset by 5.9% with 8 hypotheses.

Technical Paper
DiLightNet: Fine-grained Lighting Control for Diffusion-based Image Generation

Chong Zeng, Yue Dong, Pieter Peers, Youkang Kong, Hongzhi Wu, Xin Tong

展开摘要

This paper presents a novel method for exerting fine-grained lighting control during text-driven diffusion-based image generation. While existing diffusion models already have the ability to generate images under any lighting condition, without additional guidance these models tend to correlate image content and lighting. Moreover, text prompts lack the necessary expressional power to describe detailed lighting setups. To provide the content creator with fine-grained control over the lighting during image generation, we augment the text-prompt with detailed lighting information in the form of radiance hints, i.e., visualizations of the scene geometry with a homogeneous canonical material under the target lighting. However, the scene geometry needed to produce the radiance hints is unknown. Our key observation is that we only need to guide the diffusion process, hence exact radiance hints are not necessary; we only need to point the diffusion model in the right direction. Based on this observation, we introduce a three stage method for controlling the lighting during image generation. In the first stage, we leverage a standard pretrained diffusion model to generate a provisional image under uncontrolled lighting. Next, in the second stage, we resynthesize and refine the foreground object in the generated image by passing the target lighting to a refined diffusion model, named DiLightNet, using radiance hints computed on a coarse shape of the foreground object inferred from the provisional image. To retain the texture details, we multiply the radiance hints with a neural encoding of the provisional synthesized image before passing it to DiLightNet. Finally, in the third stage, we resynthesize the background to be consistent with the lighting on the foreground object. We demonstrate and validate our lighting controlled diffusion model on a variety of text prompts and lighting conditions.

Technical Paper
Deep Sketch Vectorization via Implicit Surface Extraction

Chuan Yan, Yong Li, Deepali Aneja, Matthew Fisher, Edgar Simo-Serra, Yotam Gingold

展开摘要

We introduce an algorithm for sketch vectorization with state-of-the-art accuracy and capable of handling complex sketches. We approach sketch vectorization as a surface extraction task from an unsigned distance field, which is implemented using a two-stage neural network and a dual contouring domain post processing algorithm. The first stage consists of extracting unsigned distance fields from an input raster image. The second stage consists of an improved neural dual contouring network more robust to noisy input and more sensitive to line geometry. To address the issue of under-sampling inherent in grid-based surface extraction approaches, we explicitly predict undersampling and keypoint maps. These are used in our post-processing algorithm to resolve sharp features and multi-way junctions. The keypoint and undersampling maps are naturally controllable, which we demonstrate in an interactive topology refinement interface. Our proposed approach produces far more accurate vectorizations on complex input than previous approaches with efficient running time.

Technical Paper
Deep Hybrid Camera Deblurring for Smartphone Cameras

Jaesung Rim, Junyong Lee, Heemin Yang, Sunghyun Cho

展开摘要

Mobile cameras, despite their significant advancements, still have difficulty in low-light imaging due to compact sensors and lenses, leading to longer exposures and motion blur. Traditional blind deconvolution methods and learning-based deblurring methods can be potential solutions to remove blur. However, achieving practical performance still remains a challenge. To address this, we propose a learning-based deblurring framework for smartphones, utilizing wide and ultra-wide cameras as a hybrid camera system. We simultaneously capture a long-exposure wide image and short-exposure burst ultra-wide images, and utilize the burst images to deblur the wide image. To fully exploit burst ultra-wide images, we present HCDeblur, a practical deblurring framework that includes novel deblurring networks, HC-DNet and HC-FNet. HC-DNet utilizes motion information extracted from burst images to deblur a wide image, and HC-FNet leverages burst images as reference images to further enhance a deblurred output. For training and evaluating the proposed method, we introduce the HCBlur dataset, which consists of synthetic and real-world datasets. Our experiments demonstrate that HCDeblur achieves state-of-the-art deblurring quality. Codes and datasets are available at https://cg.postech.ac.kr/research/HCDeblur.

Technical Paper
Deep Fourier-based Arbitrary-scale Super-resolution for Real-time Rendering

Haonan Zhang, Jie Guo, Jiawei Zhang, Haoyu Qin, Zesen Feng, Ming Yang, Yanwe Guo

展开摘要

As a prevailing tool for effectively reducing rendering costs in many graphical applications, frame super-resolution has seen important progress in recent years. However, most of prior works designed for rendering contents face a common limitation: once a model is trained, it can only afford a single fixed scale. In this paper, we attempt to eliminate this limitation by supporting arbitrary-scale super-resolution for a trained neural model. The key is a Fourier-based implicit neural representation which maps arbitrary and naturally coordinates in the high-resolution spatial domain to valid pixel values. By observing that high-resolution G-buffers possess similar spectrum to high-resolution rendered frames, we design a High-Frequency Fourier Mapping (HFFM) module to recover fine details from low-resolution inputs, without introducing noticeable artifacts. A Low-Frequency Residual Learning (LFRL) strategy is adopted to preserve low-frequency structures and ensure low biasedness caused by network inference. Moreover, different rendering contents are well separated by our spatial-temporal masks derived from G-buffers and motion vectors. Several light-weight designs to the neural network guarantee the real-time performance on a wide range of scenes.

Technical Paper
Decorrelating ReSTIR Samplers via MCMC Mutations

Rohan Sawhney, Daqi Lin, Markus Kettunen, Benedikt Bitterli, Ravi Ramamoorthi, Chris Wyman, Matt Pharr, Rohan Sawhney

展开摘要

Monte Carlo rendering algorithms often utilize correlations between pixels to improve efficiency and enhance image quality. For real-time applications in particular, repeated reservoir resampling offers a powerful framework to reuse samples both spatially in an image and temporally across multiple frames. While such techniques achieve equal-error up to 100× faster for real-time direct lighting [Bitterli et al. 2020 ] and global illumination [Ouyang et al. 2021 ; Lin et al. 2021 ], they are still far from optimal. For instance, spatiotemporal resampling often introduces noticeable correlation artifacts, while reservoirs holding more than one sample suffer from impoverishment in the form of duplicate samples. We demonstrate how interleaving Markov Chain Monte Carlo (MCMC) mutations with reservoir resampling helps alleviate these issues, especially in scenes with glossy materials and difficult-to-sample lighting. Moreover, our approach does not introduce any bias, and in practice, we find considerable improvement in image quality with just a single mutation per reservoir sample in each frame.

TOG Paper
DeadWood: Including disturbance and decay in the depiction of digital nature

Adrien Peytavie, James Gain, Eric Guérin, Oscar Argudo, Eric Galin, Adrien Peytavie

展开摘要

The creation of truly believable simulated natural environments remains an unsolved problem in Computer Graphics. This is, in part, due to a lack of visual variety. In nature, apart from variation due to abiotic and biotic growth factors, a significant role is played by disturbance events, such as fires, windstorms, disease, and death and decay processes, which give rise to both standing dead trees (snags) and downed woody debris (logs). For instance, snags constitute on average 10% of unmanaged forests by basal area, and logs account for 2 \(\frac{1}{2}\) times this quantity. While previous systems have incorporated individual elements of disturbance (e.g., forest fires) and decay (e.g., the formation of humus), there has been no unifying treatment, perhaps because of the challenge of matching simulation results with generated geometric models. In this paper, we present a framework that combines an ecosystem simulation, which explicitly incorporates disturbance events and decay processes, with a model realization process, which balances the uniqueness arising from life history with the need for instancing due to memory constraints. We tested our hypothesis concerning the visual impact of disturbance and decay with a two-alternative forced-choice experiment ( n = 116). Our findings are that the presence of dead wood in various forms, as snags or logs, significantly improves the believability of natural scenes, while, surprisingly, general variation in the number of model instances, with up to 8 models per species, and a focus on disturbance events, does not.

TOG Paper
DMHomo: Learning Homography with Diffusion Models

Haipeng Li, Hai Jiang, Ao Luo, Ping Tan, Haoqiang Fan, Bing Zeng, Shuaicheng Liu, Haipeng Li

展开摘要

Supervised homography estimation methods face a challenge due to the lack of adequate labeled training data. To address this issue, we propose DMHomo , a diffusion model-based framework for supervised homography learning. This framework generates image pairs with accurate labels, realistic image content, and realistic interval motion, ensuring that they satisfy adequate pairs. We utilize unlabeled image pairs with pseudo labels such as homography and dominant plane masks, computed from existing methods, to train a diffusion model that generates a supervised training dataset. To further enhance performance, we introduce a new probabilistic mask loss, which identifies outlier regions through supervised training, and an iterative mechanism to optimize the generative and homography models successively. Our experimental results demonstrate that DMHomo effectively overcomes the scarcity of qualified datasets in supervised homography learning and improves generalization to real-world scenes. The code and dataset are available at GitHub ( https://github.com/lhaippp/DMHomo ).

TOG Paper
DAE-Net: Deforming Auto-Encoder for Fine-grained Shape Co-segmentation

Zhiqin Chen, Qimin Chen, Hang Zhou, Hao Zhang

展开摘要

We present an unsupervised 3D shape co-segmentation method which learns a set of deformable part templates from a shape collection. To accommodate structural variations in the collection, our network composes each shape by a selected subset of template parts which are affine-transformed. To maximize the expressive power of the part templates, we introduce a per-part deformation network to enable the modeling of diverse parts with substantial geometry variations, while imposing constraints on the deformation capacity to ensure fidelity to the originally represented parts. We also propose a training scheme to effectively overcome local minima. Architecturally, our network is a branched autoencoder, with a CNN encoder taking a voxel shape as input and producing per-part transformation matrices, latent codes, and part existence scores, and the decoder outputting point occupancies to define the reconstruction loss. Our network, coined DAE-Net for Deforming Auto-Encoder, can achieve unsupervised 3D shape co-segmentation that yields fine-grained, compact, and meaningful parts that are consistent across diverse shapes. We conduct extensive experiments on the ShapeNet Part dataset, DFAUST, and an animal subset of Objaverse to show superior performance over prior methods. Code and data are available at https://github.com/czq142857/DAE-Net.

Technical Paper
Cyclogenesis: Simulating Hurricanes and Tornadoes

Jorge Alejandro Amador Herrera, Jonathan Klein, Daoming Liu, Wojtek Pałubicki, Sören Pirk, Dominik L. Michels

展开摘要

Cyclones are large-scale phenomena that result from complex heat and water transfer processes in the atmosphere, as well as from the interaction of multiple hydrometeors , i.e., water and ice particles. When cyclones make landfall, they are considered natural disasters and spawn dread and awe alike. We propose a physically-based approach to describe the 3D development of cyclones in a visually convincing and physically plausible manner. Our approach allows us to capture large-scale heat and water continuity, turbulent microphysical dynamics of hydrometeors, and mesoscale cyclonic processes within the planetary boundary layer. Modeling these processes enables us to simulate multiple hurricane and tornado phenomena. We evaluate our simulations quantitatively by comparing to real data from storm soundings and observations of hurricane landfall from climatology research. Additionally, qualitative comparisons to previous methods are performed to validate the different parts of our scheme. In summary, our model simulates cyclogenesis in a comprehensive way that allows us to interactively render animations of some of the most complex weather events.

Technical Paper