SIGGRAPH 2024 论文列表

ACM SIGGRAPH Conference

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A Unified Differentiable Boolean Operator With Fuzzy Logic

Hsueh-Ti Derek Liu, Maneesh Agrawala, Cem Yuksel, Tim Omernick, Vinith Misra, Stefano Corazza, Morgan McGuire, Victor Zordan

展开摘要

This paper presents a unified differentiable boolean operator for implicit solid shape modeling using Constructive Solid Geometry (CSG). Traditional CSG relies on min, max operators to perform boolean operations on implicit shapes. But because these boolean operators are discontinuous and discrete in the choice of operations, this makes optimization over the CSG representation challenging. Drawing inspiration from fuzzy logic, we present a unified boolean operator that outputs a continuous function and is differentiable with respect to operator types. This enables optimization of both the primitives and the boolean operations employed in CSG with continuous optimization techniques, such as gradient descent. We further demonstrate that such a continuous boolean operator allows the modeling of both sharp mechanical objects and smooth organic shapes with the same framework. Our proposed boolean operator opens up new possibilities for future research toward fully continuous CSG optimization.

Technical Paper
A Realistic Multi-scale Surface-based Cloth Appearance Model

Junqiu Zhu, Christophe Hery, Lukas Bode, Carlos Aliaga, Adrian Jarabo, Ling-Qi Yan, Matt Jen-Yuan Chiang

展开摘要

Surface-based cloth appearance models have been rapidly advancing, shifting from detail-less BRDFs to modern per-point shading models with accurate spatially-varying reflection, transmission, and so on. However, the increased complexity has brought about realism-performance trade-offs: from closeup, rendered cloth can be highly inaccurate due to the missing, unaffordable parallax effects; from far away, significant amount of noise will show up since every point can be shaded differently inside a pixel’s footprint. In this paper, we aim at eliminating the trade-off with a realistic multi-scale surface-based cloth appearance model. We propose a comprehensive micro-scale model focusing on correct parallax effects, and a practical meso-scale integration scheme, emphasizing efficiency while losslessly preserving accurate highlights and self-shadowing. We further improve its performance using our novel Clustered Control Variates (CCV) and Summed-Area Table (SAT) integration scheme, and its practicality using an efficient Clustered Principal Component Analysis (C-PCA) compression method. As a result, our multi-scale model achieves a 30 × acceleration compared to the state-of-the-art, is able to represent a variety of realistic cloth appearance, and can be potentially applied in real-time applications.

Technical Paper
A Neural Network Model for Efficient Musculoskeletal-driven Skin Deformation

Yushan Han, Yizhou Chen, Carmichael Ong, Jingyu Chen, Jennifer Hicks, Joseph Teran

展开摘要

We present a comprehensive neural network to model the deformation of human soft tissues including muscle, tendon, fat and skin. Our approach provides kinematic and active correctives to linear blend skinning [Magnenat-Thalmann et al. 1989] that enhance the realism of soft tissue deformation at modest computational cost. Our network accounts for deformations induced by changes in the underlying skeletal joint state as well as the active contractile state of relevant muscles. Training is done to approximate quasistatic equilibria produced from physics-based simulation of hyperelastic soft tissues in close contact. We use a layered approach to equilibrium data generation where deformation of muscle is computed first, followed by an inner skin/fascia layer, and lastly a fat layer between the fascia and outer skin. We show that a simple network model which decouples the dependence on skeletal kinematics and muscle activation state can produce compelling behaviors with modest training data burden. Active contraction of muscles is estimated using inverse dynamics where muscle moment arms are accurately predicted using the neural network to model kinematic musculotendon geometry. Results demonstrate the ability to accurately replicate compelling musculoskeletal and skin deformation behaviors over a representative range of motions, including the effects of added weights in body building motions.

Technical Paper
A Linear Method to Consistently Orient Normals of a 3D Point Cloud

Craig Gotsman, Kai Hormann

展开摘要

Correctly and consistently orienting a set of normal vectors associated with a point cloud sampled from a surface in 3D is a difficult procedure necessary for further downstream processing of sampled 3D geometry, such as surface reconstruction and registration. It is difficult because correct orientation cannot be achieved without global considerations of the entire point cloud. We present an algorithm to orient a given set of normals of a 3D point cloud of size N, whose main computational component is the least-squares solution of an O(N) linear system, mostly sparse, derived from the classical Stokes’ theorem. We show experimentally that our method can successfully orient sets of normals computed locally from point clouds containing a moderate amount of noise, representing also 3D surfaces with non-smooth features (such as corners and edges), in a fraction of the time required by state-of-the-art methods.

Technical Paper
A Heat Method for Generalized Signed Distance

Nicole Feng, Keenan Crane

展开摘要

We introduce a method for approximating the signed distance function (SDF) of geometry corrupted by holes, noise, or self-intersections. The method implicitly defines a completed version of the shape, rather than explicitly repairing the given input. Our starting point is a modified version of the heat method for geodesic distance, which diffuses normal vectors rather than a scalar distribution. This formulation provides robustness akin to generalized winding numbers (GWN) , but provides distance function rather than just an inside/outside classification. Our formulation also offers several features not common to classic distance algorithms, such as the ability to simultaneously fit multiple level sets, a notion of distance for geometry that does not topologically bound any region, and the ability to mix and match signed and unsigned distance. The method can be applied in any dimension and to any spatial discretization, including triangle meshes, tet meshes, point clouds, polygonal meshes, voxelized surfaces, and regular grids. We evaluate the method on several challenging examples, implementing normal offsets and other morphological operations directly on imperfect curve and surface data. In many cases we also obtain an inside/outside classification dramatically more robust than the one obtained provided by GWN.

Technical Paper
A Fully-correlated Anisotropic Micrograin BSDF Model

Simon Lucas, Mickaël Ribardière, Romain Pacanowski, Pascal Barla

展开摘要

We introduce an improved version of the micrograin BSDF model [Lucas et al. 2023] for the rendering of anisotropic porous layers. Our approach leverages the properties of micrograins to take into account the correlation between their height and normal, as well as the correlation between the light and view directions. This allows us to derive an exact analytical expression for the Geometrical Attenuation Factor (GAF), summarizing shadowing and masking inside the porous layer. This fully-correlated GAF is then used to define appropriate mixing weights to blend the BSDFs of the porous and base layers. Furthermore, by generalizing the micrograins shape to anisotropy, combined with their fully-correlated GAF, our improved BSDF model produces effects specific to porous layers such as retro-reflection visible on dust layers at grazing angles or height and color correlation that can be found on rusty materials. Finally, we demonstrate very close matches between our BSDF model and light transport simulations realized with explicit instances of micrograins, thus validating our model.

Technical Paper
A Free-space Diffraction BSDF

Shlomi Steinberg, Ravi Ramamoorthi, Benedikt Bitterli, Arshiya Mollazainali, Eugene d'Eon, Matt Pharr

展开摘要

Free-space diffractions are an optical phenomenon where light appears to "bend" around the geometric edges and corners of scene objects. In this paper we present an efficient method to simulate such effects. We derive an edge-based formulation of Fraunhofer diffraction, which is well suited to the common (triangular) geometric meshes used in computer graphics. Our method dynamically constructs a free-space diffraction BSDF by considering the geometry around the intersection point of a ray of light with an object, and we present an importance sampling strategy for these BSDFs. Our method is unique in requiring only ray tracing to produce free-space diffractions, works with general meshes, requires no geometry preprocessing, and is designed to work with path tracers with a linear rendering equation. We show that we are able to reproduce accurate diffraction lobes, and, in contrast to any existing method, are able to handle complex, real-world geometry. This work serves to connect free-space diffractions to the efficient path tracing tools from computer graphics.

Technical Paper
A Framework for Solving Parabolic Partial Differential Equations on Discrete Domains

Leticia Mattos Da Silva, Oded Stein, Justin Solomon, Leticia Mattos Da Silva

展开摘要

We introduce a framework for solving a class of parabolic partial differential equations on triangle mesh surfaces, including the Hamilton-Jacobi equation and the Fokker-Planck equation. PDE in this class often have nonlinear or stiff terms that cannot be resolved with standard methods on curved triangle meshes. To address this challenge, we leverage a splitting integrator combined with a convex optimization step to solve these PDE. Our machinery can be used to compute entropic approximation of optimal transport distances on geometric domains, overcoming the numerical limitations of the state-of-the-art method. In addition, we demonstrate the versatility of our method on a number of linear and nonlinear PDE that appear in diffusion and front propagation tasks in geometry processing.

TOG Paper
A Dynamic Duo of Finite Elements and Material Points

Xuan Li, Minchen Li, Xuchen Han, Huamin Wang, Yin Yang, Chenfanfu Jiang

展开摘要

This paper presents a novel method to couple Finite Element Methods (FEM), typically employed for modeling Lagrangian solids such as flesh, cloth, hair, and rigid bodies, with Material Point Methods (MPM), which are well-suited for simulating materials undergoing substantial deformation and topology change, including Newtonian/non-Newtonian fluid, granular materials, and fracturing materials. The challenge of coupling these diverse methods arises from their contrasting computational needs: implicit FEM integration is often favored to enjoy stability and large timesteps, while explicit MPM integration benefits from its allowance for efficient GPU optimization and flexibility of applying different plasticity models, which only allows for moderate timesteps. To bridge this gap, a mixed implicit-explicit time integration (IMEX) approach is proposed, utilizing principles from time splitting for partial differential equations and optimization-based time integrators. This method adopts incremental potential contact (IPC) to define a variational frictional contact model between the two materials, serving as the primary coupling mechanism. Our method enables implicit FEM and explicit MPM to coexist with significantly different timestep sizes while preserving two-way coupling. Experimental results demonstrate the potential of our method as a strong foundation for future exploration and enhancement in the field of multi-material simulation.

Technical Paper
A Dual-Particle Approach for Incompressible SPH Fluids

Shusen Liu, Xiaowei He, Yuzhong Guo, Yue Chang, Wencheng Wang, Shusen Liu

展开摘要

Tensile instability is one of the major obstacles to particle methods in fluid simulation, which would cause particles to clump in pairs under tension and prevent fluid simulation to generate small-scale thin features. To address this issue, previous particle methods either use a background pressure or a finite difference scheme to alleviate the particle clustering artifacts, yet still fail to produce small-scale thin features in free-surface flows. In this article, we propose a dual-particle approach for simulating incompressible fluids. Our approach involves incorporating supplementary virtual particles designed to capture and store particle pressures. These pressure samples undergo systematic redistribution at each time step, grounded in the initial positions of the fluid particles. By doing so, we effectively reduce tensile instability in standard SPH by narrowing down the unstable regions for particles experiencing tensile stress. As a result, we can accurately simulate free-surface flows with rich small-scale thin features, such as droplets, streamlines, and sheets, as demonstrated by experimental results.

TOG Paper
A Differential Monte Carlo Solver for the Poisson Equation

Zihan Yu, Lifan Wu, Zhiqian Zhou, Shuang Zhao

展开摘要

The Poisson equation is an important partial differential equation (PDE) with numerous applications in physics, engineering, and computer graphics. Conventional solutions to the Poisson equation require discretizing the domain or its boundary, which can be very expensive for domains with detailed geometries. To overcome this challenge, a family of grid-free Monte Carlo solutions has recently been developed. By utilizing walk-on-sphere (WoS) processes, these techniques are capable of efficiently solving the Poisson equation over complex domains.

Technical Paper
A Construct-optimize Approach to Sparse View Synthesis Without Camera Pose

Kaiwen Jiang, Yang Fu, Mukund Varma T, Yash Belhe, Xiaolong Wang, Hao Su, Ravi Ramamoorthi

展开摘要

Novel view synthesis from a sparse set of input images is a challenging problem of great practical interest, especially when camera poses are absent or inaccurate. Direct optimization of camera poses and usage of estimated depths in neural radiance field algorithms usually do not produce good results because of the coupling between poses and depths, and inaccuracies in monocular depth estimation. In this paper, we leverage the recent 3D Gaussian splatting method to develop a novel construct-and-optimize method for sparse view synthesis without camera poses. Specifically, we construct a solution progressively by using monocular depth and projecting pixels back into the 3D world. During construction, we optimize the solution by detecting 2D correspondences between training views and the corresponding rendered images. We develop a unified differentiable pipeline for camera registration and adjustment of both camera poses and depths, followed by back-projection. We also introduce a novel notion of an expected surface in Gaussian splatting, which is critical to our optimization. These steps enable a coarse solution, which can then be low-pass filtered and refined using standard optimization methods. We demonstrate results on the Tanks and Temples and Static Hikes datasets with as few as three widely-spaced views, showing significantly better quality than competing methods, including those with approximate camera pose information. Moreover, our results improve with more views and outperform previous InstantNGP and Gaussian Splatting algorithms even when using half the dataset.

Technical Paper
4D-Rotor Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes

Yuanxing Duan, Fangyin Wei, Qiyu Dai, Yuhang He, Wenzheng Chen, Baoquan Chen

展开摘要

We consider the problem of novel-view synthesis (NVS) for dynamic scenes. Recent neural approaches have accomplished exceptional NVS results for static 3D scenes, but extensions to 4D time-varying scenes remain non-trivial. Prior efforts often encode dynamics by learning a canonical space plus implicit or explicit deformation fields, which struggle in challenging scenarios like sudden movements or generating high-fidelity renderings. In this paper, we introduce 4D Gaussian Splatting (4DRotorGS), a novel method that represents dynamic scenes with anisotropic 4D XYZT Gaussians, inspired by the success of 3D Gaussian Splatting in static scenes [Kerbl et al. 2023]. We model dynamics at each timestamp by temporally slicing the 4D Gaussians, which naturally compose dynamic 3D Gaussians and can be seamlessly projected into images. As an explicit spatial-temporal representation, 4DRotorGS demonstrates powerful capabilities for modeling complicated dynamics and fine details—especially for scenes with abrupt motions. We further implement our temporal slicing and splatting techniques in a highly optimized CUDA acceleration framework, achieving real-time inference rendering speeds of up to 277 FPS on an RTX 3090 GPU and 583 FPS on an RTX 4090 GPU. Rigorous evaluations on scenes with diverse motions showcase the superior efficiency and effectiveness of 4DRotorGS, which consistently outperforms existing methods both quantitatively and qualitatively.

Technical Paper
3Doodle: Compact Abstraction of Objects With 3D Strokes

Changwoon Choi, Jaeah Lee, Jaesik Park, Young Min Kim

展开摘要

While free-hand sketching has long served as an efficient representation to convey characteristics of an object, they are often subjective, deviating significantly from realistic representations. Moreover, sketches are not consistent for arbitrary viewpoints, making it hard to catch 3D shapes. We propose 3Dooole, generating descriptive and view-consistent sketch images given multi-view images of the target object. Our method is based on the idea that a set of 3D strokes can efficiently represent 3D structural information and render view-consistent 2D sketches. We express 2D sketches as a union of view-independent and view-dependent components. 3D cubic Bézier curves indicate view-independent 3D feature lines, while contours of superquadrics express a smooth outline of the volume of varying viewpoints. Our pipeline directly optimizes the parameters of 3D stroke primitives to minimize perceptual losses in a fully differentiable manner. The resulting sparse set of 3D strokes can be rendered as abstract sketches containing essential 3D characteristic shapes of various objects. We demonstrate that 3Doodle can faithfully express concepts of the original images compared with recent sketch generation approaches. 1

Technical Paper
3D-Layers: Bringing Layer-based Color Editing to VR Painting

Emilie Yu, Fanny Chevalier, Karan Singh, Adrien Bousseau

展开摘要

The ability to represent artworks as stacks of layers is fundamental to modern graphics design, as it allows artists to easily separate visual elements, edit them in isolation, and blend them to achieve rich visual effects. Despite their ubiquity in 2D painting software, layers have not yet made their way to VR painting, where users paint strokes directly in 3D space by gesturing a 6-degrees-of-freedom controller. But while the concept of a stack of 2D layers was inspired by real-world layers in cell animation, what should 3D layers be? We propose to define 3D-Layers as groups of 3D strokes, and we distinguish the ones that represent 3D geometry from the ones that represent color modifications of the geometry. We call the former substrate layers and the latter appearance layers. Strokes in appearance layers modify the color of the substrate strokes they intersect. Thanks to this distinction, artists can define sequences of color modifications as stacks of appearance layers, and edit each layer independently to finely control the final color of the substrate. We have integrated 3D-Layers into a VR painting application and we evaluate its flexibility and expressiveness by conducting a usability study with experienced VR artists.

Technical Paper
3D Gaussian Splatting With Deferred Reflection

Keyang Ye, Qiming Hou, Kun Zhou

展开摘要

The advent of neural and Gaussian-based radiance field methods have achieved great success in the field of novel view synthesis. However, specular reflection remains non-trivial, as the high frequency radiance field is notoriously difficult to fit stably and accurately. We present a deferred shading method to effectively render specular reflection with Gaussian splatting. The key challenge comes from the environment map reflection model, which requires accurate surface normal while simultaneously bottlenecks normal estimation with discontinuous gradients. We leverage the per-pixel reflection gradients generated by deferred shading to bridge the optimization process of neighboring Gaussians, allowing nearly correct normal estimations to gradually propagate and eventually spread over all reflective objects. Our method significantly outperforms state-of-the-art techniques and concurrent work in synthesizing high-quality specular reflection effects, demonstrating a consistent improvement of peak signal-to-noise ratio (PSNR) for both synthetic and real-world scenes, while running at a frame rate almost identical to vanilla Gaussian splatting.

Technical Paper
3D Gaussian Blendshapes for Head Avatar Animation

Shengjie Ma, Yanlin Weng, Tianjia Shao, Kun Zhou

展开摘要

We introduce 3D Gaussian blendshapes for modeling photorealistic head avatars. Taking a monocular video as input, we learn a base head model of neutral expression, along with a group of expression blendshapes, each of which corresponds to a basis expression in classical parametric face models. Both the neutral model and expression blendshapes are represented as 3D Gaussians, which contain a few properties to depict the avatar appearance. The avatar model of an arbitrary expression can be effectively generated by combining the neutral model and expression blendshapes through linear blending of Gaussians with the expression coefficients. High-fidelity head avatar animations can be synthesized in real time using Gaussian splatting. Compared to state-of-the-art methods, our Gaussian blendshape representation better captures high-frequency details exhibited in input video, and achieves superior rendering performance.

Technical Paper
2D Gaussian Splatting for Geometrically Accurate Radiance Fields

Binbin Huang, Zehao Yu, Anpei Chen, Andreas Geiger, Shenghua Gao

展开摘要

3D Gaussian Splatting (3DGS) has recently revolutionized radiance field reconstruction, achieving high quality novel view synthesis and fast rendering speed. However, 3DGS fails to accurately represent surfaces due to the multi-view inconsistent nature of 3D Gaussians. We present 2D Gaussian Splatting (2DGS), a novel approach to model and reconstruct geometrically accurate radiance fields from multi-view images. Our key idea is to collapse the 3D volume into a set of 2D oriented planar Gaussian disks. Unlike 3D Gaussians, 2D Gaussians provide view-consistent geometry while modeling surfaces intrinsically. To accurately recover thin surfaces and achieve stable optimization, we introduce a perspective-accurate 2D splatting process utilizing ray-splat intersection and rasterization. Additionally, we incorporate depth distortion and normal consistency terms to further enhance the quality of the reconstructions. We demonstrate that our differentiable renderer allows for noise-free and detailed geometry reconstruction while maintaining competitive appearance quality, fast training speed, and real-time rendering. Project page at https://surfsplatting.github.io.

Technical Paper