SIGGRAPH 2024 论文列表

ACM SIGGRAPH Conference

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Simplicits: Mesh-free, Geometry-agnostic Elastic Simulation

Vismay Modi, Nicholas Sharp, Or Perel, Shinjiro Sueda, David Levin

展开摘要

The proliferation of 3D representations, from explicit meshes to implicit neural fields and more, motivates the need for simulators agnostic to representation. We present a data-, mesh-, and grid-free solution for elastic simulation for any object in any geometric representation undergoing large, nonlinear deformations. We note that every standard geometric representation can be reduced to an occupancy function queried at any point in space, and we define a simulator atop this common interface. For each object, we fit a small implicit neural network encoding spatially varying weights that act as a reduced deformation basis. These weights are trained to learn physically significant motions in the object via random perturbations. Our loss ensures we find a weight-space basis that best minimizes deformation energy by stochastically evaluating elastic energies through Monte Carlo sampling of the deformation volume. At runtime, we simulate in the reduced basis and sample the deformations back to the original domain. Our experiments demonstrate the versatility, accuracy, and speed of this approach on data including signed distance functions, point clouds, neural primitives, tomography scans, radiance fields, Gaussian splats, surface meshes, and volume meshes, as well as showing a variety of material energies, contact models, and time integration schemes.

Technical Paper
Separate-and-Enhance: Compositional Finetuning for Text-to-image Diffusion Models

Zhipeng Bao, Yijun Li, Krishna Kumar Singh, Yu-Xiong Wang, Martial Hebert

展开摘要

Despite recent significant strides achieved by diffusion-based Text-to-Image (T2I) models, current systems are still less capable of ensuring decent compositional generation aligned with text prompts, particularly for the multi-object generation. In this work, we first show the fundamental reasons for such misalignment by identifying issues related to low attention activation and mask overlaps. Then we propose a compositional finetuning framework with two novel objectives, the Separate loss and the Enhance loss, that reduce object mask overlaps and maximize attention scores, respectively. Unlike conventional test-time adaptation methods, our model, once finetuned on critical parameters, is able to directly perform inference given an arbitrary multi-object prompt, which enhances the scalability and generalizability. Through comprehensive evaluations, our model demonstrates superior performance in image realism, text-image alignment, and adaptability, significantly surpassing established baselines. Furthermore, we show that training our model with a diverse range of concepts enables it to generalize effectively to novel concepts, exhibiting enhanced performance compared to models trained on individual concept pairs.

Technical Paper
Semantic Shape Editing With Parametric Implicit Templates

Uday Kusupati, Mathieu Gaillard, Jean-Marc Thiery, Adrien Kaiser

展开摘要

We propose a semantic shape editing method to edit 3D triangle meshes using parametric implicit surface templates, bene ting from the many advantages o ered by analytical implicit representations, such as in nite resolution and boolean or blending operations. We propose rst a template tting method to optimize its parameters to best capture the input mesh. For subsequent template edits, our novel mesh deformation method allows tracking the template's 0-set even when featuring anisotropic stretch and/or local volume change. We make few assumptions on the template implicit elds and only strictly require continuity. We demonstrate applications to interactive semantic shape editing and semantic mesh retargeting.

Technical Paper
Semantic Gesticulator: Semantics-aware Co-speech Gesture Synthesis

Zeyi Zhang, Tenglong Ao, Yuyao Zhang, Qingzhe Gao, Chuan Lin, Baoquan Chen, Libin Liu

展开摘要

In this work, we present Semantic Gesticulator , a novel framework designed to synthesize realistic gestures accompanying speech with strong semantic correspondence. Semantically meaningful gestures are crucial for effective non-verbal communication, but such gestures often fall within the long tail of the distribution of natural human motion. The sparsity of these movements makes it challenging for deep learning-based systems, trained on moderately sized datasets, to capture the relationship between the movements and the corresponding speech semantics. To address this challenge, we develop a generative retrieval framework based on a large language model. This framework efficiently retrieves suitable semantic gesture candidates from a motion library in response to the input speech. To construct this motion library, we summarize a comprehensive list of commonly used semantic gestures based on findings in linguistics, and we collect a high-quality motion dataset encompassing both body and hand movements. We also design a novel GPT-based model with strong generalization capabilities to audio, capable of generating high-quality gestures that match the rhythm of speech. Furthermore, we propose a semantic alignment mechanism to efficiently align the retrieved semantic gestures with the GPT's output, ensuring the naturalness of the final animation. Our system demonstrates robustness in generating gestures that are rhythmically coherent and semantically explicit, as evidenced by a comprehensive collection of examples. User studies confirm the quality and human-likeness of our results, and show that our system outperforms state-of-the-art systems in terms of semantic appropriateness by a clear margin. We will release the code and dataset for academic research.

Technical Paper
Self-supervised Video Defocus Deblurring With Atlas Learning

Lingyan Ruan, Mojtaba Bemana, Krzysztof Wolski, Martin Bálint, Hans-Peter Seidel, Karol Myszkowski, Bin Chen

展开摘要

Misfocus is ubiquitous for almost all video producers, degrading video quality and often causing expensive delays and reshoots. Current autofocus (AF) systems are vulnerable to sudden disturbances such as subject movement or lighting changes commonly present in real-world and on-set conditions. Single image defocus deblurring methods are temporally unstable when applied to videos and cannot recover details obscured by temporally varying defocus blur. In this paper, we present an end-to-end solution that allows users to correct misfocus during post-processing. Our method generates and parameterizes defocused videos into sharp layered neural atlases and propagates consistent focus tracking back to the video frames. We introduce a novel differentiable disk blur layer for more accurate point spread function (PSF) simulation, coupled with a circle of confusion (COC) map estimation module with knowledge transferred from the current single image defocus deblurring (SIDD) networks. Our pipeline offers consistent, sharp video reconstruction and effective subject-focus correction and tracking directly on the generated atlases. Furthermore, by adopting our approach, we achieve comparable results to the state-of-the-art optical flow estimation approach from defocus videos.

Technical Paper
Self-Supervised High Dynamic Range Imaging: What Can Be Learned from a Single 8-bit Video?

Francesco Banterle, Demetris Marnerides, Thomas Bashford-Rogers, Kurt Debattista, Francesco Banterle

展开摘要

Recently, Deep Learning-based methods for inverse tone mapping standard dynamic range (SDR) images to obtain high dynamic range (HDR) images have become very popular. These methods manage to fill over-exposed areas convincingly both in terms of details and dynamic range. To be effective, deep learning-based methods need to learn from large datasets and transfer this knowledge to the network weights. In this work, we tackle this problem from a completely different perspective. What can we learn from a single SDR 8-bit video? With the presented self-supervised approach, we show that, in many cases, a single SDR video is sufficient to generate an HDR video of the same quality or better than other state-of-the-art methods.

TOG Paper
Seamless Parametrization in Penner Coordinates

Ryan Capouellez, Denis Zorin

展开摘要

We introduce a conceptually simple and efficient algorithm for seamless parametrization, a key element in constructing quad layouts and texture charts on surfaces. More specifically, we consider the construction of parametrizations with prescribed holonomy signatures i.e., a set of angles at singularities, and rotations along homology loops, preserving which is essential for constructing parametrizations following an input field, as well as for user control of the parametrization structure. Our algorithm performs exceptionally well on a large dataset based on Thingi10k [Zhou and Jacobson 2016], (16156 meshes) as well as on a challenging smaller dataset of [Myles et al. 2014], converging, on average, in 9 iterations. Although the algorithm lacks a formal mathematical guarantee, presented empirical evidence and the connections between convex optimization and closely related algorithms, suggest that a similar formulation can be found for this algorithm in the future.

Technical Paper
Scintilla: Simulating Combustible Vegetation for Wildfires

Andrzej Kokosza, Helge Wrede, Daniel Gonzalez Esparza, Milosz Makowski, Daoming Liu, Dominik L. Michels, Soren Pirk, Wojtek Palubicki

展开摘要

Wildfires are a complex physical phenomenon that involves the combustion of a variety of flammable materials ranging from fallen leaves and dried twigs to decomposing organic material and living flora. All these materials can potentially act as fuel with different properties that determine the progress and severity of a wildfire. In this paper, we propose a novel approach for simulating the dynamic interaction between the varying components of a wildfire, including processes of convection, combustion and heat transfer between vegetation, soil and atmosphere. We propose a novel representation of vegetation that includes detailed branch geometry, fuel moisture, and distribution of grass, fine fuel, and duff. Furthermore, we model the ignition, generation, and transport of fire by firebrands and embers. This allows simulating and rendering virtual 3D wildfires that realistically capture key aspects of the process, such as progressions from ground to crown fires, the impact of embers carried by wind, and the effects of fire barriers and other human intervention methods. We evaluate our approach through numerous experiments and based on comparisons to real-world wildfire data.

Technical Paper
Scale-invariant Monocular Depth Estimation via SSI Depth

S. Mahdi H. Miangoleh, Mahesh Reddy, Yağız Aksoy

展开摘要

Existing methods for scale-invariant monocular depth estimation (SI MDE) often struggle due to the complexity of the task, and limited and non-diverse datasets, hindering generalizability in real-world scenarios. This is while shift-and-scale-invariant (SSI) depth estimation, simplifying the task and enabling training with abundant stereo datasets achieves high performance. We present a novel approach that leverages SSI inputs to enhance SI depth estimation, streamlining the network’s role and facilitating in-the-wild generalization for SI depth estimation while only using a synthetic dataset for training. Emphasizing the generation of high-resolution details, we introduce a novel sparse ordinal loss that substantially improves detail generation in SSI MDE, addressing critical limitations in existing approaches. Through in-the-wild qualitative examples and zero-shot evaluation we substantiate the practical utility of our approach in computational photography applications, showcasing its ability to generate highly detailed SI depth maps and achieve generalization in diverse scenarios.

Technical Paper
Saccade-contingent Rendering

Yuna Kwak, Eric Penner, Xuan Wang, Mohammad R. Saeedpour-Parizi, Olivier Mercier, Xiuyun Wu, Scott Murdison, Phillip Guan

展开摘要

Battery-constrained power consumption, compute limitations, and high frame rate requirements in head-mounted displays present unique challenges in the drive to present increasingly immersive and comfortable imagery in virtual reality. However, humans are not equally sensitive to all regions of the visual field, and perceptually-optimized rendering techniques are increasingly utilized to address these bottlenecks. Many of these techniques are gaze-contingent and often render reduced detail away from a user’s fixation. Such techniques are dependent on spatio-temporally-accurate gaze tracking and can result in obvious visual artifacts when eye tracking is inaccurate. In this work we present a gaze-contingent rendering technique which only requires saccade detection, bypassing the need for highly-accurate eye tracking. In our first experiment, we show that visual acuity is reduced for several hundred milliseconds after a saccade. In our second experiment, we use these results to reduce the rendered image resolution after saccades in a controlled psychophysical setup, and find that observers cannot discriminate between saccade-contingent, reduced-resolution rendering and full-resolution rendering under certain conditions identified in Experiment 1. Finally, in our third experiment, we introduce a 90 pixels per degree headset and validate our saccade-contingent rendering method under typical VR viewing conditions.

Technical Paper
ST-4DGS: Spatial-Temporally Consistent 4D Gaussian Splatting for Efficient Dynamic Scene Rendering

Deqi Li, Shi-Sheng Huang, Hua Huang, Zhiyuan Lu, Xinran Duan

展开摘要

Dynamic scene rendering at any novel view continues to be a difficult but important task, especially for high-fidelity rendering quality with efficient rendering speed. The recent 3D Gaussian Splatting, i.e., 3DGS, shows great success for static scene rendering with impressive quality at a very efficient speed. However, the extension of 3DGS from static scene to dynamic 4DGS is still challenging, even for scenes with modest amounts of foreground object movement (such as a human moving an object). This paper proposes a novel spatial-temporally 4D Gaussian Splatting, i.e., ST-4DGS, which aims at the spatial-temporally persistent dynamic rendering quality and maintains real-time rendering efficiency. The key ideas of ST-4DGS are two novel mechanisms: (1) a novel spatial-temporal 4D Gaussian Splatting with a motion-aware shape regularization, and (2) a spatial-temporal joint density control mechanism. The proposed mechanisms efficiently prevent the compactness degeneration of the 4D Gaussian representation during dynamic scene learning, thus leading to spatial-temporally consistent dynamic rendering quality. With extensive evaluation on public datasets, our ST-4DGS can achieve much better dynamic rendering quality than previous approaches, such as 4DGS, HexPlane, K-Plane, 4K4D, etc, and in a more efficient rendering speed for persistent dynamic rendering. To our best knowledge, ST-4DGS is a new state-of-the-art 4D Gaussian Splatting for high-fidelity dynamic rendering, especially ensuring the spatial-temporally consistent rendering quality in scenes with modest movement. The code is available at https://github.com/wanglids/ST-4DGS.

Technical Paper
SMERF: Streamable Memory Efficient Radiance Fields for Real-time Large-scene Exploration

Daniel Duckworth, Peter Hedman, Christian Reiser, Peter Zhizhin, Jean-François Thibert, Mario Lučić, Richard Szeliski, Jonathan T. Barron

展开摘要

Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. We introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m 2 at a volumetric resolution of 3.5 mm 3 . Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our method enables full six degrees of freedom navigation in a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.

Technical Paper
SMEAR: Stylized Motion Exaggeration With ARt-direction

Jean Basset, Pierre Bénard, Pascal Barla

展开摘要

Smear frames are routinely used by artists for the expressive depiction of motion in animations. In this paper, we present an automatic, yet art-directable method for the generation of smear frames in 3D, with a focus on elongated in-betweens where an object is stretched along its trajectory. It takes as input a key-framed animation of a 3D mesh, and outputs a deformed version of this mesh for each frame of the animation, while providing for artistic refinement at the end of the animation process and prior to rendering.

Technical Paper
Robust Containment Queries Over Collections of Rational Parametric Curves via Generalized Winding Numbers

Jacob Spainhour, David Gunderman, Kenneth Weiss

展开摘要

Point containment queries for regions bound by watertight geometric surfaces, i.e., closed and without self-intersections, can be evaluated straightforwardly with a number of well-studied algorithms. When this assumption on domain geometry is not met, such methods are either unusable, or prone to misclassifications that can lead to cascading errors in downstream applications. More robust point classification schemes based on generalized winding numbers have been proposed, as they are indifferent to these imperfections. However, existing algorithms are limited to point clouds and collections of linear elements. We extend this methodology to encompass more general curved shapes with an algorithm that evaluates the winding number scalar field over unstructured collections of rational parametric curves. In particular, we evaluate the winding number for each curve independently, making the derived containment query robust to how the curves are arranged. We ensure geometric fidelity in our queries by treating each curve as equivalent to an adaptively constructed polyline that provably has the same generalized winding number at the point of interest. Our algorithm is numerically stable for points that are arbitrarily close to the model, and explicitly treats points that are coincident with curves. We demonstrate the improvements in computational performance granted by this method over conventional techniques as well as the robustness induced by its application.

Technical Paper
Rip-NeRF: Anti-aliasing Radiance Fields With Ripmap-encoded Platonic Solids

Junchen Liu, Wenbo Hu, Zhuo Yang, Jianteng Chen, Guoliang Wang, Xiaoxue Chen, Yantong Cai, Huan-ang Gao, Hao Zhao

展开摘要

Despite significant advancements in Neural Radiance Fields (NeRFs), the renderings may still suffer from aliasing and blurring artifacts, since it remains a fundamental challenge to effectively and efficiently characterize anisotropic areas induced by the cone-casting procedure. This paper introduces a Ripmap-Encoded Platonic Solid representation to precisely and efficiently featurize 3D anisotropic areas, achieving high-fidelity anti-aliased renderings. Central to our approach are two key components: Platonic Solid Projection and Ripmap encoding. The Platonic Solid Projection factorizes the 3D space onto the unparalleled faces of a certain Platonic solid, such that the anisotropic 3D areas can be projected onto planes with distinguishable characterization. Meanwhile, each face of the Platonic solid is encoded by the Ripmap encoding, which is constructed by anisotropically pre-filtering a learnable feature grid, to enable featurzing the projected anisotropic areas both precisely and efficiently by the anisotropic area-sampling. Extensive experiments on both well-established synthetic datasets and a newly captured real-world dataset demonstrate that our Rip-NeRF attains state-of-the-art rendering quality, particularly excelling in the fine details of repetitive structures and textures, while maintaining relatively swift training times, as shown in Fig. 1. The source code and data for this paper are at https://github.com/JunchenLiu77/Rip-NeRF.

Technical Paper
Repulsive Shells

Josua Sassen, Henrik Schumacher, Martin Rumpf, Keenan Crane

展开摘要

This paper develops a shape space framework for collision-aware geometric modeling, where basic geometric operations automatically avoid inter-penetration. Shape spaces are a powerful tool for surface modeling, shape analysis, nonrigid motion planning, and animation, but past formulations permit nonphysical intersections. Our framework augments an existing shape space using a repulsive energy such that collision avoidance becomes a first-class property, encoded in the Riemannian metric itself. In turn, tasks like intersection-free shape interpolation or motion extrapolation amount to simply computing geodesic paths via standard numerical algorithms. To make optimization practical, we develop an adaptive collision penalty that prevents mesh self-intersection, and converges to a meaningful limit energy under refinement. The final algorithms apply to any category of shape, and do not require a dataset of examples, training, rigging, nor any other prior information. For instance, to interpolate between two shapes we need only a single pair of meshes with the same connectivity. We evaluate our method on a variety of challenging examples from modeling and animation.

Technical Paper
Recompose Grammars for Procedural Architecture

Niklaus Houska, Cheryl Lau, Matthias Specht

展开摘要

We present the novel grammar language Recomp for the procedural modeling of architecture. In grammar-based approaches, the procedural refinement process is based on shape subdivisions. This process of decomposition results in disconnected subparts, which not only restricts the geometric expressiveness but also limits the control over an appropriate shape granularity needed to coordinate design decisions. Recomp overcomes these limitations by extending grammar languages with the recomposition ability. Fundamental is the concept of rule inlining, allowing for the topological recomposition of edited subparts by collapsing a shape subtree into one single shape on which derivation can continue. This is completed with a versatile geometry tagging system, allowing authors to compile and transport context information at any level of detail and gain full control over the geometry independent of the structure of the shape tree. Through various examples, we demonstrate the power of Recomp in procedural layout and mass modeling, as well as its capabilities in facilitating context-sensitive design.

Technical Paper
RealFill: Reference-driven Generation for Authentic Image Completion

Luming Tang, Nataniel Ruiz, Qinghao Chu, Yuanzhen Li, Aleksander Holynski, David E. Jacobs, Bharath Hariharan, Yael Pritch, Neal Wadhwa, Kfir Aberman, Michael Rubinstein

展开摘要

Recent advances in generative imagery have brought forth outpainting and inpainting models that can produce high-quality, plausible image content in unknown regions. However, the content these models hallucinate is necessarily inauthentic, since they are unaware of the true scene. In this work, we propose RealFill, a novel generative approach for image completion that fills in missing regions of an image with the content that should have been there. RealFill is a generative inpainting model that is personalized using only a few reference images of a scene. These reference images do not have to be aligned with the target image, and can be taken with drastically varying viewpoints, lighting conditions, camera apertures, or image styles. Once personalized, RealFill is able to complete a target image with visually compelling contents that are faithful to the original scene. We evaluate RealFill on a new image completion benchmark that covers a set of diverse and challenging scenarios, and find that it outperforms existing approaches by a large margin. Project page: https://realfill.github.io.

Technical Paper
Real-time Wing Deformation Simulations for Flying Insects

Qiang Chen, Zhigang Deng, Feng Li, Yuming Fang, Tingsong Lu, Yang Tong, Yifan Zuo

展开摘要

Realistic simulation of the intricate wing deformations seen in flying insects not only deepens our comprehension of insect flight mechanics but also opens up numerous applications in fields such as computer animation and virtual reality. Despite its importance, this research area has been relatively underexplored due to the complex and diverse wing structures and the intricate patterns of deformation. This paper presents an efficient skeleton-driven model specifically designed to real-time simulate realistic wing deformations across a wide range of flying insects. Our approach begins with the construction of a virtual skeleton that accurately reflects the distinct morphological characteristics of individual insect species. This skeleton serves as the foundation for the simulation of the intricate deformation wave propagation often observed in wing deformations. To faithfully reproduce the bending effect seen in these deformations, we introduce both internal and external forces that act on the wing joints, drawing on periodic wing-beat motion and a simplified aerodynamics model. Additionally, we utilize mass-spring algorithms to simulate the inherent elasticity of the wings, helping to prevent excessive twisting. Through various simulation experiments, comparisons, and user studies, we demonstrate the effectiveness, robustness, and adaptability of our model.

Technical Paper