SIGGRAPH 2024 论文列表

ACM SIGGRAPH Conference

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Real-time Physically Guided Hair Interpolation

Jerry Hsu, Tongtong Wang, Zherong Pan, Xifeng Gao, Cem Yuksel, Kui Wu

展开摘要

Strand-based hair simulations have recently become increasingly popular for a range of real-time applications. However, accurately simulating the full number of hair strands remains challenging. A commonly employed technique involves simulating a subset of guide hairs to capture the overall behavior of the hairstyle. Details are then enriched by interpolation using linear skinning. Hair interpolation enables fast real-time simulations but frequently leads to various artifacts during runtime. As the skinning weights are often pre-computed, substantial variations between the initial and deformed shapes of the hair can cause severe deviations in fine hair geometry. Straight hairs may become kinked, and curly hairs may become zigzags. This work introduces a novel physical-driven hair interpolation scheme that utilizes existing simulated guide hair data. Instead of directly operating on positions, we interpolate the internal forces from the guide hairs before efficiently reconstructing the rendered hairs based on their material model. We formulate our problem as a constraint satisfaction problem for which we present an efficient solution. Further practical considerations are addressed using regularization terms that regulate penetration avoidance and drift correction. We have tested various hairstyles to illustrate that our approach can generate visually plausible rendered hairs with only a few guide hairs and minimal computational overhead, amounting to only about 20% of conventional linear hair interpolation. This efficiency underscores the practical viability of our method for real-time applications.

Technical Paper
Real-time Path Guiding Using Bounding Voxel Sampling

Haolin Lu, Wesley Chang, Trevor Hedstrom, Tzu-Mao Li

展开摘要

We propose a real-time path guiding method, Voxel Path Guiding (VXPG), that significantly improves fitting efficiency under limited sampling budget. Our key idea is to use a spatial irradiance voxel data structure across all shading points to guide the location of path vertices. For each frame, we first populate the voxel data structure with irradiance and geometry information. To sample from the data structure for a shading point, we need to select a voxel with high contribution to that point. To importance sample the voxels while taking visibility into consideration, we adapt techniques from offline many-lights rendering by clustering pairs of shading points and voxels. Finally, we unbiasedly sample within the selected voxel while taking the geometry inside into consideration. Our experiments show that VXPG achieves significantly lower perceptual error compared to other real-time path guiding and virtual point light methods under equal-time comparison. Furthermore, our method does not rely on temporal information, but can be used together with other temporal reuse sampling techniques such as ReSTIR to further improve sampling efficiency.

Technical Paper
Real-time Neural Woven Fabric Rendering

Xiang Chen, Lu Wang, Beibei Wang

展开摘要

Woven fabrics are widely used in applications of realistic rendering, where real-time capability is also essential. However, rendering realistic woven fabrics in real time is challenging due to their complex structure and optical appearance, which cause aliasing and noise without many samples. The core of this issue is a multi-scale representation of the fabric shading model, which allows for a fast range query. Some previous neural methods deal with the issue at the cost of training on each material, which limits their practicality. In this paper, we propose a lightweight neural network to represent different types of woven fabrics at different scales. Thanks to the regularity and repetitiveness of woven fabric patterns, our network can encode fabric patterns and parameters as a small latent vector, which is later interpreted by a small decoder, enabling the representation of different types of fabrics. By applying the pixel’s footprint as input, our network achieves multi-scale representation. Moreover, our network is fast and occupies little storage because of its lightweight structure. As a result, our method achieves rendering and editing woven fabrics at nearly 60 frames per second on an RTX 3090, showing a quality close to the ground truth and being free from visible aliasing and noise.

Technical Paper
Real-time Hair Rendering With Hair Meshes

Gaurav Bhokare, Eisen Montalvo, Elie Diaz, Cem Yuksel

展开摘要

Hair meshes are known to be effective for modeling and animating hair in computer graphics. We present how the hair mesh structure can be used for efficiently rendering strand-based hair models on the GPU with on-the-fly geometry generation that provides orders of magnitude reduction in storage and memory bandwidth. We use mesh shaders to carefully distribute the computation and a custom texture layout for offloading a part of the computation to the hardware texture units. We also present a set of procedural styling operations to achieve hair strand variations for a wide range of hairstyles and a consistent coordinate-frame generation approach to attach these variations to an animating/deforming hair mesh. Finally, we describe level-of-detail techniques for improving the performance of rendering distant hair models. Our results show an unprecedented level of performance with strand-based hair rendering, achieving hundreds of full hair models animated and rendered at real-time frame rates on a consumer GPU.

Technical Paper
Real-Time Neural Appearance Models

Tizian Zeltner, Fabrice Rousselle, Andrea Weidlich, Petrik Clarberg, Jan Novák, Benedikt Bitterli, Alex Evans, Tomáš Davidovič, Simon Kallweit, Aaron Lefohn, Tizian Zeltner

展开摘要

We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior—transformation of directions into learned shading frames—facilitates accurate reconstruction of mesoscale effects. The second prior—a microfacet sampling distribution—allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.

TOG Paper
Reach for the Arcs: Reconstructing Surfaces From SDFs via Tangent Points

Silvia Sellán, Yingying Ren, Christopher Batty, Oded Stein

展开摘要

We introduce an algorithm to reconstruct a mesh from discrete samples of a shape’s Signed Distance Function (SDF). A simple geometric reinterpretation of the SDF lets us formulate the problem through a point cloud, from which a surface can be extracted with existing techniques. We extract all possible information from the SDF data, outperforming commonly used algorithms and imposing no topological or geometric restrictions.

Technical Paper
ReFiNe: Recursive Field Networks for Cross-modal Multi-scene Representation

Sergey Zakharov, Katherine Liu, Adrien Gaidon, Rares Ambrus

展开摘要

The common trade-offs of state-of-the-art methods for multi-shape representation (a single model "packing" multiple objects) involve trading modeling accuracy against memory and storage. We show how to encode multiple shapes represented as continuous neural fields with a higher degree of precision than previously possible and with low memory usage. Key to our approach is a recursive hierarchical formulation that exploits object self-similarity, leading to a highly compressed and efficient shape latent space. Thanks to the recursive formulation, our method supports spatial and global-to-local latent feature fusion without needing to initialize and maintain auxiliary data structures, while still allowing for continuous field queries to enable applications such as raytracing. In experiments on a set of diverse datasets, we provide compelling qualitative results and demonstrate state-of-the-art multi-scene reconstruction and compression results with a single network per dataset.

Technical Paper
Ray Tracing Harmonic Functions

Mark Gillespie, Denise Yang, Mario Botsch, Keenan Crane

展开摘要

Sphere tracing is a fast and high-quality method for visualizing surfaces encoded by signed distance functions (SDFs). We introduce a similar method for a completely different class of surfaces encoded by harmonic functions , opening up rich new possibilities for visual computing. Our starting point is similar in spirit to sphere tracing: using conservative Harnack bounds on the growth of harmonic functions, we develop a Harnack tracing algorithm for visualizing level sets of harmonic functions, including those that are angle-valued and exhibit singularities. The method takes much larger steps than naïve ray marching, avoids numerical issues common to generic root finding methods and, like sphere tracing, needs only perform pointwise evaluation of the function at each step. For many use cases, the method is fast enough to run real time in a shader program. We use it to visualize smooth surfaces directly from point clouds (via Poisson surface reconstruction) or polygon soup (via generalized winding numbers) without linear solves or mesh extraction. We also use it to visualize nonplanar polygons (possibly with holes), surfaces from architectural geometry, mesh "exoskeletons", and key mathematical objects including knots, links, spherical harmonics, and Riemann surfaces. Finally we show that, at least in theory, Harnack tracing provides an alternative mechanism for visualizing arbitrary implicit surfaces.

Technical Paper
Radar Fields: Frequency-space Neural Scene Representations for FMCW Radar

David Borts, Erich Liang, Jipeng Sun, Tim Broedermann, David Brueggemann, Christos Sakaridis, Luc Van Gool, Andrea Ramazzina, Edoardo Palladin, Stefanie Walz, Mario Bijelic, Felix Heide

展开摘要

Neural fields have been broadly investigated as scene representations for the reproduction and novel generation of diverse outdoor scenes, including those autonomous vehicles and robots must handle. While successful approaches for RGB and LiDAR data exist, neural reconstruction methods for radar as a sensing modality have been largely unexplored. Operating at millimeter wavelengths, radar sensors are robust to scattering in fog and rain, and, as such, offer a complementary modality to active and passive optical sensing techniques. Moreover, existing radar sensors are highly cost-effective and deployed broadly in robots and vehicles that operate outdoors. We introduce Radar Fields –- a neural scene reconstruction method designed for active radar imagers. Our approach unites an explicit, physics-informed sensor model with an implicit neural geometry and reflectance model to directly synthesize raw radar measurements and extract scene occupancy. The proposed method does not rely on volume rendering. Instead, we learn fields in Fourier frequency space, supervised with raw radar data. We validate our method’s effectiveness across diverse outdoor scenarios, including urban scenes with dense vehicles and infrastructure, and harsh weather scenarios, where mm-wavelength sensing is favorable.

Technical Paper
RTG-SLAM: Real-time 3D Reconstruction at Scale Using Gaussian Splatting

Zhexi Peng, Tianjia Shao, Yong Liu, Jingke Zhou, Yin Yang, Jingdong Wang, Kun Zhou

展开摘要

We present Real-time Gaussian SLAM (RTG-SLAM), a real-time 3D reconstruction system with an RGBD camera for large-scale environments using Gaussian splatting. The system features a compact Gaussian representation and a highly efficient on-the-fly Gaussian optimization scheme. We force each Gaussian to be either opaque or nearly transparent, with the opaque ones fitting the surface and dominant colors, and transparent ones fitting residual colors. By rendering depth in a different way from color rendering, we let a single opaque Gaussian well fit a local surface region without the need of multiple overlapping Gaussians, hence largely reducing the memory and computation cost. For on-the-fly Gaussian optimization, we explicitly add Gaussians for three types of pixels per frame: newly observed, with large color errors, and with large depth errors. We also categorize all Gaussians into stable and unstable ones, where the stable Gaussians are expected to well fit previously observed RGBD images and otherwise unstable. We only optimize the unstable Gaussians and only render the pixels occupied by unstable Gaussians. In this way, both the number of Gaussians to be optimized and pixels to be rendered are largely reduced, and the optimization can be done in real time. We show real-time reconstructions of a variety of large scenes. Compared with the state-of-the-art NeRF-based RGBD SLAM, our system achieves comparable high-quality reconstruction but with around twice the speed and half the memory cost, and shows superior performance in the realism of novel view synthesis and camera tracking accuracy.

Technical Paper
RGB↔X: Image Decomposition and Synthesis Using Material- and Lighting-aware Diffusion Models

Zheng Zeng, Valentin Deschaintre, Iliyan Georgiev, Yannick Hold-Geoffroy, Yiwei Hu, Fujun Luan, Ling-Qi Yan, Miloš Hašan

展开摘要

The three areas of realistic forward rendering, per-pixel inverse rendering, and generative image synthesis may seem like separate and unrelated sub-fields of graphics and vision. However, recent work has demonstrated improved estimation of per-pixel intrinsic channels (albedo, roughness, metallicity) based on a diffusion architecture; we call this the RGB → X problem. We further show that the reverse problem of synthesizing realistic images given intrinsic channels, X → RGB, can also be addressed in a diffusion framework. Focusing on the image domain of interior scenes, we introduce an improved diffusion model for RGB → X, which also estimates lighting, as well as the first diffusion X → RGB model capable of synthesizing realistic images from (full or partial) intrinsic channels. Our X → RGB model explores a middle ground between traditional rendering and generative models: We can specify only certain appearance properties that should be followed, and give freedom to the model to hallucinate a plausible version of the rest. This flexibility allows using a mix of heterogeneous training datasets that differ in the available channels. We use multiple existing datasets and extend them with our own synthetic and real data, resulting in a model capable of extracting scene properties better than previous work and of generating highly realistic images of interior scenes.

Technical Paper
Quad-optimized Low-discrepancy Sequences

Victor Ostromoukhov, David Coeurjolly, Nicolas Bonneel, Jean-Claude Iehl

展开摘要

The convergence of Monte Carlo integration is given by the uniformity of samples as well as the regularity of the integrand. Despite much effort dedicated to producing excellent, extremely uniform, sampling patterns, the Sobol’ sampler remains unchallenged in production rendering systems. This is not only due to its reasonable quality, but also because it allows for integration in (almost) arbitrary dimension, with arbitrary sample count, while actually producing sequences thus allowing for progressive rendering, with fast sample generation and small memory footprint. We improve over Sobol’ sequences in terms of sample uniformity in consecutive 2-d and 4-d projections, while providing similar practical benefits – sequences, high dimensionality, speed and compactness. We base our contribution on a base-3 Sobol’ construction, involving a search over irreducible polynomials and generator matrices, that produce (1, 4)-sequences or (2,4)-sequences in all consecutive quadruplets of dimensions, and (0, 2)-sequence in all consecutive pairs of dimensions. We provide these polynomials and matrices that may be used as a replacement of Joe & Kuo’s widely used ones, with computational overhead, for moderate-dimensional problems.

Technical Paper
QT-Font: High-efficiency Font Synthesis via Quadtree-based Diffusion Models

Yitian Liu, Zhouhui Lian

展开摘要

Few-shot font generation (FFG) aims to streamline the manual aspects of the font design process. Existing models are capable of generating glyph images in the same style of a few input reference glyphs. However, mainly due to their inefficient glyph representations, these existing FFG methods are limited to generating low-resolution glyph images. To address this problem, we introduce QT-Font, an efficient quadtree-based diffusion model specifically designed for FFG. More specifically, we design a sparse quadtree-based glyph representation to reduce the complexity of the representation space, exhibiting linear complexity and uniqueness. Concurrently, to reduce computational complexity, we propose a U-net model based on the dual quadtree graph network and the discrete diffusion model. Furthermore, a content-aware pooling module is also adopted to lessen the computational demands of the diffusion process. Qualitative and quantitative experiments have been conducted to demonstrate that our QT-Font, compared to existing approaches, can generate high-resolution glyph images with superior quality and more visually pleasing details, meanwhile significantly reducing both parameter sizes and computational costs.

Technical Paper
Proxy Tracing: Unbiased Reciprocal Estimation for Optimized Sampling in BDPT

Fujia Su, Bingxuan Li, Qingyang Yin, Yanchen Zhang, Sheng Li

展开摘要

Robust light transport algorithms, particularly bidirectional path tracing (BDPT), face significant challenges when dealing with specular or highly glossy involved paths. BDPT constructs the full path by connecting sub-paths traced individually from the light source and camera. However, it remains difficult to sample by connecting vertices on specular and glossy surfaces with narrow-lobed BSDF, as it poses severe constraints on sampling in the feasible direction. To address this issue, we propose a novel approach, called proxy sampling , that enables efficient sub-path connection of these challenging paths. When a low-contribution specular/glossy connection occurs, we drop out the problematic neighboring vertex next to this specular/glossy vertex from the original path, then retrace an alternative sub-path as a proxy to complement this incomplete path. This newly constructed complete path ensures that the connection adheres to the constraint of the narrow lobe within the BSDF of the specular/glossy surface. Unbiased reciprocal estimation is the key to our method to obtain a probability density function (PDF) reciprocal to ensure unbiased rendering. We derive the reciprocal estimation method and provide an efficiency-optimized setting for efficient sampling and connection. Our method provides a robust tool for substituting problematic paths with favorable alternatives while ensuring unbiasedness. We validate this approach in the probabilistic connections BDPT for addressing specular-involved difficult paths. Experimental results have proved the effectiveness and efficiency of our approach, showcasing high-performance rendering capabilities across diverse settings.

Technical Paper
Proxy Asset Generation for Cloth Simulation in Games

Zhongtian Zheng, Tongtong Wang, Qijia Feng, Zherong Pan, Xifeng Gao, Kui Wu

展开摘要

Simulating high-resolution cloth poses computational challenges in real-time applications. In the gaming industry, the proxy mesh technique offers an alternative, simulating a simplified low-resolution cloth geometry, proxy mesh. This proxy mesh's dynamics drive the detailed high-resolution geometry, visual mesh , through Linear Blended Skinning (LBS). However, generating a suitable proxy mesh with appropriate skinning weights from a given visual mesh is non-trivial, often requiring skilled artists several days for fine-tuning. This paper presents an automatic pipeline to convert an ill-conditioned highresolution visual mesh into a single-layer low-poly proxy mesh. Given that the input visual mesh may not be simulation-ready, our approach then simulates the proxy mesh based on specific use scenarios and optimizes the skinning weights, relying on differential skinning with several well-designed loss functions to ensure the skinned visual mesh appears plausible in the final simulation. We have tested our method on various challenging cloth models, demonstrating its robustness and effectiveness.

Technical Paper
Promptable Game Models: Text-Guided Game Simulation via Masked Diffusion Models

Willi Menapace, Aliaksandr Siarohin, Stéphane Lathuilière, Panos Achlioptas, Vladislav Golyanik, Sergey Tulyakov, Elisa Ricci, Willi Menapace

展开摘要

Neural video game simulators emerged as powerful tools to generate and edit videos. Their idea is to represent games as the evolution of an environment’s state driven by the actions of its agents. While such a paradigm enables users toplaya game action-by-action, its rigidity precludes more semantic forms of control. To overcome this limitation, we augment game models withpromptsspecified as a set ofnatural languageactions anddesired states. The result—a Promptable Game Model (PGM)—makes it possible for a user toplaythe game by prompting it with high- and low-level action sequences. Most captivatingly, our PGM unlocks thedirector’s mode, where the game is played by specifying goals for the agents in the form of a prompt. This requires learning “game AI,” encapsulated by our animation model, to navigate the scene using high-level constraints, play against an adversary, and devise a strategy to win a point. To render the resulting state, we use a compositional NeRF representation encapsulated in our synthesis model. To foster future research, we present newly collected, annotated and calibrated Tennis and Minecraft datasets. Our method significantly outperforms existing neural video game simulators in terms of rendering quality and unlocks applications beyond the capabilities of the current state-of-the-art. Our framework, data, and models are available at snap-research.github.io/promptable-game-models.

TOG Paper
Progressive Dynamics for Cloth and Shell Animation

Jiayi Eris Zhang, Doug James, Danny M. Kaufman

展开摘要

We propose Progressive Dynamics, a coarse-to-fine, level-of-detail simulation method for the physics-based animation of complex frictionally contacting thin shell and cloth dynamics. Progressive Dynamics provides tight-matching consistency and progressive improvement across levels, with comparable quality and realism to high-fidelity, IPC-based shell simulations [Li et al. 2021] at finest resolutions. Together these features enable an efficient animation-design pipeline with predictive coarse-resolution previews providing rapid design iterations for a final, to-be-generated, high-resolution animation. In contrast, previously, to design such scenes with comparable dynamics would require prohibitively slow design iterations via repeated direct simulations on high-resolution meshes. We evaluate and demonstrate Progressive Dynamics's features over a wide range of challenging stress-tests, benchmarks, and animation design tasks. Here Progressive Dynamics efficiently computes consistent previews at costs comparable to coarsest-level direct simulations. Its matching progressive refinements across levels then generate rich, high-resolution animations with high-speed dynamics, impacts, and the complex detailing of the dynamic wrinkling, folding, and sliding of frictionally contacting thin shells and fabrics.

Technical Paper
Primal-dual Non-smooth Friction for Rigid Body Animation

Yi-Lu Chen, Mickaël Ly, Chris Wojtan

展开摘要

Current numerical algorithms for simulating friction fall in one of two camps: smooth solvers sacrifice the stable treatment of static friction in exchange for fast convergence, and non-smooth solvers accurately compute friction at convergence rates that are often prohibitive for large graphics applications. We introduce a novel bridge between these two ideas that computes static and dynamic friction stably and efficiently. Our key idea is to convert the highly constrained non-smooth problem into an unconstrained smooth problem using logarithmic barriers that converges to the exact solution as accuracy increases. We phrase the problem as an interior point primal-dual problem that can be solved efficiently with Newton iteration. We observe quadratic convergence despite the non-smooth nature of the original problem, and our method is well-suited for large systems of tightly packed objects with many contact points. We demonstrate the efficacy of our method with stable piles of grains and stacks of objects, complex granular flows, and robust interlocking assemblies of rigid bodies.

Technical Paper
Preconditioned Nonlinear Conjugate Gradient Method for Real-time Interior-point Hyperelasticity

Xing Shen, Runyuan Cai, Mengxiao Bi, Tangjie Lv

展开摘要

The linear conjugate gradient method is widely used in physical simulation, particularly for solving large-scale linear systems derived from Newton’s method. The nonlinear conjugate gradient method generalizes the conjugate gradient method to nonlinear optimization, which is extensively utilized in solving practical large-scale unconstrained optimization problems. However, it is rarely discussed in physical simulation due to the requirement of multiple vector-vector dot products. Fortunately, with the advancement of GPU-parallel acceleration techniques, it is no longer a bottleneck. In this paper, we propose a Jacobi preconditioned nonlinear conjugate gradient method for elastic deformation using interior-point methods. Our method is straightforward, GPU-parallelizable, and exhibits fast convergence and robustness against large time steps. The employment of the barrier function in interior-point methods necessitates continuous collision detection per iteration to obtain a penetration-free step size, which is computationally expensive and challenging to parallelize on GPUs. To address this issue, we introduce a line search strategy that deduces an appropriate step size in a single pass, eliminating the need for additional collision detection. Furthermore, we simplify and accelerate the computations of Jacobi preconditioning and Hessian-vector product for hyperelasticity and barrier function. Our method can accurately simulate objects comprising over 100,000 tetrahedra in complex self-collision scenarios at real-time speeds.

Technical Paper
Practical Error Estimation for Denoised Monte Carlo Image Synthesis

Arthur Firmino, Ravi Ramamoorthi, Jeppe Revall Frisvad, Henrik Wann Jensen

展开摘要

We present a practical global error estimation technique for Monte Carlo ray tracing combined with deep learning based denoising. Our method uses aggregated estimates of bias and variance to determine the squared error distribution of the pixels. Unlike unbiased estimates for classical Monte Carlo ray tracing, this distribution follows a noncentral chi-squared distribution, under reasonable assumptions. Based on this, we develop a stopping criterion for denoised Monte Carlo image synthesis that terminates rendering once a user specified error threshold has been achieved. Our results demonstrate that our error estimate and stopping criterion work well on a variety of scenes, and that we are able to achieve a given error threshold without the user specifying the number of samples needed.

Technical Paper