SIGGRAPH 2024 论文列表

ACM SIGGRAPH Conference

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Neural Bounding

Stephanie Wenxin Liu, Michael Fischer, Paul D. Yoo, Tobias Ritschel

展开摘要

Bounding volumes are an established concept in computer graphics and vision tasks but have seen little change since their early inception. In this work, we study the use of neural networks as bounding volumes. Our key observation is that bounding, which so far has primarily been considered a problem of computational geometry, can be redefined as a problem of learning to classify space into free or occupied. This learning-based approach is particularly advantageous in high-dimensional spaces, such as animated scenes with complex queries, where neural networks are known to excel. However, unlocking neural bounding requires a twist: allowing – but also limiting – false positives, while ensuring that the number of false negatives is strictly zero. We enable such tight and conservative results using a dynamically-weighted asymmetric loss function. Our results show that our neural bounding produces up to an order of magnitude fewer false positives than traditional methods. In addition, we propose an extension of our bounding method using early exits that accelerates query speeds by 25 %. We also demonstrate that our approach is applicable to non-deep learning models that train within seconds. Our project page is at https://wenxin-liu.github.io/neural_bounding/.

Technical Paper
NeurCADRecon: Neural Representation for Reconstructing CAD Surfaces by Enforcing Zero Gaussian Curvature

Qiujie Dong, Rui Xu, Pengfei Wang, Shuangmin Chen, Shiqing Xin, Xiaohong Jia, Wenping Wang, Changhe Tu

展开摘要

Despite recent advances in reconstructing an organic model with the neural signed distance function (SDF), the high-fidelity reconstruction of a CAD model directly from low-quality unoriented point clouds remains a significant challenge. In this paper, we address this challenge based on the prior observation that the surface of a CAD model is generally composed of piecewise surface patches, each approximately developable even around the feature line. Our approach, named NeurCADRecon , is self-supervised, and its loss includes a developability term to encourage the Gaussian curvature toward 0 while ensuring fidelity to the input points (see the teaser figure). Noticing that the Gaussian curvature is non-zero at tip points, we introduce a double-trough curve to tolerate the existence of these tip points. Furthermore, we develop a dynamic sampling strategy to deal with situations where the given points are incomplete or too sparse. Since our resulting neural SDFs can clearly manifest sharp feature points/lines, one can easily extract the feature-aligned triangle mesh from the SDF and then decompose it into smooth surface patches, greatly reducing the difficulty of recovering the parametric CAD design. A comprehensive comparison with existing state-of-the-art methods shows the significant advantage of our approach in reconstructing faithful CAD shapes.

Technical Paper
NeRF as a Non-distant Environment Emitter in Physics-based Inverse Rendering

Jingwang Ling, Ruihan Yu, Feng Xu, Chun Du, Shuang Zhao

展开摘要

Physics-based inverse rendering enables joint optimization of shape, material, and lighting based on captured 2D images. To ensure accurate reconstruction, using a light model that closely resembles the captured environment is essential. Although the widely adopted distant environmental lighting model is adequate in many cases, we demonstrate that its inability to capture spatially varying illumination can lead to inaccurate reconstructions in many real-world inverse rendering scenarios. To address this limitation, we incorporate NeRF as a non-distant environment emitter into the inverse rendering pipeline. Additionally, we introduce an emitter importance sampling technique for NeRF to reduce the rendering variance. Through comparisons on both real and synthetic datasets, our results demonstrate that our NeRF-based emitter offers a more precise representation of scene lighting, thereby improving the accuracy of inverse rendering.

Technical Paper
NeLT: Object-oriented Neural Light Transfer

Chuankun Zheng, Yuchi Huo, Shaohua Mo, Zhihua Zhong, Zhizhen Wu, Wei Hua, Rui Wang, Hujun Bao, Chuankun Zheng

展开摘要

This article presents object-oriented neural light transfer (NeLT), a novel neural representation of the dynamic light transportation between an object and the environment. Our method disentangles the global illumination of a scene into individual objects’ light transportation represented via neural networks, then composes them explicitly. It therefore enables flexible rendering with dynamic lighting, cameras, materials, and objects. Our rendering features various important global illumination effects, such as diffuse illumination, glossy illumination, dynamic shadowing, and indirect illumination, which completes the capability of existing neural object representation. Experiments show that NeLT does not require path tracing or shading results as input but achieves rendering quality comparable to state-of-the-art rendering frameworks, including the recent deep learning based denoisers.

TOG Paper
Navigation-driven Approximate Convex Decomposition

James Andrews

展开摘要

Approximate convex decomposition – approximating a shape by a set of convex hulls – is a popular approach to creating efficient collision representations for games and simulations. Existing algorithms to construct such decompositions are typically driven by general surface- or volume-based error metrics that can’t ignore unreachable internal surfaces nor provide local control over the results. We introduce the problem of navigable approximate convex decomposition: First, define a navigable space for the input shape which other objects in the game or simulation must be able to move through, then find a decomposition which does not overlap that space. We show how to automatically find such navigable space, how to customize it, and we introduce an approximate convex decomposition algorithm that protects it. Our results demonstrate that this approach can generate decompositions that meet application requirements faster and with fewer convex hulls than previous methods, while providing a new level of flexibility in defining what those requirements are.

Technical Paper
NICER: A New and Improved Consumed Endurance and Recovery Metric to Quantify Muscle Fatigue of Mid-air Interactions

Yi Li, Benjamin Tag, Shaozhang Dai, Robert Crowther, Tim Dwyer, Pourang Irani, Barrett Ens

展开摘要

Natural gestures are crucial for mid-air interaction, but predicting and managing muscle fatigue is challenging. Existing torque-based models are limited in their ability to model above-shoulder interactions and to account for fatigue recovery. We introduce a new hybrid model, NICER , which combines a torque-based approach with a new term derived from the empirical measurement of muscle contraction and a recovery factor to account for decreasing fatigue during rest. We evaluated NICER in a mid-air selection task using two interaction methods with different degrees of perceived fatigue. Results show that NICER can accurately model above-shoulder interactions as well as reflect fatigue recovery during rest periods. Moreover, both interaction methods show a stronger correlation with subjective fatigue measurement ( ρ = 0.978/0.976) than a previous model, Cumulative Fatigue ( ρ = 0.966/0.923), confirming that NICER is a powerful analytical tool to predict fatigue across a variety of gesture-based interactive applications.

Technical Paper
N-Dimensional Gaussians for Fitting of High Dimensional Functions

Stavros Diolatzis, Tobias Zirr, Alexander Kuznetsov, Georgios Kopanas, Anton Kaplanyan

展开摘要

In the wake of many new ML-inspired approaches for reconstructing and representing high-quality 3D content, recent hybrid and explicitly learned representations exhibit promising performance and quality characteristics. However, their scaling to higher dimensions is challenging, e.g. when accounting for dynamic content with respect to additional parameters such as material properties, illumination, or time. In this paper, we tackle these challenges for an explicit representations based on Gaussian mixture models. With our solutions, we arrive at efficient fitting of compact N-dimensional Gaussian mixtures and enable efficient evaluation at render time: For fast fitting and evaluation, we introduce a high-dimensional culling scheme that efficiently bounds N-D Gaussians, inspired by Locality Sensitive Hashing. For adaptive refinement yet compact representation, we introduce a loss-adaptive density control scheme that incrementally guides the use of additional capacity towards missing details. With these tools we can for the first time represent complex appearance that depends on many input dimensions beyond position or viewing angle within a compact, explicit representation optimized in minutes and rendered in milliseconds.

Technical Paper
N-BVH: Neural Ray Queries With Bounding Volume Hierarchies

Philippe Weier, Alexander Rath, Élie Michel, Iliyan Georgiev, Philipp Slusallek, Tamy Boubekeur

展开摘要

Neural representations have shown spectacular ability to compress complex signals in a fraction of the raw data size. In 3D computer graphics, the bulk of a scene’s memory usage is due to polygons and textures, making them ideal candidates for neural compression. Here, the main challenge lies in finding good trade-offs between efficient compression and cheap inference while minimizing training time. In the context of rendering, we adopt a ray-centric approach to this problem and devise <?TeX $\mathcal {N}$?> Math 1 -BVH, a neural compression architecture designed to answer arbitrary ray queries in 3D. Our compact model is learned from the input geometry and substituted for it whenever a ray intersection is queried by a path-tracing engine. While prior neural compression methods have focused on point queries, ours proposes neural ray queries that integrate seamlessly into standard ray-tracing pipelines. At the core of our method, we employ an adaptive BVH-driven probing scheme to optimize the parameters of a multi-resolution hash grid, focusing its neural capacity on the sparse 3D occupancy swept by the original surfaces. As a result, our <?TeX $\mathcal {N}$?> Math 2 -BVH can serve accurate ray queries from a representation that is more than an order of magnitude more compact, providing faithful approximations of visibility, depth, and appearance attributes. The flexibility of our method allows us to combine and overlap neural and non-neural entities within the same 3D scene and extends to appearance level of detail.

Technical Paper
Multi-material Mesh-based Surface Tracking With Implicit Topology Changes

Peter Heiss-Synak, Aleksei Kalinov, Malina Strugaru, Arian Etemadi, Huidong Yang, Chris Wojtan

展开摘要

We introduce a multi-material non-manifold mesh-based surface tracking algorithm that converts self-intersections into topological changes. Our algorithm generalizes prior work on manifold surface tracking with topological changes: it preserves surface features like mesh-based methods, and it robustly handles topological changes like level set methods. Our method also offers improved efficiency and robustness over the state of the art. We demonstrate the effectiveness of the approach on a range of examples, including complex soap film simulations with thousands of interacting bubbles, and boolean unions of non-manifold meshes consisting of millions of triangles.

Technical Paper
MotionCtrl: A Unified and Flexible Motion Controller for Video Generation

Zhouxia Wang, Ziyang Yuan, Xintao Wang, Yaowei Li, Tianshui Chen, Menghan Xia, Ping Luo, Ying Shan

展开摘要

Motions in a video primarily consist of camera motion, induced by camera movement, and object motion, resulting from object movement. Accurate control of both camera and object motion is essential for video generation. However, existing works either mainly focus on one type of motion or do not clearly distinguish between the two, limiting their control capabilities and diversity. Therefore, this paper presents MotionCtrl, a unified and flexible motion controller for video generation designed to effectively and independently control camera and object motion. The architecture and training strategy of MotionCtrl are carefully devised, taking into account the inherent properties of camera motion, object motion, and imperfect training data. Compared to previous methods, MotionCtrl offers three main advantages: 1) It effectively and independently controls camera motion and object motion, enabling more fine-grained motion control and facilitating flexible and diverse combinations of both types of motion. 2) Its motion conditions are determined by camera poses and trajectories, which are appearance-free and minimally impact the appearance or shape of objects in generated videos. 3) It is a relatively generalizable model that can adapt to a wide array of camera poses and trajectories once trained. Extensive qualitative and quantitative experiments have been conducted to demonstrate the superiority of MotionCtrl over existing methods. Project page: https://wzhouxiff.github.io/projects/MotionCtrl/ .

Technical Paper
Motion-I2V: Consistent and Controllable Image-to-video Generation With Explicit Motion Modeling

Xiaoyu Shi, Zhaoyang Huang, Fu-Yun Wang, Weikang Bian, Dasong Li, Yi Zhang, Manyuan Zhang, Ka Chun Cheung, Simon See, Hongwei Qin, Jifeng Dai, Hongsheng Li

展开摘要

We introduce Motion-I2V, a novel framework for consistent and controllable text-guided image-to-video generation (I2V). In contrast to previous methods that directly learn the complicated image-to-video mapping, Motion-I2V factorizes I2V into two stages with explicit motion modeling. For the first stage, we propose a diffusion-based motion field predictor, which focuses on deducing the trajectories of the reference image’s pixels. For the second stage, we propose motion-augmented temporal attention to enhance the limited 1-D temporal attention in video latent diffusion models. This module can effectively propagate reference image features to synthesized frames with the guidance of predicted trajectories from the first stage. Compared with existing methods, Motion-I2V can generate more consistent videos even in the presence of large motion and viewpoint variation. By training a sparse trajectory ControlNet for the first stage, Motion-I2V can support users to precisely control motion trajectories and motion regions with sparse trajectory and region. This offers more controllability of the I2V process than solely relying on textual instructions. Additionally, Motion-I2V’s second stage naturally supports zero-shot video-to-video translation. Both qualitative and quantitative comparisons demonstrate the advantages of Motion-I2V over prior approaches in consistent and controllable image-to-video generation. Please see our project page at https://xiaoyushi97.github.io/Motion-I2V/.

Technical Paper
MonoGaussianAvatar: Monocular Gaussian Point-based Head Avatar

Yufan Chen, Lizhen Wang, Qijing Li, Hongjiang Xiao, Shengping Zhang, Hongxun Yao, Yebin Liu

展开摘要

The ability to animate photo-realistic head avatars reconstructed from monocular portrait video sequences represents a crucial step in bridging the gap between the virtual and real worlds. Recent advancements in head avatar techniques, including explicit 3D morphable meshes (3DMM), point clouds, and neural implicit representation have been exploited for this ongoing research. However, 3DMM-based methods are constrained by their fixed topologies, point-based approaches suffer from a heavy training burden due to the extensive quantity of points involved, and the last ones suffer from limitations in deformation flexibility and rendering efficiency. In response to these challenges, we propose MonoGaussianAvatar (Monocular Gaussian Point-based Head Avatar), a novel approach that harnesses 3D Gaussian point representation coupled with a Gaussian deformation field to learn explicit head avatars from monocular portrait videos. We define our head avatars with Gaussian points characterized by adaptable shapes, enabling flexible topology. These points exhibit movement with a Gaussian deformation field in alignment with the target pose and expression of a person, facilitating efficient deformation. Additionally, the Gaussian points have controllable shape, size, color, and opacity combined with Gaussian splatting, allowing for efficient training and rendering. Experiments demonstrate the superior performance of our method, which achieves state-of-the-art results among previous methods. Code and data can be found at https://github.com/aipixel/MonoGaussianAvatar.

Technical Paper
Modelling a Feather as a Strongly Anisotropic Elastic Shell

Jean Jouve, Victor Romero, Rahul Narain, Laurence Boissieux, Theodore Kim, Florence Bertails-Descoubes

展开摘要

Feathers exhibit a highly anisotropic behaviour, governed by their complex hierarchical microstructure composed of individual hairs (barbs) clamped onto a spine (rachis) and attached to each other through tiny hooks (barbules). Previous methods in computer graphics have approximated feathers as strips of cloth, thus failing to capture the particular macroscopic nonlinear behaviour of the feather surface (vane). To investigate the anisotropic properties of a feather vane, we design precise measurement protocols on real feather samples. Our experimental results suggest a linear strain-stress relationship of the feather membrane with orientation-dependent coefficients, as well as an extreme ratio of stiffnesses in the barb and barbule direction, of the order of 104. From these findings we build a simple continuum model for the feather vane, where the vane is represented as a three-parameter anisotropic elastic shell. However, implementing the model numerically reveals severe locking and ill-conditioning issues, due to the extreme stiffness ratio between the barb and the barbule directions. To resolve these issues, we align the mesh along the barb directions and replace the stiffest modes with an inextensibility constraint. We extensively validate our membrane model against real-world laboratory measurements, by using an intermediary microscale model that allows us to limit the number of required lab experiments. Finally, we enrich our membrane model with anisotropic bending, and show its practicality in graphics-like scenarios like a full feather and a larger-scale bird. Code and data for this paper are available at https://gitlab.inria.fr/elan-public-code/feather-shell/.

Technical Paper
Modeling Hair Strands With Roving Capsules

Alexander Reshetov, David Hart

展开摘要

Hair strands can be modeled by sweeping spheres with varying radii along Bézier curves. We ray-trace such shapes by finding intersections of a given ray with a set of capsules dynamically defined at runtime. A substantial performance boost is achieved by systematically eliminating parts of the shape that are guaranteed not to intersect with the given ray. The new intersector is more than twice faster than the previously leading phantom algorithm [Reshetov and Luebke 2018]. This improvement results in a 30% overall performance increase, which includes traversal, shading, and the rendering system overhead.

Technical Paper
Modeling Ambient Scene Dynamics for Free-view Synthesis

Meng-Li Shih, Jia-Bin Huang, Changil Kim, Rajvi Shah, Johannes Kopf, Chen Gao

展开摘要

We introduce a novel method for dynamic free-view synthesis of an ambient scenes from a monocular capture bringing a immersive quality to the viewing experience. Our method builds upon the recent advancements in 3D Gaussian Splatting (3DGS) that can faithfully reconstruct complex static scenes. Previous attempts to extend 3DGS to represent dynamics have been confined to bounded scenes or require multi-camera captures, and often fail to generalize to unseen motions, limiting their practical application. Our approach overcomes these constraints by leveraging the periodicity of ambient motions to learn the motion trajectory model, coupled with careful regularization. We also propose important practical strategies to improve the visual quality of the baseline 3DGS static reconstructions and to improve memory efficiency critical for GPU-memory intensive learning. We demonstrate high-quality photorealistic novel view synthesis of several ambient natural scenes with intricate textures and fine structural elements. We show that our method significantly outperforms prior methods both qualitatively and quantitatively. Project page: https://ambientgaussian.github.io/

Technical Paper
Modal Folding: Discovering Smooth Folding Patterns for Sheet Materials Using Strain-space Modes

Pengbin Tang, Ronan Hinchet, Roi Poranne, Bernhard Thomaszewski, Stelian Coros

展开摘要

Folding can transform mundane objects such as napkins into stunning works of art. However, finding new folding transformations for sheet materials is a challenging problem that requires expertise and real-world experimentation. In this paper, we present Modal Folding—an automated approach for discovering energetically optimal folding transformations, i.e., large deformations that require little mechanical work. For small deformations, minimizing internal energy for fixed displacement magnitudes leads to the well-known elastic eigenmodes. While linear modes provide promising directions for bending, they cannot capture the rotational motion required for folding. To overcome this limitation, we introduce strain-space modes—nonlinear analogues of elastic eigenmodes that operate on per-element curvatures instead of vertices. Using strain-space modes to determine target curvatures for bending elements, we can generate complex nonlinear folding motions by simply minimizing the sheet’s internal energy. Our modal folding approach offers a systematic and automated way to create complex designs. We demonstrate the effectiveness of our method with simulation results for a range of shapes and materials, and validate our designs with physical prototypes.

Technical Paper
Mob-FGSR: Frame Generation and Super Resolution for Mobile Real-time Rendering

Sipeng Yang, Qingchuan Zhu, Junhao Zhuge, Qiang Qiu, Chen Li, Yuzhong Yan, Huihui Xu, Ling-Qi Yan, Xiaogang Jin

展开摘要

Recent advances in supersampling for frame generation and super-resolution improve real-time rendering performance significantly. However, because these methods rely heavily on the most recent features of high-end GPUs, they are impractical for mobile platforms, which are limited by lower GPU capabilities and a lack of dedicated optical flow estimation hardware. We propose Mob-FGSR, a novel lightweight supersampling framework tailored for mobile devices that integrates frame generation with super resolution to effectively improve real-time rendering performance. Our method introduces a splat-based motion vectors reconstruction method, which allows for accurate pixel-level motion estimation for both interpolation and extrapolation at desired times without the need for high-end GPUs or rendering data from generated frames. Subsequently, fast image generation models are designed to construct interpolated or extrapolated frames and improve resolution, providing users with a plethora of options. Our runtime models operate without the use of neural networks, ensuring their applicability to mobile devices. Extensive testing shows that our framework outperforms other lightweight solutions and rivals the performance of algorithms designed specifically for high-end GPUs. Our model’s minimal runtime is confirmed by on-device testing, demonstrating its potential to benefit a wide range of mobile real-time rendering applications. More information and an Android demo can be found at: https://mob-fgsr.github.io/.

Technical Paper
MoConVQ: Unified Physics-based Motion Control via Scalable Discrete Representations

Heyuan Yao, Zhenhua Song, Yuyang Zhou, Tenglong Ao, Baoquan Chen, Libin Liu

展开摘要

In this work, we present MoConVQ, a novel unified framework for physics-based motion control leveraging scalable discrete representations. Building upon vector quantized variational autoencoders (VQ-VAE) and model-based reinforcement learning, our approach effectively learns motion embeddings from a large, unstructured dataset spanning tens of hours of motion examples. The resultant motion representation not only captures diverse motion skills but also offers a robust and intuitive interface for various applications. We demonstrate the versatility of MoConVQ through several applications: universal tracking control from various motion sources, interactive character control with latent motion representations using supervised learning, physics-based motion generation from natural language descriptions using the GPT framework, and, most interestingly, seamless integration with large language models (LLMs) with in-context learning to tackle complex and abstract tasks.

Technical Paper
Minkowski Penalties: Robust Differentiable Constraint Enforcement for Vector Graphics

Jiří Minarčík, Sam Estep, Wode Ni, Keenan Crane

展开摘要

This paper describes an optimization-based framework for finding arrangements of 2D shapes subject to pairwise constraints. Such arrangements naturally arise in tasks such as vector illustration and diagram generation, but enforcing these criteria robustly is surprisingly challenging. We approach this problem through the minimization of novel energetic penalties, derived from the signed distance function of the Minkowski difference between interacting shapes. This formulation provides useful gradients even when initialized from a wildly infeasible state, and, unlike many common collision penalties, can handle open curves that do not have a well-defined inside and outside. Moreover, it supports rich features beyond the basic no-overlap condition, such as tangency, containment, and precise padding, which are especially valuable in the vector illustration context. We develop closed-form expressions and efficient approximations of our penalty for standard vector graphics primitives, yielding efficient evaluation and easy implementation within existing automatic differentiation pipelines. The method has already been “battle-tested” as a component of public-facing open source software; we demonstrate the utility of the framework via examples from illustration, data visualization, diagram generation, and geometry processing.

Technical Paper
Mesh Neural Cellular Automata

Ehsan Pajouheshgar, Yitao Xu, Alexander Mordvintsev, Eyvind Niklasson, Tong Zhang, Sabine Süsstrunk

展开摘要

Texture modeling and synthesis are essential for enhancing the realism of virtual environments. Methods that directly synthesize textures in 3D offer distinct advantages to the UV-mapping-based methods as they can create seamless textures and align more closely with the ways textures form in nature. We propose Mesh Neural Cellular Automata (MeshNCA), a method that directly synthesizes dynamic textures on 3D meshes without requiring any UV maps. MeshNCA is a generalized type of cellular automata that can operate on a set of cells arranged on non-grid structures such as the vertices of a 3D mesh. MeshNCA accommodates multi-modal supervision and can be trained using different targets such as images, text prompts, and motion vector fields. Only trained on an Icosphere mesh, MeshNCA shows remarkable test-time generalization and can synthesize textures on unseen meshes in real time. We conduct qualitative and quantitative comparisons to demonstrate that MeshNCA outperforms other 3D texture synthesis methods in terms of generalization and producing high-quality textures. Moreover, we introduce a way of grafting trained MeshNCA instances, enabling interpolation between textures. MeshNCA allows several user interactions including texture density/orientation controls, grafting/regenerate brushes, and motion speed/direction controls. Finally, we implement the forward pass of our MeshNCA model using the WebGL shading language and showcase our trained models in an online interactive demo, which is accessible on personal computers and smartphones and is available at https://meshnca.github.io/.

Technical Paper