SIGGRAPH 2024 论文列表

ACM SIGGRAPH Conference

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Media2Face: Co-speech Facial Animation Generation With Multi-modality Guidance

Qingcheng Zhao, Pengyu Long, Qixuan Zhang, Dafei Qin, Han Liang, Longwen Zhang, Yingliang Zhang, Jingyi Yu, Lan Xu

展开摘要

The synthesis of 3D facial animations from speech has garnered considerable attention. Due to the scarcity of high-quality 4D facial data and well-annotated abundant multi-modality labels, previous methods often suffer from limited realism and a lack of flexible conditioning. We address this challenge through a trilogy. We first introduce Generalized Neural Parametric Facial Asset (GNPFA), an efficient variational auto-encoder mapping facial geometry and images to a highly generalized expression latent space, decoupling expressions and identities. Then, we utilize GNPFA to extract high-quality expressions and accurate head poses from a large array of videos. This presents the M2F-D dataset, a large, diverse, and scan-level co-speech 3D facial animation dataset with well-annotated emotion and style labels. Finally, we propose Media2Face, a diffusion model in GNPFA latent space for co-speech facial animation generation, accepting rich multi-modality guidances from audio, text, and image. Extensive experiments demonstrate that our model not only achieves high fidelity in facial animation synthesis but also broadens the scope of expressiveness and style adaptability in 3D facial animation.

Technical Paper
Matting by Generation

Zhixiang Wang, Baiang Li, Jian Wang, Yu-Lun Liu, Jinwei Gu, Yung-Yu Chuang, Shin'ichi Satoh

展开摘要

This paper introduces an innovative approach for image matting that redefines the traditional regression-based task as a generative modeling challenge. Our method harnesses the capabilities of latent diffusion models, enriched with extensive pre-trained knowledge, to regularize the matting process. We present novel architectural innovations that empower our model to produce mattes with superior resolution and detail. The proposed method is versatile and can perform both guidance-free and guidance-based image matting, accommodating a variety of additional cues. Our comprehensive evaluation across three benchmark datasets demonstrates the superior performance of our approach, both quantitatively and qualitatively. The results not only reflect our method’s robust effectiveness but also highlight its ability to generate visually compelling mattes that approach photorealistic quality. The code for this paper is available at https://github.com/lightChaserX/alphaLDM.

Technical Paper
MaPa: Text-driven Photorealistic Material Painting for 3D Shapes

Shangzhan Zhang, Sida Peng, Tao Xu, Yuanbo Yang, Tianrun Chen, Nan Xue, Yujun Shen, Hujun Bao, Ruizhen Hu, Xiaowei Zhou

展开摘要

This paper aims to generate materials for 3D meshes from text descriptions. Unlike existing methods that synthesize texture maps, we propose to generate segment-wise procedural material graphs as the appearance representation, which supports high-quality rendering and provides substantial flexibility in editing. Instead of relying on extensive paired data, i.e., 3D meshes with material graphs and corresponding text descriptions, to train a material graph generative model, we propose to leverage the pre-trained 2D diffusion model as a bridge to connect the text and material graphs. Specifically, our approach decomposes a shape into a set of segments and designs a segment-controlled diffusion model to synthesize 2D images that are aligned with mesh parts. Based on generated images, we initialize parameters of material graphs and fine-tune them through the differentiable rendering module to produce materials in accordance with the textual description. Extensive experiments demonstrate the superior performance of our framework in photorealism, resolution, and editability over existing methods.

Technical Paper
MVD^2: Efficient Multiview 3D Reconstruction for Multiview Diffusion

Xin-Yang Zheng, Hao Pan, Yu-Xiao Guo, Xin Tong, Yang Liu

展开摘要

Multiview diffusion (MVD) has emerged as a prominent 3D generation technique, acclaimed for its generalizability, quality, and efficiency. MVD models finetune image diffusion models with 3D data to generate multiple views of a 3D object from an image or text prompt, followed by a multiview 3D reconstruction process. However, the sparsity of views and inconsistent details in the generated multiview images pose challenges for 3D reconstruction. We present MVD2, an efficient 3D reconstruction method tailored for MVD images. MVD2 integrates multiview image features into a 3D feature volume, then transforms this volume into a textureless 3D mesh, onto which the MVD images are mapped as textures. It employs a simple-yet-efficient view-dependent training scheme to mitigate discrepancies between MVD images and ground-truth views of 3D shapes, effectively improving 3D generation quality and robustness. MVD2 is trained with 3D collections and MVD images, and the trained MVD2 efficiently reconstructs 3D meshes from multiview images within one second and exhibits great model generalizability in dealing with images generated by various MVD methods. Our code and the pretrained model are available at: https://zhengxinyang.github.io/projects/MVD_square.html.

Technical Paper
MERCI: Mixed curvature-based elements for computing equilibria of thin elastic ribbons

Raphaël Charrondière, Sébastien Neukirch, Florence Bertails-Descoubes, Sébastien Neukirch, Florence Bertails-Descoubes

展开摘要

Thin elastic ribbons represent a class of intermediary objects lying in-between thin elastic plates and thin elastic rods. Although the two latter families of thin structures have received much interest from the Computer Graphics community over the last decades, ribbons have seldom been considered and modelled numerically so far, in spite of a growing number of applications in Computer Design. In this article, starting from the reduced developable ribbon models [Sadowsky 1929 ; Wunderlich 1962 ] recently popularised in Soft Matter Physics, we propose a both accurate and efficient algorithm for computing the statics of thin elastic ribbons. Inspired by the super-clothoid model for thin elastic rods, our method relies on compact ribbon elements whose normal curvature varies linearly with respect to arc length s , while their geodesic torsion is quadratic in s . In contrast, however, for the sake of efficiency, our algorithm avoids building a fully reduced kinematic chain and instead treats each element independently, gluing them only at the final solving stage through well-chosen bilateral constraints. Thanks to this mixed variational strategy, which yields a banded Hessian, our algorithm recovers the linear complexity of low-order models while preserving the high-order convergence of curvature-based models. As a result, our approach is scalable to a large number of elements, and suitable for various boundary conditions and unilateral contact constraints, making it possible to handle challenging scenarios such as confined buckling experiments or Möbius bands with contact. Remarkably, our mixed algorithm proves an order of magnitude faster compared to Discrete Elastic Ribbon models of the literature while achieving, in a few seconds only, high accuracy levels that remain out of reach for such low-order models. Additionally, our numerical model can incorporate various ribbon energies, including the RibExt model for quasi-developable ribbons recently introduced in Physics [Audoly and Neukirch 2021 ], which allows to transition smoothly between a rectangular Kirchhoff rod and a (developable) Sadowsky ribbon. Our numerical scheme is carefully validated against demanding experiments of the Physics literature, which demonstrates its accuracy, efficiency, robustness, and versatility. Our Merci code is publicly available at https://gitlab.inria.fr/elan-public-code/merci for the sake of reproducibility and future benchmarking.

TOG Paper
Lite2Relight: 3D-aware Single Image Portrait Relighting

Pramod Rao, Gereon Fox, Abhimitra Meka, Mallikarjun B R, Fangneng Zhan, Tim Weyrich, Bernd Bickel, Hanspeter Pfister, Wojciech Matusik, Mohamed Elgharib, Christian Theobalt

展开摘要

Achieving photorealistic 3D view synthesis and relighting of human portraits is pivotal for advancing AR/VR applications. Existing methodologies in portrait relighting demonstrate substantial limitations in terms of generalization and 3D consistency, coupled with inaccuracies in physically realistic lighting and identity preservation. Furthermore, personalization from a single view is difficult to achieve and often requires multiview images during the testing phase or involves slow optimization processes. This paper introduces Lite2Relight , a novel technique that can predict 3D consistent head poses of portraits while performing physically plausible light editing at interactive speed. Our method uniquely extends the generative capabilities and efficient volumetric representation of EG3D, leveraging a lightstage dataset to implicitly disentangle face reflectance and perform relighting under target HDRI environment maps. By utilizing a pre-trained geometry-aware encoder and a feature alignment module, we map input images into a relightable 3D space, enhancing them with a strong face geometry and reflectance prior. Through extensive quantitative and qualitative evaluations, we show that our method outperforms the state-of-the-art methods in terms of efficacy, photorealism, and practical application. This includes producing 3D-consistent results of the full head, including hair, eyes, and expressions. Lite2Relight paves the way for large-scale adoption of photorealistic portrait editing in various domains, offering a robust, interactive solution to a previously constrained problem.

Technical Paper
Lightning-fast Method of Fundamental Solutions

Jiong Chen, Florian Schaefer, Mathieu Desbrun

展开摘要

The method of fundamental solutions (MFS) and its associated boundary element method (BEM) have gained popularity in computer graphics due to the reduced dimensionality they offer: for three-dimensional linear problems, they only require variables on the domain boundary to solve and evaluate the solution throughout space, making them a valuable tool in a wide variety of applications. However, MFS and BEM have poor computational scalability and huge memory requirements for large-scale problems, limiting their applicability and efficiency in practice. By leveraging connections with Gaussian Processes and exploiting the sparse structure of the inverses of boundary integral matrices, we introduce a variational preconditioner that can be computed via a sparse inverse-Cholesky factorization in a massively parallel manner. We show that applying our preconditioner to the Preconditioned Conjugate Gradient algorithm greatly improves the efficiency of MFS or BEM solves, up to four orders of magnitude in our series of tests.

Technical Paper
LightFormer: Light-oriented Global Neural Rendering in Dynamic Scene

Haocheng Ren, Yuchi Huo, Yifan Peng, Hongtao Sheng, Weidong Xue, Hongxiang Huang, Jingzhen Lan, Rui Wang, Hujun Bao

展开摘要

The generation of global illumination in real time has been a long-standing challenge in the graphics community, particularly in dynamic scenes with complex illumination. Recent neural rendering techniques have shown great promise by utilizing neural networks to represent the illumination of scenes and then decoding the final radiance. However, incorporating object parameters into the representation may limit their effectiveness in handling fully dynamic scenes. This work presents a neural rendering approach, dubbed LightFormer , that can generate realistic global illumination for fully dynamic scenes, including dynamic lighting, materials, cameras, and animated objects, in real time. Inspired by classic many-lights methods, the proposed approach focuses on the neural representation of light sources in the scene rather than the entire scene, leading to the overall better generalizability. The neural prediction is achieved by leveraging the virtual point lights and shading clues for each light. Specifically, two stages are explored. In the light encoding stage, each light generates a set of virtual point lights in the scene, which are then encoded into an implicit neural light representation, along with screen-space shading clues like visibility. In the light gathering stage, a pixel-light attention mechanism composites all light representations for each shading point. Given the geometry and material representation, in tandem with the composed light representations of all lights, a lightweight neural network predicts the final radiance. Experimental results demonstrate that the proposed LightFormer can yield reasonable and realistic global illumination in fully dynamic scenes with real-time performance.

Technical Paper
Light Codes for Fast Two-Way Human-Centric Visual Communication

Mohit Gupta, Jian Wang, Karl Bayer, Shree Nayar, Jian Wang

展开摘要

Visual codes, such as QR codes, are widely used in several applications for conveying information to users. However, user interactions based on spatial codes (e.g., displaying codes on phone screens for exchanging contact information) are often tedious, time consuming, and prone to errors due to image corruptions such as noise, blur, saturation, and perspective distortions. We propose Light Codes (LICO), a novel method for fast and fluid exchange of information among users. Light codes are based on transmitting and receiving temporal codes (instead of spatial) using compact and low-cost transceiver devices. The resulting approach enables seamless and near instantaneous exchange of short messages among users with minimal physical and cognitive effort. We design novel coding techniques, hardware prototypes, and applications that are optimized for human-centric communication, and facilitate fast and fluid user-to-user interactions in various challenging conditions, including a range of distances, motion, and ambient illumination. We evaluate the performance of the proposed methods both via quantitative analysis and user study based comparisons with several existing approaches including display-camera links, Bluetooth, and near-field communication, which show strong preference toward Light Codes in various real-world application scenarios.

TOG Paper
Lifting Directional Fields to Minimal Sections

David R. Palmer, Albert Chern, Justin M. Solomon

展开摘要

Directional fields, including unit vector, line, and cross fields, are essential tools in the geometry processing toolkit. The topology of directional fields is characterized by their singularities. While singularities play an important role in downstream applications such as meshing, existing methods for computing directional fields either require them to be specified in advance, ignore them altogether, or treat them as zeros of a relaxed field. While fields are ill-defined at their singularities, the graphs of directional fields with singularities are well-defined surfaces in a circle bundle. By lifting optimization of fields to optimization over their graphs, we can exploit a natural convex relaxation to a minimal section problem over the space of currents in the bundle. This relaxation treats singularities as first-class citizens, expressing the relationship between fields and singularities as an explicit boundary condition. As curvature frustrates finite element discretization of the bundle, we devise a hybrid spectral method for representing and optimizing minimal sections. Our method supports field optimization on both flat and curved domains and enables more precise control over singularity placement.

Technical Paper
Learning a Generalized Physical Face Model From Data

Lingchen Yang, Gaspard Zoss, Prashanth Chandran, Markus Gross, Barbara Solenthaler, Eftychios Sifakis, Derek Bradley

展开摘要

Physically-based simulation is a powerful approach for 3D facial animation as the resulting deformations are governed by physical constraints, allowing to easily resolve self-collisions, respond to external forces and perform realistic anatomy edits. Today's methods are data-driven, where the actuations for finite elements are inferred from captured skin geometry. Unfortunately, these approaches have not been widely adopted due to the complexity of initializing the material space and learning the deformation model for each character separately, which often requires a skilled artist followed by lengthy network training. In this work, we aim to make physics-based facial animation more accessible by proposing a generalized physical face model that we learn from a large 3D face dataset. Once trained, our model can be quickly fit to any unseen identity and produce a ready-to-animate physical face model automatically. Fitting is as easy as providing a single 3D face scan, or even a single face image. After fitting, we offer intuitive animation controls, as well as the ability to retarget animations across characters. All the while, the resulting animations allow for physical effects like collision avoidance, gravity, paralysis, bone reshaping and more.

Technical Paper
Learning Physically Realizable Skills for Online Packing of General 3D Shapes

Hang Zhao, Zherong Pan, Yang Yu, Kai Xu, Hang Zhao

展开摘要

We study the problem of learning online packing skills for irregular 3D shapes , which is arguably the most challenging setting of bin packing problems. The goal is to consecutively move a sequence of 3D objects with arbitrary shapes into a designated container with only partial observations of the object sequence. We take physical realizability into account, involving physics dynamics and constraints of a placement. The packing policy should understand the 3D geometry of the object to be packed and make effective decisions to accommodate it in the container in a physically realizable way. We propose a Reinforcement Learning (RL) pipeline to learn the policy. The complex irregular geometry and imperfect object placement together lead to huge solution space. Direct training in such space is prohibitively data intensive. We instead propose a theoretically provable method for candidate action generation to reduce the action space of RL and the learning burden. A parameterized policy is then learned to select the best placement from the candidates. Equipped with an efficient method of asynchronous RL acceleration and a data preparation process of simulation-ready training sequences, a mature packing policy can be trained in a physics-based environment within 48 hours. Through extensive evaluation on a variety of real-life shape datasets and comparisons with state-of-the-art baselines, we demonstrate that our method outperforms the best-performing baseline on all datasets by at least 12.8% in terms of packing utility. We also release our datasets and source code to support further research in this direction. 1

TOG Paper
Learning Images Across Scales Using Adversarial Training

Krzysztof Wolski, Adarsh Djeacoumar, Alireza Javanmardi, Hans-Peter Seidel, Christian Theobalt, Guillaume Cordonnier, Karol Myszkowski, George Drettakis, Xingang Pan, Thomas Leimkühler

展开摘要

The real world exhibits rich structure and detail across many scales of observation. It is difficult, however, to capture and represent a broad spectrum of scales using ordinary images. We devise a novel paradigm for learning a representation that captures an orders-of-magnitude variety of scales from an unstructured collection of ordinary images. We treat this collection as a distribution of scale-space slices to be learned using adversarial training, and additionally enforce coherency across slices. Our approach relies on a multiscale generator with carefully injected procedural frequency content, which allows to interactively explore the emerging continuous scale space. Training across vastly different scales poses challenges regarding stability, which we tackle using a supervision scheme that involves careful sampling of scales. We show that our generator can be used as a multiscale generative model, and for reconstructions of scale spaces from unstructured patches. Significantly outperforming the state of the art, we demonstrate zoom-in factors of up to 256x at high quality and scale consistency.

Technical Paper
LayGA: Layered Gaussian Avatars for Animatable Clothing Transfer

Siyou Lin, Zhe Li, Zhaoqi Su, Zerong Zheng, Hongwen Zhang, Yebin Liu

展开摘要

Animatable clothing transfer, aiming at dressing and animating garments across characters, is a challenging problem. Most human avatar works entangle the representations of the human body and clothing together, which leads to difficulties for virtual try-on across identities. What’s worse, the entangled representations usually fail to exactly track the sliding motion of garments. To overcome these limitations, we present Layered Gaussian Avatars (LayGA), a new representation that formulates body and clothing as two separate layers for photorealistic animatable clothing transfer from multi-view videos. Our representation is built upon the Gaussian map-based avatar for its excellent representation power of garment details. However, the Gaussian map produces unstructured 3D Gaussians distributed around the actual surface. The absence of a smooth explicit surface raises challenges in accurate garment tracking and collision handling between body and garments. Therefore, we propose two-stage training involving single-layer reconstruction and multi-layer fitting. In the single-layer reconstruction stage, we propose a series of geometric constraints to reconstruct smooth surfaces and simultaneously obtain the segmentation between body and clothing. Next, in the multi-layer fitting stage, we train two separate models to represent body and clothing and utilize the reconstructed clothing geometries as 3D supervision for more accurate garment tracking. Furthermore, we propose geometry and rendering layers for both high-quality geometric reconstruction and high-fidelity rendering. Overall, the proposed LayGA realizes photorealistic animations and virtual try-on, and outperforms other baseline methods. Our project page is https://jsnln.github.io/layga/index.html.

Technical Paper
Latent L-systems: Transformer-based Tree Generator

Jae Joong Lee, Bosheng Li, Bedrich Benes, Jae Joong Lee

展开摘要

We show how a Transformer can encode hierarchical tree-like string structures by introducing a new deep learning-based framework for generating 3D biological tree models represented as Lindenmayer system (L-system) strings. L-systems are string-rewriting procedural systems that encode tree topology and geometry. L-systems are efficient, but creating the production rules is one of the most critical problems precluding their usage in practice. We substitute the procedural rules creation with a deep neural model. Instead of writing the rules, we train a deep neural model that produces the output strings. We train our model on 155k tree geometries that are encoded as L-strings, de-parameterized, and converted to a hierarchy of linear sequences corresponding to branches. An end-to-end deep learning model with an attention mechanism then learns the distributions of geometric operations and branches from the input, effectively replacing the L-system rewriting rule generation. The trained deep model generates new L-strings representing 3D tree models in the same way L-systems do by providing the starting string. Our model allows for the generation of a wide variety of new trees, and the deep model agrees with the input by 93.7% in branching angles, 97.2% in branch lengths, and 92.3% in an extracted list of geometric features. We also validate the generated trees using perceptual metrics showing 97% agreement with input geometric models.

TOG Paper
Lagrangian Covector Fluid With Free Surface

Zhiqi Li, Barnabás Börcsök, Duowen Chen, Yutong Sun, Bo Zhu, Greg Turk

展开摘要

This paper introduces a novel Lagrangian fluid solver based on covector flow maps. We aim to address the challenges of establishing a robust flow-map solver for incompressible fluids under complex boundary conditions. Our key idea is to use particle trajectories to establish precise flow maps and tailor path integrals of physical quantities along these trajectories to reformulate the Poisson problem during the projection step. We devise a decoupling mechanism based on path-integral identities from flow-map theory. This mechanism integrates long-range flow maps for the main fluid body into a short-range projection framework, ensuring a robust treatment of free boundaries. We show that our method can effectively transform a long-range projection problem with integral boundaries into a Poisson problem with standard boundary conditions — specifically, zero Dirichlet on the free surface and zero Neumann on solid boundaries. This transformation significantly enhances robustness and accuracy, extending the applicability of flow-map methods to complex free-surface problems.

Technical Paper
LOOSECONTROL: Lifting ControlNet for Generalized Depth Conditioning

Shariq Bhat, Niloy Mitra, Peter Wonka

展开摘要

We present LooseControl to allow generalized depth conditioning for diffusion-based image generation. ControlNet, the SOTA for depth conditioned image generation, produces remarkable results but relies on having access to detailed depth maps for guidance. Creating such exact depth maps, in many scenarios, is challenging. This paper introduces a generalized version of depth conditioning that enables new content creation workflows. Specifically, we allow (C1) scene boundary control for loosely specifying scenes with only boundary conditions, and (C2) 3D box control for specifying the target objects’ layout locations rather than the objects’ exact shape and appearance. Using LooseControl, along with text guidance, users can create complex environments (e.g., rooms, street views, etc.) by specifying only scene boundaries and locations of primary objects. Further, we provide two editing mechanisms to refine the results: (E1) 3D box editing enables the user to refine images by changing, adding, or removing boxes while freezing the image style. This yields minimal changes apart from changes induced by the edited boxes. (E2) Attribute editing proposes possible editing directions to change one particular aspect of the scene, such as the overall object density or a particular object. Tests and comparisons with baselines demonstrate the generality of our method. We believe that LooseControl can become an important design tool for easily creating complex environments and be extended to other forms of guidance channels. The project page can be found at https://shariqfarooq123.github.io/loose-control/.

Technical Paper
LGTM: Local-to-Global Text-driven Human Motion Diffusion Model

Haowen Sun, Ruikun Zheng, Haibin Huang, Chongyang Ma, Hui Huang, Ruizhen Hu

展开摘要

In this paper, we introduce LGTM, a novel Local-to-Global pipeline for Text-to-Motion generation. LGTM utilizes a diffusion-based architecture and aims to address the challenge of accurately translating textual descriptions into semantically coherent human motion in computer animation. Specifically, traditional methods often struggle with semantic discrepancies, particularly in aligning specific motions to the correct body parts. To address this issue, we propose a two-stage pipeline to overcome this challenge: it first employs large language models (LLMs) to decompose global motion descriptions into part-specific narratives, which are then processed by independent body-part motion encoders to ensure precise local semantic alignment. Finally, an attention-based full-body optimizer refines the motion generation results and guarantees the overall coherence. Our experiments demonstrate that LGTM gains significant improvements in generating locally accurate, semantically-aligned human motion, marking a notable advancement in text-to-motion applications. Code and data for this paper are available at https://github.com/L-Sun/LGTM

Technical Paper
Kinetic Simulation of Turbulent Multifluid Flows

Wei Li, Kui Wu, Mathieu Desbrun

展开摘要

Despite its visual appeal, the simulation of separated multiphase flows (i.e., streams of fluids separated by interfaces) faces numerous challenges in accurately reproducing complex behaviors such as guggling, wetting, or bubbling. These difficulties are especially pronounced for high Reynolds numbers and large density variations between fluids, most likely explaining why they have received comparatively little attention in Computer Graphics compared to single- or two-phase flows. In this paper, we present a full LBM solver for multifluid simulation. We derive a conservative phase field model with which the spatial presence of each fluid or phase is encoded to allow for the simulation of miscible, immiscible and even partially-miscible fluids, while the temporal evolution of the phases is performed using a D3Q7 lattice-Boltzmann discretization. The velocity field, handled through the recent high-order moment-encoded LBM (HOME-LBM) framework to minimize its memory footprint, is simulated via a velocity-based distribution stored on a D3Q27 or D3Q19 discretization to offer accuracy and stability to large density ratios even in turbulent scenarios, while coupling with the phases through pressure, viscosity, and interfacial forces is achieved by leveraging the diffuse encoding of interfaces. The resulting solver addresses a number of limitations of kinetic methods in both computational fluid dynamics and computer graphics: it offers a fast, accurate, and low-memory fluid solver enabling efficient turbulent multiphase simulations free of the typical oscillatory pressure behavior near boundaries. We present several numerical benchmarks, examples and comparisons of multiphase flows to demonstrate our solver's visual complexity, accuracy, and realism.

Technical Paper
Joint Stroke Tracing and Correspondence for 2D Animation

Haoran Mo, Chengying Gao, Ruomei Wang, Haoran Mo

展开摘要

To alleviate human labor in redrawing keyframes with ordered vector strokes for automatic inbetweening, we for the first time propose a joint stroke tracing and correspondence approach. Given consecutive raster keyframes along with a single vector image of the starting frame as a guidance, the approach generates vector drawings for the remaining keyframes while ensuring one-to-one stroke correspondence. Our framework trained on clean line drawings generalizes to rough sketches, and the generated results can be imported into inbetweening systems to produce inbetween sequences. Hence, the method is compatible with standard 2D animation workflow. An adaptive spatial transformation module (ASTM) is introduced to handle non-rigid motions and stroke distortion. We collect a dataset for training with 10k+ pairs of raster frames and their vector drawings with stroke correspondence. Comprehensive validations on real clean and rough animated frames manifest the effectiveness of our method and superiority to existing methods.

TOG Paper