论文检索

输入标题、作者或关键词,从 252 篇学术成果中精准定位

会议来源 全部会议

机器学习与综合 AI

自然语言处理

计算机视觉

数据挖掘与 Web

多媒体与图形学

未选择时检索全部会议
支持跨会议组合检索,PDF 均跳转至官方来源
已筛选 SIGGRAPH 2024
252篇论文
第 10 / 13 页

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

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.

Purvi Goel, Kuan-Chieh Wang, C. Karen Liu, Kayvon Fatahalian

Text-to-motion diffusion models can generate realistic animations from text prompts, but do not support fine-grained motion editing controls. In this paper, we present a method for using natural language to iteratively specify local edits to existing character animations, a task that is common in most computer animation workflows. Our key idea is to represent a space of motion edits using a set of kinematic motion editing operators (MEOs) whose effects on the source motion is well-aligned with user expectations. We provide an algorithm that leverages pre-existing language models to translate textual descriptions of motion edits into source code for programs that define and execute sequences of MEOs on a source animation. We execute MEOs by first translating them into keyframe constraints, and then use diffusion-based motion models to generate output motions that respect these constraints. Through a user study and quantitative evaluation, we demonstrate that our system can perform motion edits that respect the animator’s editing intent, remain faithful to the original animation (it edits the original animation, but does not dramatically change it), and yield realistic character animation results.

Peizhuo Li, Sebastian Starke, Yuting Ye, Olga Sorkine-Hornung

We present a new approach for understanding the periodicity structure and semantics of motion datasets, independently of the morphology and skeletal structure of characters. Unlike existing methods using an overly sparse high-dimensional latent, we propose a phase manifold consisting of multiple closed curves, each corresponding to a latent amplitude. With our proposed vector quantized periodic autoencoder, we learn a shared phase manifold for multiple characters, such as a human and a dog, without any supervision. This is achieved by exploiting the discrete structure and a shallow network as bottlenecks, such that semantically similar motions are clustered into the same curve of the manifold, and the motions within the same component are aligned temporally by the phase variable. In combination with an improved motion matching framework, we demonstrate the manifold’s capability of timing and semantics alignment in several applications, including motion retrieval, transfer and stylization. Code and pre-trained models for this paper are available at peizhuoli.github.io/walkthedog.

Setareh Cohan, Guy Tevet, Daniele Reda, Xue Bin Peng, Michiel van de Panne

Motion in-betweening, a fundamental task in character animation, consists of generating motion sequences that plausibly interpolate user-provided keyframe constraints. It has long been recognized as a labor-intensive and challenging process. We investigate the potential of diffusion models in generating diverse human motions guided by keyframes. Unlike previous inbetweening methods, we propose a simple unified model capable of generating precise and diverse motions that conform to a flexible range of user-specified spatial constraints, as well as text conditioning. To this end, we propose Conditional Motion Diffusion In-betweening (CondMDI) which allows for arbitrary dense-or-sparse keyframe placement and partial keyframe constraints while generating high-quality motions that are diverse and coherent with the given keyframes. We evaluate the performance of CondMDI on the text-conditioned HumanML3D dataset and demonstrate the versatility and efficacy of diffusion models for keyframe in-betweening. We further explore the use of guidance and imputation-based approaches for inference-time keyframing and compare CondMDI against these methods.

Zihan Zhang, Richard Liu, Rana Hanocka, Kfir Aberman

The gradual nature of a diffusion process that synthesizes samples in small increments constitutes a key ingredient of Denoising Diffusion Probabilistic Models (DDPM), which have presented unprecedented quality in image synthesis and been recently explored in the motion domain. In this work, we propose to adapt the gradual diffusion concept (operating along a diffusion time-axis) into the temporal-axis of the motion sequence. Our key idea is to extend the DDPM framework to support temporally varying denoising, thereby entangling the two axes. Using our special formulation, we iteratively denoise a motion buffer that contains a set of increasingly-noised poses, which auto-regressively produces an arbitrarily long stream of frames. With a stationary diffusion time-axis, in each diffusion step we increment only the temporal-axis of the motion such that the framework produces a new, clean frame which is removed from the beginning of the buffer, followed by a newly drawn noise vector that is appended to it. This new mechanism paves the way towards a new framework for long-term motion synthesis with applications to character animation and other domains.

Rui Chen, Mingyi Shi, Shaoli Huang, Ping Tan 0002, Taku Komura, Xuelin Chen

We present a novel character control framework that effectively utilizes motion diffusion probabilistic models to generate high-quality and diverse character animations, responding in real-time to a variety of dynamic user-supplied control signals. At the heart of our method lies a transformer-based Conditional Autoregressive Motion Diffusion Model (CAMDM), which takes as input the character’s historical motion and can generate a range of diverse potential future motions conditioned on high-level, coarse user control. To meet the demands for diversity, controllability, and computational efficiency required by a real-time controller, we incorporate several key algorithmic designs. These include separate condition tokenization, classifier-free guidance on past motion, and heuristic future trajectory extension, all designed to address the challenges associated with taming motion diffusion probabilistic models for character control. As a result, our work represents the first model that enables real-time generation of high-quality, diverse character animations based on user interactive control, supporting animating the character in multiple styles with a single unified model. We evaluate our method on a diverse set of locomotion skills, demonstrating the merits of our method over existing character controllers. The code and model are available at https://aiganimation.github.io/CAMDM/.

Haowen Sun 0001, Ruikun Zheng, Haibin Huang, Chongyang Ma, Hui Huang 0004, Ruizhen Hu

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

Haonan Zhang, Jie Guo 0001, Jiawei Zhang, Haoyu Qin, Zesen Feng, Ming Yang, Yanwen Guo 0001

As a prevailing tool for effectively reducing rendering costs in many graphical applications, frame super-resolution has seen important progress in recent years. However, most of prior works designed for rendering contents face a common limitation: once a model is trained, it can only afford a single fixed scale. In this paper, we attempt to eliminate this limitation by supporting arbitrary-scale super-resolution for a trained neural model. The key is a Fourier-based implicit neural representation which maps arbitrary and naturally coordinates in the high-resolution spatial domain to valid pixel values. By observing that high-resolution G-buffers possess similar spectrum to high-resolution rendered frames, we design a High-Frequency Fourier Mapping (HFFM) module to recover fine details from low-resolution inputs, without introducing noticeable artifacts. A Low-Frequency Residual Learning (LFRL) strategy is adopted to preserve low-frequency structures and ensure low biasedness caused by network inference. Moreover, different rendering contents are well separated by our spatial-temporal masks derived from G-buffers and motion vectors. Several light-weight designs to the neural network guarantee the real-time performance on a wide range of scenes.

Sipeng Yang, Qingchuan Zhu, Junhao Zhuge, Qiang Qiu, Chen Li 0062, Yuzhong Yan, Huihui Xu, Ling-Qi Yan 0001, Xiaogang Jin 0001

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/.

Xiang Chen, Lu Wang 0007, Beibei Wang 0002

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.

Alexander Reshetov, David Hart

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. In addition, we derive a parametric form of the swept sphere shapes. This provides a deeper understanding of the properties of such objects compared to the offset surfaces obtained by sweeping circles orthogonal to a given curve. The complete WebGL implementation of our algorithm is available at https://www.shadertoy.com/view/4ffXWs.

Gaurav Bhokare, Eisen Montalvo, Elie Diaz, Cem Yuksel

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.

Shengjie Ma, Yanlin Weng, Tianjia Shao, Kun Zhou 0001

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

Xiaochen Zhao, Jingxiang Sun, Lizhen Wang 0002, Jinli Suo, Yebin Liu

While high fidelity and efficiency are central to the creation of digital head avatars, recent methods relying on 2D or 3D generative models often experience limitations such as shape distortion, expression inaccuracy, and identity flickering. Additionally, existing one-shot inversion techniques fail to fully leverage multiple input images for detailed feature extraction. We propose a novel framework, Incremental 3D GAN Inversion, that enhances avatar reconstruction performance using an algorithm designed to increase the fidelity from multiple frames, resulting in improved reconstruction quality proportional to frame count. Our method introduces a unique animatable 3D GAN prior with two crucial modifications for enhanced expression controllability alongside an innovative neural texture encoder that categorizes texture feature spaces based on UV parameterization. Differentiating from traditional techniques, our architecture emphasizes pixel-aligned image-to-image translation, mitigating the need to learn correspondences between observation and canonical spaces. Furthermore, we incorporate ConvGRU-based recurrent networks for temporal data aggregation from multiple frames, boosting geometry and texture detail reconstruction. The proposed paradigm demonstrates state-of-the-art performance on one-shot and few-shot avatar animation tasks. The code will be available at https://github.com/XChenZ/invertAvatar.

Yufan Chen, Lizhen Wang 0002, Qijing Li, Hongjiang Xiao, Shengping Zhang, Hongxun Yao, Yebin Liu

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.

Alexa L. Schor, Theodore Kim

We present a novel, directable method for introducing fractal self-similarity into arbitrary shapes. Our method allows a user to directly specify the locations of self-similarities in a Julia set, and is general enough to reproduce other well-known fractals such as the Koch snowflake. Ours is the first algorithm to enable this level of general artistic control while also maintaining the character of the original fractal shape. We introduce the notion of placing “portals” in the iteration space of a dynamical system, bridging the aesthetics of iterated maps with the fine-grained control of iterated function systems (IFS). Our method is effective in both 2D and 3D.

James Andrews

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.

Craig Gotsman, Kai Hormann

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

Weizhou Liu, Xingce Wang, Haichuan Zhao, Xingfei Xue, Zhongke Wu, Xuequan Lu, Ying He 0001

This paper introduces a new approach for generating globally consistent normals for point clouds sampled from manifold surfaces. Given that the generalized winding number (GWN) field generated by a point cloud with globally consistent normals is a solution to a PDE with jump boundary conditions and possesses harmonic properties, and the Dirichlet energy of the GWN field can be defined as an integral over the boundary surface, we formulate a boundary energy derived from the Dirichlet energy of the GWN. Taking as input a point cloud with randomly oriented normals, we optimize this energy to restore the global harmonicity of the GWN field, thereby recovering the globally consistent normals. Experiments show that our method outperforms state-of-the-art approaches, exhibiting enhanced robustness to noise, outliers, complex topologies, and thin structures. Our code can be found at https://github.com/liuweizhou319/BIM.

Yiming Wang 0009, Siyu Tang 0001, Mengyu Chu

We delve into the physics-informed neural reconstruction of smoke and obstacles through sparse-view RGB videos, tackling challenges arising from limited observation of complex dynamics. Existing physics-informed neural networks often emphasize short-term physics constraints, leaving the proper preservation of long-term conservation less explored. We introduce Neural Characteristic Trajectory Fields, a novel representation utilizing Eulerian neural fields to implicitly model Lagrangian fluid trajectories. This topology-free, auto-differentiable representation facilitates efficient flow map calculations between arbitrary frames as well as efficient velocity extraction via auto-differentiation. Consequently, it enables end-to-end supervision covering long-term conservation and short-term physics priors. Building on the representation, we propose physics-informed trajectory learning and integration into NeRF-based scene reconstruction. We enable advanced obstacle handling through self-supervised scene decomposition and seamless integrated boundary constraints. Our results showcase the ability to overcome challenges like occlusion uncertainty, density-color ambiguity, and static-dynamic entanglements. Code and sample tests are at https://github.com/19reborn/PICT_smoke.