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已筛选 SIGGRAPH 2024
252篇论文
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Haoyu Hu, Xinyu Yi, Zhe Cao 0003, Jun-Hai Yong, Feng Xu 0005

Hand manipulating objects is an important interaction motion in our daily activities. We faithfully reconstruct this motion with a single RGBD camera by a novel deep reinforcement learning method to leverage physics. Firstly, we propose object compensation control which establishes direct object control to make the network training more stable. Meanwhile, by leveraging the compensation force and torque, we seamlessly upgrade the simple point contact model to a more physical-plausible surface contact model, further improving the reconstruction accuracy and physical correctness. Experiments indicate that without involving any heuristic physical rules, this work still successfully involves physics in the reconstruction of hand-object interactions which are complex motions hard to imitate with deep reinforcement learning. Our code and data are available at https://github.com/hu-hy17/HOIC.

Rayan Armani, Changlin Qian, Jiaxi Jiang, Christian Holz 0001

While camera-based capture systems remain the gold standard for recording human motion, learning-based tracking systems based on sparse wearable sensors are gaining popularity. Most commonly, they use inertial sensors, whose propensity for drift and jitter have so far limited tracking accuracy. In this paper, we propose Ultra Inertial Poser, a novel 3D full body pose estimation method that constrains drift and jitter in inertial tracking via inter-sensor distances. We estimate these distances across sparse sensor setups using a lightweight embedded tracker that augments inexpensive off-the-shelf 6D inertial measurement units with ultra-wideband radio-based ranging—dynamically and without the need for stationary reference anchors. Our method then fuses these inter-sensor distances with the 3D states estimated from each sensor. Our graph-based machine learning model processes the 3D states and distances to estimate a person’s 3D full body pose and translation. To train our model, we synthesize inertial measurements and distance estimates from the motion capture database AMASS. For evaluation, we contribute a novel motion dataset of 10 participants who performed 25 motion types, captured by 6 wearable IMU+UWB trackers and an optical motion capture system, totaling 200 minutes of synchronized sensor data (UIP-DB). Our extensive experiments show state-of-the-art performance for our method over PIP and TIP, reducing position error from 13.62 to 10.65 cm (22% better) and lowering jitter from 1.56 to 0.055 km/s3 (a reduction of 97%). UIP code, UIP-DB dataset, and hardware design: https://github.com/eth-siplab/UltraInertialPoser

Xinyu Yi, Yuxiao Zhou 0001, Feng Xu 0005

Existing inertial motion capture techniques use the human root coordinate frame to estimate local poses and treat it as an inertial frame by default. We argue that when the root has linear acceleration or rotation, the root frame should be considered non-inertial theoretically. In this paper, we model the fictitious forces that are non-neglectable in a non-inertial frame by an auto-regressive estimator delicately designed following physics. With the fictitious forces, the force-related IMU measurement (accelerations) can be correctly compensated in the non-inertial frame and thus Newton’s laws of motion are satisfied. In this case, the relationship between the accelerations and body motions is deterministic and learnable, and we train a neural network to model it for better motion capture. Furthermore, to train the neural network with synthetic data, we develop an IMU synthesis by simulation strategy to better model the noise model of IMU hardware and allow parameter tuning to fit different hardware. This strategy not only establishes the network training with synthetic data but also enables calibration error modeling to handle bad motion capture calibration, increasing the robustness of the system. Code is available at https://xinyu-yi.github.io/PNP/.

Nicholas Milef, John Keyser, Shu Kong

Optical motion capture (mocap) requires accurately reconstructing the human body from retroreflective markers, including pose and shape. In a typical mocap setting, marker labeling is an important but tedious and error-prone step. Previous work has shown that marker labeling can be automated by using a structured template defining specific marker placements, but this places additional recording constraints. We propose to relax these constraints and solve for Unstructured Unlabeled Optical (UUO) mocap. Compared to the typical mocap setting that either labels markers or places them w.r.t a structured layout, markers in UUO mocap can be placed anywhere on the body and even on one specific limb (e.g., right leg for biomechanics research), hence it is of more practical significance. It is also more challenging. To solve UUO mocap, we exploit a monocular video captured by a single RGB camera, which does not require camera calibration. On this video, we run an off-the-shelf method to reconstruct and track a human individual, giving strong visual priors of human body pose and shape. With both the video and UUO markers, we propose an optimization pipeline towards marker identification, marker labeling, human pose estimation, and human body reconstruction. Our technical novelties include multiple hypothesis testing to optimize global orientation, and marker localization and marker-part matching to better optimize for body surface. We conduct extensive experiments to quantitatively compare our method against state-of-the-art approaches, including marker-only mocap and video-only human body/shape reconstruction. Experiments demonstrate that our method resoundingly outperforms existing methods on three established benchmark datasets for both full-body and partial-body reconstruction.

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

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.

Ladislav Kavan, John Doublestein, Martin Prazák, Matthew Cioffi, Doug Roble

We present a new method to bake classical facial animation blendshapes into a fast linear blend skinning representation. Previous work explored skinning decomposition methods that approximate general animated meshes using a dense set of bone transformations; these optimizers typically alternate between optimizing for the bone transformations and the skinning weights. We depart from this alternating scheme and propose a new approach based on proximal algorithms, which effectively means adding a projection step to the popular Adam optimizer. This approach is very flexible and allows us to quickly experiment with various additional constraints and/or loss functions. Specifically, we depart from the classical skinning paradigms and restrict the transformation coefficients to contain only about 90% non-zeros, while achieving similar accuracy and visual quality as the state-of-the-art. The sparse storage enables our method to deliver significant savings in terms of both memory and run-time speed. We include a compact implementation of our new skinning decomposition method in PyTorch, which is easy to experiment with and modify to related problems.

Haotian Yang, Mingwu Zheng, Chongyang Ma, Yu-Kun Lai, Pengfei Wan 0001, Haibin Huang

In this paper, we introduce the Volumetric Relightable Morphable Model (VRMM), a novel volumetric and parametric facial prior for 3D face modeling. While recent volumetric prior models offer improvements over traditional methods like 3D Morphable Models (3DMMs), they face challenges in model learning and personalized reconstructions. Our VRMM overcomes these by employing a novel training framework that efficiently disentangles and encodes latent spaces of identity, expression, and lighting into low-dimensional representations. This framework, designed with self-supervised learning, significantly reduces the constraints for training data, making it more feasible in practice. The learned VRMM offers relighting capabilities and encompasses a comprehensive range of expressions. We demonstrate the versatility and effectiveness of VRMM through various applications like avatar generation, facial reconstruction, and animation. Additionally, we address the common issue of overfitting in generative volumetric models with a novel prior-preserving personalization framework based on VRMM. Such an approach enables high-quality 3D face reconstruction from even a single portrait input. Our experiments showcase the potential of VRMM to significantly enhance the field of 3D face modeling.

Jianan Li 0006, Tao Huang, Qingxu Zhu 0001, Tien-Tsin Wong

Creating scenes for captured motions that achieve realistic human-scene interaction is crucial for 3D animation in movies or video games. As character motion is often captured in a blue-screened studio without real furniture or objects in place, there may be a discrepancy between the planned motion and the captured one. This gives rise to the need for automatic scene layout generation to relieve the burdens of selecting and positioning furniture and objects. Previous approaches cannot avoid artifacts like penetration and floating due to the lack of physical constraints. Furthermore, some heavily rely on specific data to learn the contact affordances, restricting the generalization ability to different motions. In this work, we present a physics-based approach that simultaneously optimizes a scene layout generator and simulates a moving human in a physics simulator. To attain plausible and realistic interaction motions, our method explicitly introduces physical constraints. To automatically recover and generate the scene layout, we minimize the motion tracking errors to identify the objects that can afford interaction. We use reinforcement learning to perform a dual-optimization of both the character motion imitation controller and the scene layout generator. To facilitate the optimization, we reshape the tracking rewards and devise pose prior guidance obtained from our estimated pseudo-contact labels. We evaluate our method using motions from SAMP and PROX, and demonstrate physically plausible scene layout reconstruction compared with the previous kinematics-based method.

Yixin Chen 0006, David I. W. Levin, Timothy R. Langlois

Physics-based fluid control has long been a challenging problem in balancing efficiency and accuracy. We introduce a novel physics-based fluid control pipeline using Laplacian Eigenfluids. Utilizing the adjoint method with our provided analytical gradient expressions, the derivative computation of the control problem is efficient and easy to formulate. We demonstrate that our method is fast enough to support real-time fluid simulation, editing, control, and optimal animation generation. Our pipeline naturally supports multi-resolution and frequency control of fluid simulations. The effectiveness and efficiency of our fluid control pipeline are validated through a variety of 2D examples and comparisons.

Zhiqi Li 0004, Barnabás Börcsök, Duowen Chen 0003, Yutong Sun, Bo Zhu 0002, Greg Turk

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.

Shijun Liang 0002, Haofei Wang 0001, Feng Lu 0005

We propose a method to decompose a single eye region image in the wild into albedo, shading, specular, normal and illumination. This inverse rendering problem is particularly challenging due to inherent ambiguities and complex properties of the natural eye region. To address this problem, first we construct a synthetic eye region dataset with rich diversity. Then we propose a synthetic to real adaptation framework to leverage the supervision signals from synthetic data to guide the direction of self-supervised learning. We design region-aware self-supervised losses based on image formation and eye region intrinsic properties, which can refine each predicted component by mutual learning and reduce the artifacts caused by ambiguities of natural eye images. Particularly, we address the demanding problem of specularity removal in the eye region. We show high-quality inverse rendering results of our method and demonstrate its use for a number of applications.

Pramod Rao, Gereon Fox, Abhimitra Meka, Mallikarjun B. R. 0001, Fangneng Zhan, Tim Weyrich, Bernd Bickel, Hanspeter Pfister, Wojciech Matusik, Mohamed A. Elgharib 等

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.

Keyang Ye, Qiming Hou, Kun Zhou 0001

The advent of neural and Gaussian-based radiance field methods have achieved great success in the field of novel view synthesis. However, specular reflection remains non-trivial, as the high frequency radiance field is notoriously difficult to fit stably and accurately. We present a deferred shading method to effectively render specular reflection with Gaussian splatting. The key challenge comes from the environment map reflection model, which requires accurate surface normal while simultaneously bottlenecks normal estimation with discontinuous gradients. We leverage the per-pixel reflection gradients generated by deferred shading to bridge the optimization process of neighboring Gaussians, allowing nearly correct normal estimations to gradually propagate and eventually spread over all reflective objects. Our method significantly outperforms state-of-the-art techniques and concurrent work in synthesizing high-quality specular reflection effects, demonstrating a consistent improvement of peak signal-to-noise ratio (PSNR) for both synthetic and real-world scenes, while running at a frame rate almost identical to vanilla Gaussian splatting.

Jingwang Ling, Ruihan Yu, Feng Xu 0005, Chun Du, Shuang Zhao

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.

Rahul Mitra, Erick Jimenez Berumen, Megan Hofmann, Edward Chien

We build upon the stripes-based knit planning framework of [Mitra et al. 2023], and view the resultant stripe pattern through the lens of singular foliations. This perspective views the stripes, and thus the candidate course rows or wale columns, as integral curves of a vector field specified by the spinning form of [Knöppel et al. 2015]. We show how to tightly control the topological structure of this vector field with linear level set constraints, preventing helicing of any integral curve. Practically speaking, this obviates the stripe placement constraints of [Mitra et al. 2023] and allows for shifting and variation of the stripe frequency without introducing additional helices. En route, we make the first explicit algebraic characterization of spinning form level set structure within singular triangles, and replace the standard interpolant with an “effective” one that improves the robustness of knit graph generation. We also extend the model of [Mitra et al. 2023] to surfaces with genus, via a Morse-based cylindrical decomposition, and implement automatic singularity pairing on the resulting components.

Siyou Lin, Zhe Li 0027, Zhaoqi Su, Zerong Zheng, Hongwen Zhang 0001, Yebin Liu

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.

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

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/.

Qiang Chen, Zhigang Deng 0001, Feng Li, Yuming Fang 0001, Tingsong Lu, Yang Tong, Yifan Zuo 0001

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

Seungjae Lee 0004, Seung-Woo Nam 0002, Kevin W. Rio, Renate Landig, Hsien-Hui Cheng, Lu Lu, Barry Silverstein

Steered retinal projection (SRP) is an emerging display technology that combines retinal projection and pupil steering to achieve exceptional light efficiency and a consistent viewing experience. Retinal projection enables most photons from a display projector to reach the retina, and pupil steering dynamically aligns the narrow viewing window of the retinal projection with the eye. While SRP holds considerable promise, its development has been stagnant due to a lack of understanding how human vision reacts to the dynamic steering movement of the viewing window. To delve into these areas, this study introduces the first SRP system testbed specifically designed for perceptual studies on the viewing experience of pupil steering. The testbed replicates the SRP viewing experience and offers the flexibility in adjusting several parameters including steering resolution, accuracy, and latency. We conducted two perceptual studies utilizing the testbed. The first study investigates the impact of saccadic suppression, a phenomenon that reduces visual sensitivity during rapid eye movements, on the SRP viewing experience. The second study explores the trade space between eye-tracking and pupil steering performance, providing insights into the optimal balance between these factors. Additionally, we introduce a numerical model to predict the detection probability for SRP artifacts considering the temporal characteristics of global luminance and the human vision system. This model enables a more comprehensive interpretation of user study and provides preliminary hardware requirements for SRP systems. The findings from this study offer invaluable research directions that may help determine component-level development milestones for SRP development, paving the way for the practical implementation of this promising technology.

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

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