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已筛选 SIGGRAPH 2024
252篇论文
第 13 / 13 页

Wenqi Dong, Bangbang Yang, Lin Ma, Xiao Liu, Liyuan Cui, Hujun Bao, Yuewen Ma, Zhaopeng Cui

As humans, we aspire to create media content that is both freely willed and readily controlled. Thanks to the prominent development of generative techniques, we now can easily utilize 2D diffusion methods to synthesize images controlled by raw sketch or designated human poses, and even progressively edit/regenerate local regions with masked inpainting. However, similar workflows in 3D modeling tasks are still unavailable due to the lack of controllability and efficiency in 3D generation. In this paper, we present a novel controllable and interactive 3D assets modeling framework, named Coin3D. Coin3D allows users to control the 3D generation using a coarse geometry proxy assembled from basic shapes, and introduces an interactive generation workflow to support seamless local part editing while delivering responsive 3D object previewing within a few seconds. To this end, we develop several techniques, including the 3D adapter that applies volumetric coarse shape control to the diffusion model, proxy-bounded editing strategy for precise part editing, progressive volume cache to support responsive preview, and volume-SDS to ensure consistent mesh reconstruction. Extensive experiments of interactive generation and editing on diverse shape proxies demonstrate that our method achieves superior controllability and flexibility in the 3D assets generation task. Code and data are available on the project webpage: https://zju3dv.github.io/coin3d/.

Zihan Yu, Lifan Wu, Zhiqian Zhou, Shuang Zhao

The Poisson equation is an important partial differential equation (PDE) with numerous applications in physics, engineering, and computer graphics. Conventional solutions to the Poisson equation require discretizing the domain or its boundary, which can be very expensive for domains with detailed geometries. To overcome this challenge, a family of grid-free Monte Carlo solutions has recently been developed. By utilizing walk-on-sphere (WoS) processes, these techniques are capable of efficiently solving the Poisson equation over complex domains. In this paper, we introduce a general technique that differentiates solutions to the Poisson equation with Dirichlet boundary conditions. Specifically, we devise a new boundary-integral formulation for the derivatives with respect to arbitrary parameters including shapes of the domain. Further, we develop an efficient walk-on-spheres technique based on our new formulation—including a new approach to estimate normal derivatives of the solution field. We demonstrate the effectiveness of our technique over baseline methods using several synthetic examples.

Zilu Li, Guandao Yang, Qingqing Zhao, Xi Deng, Leonidas J. Guibas, Bharath Hariharan, Gordon Wetzstein

This paper presents a method to leverage arbitrary neural network architecture for control variates. Control variates are crucial in reducing the variance of Monte Carlo integration, but they hinge on finding a function that both correlates with the integrand and has a known analytical integral. Traditional approaches rely on heuristics to choose this function, which might not be expressive enough to correlate well with the integrand. Recent research alleviates this issue by modeling the integrands with a learnable parametric model, such as a neural network. However, the challenge remains in creating an expressive parametric model with a known analytical integral. This paper proposes a novel approach to construct learnable parametric control variates functions from arbitrary neural network architectures. Instead of using a network to approximate the integrand directly, we employ the network to approximate the anti-derivative of the integrand. This allows us to use automatic differentiation to create a function whose integration can be constructed by the antiderivative network. We apply our method to solve partial differential equations using the Walk-on-sphere algorithm [Sawhney and Crane 2020]. Our results indicate that this approach is unbiased using various network architectures and achieves lower variance than other control variate methods.

Pranav Jain, Ziyin Qu, Peter Yichen Chen, Oded Stein

The idea of using a neural network to represent continuous vector fields (i.e., neural fields) has become popular for solving PDEs arising from physics simulations. Here, the classical spatial discretization (e.g., finite difference) of PDE solvers is replaced with a neural network that models a differentiable function, so the spatial gradients of the PDEs can be readily computed via autodifferentiation. When used in fluid simulation, however, neural fields fail to capture many important phenomena, such as the vortex shedding experienced in the von Kármán vortex street experiment. We present a novel neural network representation for fluid simulation that augments neural fields with explicitly enforced boundary conditions as well as a Monte Carlo pressure solver to get rid of all weakly enforced boundary conditions. Our method, the Neural Monte Carlo method (NMC), is completely mesh-free, i.e., it doesn’t depend on any grid-based discretization. While NMC does not achieve the state-of-the-art accuracy of the well-established grid-based methods, it significantly outperforms previous mesh-free neural fluid methods on fluid flows involving intricate boundaries and turbulence regimes.

Ryusuke Sugimoto, Christopher Batty, Toshiya Hachisuka

We present a velocity-based Monte Carlo fluid solver that overcomes the limitations of its existing vorticity-based counterpart. Because the velocity-based formulation is more commonly used in graphics, our Monte Carlo solver can be readily extended with various techniques from the fluid simulation literature. We derive our method by solving the Navier-Stokes equations via operator splitting and designing a pointwise Monte Carlo estimator for each substep. We reformulate the projection and diffusion steps as integration problems based on the recently introduced walk-on-boundary technique [Sugimoto et al. 2023]. We transform the volume integral arising from the source term of the pressure Poisson equation into a form more amenable to practical numerical evaluation. Our resulting velocity-based formulation allows for the proper simulation of scenes that the prior vorticity-based Monte Carlo method [Rioux-Lavoie et al. 2022] either simulates incorrectly or cannot support. We demonstrate that our method can easily incorporate advancements drawn from conventional non-Monte Carlo methods by showing how one can straightforwardly add buoyancy effects, divergence control capabilities, and numerical dissipation reduction methods, such as advection-reflection and PIC/FLIP methods.

Julia Guerrero-Viu, Milos Hasan, Arthur Roullier, Midhun Harikumar, Yiwei Hu, Paul Guerrero 0001, Diego Gutierrez, Belén Masiá, Valentin Deschaintre

Generative models have enabled intuitive image creation and manipulation using natural language. In particular, diffusion models have recently shown remarkable results for natural image editing. In this work, we propose to apply diffusion techniques to edit textures, a specific class of images that are an essential part of 3D content creation pipelines. We analyze existing editing methods and show that they are not directly applicable to textures, since their common underlying approach, manipulating attention maps, is unsuitable for the texture domain. To address this, we propose a novel approach that instead manipulates CLIP image embeddings to condition the diffusion generation. We define editing directions using simple text prompts (e.g., “aged wood” to “new wood”) and map these to CLIP image embedding space using a texture prior, with a sampling-based approach that gives us identity-preserving directions in CLIP space. To further improve identity preservation, we project these directions to a CLIP subspace that minimizes identity variations resulting from entangled texture attributes. Our editing pipeline facilitates the creation of arbitrary sliders using natural language prompts only, with no ground-truth annotated data necessary.

Hongkun Zhang, Zherong Pan, Congyi Zhang 0001, Lifeng Zhu, Xifeng Gao

The recent success of pre-trained diffusion models unlocks the possibility of the automatic generation of textures for arbitrary 3D meshes in the wild. However, these models are trained in the screen space, while converting them to a multi-view consistent texture image poses a major obstacle to the output quality. In this paper, we propose a novel method to enforce multi-view consistency. Our method is based on the observation that latent space in a pre-trained diffusion model is noised separately for each camera view, making it difficult to achieve multi-view consistency by directly manipulating the latent codes. Based on the celebrated Denoising Diffusion Implicit Models (DDIM) scheme, we propose to use an optimization-based color-fusion to enforce consistency and indirectly modify the latent codes by gradient back-propagation. Our method further relaxes the sequential dependency assumption among the camera views. By evaluating on a series of general 3D models, we find our simple approach improves consistency and overall quality of the generated textures as compared to competing state-of-the-arts. Our implementation is available at: https://github.com/Quantuman134/TexPainter

Anita Hu, Nishkrit Desai, Hassan Abu Alhaija, Seung Wook Kim 0001, Maria Shugrina

We present a technique that leverages 2D generative diffusion models (DMs) for interactive texture painting on the surface of 3D meshes. Unlike existing texture painting systems, our method allows artists to paint with any complex image texture, and in contrast with traditional texture synthesis, our brush not only generates seamless strokes in real-time, but can inpaint realistic transitions between different textures. To enable this application, we present a stamp-based method that applies an adapted pre-trained DM to inpaint patches in local render space, which is then projected into the texture image, allowing artists control over brush stroke shape and texture orientation. We further present a way to adapt the inference of a pre-trained DM to ensure stable texture brush identity, while allowing the DM to hallucinate infinite variations of the source texture. Our method is the first to use DMs for interactive texture painting, and we hope it will inspire work on applying generative models to highly interactive artist-driven workflows. Code and data for this paper are at github.com/nv-tlabs/DiffusionTexturePainting.

Shangzhan Zhang, Sida Peng, Tao Xu 0048, Yuanbo Yang, Tianrun Chen, Nan Xue 0001, Yujun Shen, Hujun Bao, Ruizhen Hu, Xiaowei Zhou 0001

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.

Shen Ciao, Zhongyue Guan, Qianxi Liu, Li-Yi Wei, Zeyu Wang 0003

This paper introduces novel GPU-based rendering techniques for digital painting and animation to bridge the gap between raster and vector stroke representations. We propose efficient rendering methods for vanilla, stamp, and airbrush strokes that integrate the expressiveness of raster-based textures with the ease of real-time editing. Based on our stroke representation, we implement an open-source prototype drawing system with a vector fill feature, demonstrating that our techniques can enhance the expressiveness, efficiency, and edibility of digital drawing. Our work can serve as a foundation for future research on vector-based and GPU-accelerated rendering techniques in industrial-level brush engines.

Jirí Minarcík, Sam Estep, Wode Ni, Keenan Crane

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.

Yitian Liu, Zhouhui Lian

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