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已筛选 SIGGRAPH 2024
252篇论文
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Francis Williams, Jiahui Huang, Jonathan Swartz, Gergely Klár, Vijay Thakkar, Matthew Cong, Xuanchi Ren, Ruilong Li, Clement Fuji-Tsang, Sanja Fidler 等

We present fVDB, a novel GPU-optimized framework for deep learning on large-scale 3D data. fVDB provides a complete set of differentiable primitives to build deep learning architectures for common tasks in 3D learning such as convolution, pooling, attention, ray-tracing, meshing, etc. fVDB simultaneously provides a much larger feature set (primitives and operators) than established frameworks with no loss in efficiency: our operators match or exceed the performance of other frameworks with narrower scope. Furthermore, fVDB can process datasets with much larger footprint and spatial resolution than prior works, while providing a competitive memory footprint on small inputs. To achieve this combination of versatility and performance, fVDB relies on a single novel VDB index grid acceleration structure paired with several key innovations including GPU accelerated sparse grid construction, convolution using tensorcores, fast ray tracing kernels using a Hierarchical Digital Differential Analyzer algorithm (HDDA), and jagged tensors. Our framework is fully integrated with PyTorch enabling interoperability with existing pipelines, and we demonstrate its effectiveness on a number of representative tasks such as large-scale point-cloud segmentation, high resolution 3D generative modeling, unbounded scale Neural Radiance Fields, and large-scale point cloud reconstruction.

Octave Crespel, Emile Hohnadel, Thibaut Metivet, Florence Bertails-Descoubes

Computer Graphics has a long history in the design of effective algorithms for handling contact and friction between solid objects. For the sake of simplicity and versatility, most methods rely on low-order primitives such as line segments or triangles, both for the detection and the response stages. In this paper we carefully analyse, in the case of fibre systems, the impact of such choices on the retrieved contact forces. We highlight the presence of artifacts in the force response that are tightly related to the low-order geometry used for contact detection. Our analysis draws upon thorough comparisons between the high-order super-helix model and the low-order discrete elastic rod model. These reveal that when coupled to a low-order, segment-based detection scheme, both models yield spurious jumps in the contact force profile. Moreover, these artifacts are shown to be all the more visible as the geometry of fibres at contact is curved. In order to remove such artifacts we develop an accurate high-order detection scheme between two smooth curves, which relies on an efficient adaptive pruning strategy. We use this algorithm to detect contact between super-helices at high precision, allowing us to recover, in the range of wavy to highly curly fibres, much smoother force profiles during sliding motion than with a classical segment-based strategy. Furthermore, we show that our approach offers better scaling properties in terms of efficiency vs. precision compared to segment-based approaches, making it attractive for applications where accurate and reliable forces are desired. Finally, we demonstrate the robustness and accuracy of our fully high-order approach on a challenging hair combing scenario.

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

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.

Zheng Gu 0001, Shiyuan Yang, Jing Liao 0001, Jing Huo, Yang Gao 0001

Visual In-Context Learning (ICL) has emerged as a promising research area due to its capability to accomplish various tasks with limited example pairs through analogical reasoning. However, training-based visual ICL has limitations in its ability to generalize to unseen tasks and requires the collection of a diverse task dataset. On the other hand, existing methods in the inference-based visual ICL category solely rely on textual prompts, which fail to capture fine-grained contextual information from given examples and can be time-consuming when converting from images to text prompts. To address these challenges, we propose Analogist, a novel inference-based visual ICL approach that exploits both visual and textual prompting techniques using a text-to-image diffusion model pretrained for image inpainting. For visual prompting, we propose a self-attention cloning (SAC) method to guide the fine-grained structural-level analogy between image examples. For textual prompting, we leverage GPT-4V's visual reasoning capability to efficiently generate text prompts and introduce a cross-attention masking (CAM) operation to enhance the accuracy of semantic-level analogy guided by text prompts. Our method is out-of-the-box and does not require fine-tuning or optimization. It is also generic and flexible, enabling a wide range of visual tasks to be performed in an in-context manner. Extensive experiments demonstrate the superiority of our method over existing approaches, both qualitatively and quantitatively. Our project webpage is available at https://analogist2d.github.io.

Rafal K. Mantiuk, Param Hanji, Maliha Ashraf, Yuta Asano, Alexandre Chapiro

ColorVideoVDP is a video and image quality metric that models spatial and temporal aspects of vision for both luminance and color. The metric is built on novel psychophysical models of chromatic spatiotemporal contrast sensitivity and cross-channel contrast masking. It accounts for the viewing conditions, geometric, and photometric characteristics of the display. It was trained to predict common video-streaming distortions (e.g., video compression, rescaling, and transmission errors) and also 8 new distortion types related to AR/VR displays (e.g., light source and waveguide non-uniformities). To address the latter application, we collected our novel XR-Display-Artifact-Video quality dataset (XR-DAVID), comprised of 336 distorted videos. Extensive testing on XR-DAVID, as well as several datasets from the literature, indicate a significant gain in prediction performance compared to existing metrics. ColorVideoVDP opens the doors to many novel applications that require the joint automated spatiotemporal assessment of luminance and color distortions, including video streaming, display specification, and design, visual comparison of results, and perceptually-guided quality optimization. The code for the metric can be found at https://github.com/gfxdisp/ColorVideoVDP.

Jessica Lee, Nicholas Jennings, Varun Srivastava, Ren Ng

Genetic studies indicate that more than 50% of women are genetically tetrachromatic, expressing four distinct types of color photoreceptors (cone cells) in the retina. At least one functional tetrachromat has been identified in laboratory tests. We hypothesize that there is a large latent group in the population capable of fundamentally richer color experience, but we are not yet aware of this group because of a lack of tetrachromatic colors in the visual environment. This paper develops theory and engineering practice for fabricating tetrachromatic colors and potentially identifying tetrachromatic color vision in the wild. First, we apply general d-dimensional color theory to derive and compute all the key color structures of human tetrachromacy for the first time, including its 4D space of possible object colors, 3D space of chromaticities, and yielding a predicted 2D sphere of tetrachromatic hues. We compare this predicted hue sphere to the familiar hue circle of trichromatic color, extending the theory to predict how the higher dimensional topology produces an expanded color experience for tetrachromats. Second, we derive the four reflectance functions for the ideal tetrachromatic inkset, analogous to the well-known CMY printing basis for trichromacy. Third, we develop a method for prototyping tetrachromatic printers using a library of fountain pen inks and a multi-pass inkjet printing platform. Fourth, we generalize existing color tests - sensitive hue ordering tests and rapid isochromatic plate screening tests - to higher-dimensional vision, and prototype variants of these tests for identifying and characterizing tetrachromacy in the wild.

Shinyoung Yi 0001, Donggun Kim 0002, Jiwoong Na, Xin Tong 0001, Min H. Kim 0001

The objective of polarization rendering is to simulate the interaction of light with materials exhibiting polarization-dependent behavior. However, integrating polarization into rendering is challenging and increases computational costs significantly. The primary difficulty lies in efficiently modeling and computing the complex reflection phenomena associated with polarized light. Specifically, frequency-domain analysis, essential for efficient environment lighting and storage of complex light interactions, is lacking. To efficiently simulate and reproduce polarized light interactions using frequency-domain techniques, we address the challenge of maintaining continuity in polarized light transport represented by Stokes vectors within angular domains. The conventional spherical harmonics method cannot effectively handle continuity and rotation invariance for Stokes vectors. To overcome this, we develop a new method called polarized spherical harmonics (PSH) based on the spin-weighted spherical harmonics theory. Our method provides a rotation-invariant representation of Stokes vector fields. Furthermore, we introduce frequency domain formulations of polarized rendering equations and spherical convolution based on PSH. We first define spherical convolution on Stokes vector fields in the angular domain, and it also provides efficient computation of polarized light transport, nearly on an entry-wise product in the frequency domain. Our frequency domain formulation, including spherical convolution, led to the development of the first real-time polarization rendering technique under polarized environmental illumination, named precomputed polarized radiance transfer, using our polarized spherical harmonics. Results demonstrate that our method can effectively and accurately simulate and reproduce polarized light interactions in complex reflection phenomena, including polarized environmental illumination and soft shadows.

Zhimin Fan 0001, Jie Guo 0001, Yiming Wang, Tianyu Xiao, Hao Zhang, Chenxi Zhou, Zhenyu Chen 0001, Pengpei Hong, Yanwen Guo 0001, Lingqi Yan 0001

Finding valid light paths that involve specular vertices in Monte Carlo rendering requires solving many non-linear, transcendental equations in high-dimensional space. Existing approaches heavily rely on Newton iterations in path space, which are limited to obtaining at most a single solution each time and easily diverge when initialized with improper seeds. We propose specular polynomials, a Newton iteration-free methodology for finding a complete set of admissible specular paths connecting two arbitrary endpoints in a scene. The core is a reformulation of specular constraints into polynomial systems, which makes it possible to reduce the task to a univariate root-finding problem. We first derive bivariate systems utilizing rational coordinate mapping between the coordinates of consecutive vertices. Subsequently, we adopt the hidden variable resultant method for variable elimination, converting the problem into finding zeros of the determinant of univariate matrix polynomials. This can be effectively solved through Laplacian expansion for one bounce and a bisection solver for more bounces. Our solution is generic, completely deterministic, accurate for the case of one bounce, and GPU-friendly. We develop efficient CPU and GPU implementations and apply them to challenging glints and caustic rendering. Experiments on various scenarios demonstrate the superiority of specular polynomial-based solutions compared to Newton iteration-based counterparts. Our implementation is available at https://github.com/mollnn/spoly.

Haolin Lu 0001, Wesley Chang, Trevor Hedstrom, Tzu-Mao Li

We propose a real-time path guiding method, Voxel Path Guiding (VXPG), that significantly improves fitting efficiency under limited sampling budget. Our key idea is to use a spatial irradiance voxel data structure across all shading points to guide the location of path vertices. For each frame, we first populate the voxel data structure with irradiance and geometry information. To sample from the data structure for a shading point, we need to select a voxel with high contribution to that point. To importance sample the voxels while taking visibility into consideration, we adapt techniques from offline many-lights rendering by clustering pairs of shading points and voxels. Finally, we unbiasedly sample within the selected voxel while taking the geometry inside into consideration. Our experiments show that VXPG achieves significantly lower perceptual error compared to other real-time path guiding and virtual point light methods under equal-time comparison. Furthermore, our method does not rely on temporal information, but can be used together with other temporal reuse sampling techniques such as ReSTIR to further improve sampling efficiency.

Jeongmin Gu, Jonghee Back, Sung-Eui Yoon, Bochang Moon

Physically based differentiable rendering allows an accurate light transport simulation to be differentiated with respect to the rendering input, i.e., scene parameters, and it enables inferring scene parameters from target images, e.g., photos or synthetic images, via an iterative optimization. However, this inverse Monte Carlo rendering inherits the fundamental problem of the Monte Carlo integration, i.e., noise, resulting in a slow optimization convergence. An appealing approach to addressing such noise is exploiting an image denoiser to improve optimization convergence. Unfortunately, the direct adoption of existing image denoisers designed for ordinary rendering scenarios can drive the optimization into undesirable local minima due to denoising bias. It motivates us to reformulate a new image denoiser specialized for inverse rendering. Unlike existing image denoisers, we conduct our denoising by considering the target images, i.e., specific information in inverse rendering. For our target-aware denoising, we determine our denoising weights via a linear regression technique using the target. We demonstrate that our denoiser enables inverse rendering optimization to infer scene parameters robustly through a diverse set of tests.

Chuhao Chen 0003, Yuze He, Tzu-Mao Li

Metropolis Light Transport (MLT) is a global illumination algorithm that is well-known for rendering challenging scenes with intricate light paths. However, MLT methods tend to produce unpredictable correlation artifacts in images, which can introduce visual inconsistencies for animation rendering. This drawback also makes it challenging to denoise MLT renderings while maintaining temporal stability. We tackle this issue with modern learning-based methods and build a sequence denoiser combining the recurrent connections with the cutting-edge vision transformer architecture. We demonstrate that our sophisticated denoiser can consistently improve the quality and temporal stability of MLT renderings with difficult light paths. Our method is efficient and scalable for complex scene renderings that require high sample counts.

Ehsan Pajouheshgar, Yitao Xu 0002, Alexander Mordvintsev, Eyvind Niklasson, Tong Zhang 0023, Sabine Süsstrunk

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

Jingyu Zhuang, Di Kang, Yan-Pei Cao 0001, Guanbin Li, Liang Lin 0004, Ying Shan

Text-driven 3D scene editing has gained significant attention owing to its convenience and user-friendliness. However, existing methods still lack accurate control of the specified appearance and location of the editing result due to the inherent limitations of the text description. To this end, we propose a 3D scene editing framework, TIP-Editor, that accepts both text and image prompts and a 3D bounding box to specify the editing region. With the image prompt, users can conveniently specify the detailed appearance/style of the target content in complement to the text description, enabling accurate control of the appearance. Specifically, TIP-Editor employs a stepwise 2D personalization strategy to better learn the representation of the existing scene and the reference image, in which a localization loss is proposed to encourage correct object placement as specified by the bounding box. Additionally, TIP-Editor utilizes explicit and flexible 3D Gaussian splatting (GS) as the 3D representation to facilitate local editing while keeping the background unchanged. Extensive experiments have demonstrated that TIP-Editor conducts accurate editing following the text and image prompts in the specified bounding box region, consistently outperforming the baselines in editing quality, and the alignment to the prompts, qualitatively and quantitatively.

Longwen Zhang, Ziyu Wang, Qixuan Zhang, Qiwei Qiu, Anqi Pang, Haoran Jiang, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001

In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.

Xiang Xu 0008, Joseph G. Lambourne, Pradeep Kumar Jayaraman, Zhengqing Wang, Karl D. D. Willis, Yasutaka Furukawa

This paper presents BrepGen, a diffusion-based generative approach that directly outputs a Boundary representation (B-rep) Computer-Aided Design (CAD) model. BrepGen represents a B-rep model as a novel structured latent geometry in a hierarchical tree. With the root node representing a whole CAD solid, each element of a B-rep model (i.e., a face, an edge, or a vertex) progressively turns into a child-node from top to bottom. B-rep geometry information goes into the nodes as the global bounding box of each primitive along with a latent code describing the local geometric shape. The B-rep topology information is implicitly represented by node duplication. When two faces share an edge, the edge curve will appear twice in the tree, and a T-junction vertex with three incident edges appears six times in the tree with identical node features. Starting from the root and progressing to the leaf, BrepGen employs Transformer-based diffusion models to sequentially denoise node features while duplicated nodes are detected and merged, recovering the B-Rep topology information. Extensive experiments show that BrepGen advances the task of CAD B-rep generation, surpassing existing methods on various benchmarks. Results on our newly collected furniture dataset further showcase its exceptional capability in generating complicated geometry. While previous methods were limited to generating simple prismatic shapes, BrepGen incorporates free-form and doubly-curved surfaces for the first time. Additional applications of BrepGen include CAD autocomplete and design interpolation. The code, pretrained models, and dataset are available at https://github.com/samxuxiang/BrepGen.

Yushan Han, Yizhou Chen, Carmichael F. Ong, Jingyu Chen 0002, Jennifer L. Hicks, Joseph Teran

We present a comprehensive neural network to model the deformation of human soft tissues including muscle, tendon, fat and skin. Our approach provides kinematic and active correctives to linear blend skinning [Magnenat-Thalmann et al. 1989] that enhance the realism of soft tissue deformation at modest computational cost. Our network accounts for deformations induced by changes in the underlying skeletal joint state as well as the active contractile state of relevant muscles. Training is done to approximate quasistatic equilibria produced from physics-based simulation of hyperelastic soft tissues in close contact. We use a layered approach to equilibrium data generation where deformation of muscle is computed first, followed by an inner skin/fascia layer, and lastly a fat layer between the fascia and outer skin. We show that a simple network model which decouples the dependence on skeletal kinematics and muscle activation state can produce compelling behaviors with modest training data burden. Active contraction of muscles is estimated using inverse dynamics where muscle moment arms are accurately predicted using the neural network to model kinematic musculotendon geometry. Results demonstrate the ability to accurately replicate compelling musculoskeletal and skin deformation behaviors over a representative range of motions, including the effects of added weights in body building motions.

Vismay Modi, Nicholas Sharp, Or Perel, Shinjiro Sueda, David I. W. Levin

The proliferation of 3D representations, from explicit meshes to implicit neural fields and more, motivates the need for simulators agnostic to representation. We present a data-, mesh-, and grid-free solution for elastic simulation for any object in any geometric representation undergoing large, nonlinear deformations. We note that every standard geometric representation can be reduced to an occupancy function queried at any point in space, and we define a simulator atop this common interface. For each object, we fit a small implicit neural network encoding spatially varying weights that act as a reduced deformation basis. These weights are trained to learn physically significant motions in the object via random perturbations. Our loss ensures we find a weight-space basis that best minimizes deformation energy by stochastically evaluating elastic energies through Monte Carlo sampling of the deformation volume. At runtime, we simulate in the reduced basis and sample the deformations back to the original domain. Our experiments demonstrate the versatility, accuracy, and speed of this approach on data including signed distance functions, point clouds, neural primitives, tomography scans, radiance fields, Gaussian splats, surface meshes, and volume meshes, as well as showing a variety of material energies, contact models, and time integration schemes.

Anka He Chen, Ziheng Liu, Yin Yang 0002, Cem Yuksel

We introduce vertex block descent, a block coordinate descent solution for the variational form of implicit Euler through vertex-level Gauss-Seidel iterations. It operates with local vertex position updates that achieve reductions in global variational energy with maximized parallelism. This forms a physics solver that can achieve numerical convergence with unconditional stability and exceptional computation performance. It can also fit in a given computation budget by simply limiting the iteration count while maintaining its stability and superior convergence rate. We present and evaluate our method in the context of elastic body dynamics, providing details of all essential components and showing that it outperforms alternative techniques. In addition, we discuss and show examples of how our method can be used for other simulation systems, including particle-based simulations and rigid bodies.

Yizhou Chen, Yushan Han, Jingyu Chen 0002, Zhan Zhang 0009, Alex Mcadams, Joseph Teran

Position based dynamics [Müller et al. 2007] is a powerful technique for simulating a variety of materials. Its primary strength is its robustness when run with limited computational budget. Even though PBD is based on the projection of static constraints, it does not work well for quasistatic problems. This is particularly relevant since the efficient creation of large data sets of plausible, but not necessarily accurate elastic equilibria is of increasing importance with the emergence of quasistatic neural networks [Bailey et al. 2018; Chentanez et al. 2020; Jin et al. 2022; Luo et al. 2020]. Recent work [Macklin et al. 2016] has shown that PBD can be related to the Gauss-Seidel approximation of a Lagrange multiplier formulation of backward Euler time stepping, where each constraint is solved/projected independently of the others in an iterative fashion. We show that a position-based, rather than constraint-based nonlinear Gauss-Seidel approach resolves a number of issues with PBD, particularly in the quasistatic setting. Our approach retains the essential PBD feature of stable behavior with constrained computational budgets, but also allows for convergent behavior with expanded budgets. We demonstrate the efficacy of our method on a variety of representative hyperelastic problems and show that both successive over relaxation (SOR), Chebyshev and multiresolution-based acceleration can be easily applied.

Arman Maesumi, Dylan Hu, Krishi Saripalli, Vladimir G. Kim, Matthew Fisher, Sören Pirk, Daniel Ritchie

Procedural noise is a fundamental component of computer graphics pipelines, offering a flexible way to generate textures that exhibit "natural" random variation. Many different types of noise exist, each produced by a separate algorithm. In this paper, we present a single generative model which can learn to generate multiple types of noise as well as blend between them. In addition, it is capable of producing spatially-varying noise blends despite not having access to such data for training. These features are enabled by training a denoising diffusion model using a novel combination of data augmentation and network conditioning techniques. Like procedural noise generators, the model's behavior is controllable via interpretable parameters plus a source of randomness. We use our model to produce a variety of visually compelling noise textures. We also present an application of our model to improving inverse procedural material design; using our model in place of fixed-type noise nodes in a procedural material graph results in higher-fidelity material reconstructions without needing to know the type of noise in advance. Open-sourced materials can be found at https://armanmaesumi.github.io/onenoise/