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已筛选 SIGGRAPH 2024
252篇论文
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Zhongtian Zheng, Tongtong Wang, Qijia Feng, Zherong Pan, Xifeng Gao, Kui Wu 0003

Simulating high-resolution cloth poses computational challenges in real-time applications. In the gaming industry, the proxy mesh technique offers an alternative, simulating a simplified low-resolution cloth geometry, proxy mesh. This proxy mesh's dynamics drive the detailed high-resolution geometry, visual mesh, through Linear Blended Skinning (LBS). However, generating a suitable proxy mesh with appropriate skinning weights from a given visual mesh is non-trivial, often requiring skilled artists several days for fine-tuning. This paper presents an automatic pipeline to convert an ill-conditioned highresolution visual mesh into a single-layer low-poly proxy mesh. Given that the input visual mesh may not be simulation-ready, our approach then simulates the proxy mesh based on specific use scenarios and optimizes the skinning weights, relying on differential skinning with several well-designed loss functions to ensure the skinned visual mesh appears plausible in the final simulation. We have tested our method on various challenging cloth models, demonstrating its robustness and effectiveness.

Kai He, Kaixin Yao, Qixuan Zhang, Jingyi Yu 0001, Lingjie Liu, Lan Xu 0003

Apparel's significant role in human appearance underscores the importance of garment digitalization for digital human creation. Recent advances in 3D content creation are pivotal for digital human creation. Nonetheless, garment generation from text guidance is still nascent. We introduce a text-driven 3D garment generation framework, DressCode, which aims to democratize design for novices and offer immense potential in fashion design, virtual try-on, and digital human creation. We first introduce SewingGPT, a GPT-based architecture integrating cross-attention with text-conditioned embedding to generate sewing patterns with text guidance. We then tailor a pre-trained Stable Diffusion to generate tile-based Physically-based Rendering (PBR) textures for the garments. By leveraging a large language model, our framework generates CG-friendly garments through natural language interaction. It also facilitates pattern completion and texture editing, streamlining the design process through user-friendly interaction. This framework fosters innovation by allowing creators to freely experiment with designs and incorporate unique elements into their work. With comprehensive evaluations and comparisons with other state-of-the-art methods, our method showcases superior quality and alignment with input prompts. User studies further validate our high-quality rendering results, highlighting its practical utility and potential in production settings. Our project page is https://IHe-KaiI.github.io/DressCode/.

Jorge Alejandro Amador Herrera, Jonathan Klein, Daoming Liu, Wojtek Palubicki, Sören Pirk, Dominik L. Michels

Cyclones are large-scale phenomena that result from complex heat and water transfer processes in the atmosphere, as well as from the interaction of multiple hydrometeors, i.e., water and ice particles. When cyclones make landfall, they are considered natural disasters and spawn dread and awe alike. We propose a physically-based approach to describe the 3D development of cyclones in a visually convincing and physically plausible manner. Our approach allows us to capture large-scale heat and water continuity, turbulent microphysical dynamics of hydrometeors, and mesoscale cyclonic processes within the planetary boundary layer. Modeling these processes enables us to simulate multiple hurricane and tornado phenomena. We evaluate our simulations quantitatively by comparing to real data from storm soundings and observations of hurricane landfall from climatology research. Additionally, qualitative comparisons to previous methods are performed to validate the different parts of our scheme. In summary, our model simulates cyclogenesis in a comprehensive way that allows us to interactively render animations of some of the most complex weather events.

Andrzej Kokosza, Helge Wrede, Daniel Gonzalez Esparza, Milosz Makowski, Daoming Liu, Dominik L. Michels, Sören Pirk, Wojtek Palubicki

Wildfires are a complex physical phenomenon that involves the combustion of a variety of flammable materials ranging from fallen leaves and dried twigs to decomposing organic material and living flora. All these materials can potentially act as fuel with different properties that determine the progress and severity of a wildfire. In this paper, we propose a novel approach for simulating the dynamic interaction between the varying components of a wildfire, including processes of convection, combustion and heat transfer between vegetation, soil and atmosphere. We propose a novel representation of vegetation that includes detailed branch geometry, fuel moisture, and distribution of grass, fine fuel, and duff. Furthermore, we model the ignition, generation, and transport of fire by firebrands and embers. This allows simulating and rendering virtual 3D wildfires that realistically capture key aspects of the process, such as progressions from ground to crown fires, the impact of embers carried by wind, and the effects of fire barriers and other human intervention methods. We evaluate our approach through numerous experiments and based on comparisons to real-world wildfire data.

Logan Numerow, Yue Li 0049, Stelian Coros, Bernhard Thomaszewski

Navigating topological transitions in cellular mechanical systems is a significant challenge for existing simulation methods. While abstract models lack predictive capabilities at the cellular level, explicit network representations struggle with topology changes, and per-cell representations are computationally too demanding for large-scale simulations. To address these challenges, we propose a novel cell-centered approach based on differentiable Voronoi diagrams. Representing each cell with a Voronoi site, our method defines shape and topology of the interface network implicitly. In this way, we substantially reduce the number of problem variables, eliminate the need for explicit contact handling, and ensure continuous geometry changes during topological transitions. Closed-form derivatives of network positions facilitate simulation with Newton-type methods for a wide range of per-cell energies. Finally, we extend our differentiable Voronoi diagrams to enable coupling with arbitrary rigid and deformable boundaries. We apply our approach to a diverse set of examples, highlighting splitting and merging of cells as well as neighborhood changes. We illustrate applications to inverse problems by matching soap foam simulations to real-world images. Comparative analysis with explicit cell models reveals that our method achieves qualitatively comparable results at significantly faster computation times.

Dongyeon Kim, Seung-Woo Nam 0002, Suyeon Choi, Jong-Mo Seo, Gordon Wetzstein, Yoonchan Jeong

Holographic near-eye displays are a promising technology to solve long-standing challenges in virtual and augmented reality display systems. Over the last few years, many different computer-generated holography (CGH) algorithms have been proposed that are supervised by different types of target content, such as 2.5D RGB-depth maps, 3D focal stacks, and 4D light fields. It is unclear, however, what the perceptual implications are of the choice of algorithm and target content type. In this work, we build a perceptual testbed of a full-color, high-quality holographic near-eye display. Under natural viewing conditions, we examine the effects of various CGH supervision formats and conduct user studies to assess their perceptual impacts on 3D realism. Our results indicate that CGH algorithms designed for specific viewpoints exhibit noticeable deficiencies in achieving 3D realism. In contrast, holograms incorporating parallax cues consistently outperform other formats across different viewing conditions, including the center of the eyebox. This finding is particularly interesting and suggests that the inclusion of parallax cues in CGH rendering plays a crucial role in enhancing the overall quality of the holographic experience. This work represents an initial stride towards delivering a perceptually realistic 3D experience with holographic near-eye displays.

Kenneth Chen, Thomas Wan, Nathan Matsuda, Ajit Ninan, Alexandre Chapiro, Qi Sun 0003

Display power consumption is an emerging concern for untethered devices. This goes double for augmented and virtual extended reality (XR) displays, which target high refresh rates and high resolutions while conforming to an ergonomically light form factor. A number of image mapping techniques have been proposed to extend battery usage. However, there is currently no comprehensive quantitative understanding of how the power savings provided by these methods compare to their impact on visual quality. We set out to answer this question. To this end, we present a perceptual evaluation of algorithms (PEA) for power optimization in XR displays (PODs). Consolidating a portfolio of six power-saving display mapping approaches, we begin by performing a large-scale perceptual study to understand the impact of each method on perceived quality in the wild. This results in a unified quality score for each technique, scaled in just-objectionable-difference (JOD) units. In parallel, each technique is analyzed using hardware-accurate power models. The resulting JOD-to-Milliwatt transfer function provides a first-of-its-kind look into tradeoffs offered by display mapping techniques, and can be directly employed to make architectural decisions for power budgets on XR displays. Finally, we leverage our study data and power models to address important display power applications like the choice of display primary, power implications of eye tracking, and more1.

Colin Groth, Marcus A. Magnor, Steve Grogorick, Martin Eisemann, Piotr Didyk

Virtual reality has ushered in a revolutionary era of immersive content perception. However, a persistent challenge in dynamic environments is the occurrence of cybersickness arising from a conflict between visual and vestibular cues. Prior techniques have demonstrated that limiting illusory self-motion, so-called vection, by blurring the peripheral part of images, introducing tunnel vision, or altering the camera path can effectively reduce the problem. Unfortunately, these methods often alter the user's experience with visible changes to the content. In this paper, we propose a new technique for reducing vection and combating cybersickness by subtly lowering the screen-space speed of objects in the user's peripheral vision. The method is motivated by our hypothesis that small modifications to the objects' velocity in the periphery and geometrical distortions in the peripheral vision can remain unnoticeable yet lead to reduced vection. This paper describes the experiments supporting this hypothesis and derives its limits. Furthermore, we present a method that exploits these findings by introducing subtle, screen-space geometrical distortions to animation frames to counteract the motion contributing to vection. We implement the method as a realtime post-processing step that can be integrated into existing rendering frameworks. The final validation of the technique and comparison to an alternative approach confirms its effectiveness in reducing cybersickness.

Taimoor Tariq, Piotr Didyk

Foveated rendering takes advantage of the reduced spatial sensitivity in peripheral vision to greatly reduce rendering cost without noticeable spatial quality degradation. Due to its benefits, it has emerged as a key enabler for real-time high-quality virtual and augmented realities. Interestingly though, a large body of work advocates that a key role of peripheral vision may be motion detection, yet foveated rendering lowers the image quality in these regions, which may impact our ability to detect and quantify motion. The problem is critical for immersive simulations where the ability to detect and quantify movement drives actions and decisions. In this work, we diverge from the contemporary approach towards the goal of foveated graphics, and demonstrate that a loss of high-frequency spatial details in the periphery inhibits motion perception, leading to underestimating motion cues such as velocity. Furthermore, inspired by an interesting visual illusion, we design a perceptually motivated real-time technique that synthesizes controlled spatio-temporal motion energy to offset the loss in motion perception. Finally, we perform user experiments demonstrating our method's effectiveness in recovering motion cues without introducing objectionable quality degradation.

Lukas Radl, Michael Steiner 0011, Mathias Parger, Alexander Weinrauch, Bernhard Kerbl, Markus Steinberger

Gaussian Splatting has emerged as a prominent model for constructing 3D representations from images across diverse domains. However, the efficiency of the 3D Gaussian Splatting rendering pipeline relies on several simplifications. Notably, reducing Gaussian to 2D splats with a single viewspace depth introduces popping and blending artifacts during view rotation. Addressing this issue requires accurate per-pixel depth computation, yet a full per-pixel sort proves excessively costly compared to a global sort operation. In this paper, we present a novel hierarchical rasterization approach that systematically resorts and culls splats with minimal processing overhead. Our software rasterizer effectively eliminates popping artifacts and view inconsistencies, as demonstrated through both quantitative and qualitative measurements. Simultaneously, our method mitigates the potential for cheating view-dependent effects with popping, ensuring a more authentic representation. Despite the elimination of cheating, our approach achieves comparable quantitative results for test images, while increasing the consistency for novel view synthesis in motion. Due to its design, our hierarchical approach is only 4% slower on average than the original Gaussian Splatting. Notably, enforcing consistency enables a reduction in the number of Gaussians by approximately half with nearly identical quality and view-consistency. Consequently, rendering performance is nearly doubled, making our approach 1.6x faster than the original Gaussian Splatting, with a 50% reduction in memory requirements. Our renderer is publicly available at https://github.com/r4dl/StopThePop.

Daniel Duckworth, Peter Hedman, Christian Reiser, Peter Zhizhin, Jean-François Thibert, Mario Lucic, Richard Szeliski, Jonathan T. Barron

Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. We introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m2 at a volumetric resolution of 3.5 mm3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our method enables full six degrees of freedom navigation in a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.

Bernhard Kerbl, Andreas Meuleman, Georgios Kopanas, Michael Wimmer 0001, Alexandre Lanvin, George Drettakis

Novel view synthesis has seen major advances in recent years, with 3D Gaussian splatting offering an excellent level of visual quality, fast training and real-time rendering. However, the resources needed for training and rendering inevitably limit the size of the captured scenes that can be represented with good visual quality. We introduce a hierarchy of 3D Gaussians that preserves visual quality for very large scenes, while offering an efficient Level-of-Detail (LOD) solution for efficient rendering of distant content with effective level selection and smooth transitions between levels. We introduce a divide-and-conquer approach that allows us to train very large scenes in independent chunks. We consolidate the chunks into a hierarchy that can be optimized to further improve visual quality of Gaussians merged into intermediate nodes. Very large captures typically have sparse coverage of the scene, presenting many challenges to the original 3D Gaussian splatting training method; we adapt and regularize training to account for these issues. We present a complete solution, that enables real-time rendering of very large scenes and can adapt to available resources thanks to our LOD method. We show results for captured scenes with up to tens of thousands of images with a simple and affordable rig, covering trajectories of up to several kilometers and lasting up to one hour.

Ryan Capouellez, Denis Zorin

We introduce a conceptually simple and efficient algorithm for seamless parametrization, a key element in constructing quad layouts and texture charts on surfaces. More specifically, we consider the construction of parametrizations with prescribed holonomy signatures i.e., a set of angles at singularities, and rotations along homology loops, preserving which is essential for constructing parametrizations following an input field, as well as for user control of the parametrization structure. Our algorithm performs exceptionally well on a large dataset based on Thingi10k [Zhou and Jacobson 2016], (16156 meshes) as well as on a challenging smaller dataset of [Myles et al. 2014], converging, on average, in 9 iterations. Although the algorithm lacks a formal mathematical guarantee, presented empirical evidence and the connections between convex optimization and closely related algorithms, suggest that a similar formulation can be found for this algorithm in the future.

David R. Palmer 0001, Albert Chern, Justin Solomon 0001

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

Shibo Liu 0001, Yang Ji, Jia-Peng Guo, Ligang Liu 0001, Xiao-Ming Fu 0001

We propose a new structure called a higher-order shell, which is composed of a set of triangular prisms. Each triangular prism is enveloped by three Bézier triangles (top, middle, and bottom) and three side surfaces, each of which is trimmed from a bilinear surface. Moreover, we define a continuous vector field to smoothly and bijectively transfer attributes between two surfaces inside the shell. Since the higher-order shell has several hard construction constraints, we apply an interior-point strategy to robustly and automatically construct a high-order shell for an input mesh. Specifically, the strategy starts from a valid linear shell with a small thickness. Then, the shell is optimized until the specified thickness is reached, where explicit checks ensure that the constraints are always satisfied. We extensively test our method on more than 8300 models, demonstrating its robustness and performance. Compared to state-of-the-art methods, our bijective projection is smoother, and the space between the shell and input mesh is more uniform.

Aryamaan Jain, Bedrich Benes, Guillaume Cordonnier

Erosion simulation is a common approach used for generating and authoring mountainous terrains. While water is considered the primary erosion factor, its simulation fails to capture steep slopes near the ridges. In these low-drainage areas, erosion is often approximated with slope-reducing erosion, which yields unrealistically uniform slopes. However, geomorphology observed that another process dominates the low-drainage areas: erosion by debris flow, which is a mixture of mud and rocks triggered by strong climatic events. We propose a new method to capture the interactions between debris flow and fluvial erosion thanks to a new mathematical formulation for debris flow erosion derived from geomorphology and a unified GPU algorithm for erosion and deposition. In particular, we observe that sediment and debris deposition tend to intersect river paths, which motivates the design of a new, approximate flow routing algorithm on the GPU to estimate the water path out of these newly formed depressions. We demonstrate that debris flow carves distinct patterns in the form of erosive scars on steep slopes and cones of deposited debris competing with fluvial erosion downstream.

Yousuf Soliman, Marcel Padilla, Oliver Gross 0001, Felix Knöppel, Ulrich Pinkall, Peter Schröder

Given a sequence of poses of a body we study the motion resulting when the body is immersed in a (possibly) moving, incompressible medium. With the poses given, say, by an animator, the governing second-order ordinary differential equations are those of a rigid body with time-dependent inertia acted upon by various forces. Some of these forces, like lift and drag, depend on the motion of the body in the surrounding medium. Additionally, the inertia must encode the effect of the medium through its added mass. We derive the corresponding dynamics equations which generalize the standard rigid body dynamics equations. All forces are based on local computations using only physical parameters such as mass density. Notably, we approximate the effect of the medium on the body through local computations avoiding any global simulation of the medium. Consequently, the system of equations we must integrate in time is only 6 dimensional (rotation and translation). Our proposed algorithm displays linear complexity and captures intricate natural phenomena that depend on body-fluid interactions.

Xingyu Ni, Ruicheng Wang, Bin Wang 0069, Baoquan Chen

This paper introduces a novel Induce-on-Boundary (IoB) solver designed to address the magnetostatic governing equations of ferrofluids. The IoB solver is based on a single-layer potential and utilizes only the surface point cloud of the object, offering a lightweight, fast, and accurate solution for calculating magnetic fields. Compared to existing methods, it eliminates the need for complex linear system solvers and maintains minimal computational complexities. Moreover, it can be seamlessly integrated into conventional fluid simulators without compromising boundary conditions. Through extensive theoretical analysis and experiments, we validate both the convergence and scalability of the IoB solver, achieving state-of-the-art performance. Additionally, a straightforward coupling approach is proposed and executed to showcase the solver's effectiveness when integrated into a grid-based fluid simulation pipeline, allowing for realistic simulations of representative ferrofluid instabilities.

Wei Li 0112, Kui Wu 0003, Mathieu Desbrun

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

Peter Heiss-Synak, Aleksei Kalinov, Malina Strugaru, Arian Etemadi, Huidong Yang, Chris Wojtan

We introduce a multi-material non-manifold mesh-based surface tracking algorithm that converts self-intersections into topological changes. Our algorithm generalizes prior work on manifold surface tracking with topological changes: it preserves surface features like mesh-based methods, and it robustly handles topological changes like level set methods. Our method also offers improved efficiency and robustness over the state of the art. We demonstrate the effectiveness of the approach on a range of examples, including complex soap film simulations with thousands of interacting bubbles, and boolean unions of non-manifold meshes consisting of millions of triangles.