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252篇论文
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Xun Guo 0001, Mingwu Zheng, Liang Hou, Yuan Gao 0015, Yufan Deng, Pengfei Wan 0001, Di Zhang 0026, Yufan Liu 0001, Weiming Hu 0004, Zhengjun Zha 等

Text-guided image-to-video (I2V) generation aims to generate a coherent video that preserves the identity of the input image and semantically aligns with the input prompt. Existing methods typically augment pretrained text-to-video (T2V) models by either concatenating the image with noised video frames channel-wise before being fed into the model or injecting the image embedding produced by pretrained image encoders in cross-attention modules. However, the former approach often necessitates altering the fundamental weights of pretrained T2V models, thus restricting the model’s compatibility within the open-source communities and disrupting the model’s prior knowledge. Meanwhile, the latter typically fails to preserve the identity of the input image. We present I2V-Adapter to overcome such limitations. I2V-Adapter adeptly propagates the unnoised input image to subsequent noised frames through a cross-frame attention mechanism, maintaining the identity of the input image without any changes to the pretrained T2V model. Notably, I2V-Adapter only introduces a few trainable parameters, significantly alleviating the training cost and also ensures compatibility with existing community-driven personalized models and control tools. Moreover, we propose a novel Frame Similarity Prior to balance the motion amplitude and the stability of generated videos through two adjustable control coefficients. Our experimental results demonstrate that I2V-Adapter is capable of producing high-quality videos. This performance, coupled with its agility and adaptability, represents a substantial advancement in the field of I2V, particularly for personalized and controllable applications.

Xiaoyu Shi 0002, Zhaoyang Huang, Fu-Yun Wang, Weikang Bian, Dasong Li, Yi Zhang 0108, Manyuan Zhang, Ka Chun Cheung, Simon See, Hongwei Qin 等

We introduce Motion-I2V, a novel framework for consistent and controllable text-guided image-to-video generation (I2V). In contrast to previous methods that directly learn the complicated image-to-video mapping, Motion-I2V factorizes I2V into two stages with explicit motion modeling. For the first stage, we propose a diffusion-based motion field predictor, which focuses on deducing the trajectories of the reference image’s pixels. For the second stage, we propose motion-augmented temporal attention to enhance the limited 1-D temporal attention in video latent diffusion models. This module can effectively propagate reference image features to synthesized frames with the guidance of predicted trajectories from the first stage. Compared with existing methods, Motion-I2V can generate more consistent videos even in the presence of large motion and viewpoint variation. By training a sparse trajectory ControlNet for the first stage, Motion-I2V can support users to precisely control motion trajectories and motion regions with sparse trajectory and region. This offers more controllability of the I2V process than solely relying on textual instructions. Additionally, Motion-I2V’s second stage naturally supports zero-shot video-to-video translation. Both qualitative and quantitative comparisons demonstrate the advantages of Motion-I2V over prior approaches in consistent and controllable image-to-video generation. Please see our project page at https://xiaoyushi97.github.io/Motion-I2V/.

Jingyu Hu 0001, Ka-Hei Hui, Zhengzhe Liu, Hao Zhang 0002, Chi-Wing Fu

This paper introduces a new approach based on a coupled representation and a neural volume optimization to implicitly perform 3D shape editing in latent space. This work has three innovations. First, we design the coupled neural shape (CNS) representation for supporting 3D shape editing. This representation includes a latent code, which captures high-level global semantics of the shape, and a 3D neural feature volume, which provides a spatial context to associate with the local shape changes given by the editing. Second, we formulate the coupled neural shape optimization procedure to co-optimize the two coupled components in the representation subject to the editing operation. Last, we offer various 3D shape editing operators, i.e., copy, resize, delete, and drag, and derive each into an objective for guiding the CNS optimization, such that we can iteratively co-optimize the latent code and neural feature volume to match the editing target. With our approach, we can achieve a rich variety of editing results that are not only aware of the shape semantics but are also not easy to achieve by existing approaches. Both quantitative and qualitative evaluations demonstrate the strong capabilities of our approach over the state-of-the-art solutions.

Hsueh-Ti Derek Liu, Maneesh Agrawala, Cem Yuksel, Tim Omernick, Vinith Misra, Stefano Corazza, Morgan McGuire, Victor B. Zordan

This paper presents a unified differentiable boolean operator for implicit solid shape modeling using Constructive Solid Geometry (CSG). Traditional CSG relies on min, max operators to perform boolean operations on implicit shapes. But because these boolean operators are discontinuous and discrete in the choice of operations, this makes optimization over the CSG representation challenging. Drawing inspiration from fuzzy logic, we present a unified boolean operator that outputs a continuous function and is differentiable with respect to operator types. This enables optimization of both the primitives and the boolean operations employed in CSG with continuous optimization techniques, such as gradient descent. We further demonstrate that such a continuous boolean operator allows the modeling of both sharp mechanical objects and smooth organic shapes with the same framework. Our proposed boolean operator opens up new possibilities for future research toward fully continuous CSG optimization.

Uday Kusupati, Mathieu Gaillard, Jean-Marc Thiery, Adrien Kaiser

We propose a semantic shape editing method to edit 3D triangle meshes using parametric implicit surface templates, benefiting from the many advantages offered by analytical implicit representations, such as infinite resolution and boolean or blending operations. We propose first a template fitting method to optimize its parameters to best capture the input mesh. For subsequent template edits, our novel mesh deformation method allows tracking the template’s 0-set even when featuring anisotropic stretch and/or local volume change. We make few assumptions on the template implicit fields and only strictly require continuity. We demonstrate applications to interactive semantic shape editing and semantic mesh retargeting.

Jean Basset, Pierre Bénard, Pascal Barla

Smear frames are routinely used by artists for the expressive depiction of motion in animations. In this paper, we present an automatic, yet art-directable method for the generation of smear frames in 3D, with a focus on elongated in-betweens where an object is stretched along its trajectory. It takes as input a key-framed animation of a 3D mesh, and outputs a deformed version of this mesh for each frame of the animation, while providing for artistic refinement at the end of the animation process and prior to rendering. Our approach works in two steps. We first compute spatially and temporally coherent motion offsets that describe to which extent parts of the input mesh should be leading in front or trailing behind. We then describe a framework to stylize these motion offsets in order to produce elongated in-betweens at interactive rates, which we extend to the other two common smear frame effects: multiple in-betweens and motion lines. Novice users may rely on preset stylization functions for fast and easy prototyping, while more complex custom-made stylization functions may be designed by experienced artists through our geometry node implementation in Blender.

Arvi Gjoka, Espen Knoop, Moritz Bächer, Denis Zorin, Daniele Panozzo

We propose a computational design pipeline for pneumatically-actuated soft robots interacting with their environment through contact. We optimize the shape of the robot with a shape optimization approach, using a physically-accurate high-order finite element model for the forward simulation. Our approach enables fine-grained control over both deformation and contact forces by optimizing the shape of internal cavities, which we exploit to design pneumatically-actuated robots that can assume user-prescribed poses, or apply user-controlled forces. We demonstrate the efficacy of our method on two artistic and two functional examples.

Xuebo Ji, Zherong Pan, Xifeng Gao, Jia Pan 0001

Creating vivid crowd animations is core to immersive virtual environments in digital games. This work focuses on tackling the challenges of the crowd behavior generation problem. Existing approaches are labor-intensive, relying on practitioners to manually craft the complex behavior systems. We propose a machine learning approach to synthesize diversified dynamic crowd animation scenarios for a given environment based on a text description input. We first train two conditional diffusion models that generate text-guided agent distribution fields and velocity fields. Assisted by local navigation algorithms, the fields are then used to control multiple groups of agents. We further employ Large-Language Model (LLM) to canonicalize the general script into a structured sentence for more stable training and better scalability. To train our diffusion models, we devise a constructive method to generate random environments and crowd animations. We show that our trained diffusion models can generate crowd animations for both unseen environments and novel scenario descriptions. Our method paves the way towards automatic generating of crowd behaviors for virtual environments. Code and data for this paper are available at: https://github.com/MLZG/Text-Crowd.git.

Zhengzhe Liu, Qing Liu 0017, Chirui Chang, Jianming Zhang 0001, Daniil Pakhomov, Haitian Zheng, Zhe Lin 0001, Daniel Cohen-Or, Chi-Wing Fu

Deoccluding the hidden portions of objects in a scene is a formidable task, particularly when addressing real-world scenes. In this paper, we present a new self-supervised PArallel visible-to-COmplete diffusion framework, named PACO, a foundation model for object-level scene deocclusion. Leveraging the rich prior of pre-trained models, we first design the parallel variational autoencoder, which produces a full-view feature map that simultaneously encodes multiple complete objects, and the visible-to-complete latent generator, which learns to implicitly predict the full-view feature map from partial-view feature map and text prompts extracted from the incomplete objects in the input image. To train PACO, we create a large-scale dataset with 500k samples to enable self-supervised learning, avoiding tedious annotations of the amodal masks and occluded regions. At inference, we devise a layer-wise deocclusion strategy to improve efficiency while maintaining the deocclusion quality. Extensive experiments on COCOA and various real-world scenes demonstrate the superior capability of PACO for scene deocclusion, surpassing the state of the arts by a large margin. Our method can also be extended to cross-domain scenes and novel categories that are not covered by the training set. Further, we demonstrate the deocclusion applicability of PACO in single-view 3D scene reconstruction and object recomposition. Project page: https://liuzhengzhe.github.io/Deocclude-Any-Object.github.io/.

Zhipeng Bao, Yijun Li 0001, Krishna Kumar Singh, Yu-Xiong Wang, Martial Hebert

Despite recent significant strides achieved by diffusion-based Text-to-Image (T2I) models, current systems are still less capable of ensuring decent compositional generation aligned with text prompts, particularly for the multi-object generation. In this work, we first show the fundamental reasons for such misalignment by identifying issues related to low attention activation and mask overlaps. Then we propose a compositional finetuning framework with two novel objectives, the Separate loss and the Enhance loss, that reduce object mask overlaps and maximize attention scores, respectively. Unlike conventional test-time adaptation methods, our model, once finetuned on critical parameters, is able to directly perform inference given an arbitrary multi-object prompt, which enhances the scalability and generalizability. Through comprehensive evaluations, our model demonstrates superior performance in image realism, text-image alignment, and adaptability, significantly surpassing established baselines. Furthermore, we show that training our model with a diverse range of concepts enables it to generalize effectively to novel concepts, exhibiting enhanced performance compared to models trained on individual concept pairs.

Shariq Farooq Bhat, Niloy J. Mitra, Peter Wonka

We present LooseControl to allow generalized depth conditioning for diffusion-based image generation. ControlNet, the SOTA for depth conditioned image generation, produces remarkable results but relies on having access to detailed depth maps for guidance. Creating such exact depth maps, in many scenarios, is challenging. This paper introduces a generalized version of depth conditioning that enables new content creation workflows. Specifically, we allow (C1) scene boundary control for loosely specifying scenes with only boundary conditions, and (C2) 3D box control for specifying the target objects’ layout locations rather than the objects’ exact shape and appearance. Using LooseControl, along with text guidance, users can create complex environments (e.g., rooms, street views, etc.) by specifying only scene boundaries and locations of primary objects. Further, we provide two editing mechanisms to refine the results: (E1) 3D box editing enables the user to refine images by changing, adding, or removing boxes while freezing the image style. This yields minimal changes apart from changes induced by the edited boxes. (E2) Attribute editing proposes possible editing directions to change one particular aspect of the scene, such as the overall object density or a particular object. Tests and comparisons with baselines demonstrate the generality of our method. We believe that LooseControl can become an important design tool for easily creating complex environments and be extended to other forms of guidance channels. The project page can be found at https://shariqfarooq123.github.io/loose-control/.

Zeqi Gu, Ethan Yang, Abe Davis

Recent advances in diffusion-based generative models have shown incredible promise for zero shot image-to-image translation and editing. Most of these approaches work by combining or replacing network-specific features used in the generation of new images with those taken from the inversion of some guide image. Methods of this type are considered the current state-of-the-art in training-free approaches, but have some notable limitations: they tend to be costly in runtime and memory, and often depend on deterministic sampling that limits variation in generated results. We propose Filter-Guided Diffusion (FGD), an alternative approach that leverages fast filtering operations during the diffusion process to support finer control over the strength and frequencies of guidance and can work with non-deterministic samplers to produce greater variety. With its efficiency, FGD can be sampled over multiple seeds and hyperparameters in less time than a single run of other SOTA methods to produce superior results based on structural and semantic metrics. We conduct extensive quantitative and qualitative experiments to evaluate the performance of FGD in translation tasks and also demonstrate its potential in localized editing when used with masks.

Sergey Zakharov, Katherine Liu, Adrien Gaidon, Rares Ambrus

The common trade-offs of state-of-the-art methods for multi-shape representation (a single model "packing" multiple objects) involve trading modeling accuracy against memory and storage. We show how to encode multiple shapes represented as continuous neural fields with a higher degree of precision than previously possible and with low memory usage. Key to our approach is a recursive hierarchical formulation that exploits object self-similarity, leading to a highly compressed and efficient shape latent space. Thanks to the recursive formulation, our method supports spatial and global-to-local latent feature fusion without needing to initialize and maintain auxiliary data structures, while still allowing for continuous field queries to enable applications such as raytracing. In experiments on a set of diverse datasets, we provide compelling qualitative results and demonstrate state-of-the-art multi-scene reconstruction and compression results with a single network per dataset.

Philippe Weier, Alexander Rath, Élie Michel, Iliyan Georgiev, Philipp Slusallek, Tamy Boubekeur

Neural representations have shown spectacular ability to compress complex signals in a fraction of the raw data size. In 3D computer graphics, the bulk of a scene’s memory usage is due to polygons and textures, making them ideal candidates for neural compression. Here, the main challenge lies in finding good trade-offs between efficient compression and cheap inference while minimizing training time. In the context of rendering, we adopt a ray-centric approach to this problem and devise <Formula format="inline"><TexMath><?TeX $\mathcal {N}$?></TexMath><AltText>Math 1</AltText><File name="siggraphconferencepapers24-70-inline1" type="svg"/></Formula>-BVH, a neural compression architecture designed to answer arbitrary ray queries in 3D. Our compact model is learned from the input geometry and substituted for it whenever a ray intersection is queried by a path-tracing engine. While prior neural compression methods have focused on point queries, ours proposes neural ray queries that integrate seamlessly into standard ray-tracing pipelines. At the core of our method, we employ an adaptive BVH-driven probing scheme to optimize the parameters of a multi-resolution hash grid, focusing its neural capacity on the sparse 3D occupancy swept by the original surfaces. As a result, our <Formula format="inline"><TexMath><?TeX $\mathcal {N}$?></TexMath><AltText>Math 2</AltText><File name="siggraphconferencepapers24-70-inline2" type="svg"/></Formula>-BVH can serve accurate ray queries from a representation that is more than an order of magnitude more compact, providing faithful approximations of visibility, depth, and appearance attributes. The flexibility of our method allows us to combine and overlap neural and non-neural entities within the same 3D scene and extends to appearance level of detail.

Stephanie Wenxin Liu, Michael Fischer 0011, Paul D. Yoo, Tobias Ritschel 0001

Bounding volumes are an established concept in computer graphics and vision tasks but have seen little change since their early inception. In this work, we study the use of neural networks as bounding volumes. Our key observation is that bounding, which so far has primarily been considered a problem of computational geometry, can be redefined as a problem of learning to classify space into free or occupied. This learning-based approach is particularly advantageous in high-dimensional spaces, such as animated scenes with complex queries, where neural networks are known to excel. However, unlocking neural bounding requires a twist: allowing – but also limiting – false positives, while ensuring that the number of false negatives is strictly zero. We enable such tight and conservative results using a dynamically-weighted asymmetric loss function. Our results show that our neural bounding produces up to an order of magnitude fewer false positives than traditional methods. In addition, we propose an extension of our bounding method using early exits that accelerates query speeds by 25 %. We also demonstrate that our approach is applicable to non-deep learning models that train within seconds. Our project page is at https://wenxin-liu.github.io/neural_bounding/.

Xuan Li 0015, Minchen Li, Xuchen Han, Huamin Wang 0001, Yin Yang 0002, Chenfanfu Jiang

This paper presents a novel method to couple Finite Element Methods (FEM), typically employed for modeling Lagrangian solids such as flesh, cloth, hair, and rigid bodies, with Material Point Methods (MPM), which are well-suited for simulating materials undergoing substantial deformation and topology change, including Newtonian/non-Newtonian fluid, granular materials, and fracturing materials. The challenge of coupling these diverse methods arises from their contrasting computational needs: implicit FEM integration is often favored to enjoy stability and large timesteps, while explicit MPM integration benefits from its allowance for efficient GPU optimization and flexibility of applying different plasticity models, which only allows for moderate timesteps. To bridge this gap, a mixed implicit-explicit time integration (IMEX) approach is proposed, utilizing principles from time splitting for partial differential equations and optimization-based time integrators. This method adopts incremental potential contact (IPC) to define a variational frictional contact model between the two materials, serving as the primary coupling mechanism. Our method enables implicit FEM and explicit MPM to coexist with significantly different timestep sizes while preserving two-way coupling. Experimental results demonstrate the potential of our method as a strong foundation for future exploration and enhancement in the field of multi-material simulation.

Xing Shen, Runyuan Cai, Mengxiao Bi, Tangjie Lv

The linear conjugate gradient method is widely used in physical simulation, particularly for solving large-scale linear systems derived from Newton’s method. The nonlinear conjugate gradient method generalizes the conjugate gradient method to nonlinear optimization, which is extensively utilized in solving practical large-scale unconstrained optimization problems. However, it is rarely discussed in physical simulation due to the requirement of multiple vector-vector dot products. Fortunately, with the advancement of GPU-parallel acceleration techniques, it is no longer a bottleneck. In this paper, we propose a Jacobi preconditioned nonlinear conjugate gradient method for elastic deformation using interior-point methods. Our method is straightforward, GPU-parallelizable, and exhibits fast convergence and robustness against large time steps. The employment of the barrier function in interior-point methods necessitates continuous collision detection per iteration to obtain a penetration-free step size, which is computationally expensive and challenging to parallelize on GPUs. To address this issue, we introduce a line search strategy that deduces an appropriate step size in a single pass, eliminating the need for additional collision detection. Furthermore, we simplify and accelerate the computations of Jacobi preconditioning and Hessian-vector product for hyperelasticity and barrier function. Our method can accurately simulate objects comprising over 100,000 tetrahedra in complex self-collision scenarios at real-time speeds.

Yi-Lu Chen, Mickaël Ly, Chris Wojtan

Current numerical algorithms for simulating friction fall in one of two camps: smooth solvers sacrifice the stable treatment of static friction in exchange for fast convergence, and non-smooth solvers accurately compute friction at convergence rates that are often prohibitive for large graphics applications. We introduce a novel bridge between these two ideas that computes static and dynamic friction stably and efficiently. Our key idea is to convert the highly constrained non-smooth problem into an unconstrained smooth problem using logarithmic barriers that converges to the exact solution as accuracy increases. We phrase the problem as an interior point primal-dual problem that can be solved efficiently with Newton iteration. We observe quadratic convergence despite the non-smooth nature of the original problem, and our method is well-suited for large systems of tightly packed objects with many contact points. We demonstrate the efficacy of our method with stable piles of grains and stacks of objects, complex granular flows, and robust interlocking assemblies of rigid bodies.

Vukasin Bozic, Abdelaziz Djelouah, Yang Zhang 0003, Radu Timofte, Markus Gross 0001, Christopher Schroers

Image and video colorization are among the most common problems in image restoration. This is an ill-posed problem and a wide variety of methods have been proposed, ranging from more traditional computer vision strategies to most recent development with transformer-based or generative neural network models. In this work we show how a latent diffusion model, pre-trained on text-to-image synthesis, can be finetuned for image colorization and provide a flexible solution for a wide variety of scenarios: high quality direct colorization with diverse results, user guided colorization through colors hints, text prompts or reference image and finally video colorization. Some works already investigated using diffusion models for colorization, however the proposed solutions are often more complex and require training a side model guiding the denoising process (à la ControlNet). Not only is this approach increasing the number of parameters and compute time, it also results in sub optimal colorization as we show. Our evaluation demonstrates that our model is the only approach that offers a wide flexibility while either matching or outperforming existing methods specialized in each sub-task, by proposing a group of universal, architecture-agnostic mechanisms which could be applied to any pre-trained diffusion model.

Arthur Firmino, Ravi Ramamoorthi, Jeppe Revall Frisvad, Henrik Wann Jensen

We present a practical global error estimation technique for Monte Carlo ray tracing combined with deep learning based denoising. Our method uses aggregated estimates of bias and variance to determine the squared error distribution of the pixels. Unlike unbiased estimates for classical Monte Carlo ray tracing, this distribution follows a noncentral chi-squared distribution, under reasonable assumptions. Based on this, we develop a stopping criterion for denoised Monte Carlo image synthesis that terminates rendering once a user specified error threshold has been achieved. Our results demonstrate that our error estimate and stopping criterion work well on a variety of scenes, and that we are able to achieve a given error threshold without the user specifying the number of samples needed.