38-Issue 2
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Item Deep Fluids: A Generative Network for Parameterized Fluid Simulations(The Eurographics Association and John Wiley & Sons Ltd., 2019) Kim, Byungsoo; Azevedo, Vinicius C.; Thuerey, Nils; Kim, Theodore; Gross, Markus; Solenthaler, Barbara; Alliez, Pierre and Pellacini, FabioThis paper presents a novel generative model to synthesize fluid simulations from a set of reduced parameters. A convolutional neural network is trained on a collection of discrete, parameterizable fluid simulation velocity fields. Due to the capability of deep learning architectures to learn representative features of the data, our generative model is able to accurately approximate the training data set, while providing plausible interpolated in-betweens. The proposed generative model is optimized for fluids by a novel loss function that guarantees divergence-free velocity fields at all times. In addition, we demonstrate that we can handle complex parameterizations in reduced spaces, and advance simulations in time by integrating in the latent space with a second network. Our method models a wide variety of fluid behaviors, thus enabling applications such as fast construction of simulations, interpolation of fluids with different parameters, time re-sampling, latent space simulations, and compression of fluid simulation data. Reconstructed velocity fields are generated up to 700x faster than re-simulating the data with the underlying CPU solver, while achieving compression rates of up to 1300x.Item Learning-Based Animation of Clothing for Virtual Try-On(The Eurographics Association and John Wiley & Sons Ltd., 2019) Santesteban, Igor; Otaduy, Miguel A.; Casas, Dan; Alliez, Pierre and Pellacini, FabioThis paper presents a learning-based clothing animation method for highly efficient virtual try-on simulation. Given a garment, we preprocess a rich database of physically-based dressed character simulations, for multiple body shapes and animations. Then, using this database, we train a learning-based model of cloth drape and wrinkles, as a function of body shape and dynamics. We propose a model that separates global garment fit, due to body shape, from local garment wrinkles, due to both pose dynamics and body shape. We use a recurrent neural network to regress garment wrinkles, and we achieve highly plausible nonlinear effects, in contrast to the blending artifacts suffered by previous methods. At runtime, dynamic virtual try-on animations are produced in just a few milliseconds for garments with thousands of triangles. We show qualitative and quantitative analysis of results.Item Generating Color Scribble Images using Multi-layered Monochromatic Strokes Dithering(The Eurographics Association and John Wiley & Sons Ltd., 2019) Lo, Yi-Hsiang; Lee, Ruen-Rone; Chu, Hung-Kuo; Alliez, Pierre and Pellacini, FabioColor scribbling is a unique form of illustration where artists use compact, overlapping, and monochromatic scribbles at microscopic scale to create astonishing colorful images at macroscopic scale. The creation process is skill-demanded and time-consuming, which typically involves drawing monochromatic scribbles layer-by-layer to depict true-color subjects using a limited color palette delicately. In this work, we present a novel computational framework for automatic generation of color scribble images from arbitrary raster images. The core contribution of our work lies in a novel color dithering model tailormade for synthesizing a smooth color appearance using multiple layers of overlapped monochromatic strokes. Specifically, our system reconstructs the appearance of the input image by (i) generating layers of monochromatic scribbles based on a limited color palette derived from input image, and (ii) optimizing the drawing sequence among layers to minimize the visual color dissimilarity between dithered image and original image as well as the color banding artifacts. We demonstrate the effectiveness and robustness of our algorithm with various convincing results synthesized from a variety of input images with different stroke patterns. The experimental study further shows that our approach faithfully captures the scribble style and the color presentation at respectively microscopic and macroscopic scales, which is otherwise difficult for state-of-the-art methods.Item Learning a Generative Model for Multi-Step Human-Object Interactions from Videos(The Eurographics Association and John Wiley & Sons Ltd., 2019) Wang, He; Pirk, Sören; Yumer, Ersin; Kim, Vladimir; Sener, Ozan; Sridhar, Srinath; Guibas, Leonidas; Alliez, Pierre and Pellacini, FabioCreating dynamic virtual environments consisting of humans interacting with objects is a fundamental problem in computer graphics. While it is well-accepted that agent interactions play an essential role in synthesizing such scenes, most extant techniques exclusively focus on static scenes, leaving the dynamic component out. In this paper, we present a generative model to synthesize plausible multi-step dynamic human-object interactions. Generating multi-step interactions is challenging since the space of such interactions is exponential in the number of objects, activities, and time steps. We propose to handle this combinatorial complexity by learning a lower dimensional space of plausible human-object interactions. We use action plots to represent interactions as a sequence of discrete actions along with the participating objects and their states. To build action plots, we present an automatic method that uses state-of-the-art computer vision techniques on RGB videos in order to detect individual objects and their states, extract the involved hands, and recognize the actions performed. The action plots are built from observing videos of everyday activities and are used to train a generative model based on a Recurrent Neural Network (RNN). The network learns the causal dependencies and constraints between individual actions and can be used to generate novel and diverse multi-step human-object interactions. Our representation and generative model allows new capabilities in a variety of applications such as interaction prediction, animation synthesis, and motion planning for a real robotic agent.Item A CNN-based Flow Correction Method for Fast Preview(The Eurographics Association and John Wiley & Sons Ltd., 2019) Xiao, Xiangyun; Wang, Hui; Yang, Xubo; Alliez, Pierre and Pellacini, FabioEulerian-based smoke simulations are sensitive to the initial parameters and grid resolutions. Due to the numerical dissipation on different levels of the grid and the nonlinearity of the governing equations, the differences in simulation resolutions will result in different results. This makes it challenging for artists to preview the animation results based on low-resolution simulations. In this paper, we propose a learning-based flow correction method for fast previewing based on low-resolution smoke simulations. The main components of our approach lie in a deep convolutional neural network, a grid-layer feature vector and a special loss function. We provide a novel matching model to represent the relationship between low-resolution and high-resolution smoke simulations and correct the overall shape of a low-resolution simulation to closely follow the shape of a high-resolution down-sampled version. We introduce the grid-layer concept to effectively represent the 3D fluid shape, which can also reduce the input and output dimensions. We design a special loss function for the fluid divergence-free constraint in the neural network training process. We have demonstrated the efficacy and the generality of our approach by simulating a diversity of animations deviating from the original training set. In addition, we have integrated our approach into an existing fluid simulation framework to showcase its wide applications.Item A Low-Dimensional Function Space for Efficient Spectral Upsampling(The Eurographics Association and John Wiley & Sons Ltd., 2019) Jakob, Wenzel; Hanika, Johannes; Alliez, Pierre and Pellacini, FabioWe present a versatile technique to convert textures with tristimulus colors into the spectral domain, allowing such content to be used in modern rendering systems. Our method is based on the observation that suitable reflectance spectra can be represented using a low-dimensional parametric model that is intrinsically smooth and energy-conserving, which leads to significant simplifications compared to prior work. The resulting spectral textures are compact and efficient: storage requirements are identical to standard RGB textures, and as few as six floating point instructions are required to evaluate them at any wavelength. Our model is the first spectral upsampling method to achieve zero error on the full sRGB gamut. The technique also supports large-gamut color spaces, and can be vectorized effectively for use in rendering systems that handle many wavelengths at once.Item Object Partitioning for Support-Free 3D-Printing(The Eurographics Association and John Wiley & Sons Ltd., 2019) Karasik, Eli; Fattal, Raanan; Werman, Michael; Alliez, Pierre and Pellacini, FabioFused deposition modeling based 3D-printing is becoming increasingly popular due to it's low-cost and simple operation and maintenance. While it produces rugged prints made from a wide range of materials, it suffers from an inherent printing limitation where it cannot produce overhanging surfaces of non-trivial size. This limitation can be handled by constructing temporary support-structures, however this solution involves additional material costs, longer print time, and often a fair amount of labor in removing it. In this paper we present a new method for partitioning general solid objects into a small number of parts that can be printed with no support. The partitioning is computed by applying a sequence of cutting-planes that split the object recursively. Unlike existing algorithms, the planes are not chosen at random, rather they are derived from shape analysis routines that identify and resolve various commonly-found geometric configurations. In addition, we guide this search by a revised set of conditions that both ensure the objects' printability as well as realistically model the printing capabilities of the printer at hand. Evaluation of the new method demonstrates its ability to efficiently obtain support-free partitionings typically containing fewer parts compared to existing methods that rely on support-structures.Item Gradient Outlier Removal for Gradient-Domain Path Tracing(The Eurographics Association and John Wiley & Sons Ltd., 2019) Ha, Saerom; Oh, Sojin; Back, Jonghee; Yoon, Sung-Eui; Moon, Bochang; Alliez, Pierre and Pellacini, FabioWe present a new outlier removal technique for a gradient-domain path tracing (G-PT) that computes image gradients as well as colors. Our approach rejects gradient outliers whose estimated errors are much higher than those of the other gradients for improving reconstruction quality for the G-PT. We formulate our outlier removal problem as a least trimmed squares optimization, which employs only a subset of gradients so that a final image can be reconstructed without including the gradient outliers. In addition, we design this outlier removal process so that the chosen subset of gradients maintains connectivity through gradients between pixels, preventing pixels from being isolated. Lastly, the optimal number of inlier gradients is estimated to minimize our reconstruction error. We have demonstrated that our reconstruction with robustly rejecting gradient outliers produces visually and numerically improved results, compared to the previous screened Poisson reconstruction that uses all the gradients.Item Local Editing of Procedural Models(The Eurographics Association and John Wiley & Sons Ltd., 2019) Lipp, Markus; Specht, Matthias; Lau, Cheryl; Wonka, Peter; Mueller, Pascal; Alliez, Pierre and Pellacini, FabioProcedural modeling is used across many industries for rapid 3D content creation. However, professional procedural tools often lack artistic control, requiring manual edits on baked results, diminishing the advantages of a procedural modeling pipeline. Previous approaches to enable local artistic control require special annotations of the procedural system and manual exploration of potential edit locations. Therefore, we propose a novel approach to discover meaningful and non-redundant good edit locations (GELs). We introduce a bottom-up algorithm for finding GELs directly from the attributes in procedural models, without special annotations. To make attribute edits at GELs persistent, we analyze their local spatial context and construct a meta-locator to uniquely specify their structure. Meta-locators are calculated independently per attribute, making them robust against changes in the procedural system. Functions on meta-locators enable intuitive and robust multi-selections. Finally, we introduce an algorithm to transfer meta-locators to a different procedural model. We show that our approach greatly simplifies the exploration of the local edit space, and we demonstrate its usefulness in a user study and multiple real-world examples.Item Elastic Correspondence between Triangle Meshes(The Eurographics Association and John Wiley & Sons Ltd., 2019) Ezuz, Danielle; Heeren, Behrend; Azencot, Omri; Rumpf, Martin; Ben-Chen, Mirela; Alliez, Pierre and Pellacini, FabioWe propose a novel approach for shape matching between triangular meshes that, in contrast to existing methods, can match crease features. Our approach is based on a hybrid optimization scheme, that solves simultaneously for an elastic deformation of the source and its projection on the target. The elastic energy we minimize is invariant to rigid body motions, and its non-linear membrane energy component favors locally injective maps. Symmetrizing this model enables feature aligned correspondences even for non-isometric meshes. We demonstrate the advantage of our approach over state of the art methods on isometric and non-isometric datasets, where we improve the geodesic distance from the ground truth, the conformal and area distortions, and the mismatch of the mean curvature functions. Finally, we show that our computed maps are applicable for surface interpolation, consistent cross-field computation, and consistent quadrangular remeshing of a set of shapes.Item Generating Stochastic Wall Patterns On-the-fly with Wang Tiles(The Eurographics Association and John Wiley & Sons Ltd., 2019) Derouet-Jourdan, Alexandre; Salvati, Marc; Jonchier, Théo; Alliez, Pierre and Pellacini, FabioThe game and movie industries always face the challenge of reproducing materials. This problem is tackled by combining illumination models and various textures (painted or procedural patterns). Generating stochastic wall patterns is crucial in the creation of a wide range of backgrounds (castles, temples, ruins...). A specific Wang tile set was introduced previously to tackle this problem, in an iterative fashion. However, long lines may appear as visual artifacts. We use this tile set in a new on-the-fly procedure to generate stochastic wall patterns. For this purpose, we introduce specific hash functions implementing a constrained Wang tiling. This technique makes possible the generation of boundless textures while giving control over the maximum line length. The algorithm is simple and easy to implement, and the wall structure we get from the tiles allows to achieve visuals that reproduce all the small details of artist painted walls.Item Clear Skies Ahead: Towards Real-Time Automatic Sky Replacement in Video(The Eurographics Association and John Wiley & Sons Ltd., 2019) Halperin, Tavi; Cain, Harel; Bibi, Ofir; Werman, Michael; Alliez, Pierre and Pellacini, FabioDigital videos such as those captured by a smartphone often exhibit exposure inconsistencies, a poorly exposed sky, or simply suffer from an uninteresting or plain looking sky. Professionals may edit these videos using advanced and time-consuming tools unavailable to most users, to replace the sky with a more expressive or imaginative sky. In this work, we propose an algorithm for automatic replacement of the sky region in a video with a different sky, providing nonprofessional users with a simple yet efficient tool to seamlessly replace the sky. The method is fast, achieving close to real-time performance on mobile devices and the user's involvement can remain as limited as simply selecting the replacement sky.Item Latent Space Physics: Towards Learning the Temporal Evolution of Fluid Flow(The Eurographics Association and John Wiley & Sons Ltd., 2019) Wiewel, Steffen; Becher, Moritz; Thuerey, Nils; Alliez, Pierre and Pellacini, FabioWe propose a method for the data-driven inference of temporal evolutions of physical functions with deep learning. More specifically, we target fluid flow problems, and we propose a novel LSTM-based approach to predict the changes of the pressure field over time. The central challenge in this context is the high dimensionality of Eulerian space-time data sets. We demonstrate for the first time that dense 3D+time functions of physics system can be predicted within the latent spaces of neural networks, and we arrive at a neural-network based simulation algorithm with significant practical speed-ups. We highlight the capabilities of our method with a series of complex liquid simulations, and with a set of single-phase buoyancy simulations. With a set of trained networks, our method is more than two orders of magnitudes faster than a traditional pressure solver. Additionally, we present and discuss a series of detailed evaluations for the different components of our algorithm.Item Exploratory Stage Lighting Design using Visual Objectives(The Eurographics Association and John Wiley & Sons Ltd., 2019) Shimizu, Evan; Paris, Sylvain; Fisher, Matthew; Yumer, Ersin; Fatahalian, Kayvon; Alliez, Pierre and Pellacini, FabioLighting is a critical element of theater. A lighting designer is responsible for drawing the audience's attention to a specific part of the stage, setting time of day, creating a mood, and conveying emotions. Designers often begin the lighting design process by collecting reference visual imagery that captures different aspects of their artistic intent. Then, they experiment with various lighting options to determine which ideas work best on stage. However, modern stages contain tens to hundreds of lights, and setting each light source's parameters individually to realize an idea is both tedious and requires expert skill. In this paper, we describe an exploratory lighting design tool based on feedback from professional designers. The system extracts abstract visual objectives from reference imagery and applies them to target regions of the stage. Our system can rapidly generate plausible design candidates that embody the visual objectives through a Gibbs sampling method, and present them as a design gallery for rapid exploration and iterative refinement. We demonstrate that the resulting system allows lighting designers of all skill levels to quickly create and communicate complex designs, even for scenes containing many color-changing lights.Item Learning to Importance Sample in Primary Sample Space(The Eurographics Association and John Wiley & Sons Ltd., 2019) Zheng, Quan; Zwicker, Matthias; Alliez, Pierre and Pellacini, FabioImportance sampling is one of the most widely used variance reduction strategies in Monte Carlo rendering. We propose a novel importance sampling technique that uses a neural network to learn how to sample from a desired density represented by a set of samples. Our approach considers an existing Monte Carlo rendering algorithm as a black box. During a scene-dependent training phase, we learn to generate samples with a desired density in the primary sample space of the renderer using maximum likelihood estimation. We leverage a recent neural network architecture that was designed to represent real-valued non-volume preserving (''Real NVP'') transformations in high dimensional spaces. We use Real NVP to non-linearly warp primary sample space and obtain desired densities. In addition, Real NVP efficiently computes the determinant of the Jacobian of the warp, which is required to implement the change of integration variables implied by the warp. A main advantage of our approach is that it is agnostic of underlying light transport effects, and can be combined with an existing rendering technique by treating it as a black box. We show that our approach leads to effective variance reduction in several practical scenarios.Item Dual Sheet Meshing: An Interactive Approach to Robust Hexahedralization(The Eurographics Association and John Wiley & Sons Ltd., 2019) Takayama, Kenshi; Alliez, Pierre and Pellacini, FabioThe combinatorial dual of a hex mesh induces a collection of mutually intersecting surfaces (dual sheets). Inspired by Campen et al.'s work on quad meshing [CBK12,CK14], we propose to directly generate such dual sheets so that, as long as the volume is properly partitioned by the dual sheets, we are guaranteed to arrive at a valid all-hex mesh topology. Since automatically generating dual sheets seems much harder than the 2D counterpart, we chose to leave the task to the user; our system is equipped with a few simple 3D modeling tools for interactively designing dual sheets. Dual sheets are represented as implicit surfaces in our approach, greatly simplifying many of the computational steps such as finding intersections and analyzing topology. We also propose a simple algorithm for primalizing the dual graph where each dual cell, often enclosing singular edges, gets mapped onto a reference polyhedron via harmonic parameterization. Preservation of sharp features is simply achieved by modifying the boundary conditions. We demonstrate the feasibility of our approach through various modeling examples.Item Deep Video-Based Performance Cloning(The Eurographics Association and John Wiley & Sons Ltd., 2019) Aberman, Kfir; Shi, Mingyi; Liao, Jing; Lischinski, Dani; Chen, Baoquan; Cohen-Or, Daniel; Alliez, Pierre and Pellacini, FabioWe present a new video-based performance cloning technique. After training a deep generative network using a reference video capturing the appearance and dynamics of a target actor, we are able to generate videos where this actor reenacts other performances. All of the training data and the driving performances are provided as ordinary video segments, without motion capture or depth information. Our generative model is realized as a deep neural network with two branches, both of which train the same space-time conditional generator, using shared weights. One branch, responsible for learning to generate the appearance of the target actor in various poses, uses paired training data, self-generated from the reference video. The second branch uses unpaired data to improve generation of temporally coherent video renditions of unseen pose sequences. Through data augmentation, our network is able to synthesize images of the target actor in poses never captured by the reference video. We demonstrate a variety of promising results, where our method is able to generate temporally coherent videos, for challenging scenarios where the reference and driving videos consist of very different dance performances.Item Multi-Pose Interactive Linkage Design(The Eurographics Association and John Wiley & Sons Ltd., 2019) Nishida, Gen; Bousseau, Adrien; Aliaga, Daniel; Alliez, Pierre and Pellacini, FabioWe introduce an interactive tool for novice users to design mechanical objects made of 2.5D linkages. Users simply draw the shape of the object and a few key poses of its multiple moving parts. Our approach automatically generates a one-degree-offreedom linkage that connects the fixed and moving parts, such that the moving parts traverse all input poses in order without any collision with the fixed and other moving parts. In addition, our approach avoids common linkage defects and favors compact linkages and smooth motion trajectories. Finally, our system automatically generates the 3D geometry of the object and its links, allowing the rapid creation of a physical mockup of the designed object.Item Accurate Synthesis of Multi-Class Disk Distributions(The Eurographics Association and John Wiley & Sons Ltd., 2019) Ecormier-Nocca, Pierre; Memari, Pooran; Gain, James; Cani, Marie-Paule; Alliez, Pierre and Pellacini, FabioWhile analysing and synthesising 2D distributions of points has been applied both to the generation of textures with discrete elements and for populating virtual worlds with 3D objects, the results are often inaccurate since the spatial extent of objects cannot be expressed.We introduce three improvements enabling the synthesis of more general distributions of elements. First, we extend continuous pair correlation function (PCF) algorithms to multi-class distributions using a dependency graph, thereby capturing interrelationships between distinct categories of objects. Second, we introduce a new normalised metric for disks, which makes the method applicable to both point and possibly overlapping disk distributions. The metric is specifically designed to distinguish perceptually salient features, such as disjoint, tangent, overlapping, or nested disks. Finally, we pay particular attention to convergence of the mean PCF as well as the validity of individual PCFs, by taking into consideration the variance of the input. Our results demonstrate that this framework can capture and reproduce real-life distributions of elements representing a variety of complex semi-structured patterns, from the interaction between trees and the understorey in a forest to droplets of water. More generally, it applies to any category of 2D object whose shape is better represented by bounding circles than points.Item Hierarchical Rasterization of Curved Primitives for Vector Graphics Rendering on the GPU(The Eurographics Association and John Wiley & Sons Ltd., 2019) Dokter, Mark; Hladký, Jozef; Parger, Mathias; Schmalstieg, Dieter; Seidel, Hans-Peter; Steinberger, Markus; Alliez, Pierre and Pellacini, FabioIn this paper, we introduce the CPatch, a curved primitive that can be used to construct arbitrary vector graphics. A CPatch is a generalization of a 2D polygon: Any number of curves up to a cubic degree bound a primitive. We show that a CPatch can be rasterized efficiently in a hierarchical manner on the GPU, locally discarding irrelevant portions of the curves. Our rasterizer is fast and scalable, works on all patches in parallel, and does not require any approximations. We show a parallel implementation of our rasterizer, which naturally supports all kinds of color spaces, blending and super-sampling. Additionally, we show how vector graphics input can efficiently be converted to a CPatch representation, solving challenges like patch self-intersections and false inside-outside classification. Results indicate that our approach is faster than the state-of-the-art, more flexible and could potentially be implemented in hardware.