{"title":"Vectorized Reservoir Sampling","authors":"Shinji Ogaki","doi":"10.1145/3478512.3488602","DOIUrl":"https://doi.org/10.1145/3478512.3488602","url":null,"abstract":"Reservoir sampling is becoming an essential component of realtime rendering as it enables importance resampling with limited storage. Chao’s weighted random sampling algorithm is a popular choice because of its simplicity. Although it is elegant, there is a fundamental issue that many random numbers must be generated to update reservoirs. To address this issue, we modify Chao’s algorithm with sample warping. We apply sample warping in two different ways and compare them. We further vectorize the modified algorithm to make reservoir sampling more useful for CPU rendering and give a couple of practical examples.","PeriodicalId":156290,"journal":{"name":"SIGGRAPH Asia 2021 Technical Communications","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133985203","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Qianyuan Zou, Huidong Bai, Yuewei Zhang, Gun A. Lee, A. Fowler, M. Billinghurst
{"title":"Tool-based Asymmetric Interaction for Selection in VR","authors":"Qianyuan Zou, Huidong Bai, Yuewei Zhang, Gun A. Lee, A. Fowler, M. Billinghurst","doi":"10.1145/3478512.3488615","DOIUrl":"https://doi.org/10.1145/3478512.3488615","url":null,"abstract":"Mainstream Virtual Reality (VR) devices on the market nowadays mostly use symmetric interaction design for input, yet common practice by artists suggests asymmetric interaction using different input tools in each hand could be a better alternative for 3D modeling tasks in VR. In this paper, we explore the performance and usability of a tool-based asymmetric interaction method for a 3D object selection task in VR and compare it with a symmetric interface. The symmetric VR interface uses two identical handheld controllers to select points on a sphere, while the asymmetric interface uses a handheld controller and a stylus. We conducted a user study to compare these two interfaces, and found that the asymmetric system was faster, required less workload, and was rated with better usability. We also discuss the opportunities for tool-based asymmetric input to optimize VR art workflows, and future research directions.","PeriodicalId":156290,"journal":{"name":"SIGGRAPH Asia 2021 Technical Communications","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125615962","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Efficient spherical harmonic shading for separable BRDF","authors":"Pierre Mézières, M. Paulin","doi":"10.1145/3478512.3488597","DOIUrl":"https://doi.org/10.1145/3478512.3488597","url":null,"abstract":"Spherical Harmonics (SH) are commonly and widely used in computer graphics in order to speed up the evaluation of the rendering equation. With separable BRDF, the diffuse and specular contributions are traditionally computed separately. Our first contribution is to demonstrate that there is a simple relationship between both computations, but one-way, i.e. from specular to diffuse. We show how to deduce the diffuse contribution from the specular contribution, using a single multiplication. This replaces the use of tens of multiplications for some cases up to complex rotations for other cases. Our second contribution is an efficient way to compute the SH product between an arbitrary function and a clamped cosine, much less expensive than the traditional SH triple product.","PeriodicalId":156290,"journal":{"name":"SIGGRAPH Asia 2021 Technical Communications","volume":"88 16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126309948","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"EpiScope: Optical Separation of Reflected Components by Rotation of Polygonal Mirror","authors":"Ryota Maeda, S. Hiura","doi":"10.1145/3478512.3488600","DOIUrl":"https://doi.org/10.1145/3478512.3488600","url":null,"abstract":"Separating reflection components is an important task in computer graphics and vision. Episcan3D has been proposed to separate the direct and indirect reflection components in real-time. This method uses a scanning laser projector and a rolling shutter camera, so it requires unmanageably precise geometric alignment and temporal synchronization. In this paper, we propose a novel optical system that achieves the same function without imaging devices. In this method, the ray directions of projection, observation, and presentation are optically and mechanically synchronized by a rotating polygonal mirror. The direct or indirect components can be selected by a mask-based light-field filter. Especially, the selected reflection components can be seen directly by our naked eye, and there are no restrictions on image quality or delays in presentation due to the number of pixels or frame rate of the imaging system.","PeriodicalId":156290,"journal":{"name":"SIGGRAPH Asia 2021 Technical Communications","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122000489","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Marvel's Spider-Man: Miles Morales Procedural Tools for PlayStation 5 Content Authoring","authors":"Xray Halperin","doi":"10.1145/3478512.3488594","DOIUrl":"https://doi.org/10.1145/3478512.3488594","url":null,"abstract":"Artists at Insomniac Games created a wonderful and detailed open world, Marvel's Manhattan in autumn, on the PlayStation 4 console for Marvel's Spider-Man. This technical communication provides an overview of several procedural systems developed or improved upon for the standalone game, Marvel's Spider-Man: Miles Morales, and a snapshot of the procedural processes in use during the game's production on the PlayStation 5 console. Procedural systems allowed artists at Insomniac Games to efficiently update the setting to winter, increase visual fidelity, and propagate mark-up data across a large open world environment. The combination of procedural techniques and bespoke artistry enabled Insomniac Games to create a memorable launch title for the PlayStation 5.","PeriodicalId":156290,"journal":{"name":"SIGGRAPH Asia 2021 Technical Communications","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132133100","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Controlling Eye Blink for Talking Face Generation via Eye Conversion","authors":"Jiaqi Hao, Shiguang Liu, Qing Xu","doi":"10.1145/3478512.3488610","DOIUrl":"https://doi.org/10.1145/3478512.3488610","url":null,"abstract":"A real talking face video includes not only the movement of the mouth, but also realistic blinking details. For a computer generated talking face video, realistic eye movements are critical to overcome the uncanny valley effect. However, it remains a great challenge to introduce realistic eye movements into talking face generation systems. In this paper, we propose a two-stage system for generating talking face video with realistic controllable blinking actions. Through eye conversion and frame replacement, our architecture can ensure the controllability of the blinking motion generation. We propose an eye conversion GAN, which can convert a face image into any stages of blinking, and maintain the consistency of facial identity features. In this network, we design joint training to increase the network’s ability of generating closed and half-closed eye images, which improves the authenticity of the eyes. Experiments on two popular data sets show that compared with previous work, our method can not only guarantee the authenticity of mouth movements, but also generate realistic and controllable eye blinks.","PeriodicalId":156290,"journal":{"name":"SIGGRAPH Asia 2021 Technical Communications","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132528093","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"WORLD-SPACE SPATIOTEMPORAL RESERVOIR REUSE FOR RAY-TRACED GLOBAL ILLUMINATION","authors":"Guillaume Boissé","doi":"10.1145/3478512.3488613","DOIUrl":"https://doi.org/10.1145/3478512.3488613","url":null,"abstract":"Path-traced global illumination of scenes with complex lighting remains particularly challenging at real-time framerates. Reservoir-based resampling methods for light sampling allow for significant noise reduction at the cost of very few shadow rays per pixel. However, current image-space approaches to reservoir reuse do not scale to sample lighting at further bounces, as is required for efficiently evaluating indirect illumination. We present a novel approach to performing reservoir-based spatiotemporal importance resampling in world space, allowing for efficient light sampling at arbitrary vertices along the eye path. Our approach caches the reservoirs of the path vertices into the cells of a hash grid built entirely on the GPU. Such a structure allows for stochastic reuse of neighboring reservoirs across space and time for efficient spatiotemporal reservoir resampling at any point in space.","PeriodicalId":156290,"journal":{"name":"SIGGRAPH Asia 2021 Technical Communications","volume":"119 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134435344","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Guided Image Weathering using Image-to-Image Translation","authors":"Li-Yu Chen, I-Chao Shen, Bing-Yu Chen","doi":"10.1145/3478512.3488603","DOIUrl":"https://doi.org/10.1145/3478512.3488603","url":null,"abstract":"In this paper, we present a guided image weathering method that allows the user to generate the weathering process. The core of our method is a three-step method to generate textures at different time steps of the weathering process. The input texture is analyzed first to obtain the weathering degree (age map) for each pixel, then we train a conditional adversarial network to generate texture patches with diverse weathering effects. Once the training is finished, new weathering results can be generated by manipulating the age map, such as automatic interpolation and manually modified by the user.","PeriodicalId":156290,"journal":{"name":"SIGGRAPH Asia 2021 Technical Communications","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132933011","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Viewport-Resolution Independent Anti-Aliased Ray Marching on Interior Faces in Cube-Map Space","authors":"Tianchen Xu, Wei Zeng, E. Wu","doi":"10.1145/3478512.3488598","DOIUrl":"https://doi.org/10.1145/3478512.3488598","url":null,"abstract":"This paper presents a novel approach to anti-aliased ray marching by indirect shading in cube-map space. Our volume renderer firstly performs ray marching on each visible interior pixel of a maximum-resolution-limited cube map, and then resamples (usually up-scales) the cube imposter in viewport space. By this viewport-resolution-independent strategy, developers can improve both ray-marching performance and its quality of anti-aliasing when allowing larger marching strides. Moreover, our solution also covers depth-occlusion anti-aliasing for mixed mesh-volume rendering, cube-map level-of-details (LOD) optimization for a further performance boost, and multiple-volume rendering by leveraging the GPU inline ray tracing. Besides, our implementation is developer-friendly and the performance-quality tradeoff determined by the parameter configuration is easily controllable.","PeriodicalId":156290,"journal":{"name":"SIGGRAPH Asia 2021 Technical Communications","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121426996","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}