Siggraph 2017 - Interesting Technical Papers

Siggraph is the world’s largest conference in computer graphics and interactive techniques. Every year there are talks and panels and all that fun stuff that conferences have. What I find fun with Siggraph though is the technical papers, some of the latest research in computer graphics. So below here follows a list of the papers that I find interesting. The description is taken from the siggraph homepage since it is nice and short. For now, take a look at the technical papers preview!

Cool ey? Now here are the papers I have found interesting so far, in no particular order.

A Multi-Scale Model for Simulating Liquid-Hair Interactions

A novel multi-component simulation framework that treats many of the key physical mechanisms governing the dynamics of wet hair. This approach yields an effective wet-hair simulator used to animate hair flipping, dog shaking, a spinning car wash roller brush dunked in water, and intricate hair coalescence effects.

siggraph link | paper link

Bounding Proxies For Shape Approximation

A new bounding shape approximation algorithm that takes as input an arbitrary surface mesh, with potentially complex multi-component structures, and automatically generates a bounding proxy that is tightened on the input and can match even the coarsest levels of approximation, with application to simulation, freeform deformation, and LOD generation.

siggraph link | paper link

Optimal Discrete Slicing

Given a shape and admissible layer thicknesses, sequences are generated that provide the best possible layered approximation of the shape.

siggraph link | paper link

Practical Acquisition and Rendering of Diffraction Effects in Surface Reflectance

This paper proposes two novel contributions for real-time rendering of diffraction in surface reflectance, including practical measurement of diffraction irradiance for data-driven rendering and novel measurement of diffraction gratings using bokeh photography.

siggraph link | paper link

A Practical Extension to Microfacet Theory for the Modeling Varying Iridescence

Introducing an extension to microfacet theory for rendering iridescent effects caused by thin films of varying thickness on top of an arbitrarily rough base layer. The material model is the first to produce a consistent appearance between tristimulus (RGB) and spectral rendering engines.

siggraph link | paper link

Fluxed Animated Boundary Method

A novel approach to guiding physically based particle simulations via boundary conditions that uses a simple yet powerful primitive called a fluxed animated boundary, consisting of a control shape and a material flow field. The system takes care of enforcing the corresponding boundary conditions and necessary particle reseeding.

siggraph link | paper link

Interpolations of Smoke and Liquid Simulations

This paper presents a novel method to interpolate smoke and liquid simulations to perform data-driven fluid simulations. Robust correspondences are calculated with a 5D optical-flow method.

siggraph link | paper link

Charted Metropolis Light Transport

This work extends the concept of primary sample spaces into that of sampling charts, obtaining a new type of algorithm called charted Metropolis light transport, which can be seen as a bridge between primary sample space and path-space Metropolis light transport.

siggraph link | paper link

A Spatial Target Function for Metropolis Photon Tracing

This novel spatial and progressively refined target function for Metropolis photon tracing distributes photons over the image plane more evenly and leads to pixel estimates with equalized relative error.

siggraph link | paper link

Field-Aligned Online Surface Reconstruction

A method to interactively reconstruct a surface from unstructured point clouds during a scanning session. It does not use intermediate representations such as volumetric functions and produces high-quality output.

siggraph link | paper link

Tanks and Temples: Benchmarking Large-Scale Scene Reconstruction

This paper presents a benchmark for image-based 3D reconstruction. The benchmark sequences were acquired outside the lab, in realistic conditions. The results point to exciting challenges and opportunities for future work.

siggraph link | paper link

Synthesizing Obama: Learning Lip Sync From Audio

Given audio of President Barack Obama, this work synthesizes photorealistic video of him speaking with accurate lip sync. Trained on many hours of video footage, the recurrent neural-net approach synthesizes mouth shape and texture from audio, which are composited into a reference video.

siggraph link | paper link

Shader Components: Modular and High-Performance Shader Development

This paper demonstrates an approach for achieving both modularity and high performance for shader code in current and upcoming real-time rendering engines. It presents a shader compiler and an engine design that enables authoring modular shader code and maps that to efficient a parameter-binding model on modern graphics APIs.

siggraph link | paper link

Water Wave Packets

A new method for simulating water surface waves by propagating Lagrangian packets that carry information about an entire group of waves. The approach is unconditionally stable, simulates high-resolution geometric details, runs in real time, and presents a straightforward interface for artistic control.

siggraph link | paper link

Multi-Species Simulation of Porous Sand and Water Mixtures

This multi-species model for simulation of gravity-driven landslides and debris flows with porous sand and water interactions uses the material point method and mixture theory to describe individual phases coupled through a momentum exchange term.

siggraph link | [paper link] (http://www.seas.upenn.edu/~cffjiang/research/wetsand/wetsand_siggraph17.pdf)

Lighting Grid Hierarchy for Self-Illuminating Explosions

This paper presents an efficient method for rendering explosions with self-illumination and self-shadows by converting the volumetric lighting data into many point lights, and it introduces lighting-grid hierarchy as a novel solution to the many-lights problem that is temporally stable and provides superior performance by precomputing shadows.

siggraph link | paper link

Interactive Sound Propagation and Rendering for Large Multi-Source Scenes

A new approach of backward ray tracing from the listener combined with sound-source clustering enables interactive sound propagation and rendering of high-order reflections for dynamic many-source scenes.

siggraph link | paper link | link to video

Authoring Landscapes by Combining Ecosystem and Terrain-Erosion Simulation

A new authoring tool for landscapes that takes into account for the first time the complex interaction between terrain erosion and vegetation.

siggraph link | paper link

A Spherical-Cap-Preserving Parameterization for Spherical Distributions

These novel spherical distributions can be integrated, sampled analytically against spherical caps, and exploited to improve the speed and quality of sphere lighting in the context of both real-time and offline rendering.

siggraph link | paper link

A Schur Complement Preconditioner for Scalable Parallel Fluid Simulation

An algorithmically efficient and parallelized Schur-complement based approach to solving Poisson’s equation on irregular domains with a novel preconditioner which achieves faster convergence and requires less computation time and memory.

siggraph link | paper link

Interactive Relighting in Single Low-Dynamic-Range Images

This paper presents an interactive method to create visually plausible relighting results from one photograph by estimating and reconstructing the pseudo-3D scene with a top-down approach.

siggraph link | paper link

Improving the GJK Algorithm for Faster and More Reliable Distance Queries Between Convex Objects

This paper analyzes the source of numerical instability in the well-known Gilbert-Johnson-Keerthi (GJK) algorithm, studies its weaknesses, proposes a new method for enhancing its performance, and applies it to finite-element simulations.

siggraph link | paper link

Anisotropic Elastoplasticity for Cloth, Knit, and Hair Frictional Contact

In this anisotropic constitutive model for simulating cloth, knit, and hair frictional contact, the model is discretized with the Material Point Method and a novel update of the deformation gradient. Collision-intensive scenarios with up to one million degrees of freedom run in less than 30 seconds per frame.

siggraph link | paper link

Design and Volume Optimization of Space Structures

This study of the design and optimization of statically sound and materially efficient space structures constructed by connected beams proposes a systematic computational framework for space-structure design that incorporates static soundness, approximation of reference surfaces, boundary alignment, and geometric regularity.

siggraph link


If you have made it this far I guess you are still hungry for more! Take a look at (this site)[http://kesen.realtimerendering.com/sig2017.html] containing almost all papers and links for Siggraph 2017, maintained by Ke-Sen Huang.

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