EG 2022 - STARs (CGF 41-2)
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State of the Art Reports
A Survey of Non-Rigid 3D Registration
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paper ] [meta data
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Bailin Deng, Yuxin Yao, Roberto M. Dyke, and Juyong Zhang
State-of-the-Art in the Architecture, Methods and Applications of StyleGAN
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paper ] [meta data
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Amit Haim Bermano, Rinon Gal, Yuval Alaluf, Ron Mokady, Yotam Nitzan, Omer Tov, Or
Patashnik, and Daniel Cohen-Or
A Survey on Reinforcement Learning Methods in Character Animation
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Ariel Kwiatkowski, Eduardo Alvarado, Vicky Kalogeiton, C. Karen Liu, Julien Pettré, Michiel
van de Panne, and Marie-Paule Cani
Neural Fields in Visual Computing and Beyond
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Yiheng Xie, Towaki Takikawa, Shunsuke Saito, Or Litany, Shiqin Yan, Numair Khan, Federico
Tombari, James Tompkin, Vincent Sitzmann, and Srinath Sridhar
Authoring Virtual Crowds: A Survey
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paper ] [meta data
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Marilena Lemonari, Rafael Blanco, Panayiotis Charalambous, Nuria Pelechano, Marios
Avraamides, Julien Pettré, and Yiorgos Chrysanthou
Advances in Neural Rendering
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Ayush Tewari, Justus Thies, Ben Mildenhall, Pratul Srinivasan, Edith Tretschk, Yifan Wang,
Christoph Lassner, Vincent Sitzmann, Ricardo Martin-Brualla, Stephen Lombardi, Tomas Simon,
Christian Theobalt, Matthias Nießner, Jon T. Barron, Gordon Wetzstein, Michael Zollhöfer,
and Vladislav Golyanik
A Survey on SPH Methods in Computer Graphics
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paper ] [meta data
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Dan Koschier, Jan Bender, Barbara Solenthaler, and Matthias Teschner
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Item EUROGRAPHICS 2022: CGF 41-2 STARs Frontmatter(The Eurographics Association and John Wiley & Sons Ltd., 2022) Meneveaux, Daniel; Patanè, Giuseppe; Meneveaux, Daniel; Patanè, GiuseppeItem A Survey of Non-Rigid 3D Registration(The Eurographics Association and John Wiley & Sons Ltd., 2022) Deng, Bailin; Yao, Yuxin; Dyke, Roberto M.; Zhang, Juyong; Meneveaux, Daniel; Patanè, GiuseppeNon-rigid registration computes an alignment between a source surface with a target surface in a non-rigid manner. In the past decade, with the advances in 3D sensing technologies that can measure time-varying surfaces, non-rigid registration has been applied for the acquisition of deformable shapes and has a wide range of applications. This survey presents a comprehensive review of non-rigid registration methods for 3D shapes, focusing on techniques related to dynamic shape acquisition and reconstruction. In particular, we review different approaches for representing the deformation field, and the methods for computing the desired deformation. Both optimization-based and learning-based methods are covered. We also review benchmarks and datasets for evaluating non-rigid registration methods, and discuss potential future research directions.Item State-of-the-Art in the Architecture, Methods and Applications of StyleGAN(The Eurographics Association and John Wiley & Sons Ltd., 2022) Bermano, Amit Haim; Gal, Rinon; Alaluf, Yuval; Mokady, Ron; Nitzan, Yotam; Tov, Omer; Patashnik, Or; Cohen-Or, Daniel; Meneveaux, Daniel; Patanè, GiuseppeGenerative Adversarial Networks (GANs) have established themselves as a prevalent approach to image synthesis. Of these, StyleGAN offers a fascinating case study, owing to its remarkable visual quality and an ability to support a large array of downstream tasks. This state-of-the-art report covers the StyleGAN architecture, and the ways it has been employed since its conception, while also analyzing its severe limitations. It aims to be of use for both newcomers, who wish to get a grasp of the field, and for more experienced readers that might benefit from seeing current research trends and existing tools laid out. Among StyleGAN's most interesting aspects is its learned latent space. Despite being learned with no supervision, it is surprisingly well-behaved and remarkably disentangled. Combined with StyleGAN's visual quality, these properties gave rise to unparalleled editing capabilities. However, the control offered by StyleGAN is inherently limited to the generator's learned distribution, and can only be applied to images generated by StyleGAN itself. Seeking to bring StyleGAN's latent control to real-world scenarios, the study of GAN inversion and latent space embedding has quickly gained in popularity. Meanwhile, this same study has helped shed light on the inner workings and limitations of StyleGAN. We map out StyleGAN's impressive story through these investigations, and discuss the details that have made StyleGAN the go-to generator. We further elaborate on the visual priors StyleGAN constructs, and discuss their use in downstream discriminative tasks. Looking forward, we point out StyleGAN's limitations and speculate on current trends and promising directions for future research, such as task and target specific fine-tuning.Item A Survey on Reinforcement Learning Methods in Character Animation(The Eurographics Association and John Wiley & Sons Ltd., 2022) Kwiatkowski, Ariel; Alvarado, Eduardo; Kalogeiton, Vicky; Liu, C. Karen; Pettré, Julien; Panne, Michiel van de; Cani, Marie-Paule; Meneveaux, Daniel; Patanè, GiuseppeReinforcement Learning is an area of Machine Learning focused on how agents can be trained to make sequential decisions, and achieve a particular goal within an arbitrary environment. While learning, they repeatedly take actions based on their observation of the environment, and receive appropriate rewards which define the objective. This experience is then used to progressively improve the policy controlling the agent's behavior, typically represented by a neural network. This trained module can then be reused for similar problems, which makes this approach promising for the animation of autonomous, yet reactive characters in simulators, video games or virtual reality environments. This paper surveys the modern Deep Reinforcement Learning methods and discusses their possible applications in Character Animation, from skeletal control of a single, physically-based character to navigation controllers for individual agents and virtual crowds. It also describes the practical side of training DRL systems, comparing the different frameworks available to build such agents.Item Neural Fields in Visual Computing and Beyond(The Eurographics Association and John Wiley & Sons Ltd., 2022) Xie, Yiheng; Takikawa, Towaki; Saito, Shunsuke; Litany, Or; Yan, Shiqin; Khan, Numair; Tombari, Federico; Tompkin, James; Sitzmann, Vincent; Sridhar, Srinath; Meneveaux, Daniel; Patanè, GiuseppeRecent advances in machine learning have led to increased interest in solving visual computing problems using methods that employ coordinate-based neural networks. These methods, which we call neural fields, parameterize physical properties of scenes or objects across space and time. They have seen widespread success in problems such as 3D shape and image synthesis, animation of human bodies, 3D reconstruction, and pose estimation. Rapid progress has led to numerous papers, but a consolidation of the discovered knowledge has not yet emerged. We provide context, mathematical grounding, and a review of over 250 papers in the literature on neural fields. In Part I, we focus on neural field techniques by identifying common components of neural field methods, including different conditioning, representation, forward map, architecture, and manipulation methods. In Part II, we focus on applications of neural fields to different problems in visual computing, and beyond (e.g., robotics, audio). Our review shows the breadth of topics already covered in visual computing, both historically and in current incarnations, and highlights the improved quality, flexibility, and capability brought by neural field methods. Finally, we present a companion website that acts as a living database that can be continually updated by the community.Item Authoring Virtual Crowds: A Survey(The Eurographics Association and John Wiley & Sons Ltd., 2022) Lemonari, Marilena; Blanco, Rafael; Charalambous, Panayiotis; Pelechano, Nuria; Avraamides, Marios; Pettré, Julien; Chrysanthou, Yiorgos; Meneveaux, Daniel; Patanè, GiuseppeRecent advancements in crowd simulation unravel a wide range of functionalities for virtual agents, delivering highly-realistic, natural virtual crowds. Such systems are of particular importance to a variety of applications in fields such as: entertainment (e.g., movies, computer games); architectural and urban planning; and simulations for sports and training. However, providing their capabilities to untrained users necessitates the development of authoring frameworks. Authoring virtual crowds is a complex and multi-level task, varying from assuming control and assisting users to realise their creative intents, to delivering intuitive and easy to use interfaces, facilitating such control. In this paper, we present a categorisation of the authorable crowd simulation components, ranging from high-level behaviours and path-planning to local movements, as well as animation and visualisation. We provide a review of the most relevant methods in each area, emphasising the amount and nature of influence that the users have over the final result. Moreover, we discuss the currently available authoring tools (e.g., graphical user interfaces, drag-and-drop), identifying the trends of early and recent work. Finally, we suggest promising directions for future research that mainly stem from the rise of learning-based methods, and the need for a unified authoring framework.Item Advances in Neural Rendering(The Eurographics Association and John Wiley & Sons Ltd., 2022) Tewari, Ayush; Thies, Justus; Mildenhall, Ben; Srinivasan, Pratul; Tretschk, Edith; Wang, Yifan; Lassner, Christoph; Sitzmann, Vincent; Martin-Brualla, Ricardo; Lombardi, Stephen; Simon, Tomas; Theobalt, Christian; Nießner, Matthias; Barron, Jon T.; Wetzstein, Gordon; Zollhöfer, Michael; Golyanik, Vladislav; Meneveaux, Daniel; Patanè, GiuseppeSynthesizing photo-realistic images and videos is at the heart of computer graphics and has been the focus of decades of research. Traditionally, synthetic images of a scene are generated using rendering algorithms such as rasterization or ray tracing, which take specifically defined representations of geometry and material properties as input. Collectively, these inputs define the actual scene and what is rendered, and are referred to as the scene representation (where a scene consists of one or more objects). Example scene representations are triangle meshes with accompanied textures (e.g., created by an artist), point clouds (e.g., from a depth sensor), volumetric grids (e.g., from a CT scan), or implicit surface functions (e.g., truncated signed distance fields). The reconstruction of such a scene representation from observations using differentiable rendering losses is known as inverse graphics or inverse rendering. Neural rendering is closely related, and combines ideas from classical computer graphics and machine learning to create algorithms for synthesizing images from real-world observations. Neural rendering is a leap forward towards the goal of synthesizing photo-realistic image and video content. In recent years, we have seen immense progress in this field through hundreds of publications that show different ways to inject learnable components into the rendering pipeline. This state-of-the-art report on advances in neural rendering focuses on methods that combine classical rendering principles with learned 3D scene representations, often now referred to as neural scene representations. A key advantage of these methods is that they are 3D-consistent by design, enabling applications such as novel viewpoint synthesis of a captured scene. In addition to methods that handle static scenes, we cover neural scene representations for modeling nonrigidly deforming objects and scene editing and composition. While most of these approaches are scene-specific, we also discuss techniques that generalize across object classes and can be used for generative tasks. In addition to reviewing these state-ofthe- art methods, we provide an overview of fundamental concepts and definitions used in the current literature. We conclude with a discussion on open challenges and social implications.Item A Survey on SPH Methods in Computer Graphics(The Eurographics Association and John Wiley & Sons Ltd., 2022) Koschier, Dan; Bender, Jan; Solenthaler, Barbara; Teschner, Matthias; Meneveaux, Daniel; Patanè, GiuseppeThroughout the past decades, the graphics community has spent major resources on the research and development of physics simulators on the mission to computer-generate behaviors achieving outstanding visual effects or to make the virtual world indistinguishable from reality. The variety and impact of recent research based on Smoothed Particle Hydrodynamics (SPH) demonstrates the concept's importance as one of the most versatile tools for the simulation of fluids and solids. With this survey, we offer an overview of the developments and still-active research on physics simulation methodologies based on SPH that has not been addressed in previous SPH surveys. Following an introduction about typical SPH discretization techniques, we provide an overview over the most used incompressibility solvers and present novel insights regarding their relation and conditional equivalence. The survey further covers recent advances in implicit and particle-based boundary handling and sampling techniques. While SPH is best known in the context of fluid simulation we discuss modern concepts to augment the range of simulatable physical characteristics including turbulence, highly viscous matter, deformable solids, as well as rigid body contact handling. Besides the purely numerical approaches, simulation techniques aided by machine learning are on the rise. Thus, the survey discusses recent data-driven approaches and the impact of differentiable solvers on artist control. Finally, we provide context for discussion by outlining existing problems and opportunities to open up new research directions.