<div><div dir="auto">Pradeep,</div></div><div dir="auto"><br></div><div dir="auto">Thank you for these very informative summaries!</div><div dir="auto"><br></div><div dir="auto">Skimming the the gaussian material synthesis paper already suggests to me a different approach to a problem we are working on related to constructing a latent control/parameter space from haptic perception data. </div><div dir="auto"><br></div><div dir="auto">Looking forward to reading the texture synthesis paper as soon as time permits. Haptic textures share common causes with visual and auditory textures, but the physics involved are quite different (a few people have investigated transfer learning for textures with limited results). There’s some interesting recent work on haptic textures (e.g. photometric data driven texture synthesis) reflecting a need for new methods. On the hardware side, emerging surface haptic displays have high dynamic range and bandwidth for texture display (with caveats), but existing methods of haptic texture rendering are largely based on simpler methods such as direct measurement/sampling, simple procedural synthesis or manually prescribed microgeometries. There are some serious but interesting complexities related to finger mechanics, a topic we have investigated in recent work. </div><div dir="auto"><br></div><div dir="auto">- Yon</div><div dir="auto"><br></div><div><br><div class="gmail_quote"><div dir="ltr">On Wed, Aug 15, 2018 at 12:16 AM Pradeep Sen <<a href="mailto:psen@ece.ucsb.edu">psen@ece.ucsb.edu</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr"><div class="gmail_default" style="font-family:arial,helvetica,sans-serif">Hi everyone,</div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif"><br></div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif">Here are just a few of the things of interest in SIGGRAPH Days 2 and 3:</div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif"><br></div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif"><br></div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif"><b>PAPER TALKS</b></div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif"><br></div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif"><b>Computational Image Processing</b></div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif"><br></div><div class="gmail_default"><font face="arial, helvetica, sans-serif">H</font>u et al. "Exposure: A White-Box Photo Post-Processing Framework"</div><div class="gmail_default">This paper attempts to learn the photo post-processing pipeline. They can then automatically</div><div class="gmail_default">retouch pictures to make them look good. It's interesting because I've been talking about </div><div class="gmail_default">something related, albeit in a different way for another application.</div><div class="gmail_default"><br>He et al. "Deep Examplar-Based Colorization"<br>Another paper along the lines of training for colorizing grayscale images, but one thing that's </div><div class="gmail_default">cool is that they use an example image as a prior to reconstruct the final image's color </div><div class="gmail_default">scheme. Results are pretty impressive!</div><div class="gmail_default"><br>Zhou et al. "Non-Stationary Texture Synthesis by Adversarial Expansion"<br>First texture synthesis work I have seen that handles spatially-varying textures well without </div><div class="gmail_default">the need of user guidance. The cons is that a separate network is needed for each texture </div><div class="gmail_default">learned. I think that this overall area has more room to explore, especially for real-time </div><div class="gmail_default">applications.</div><div class="gmail_default"><br></div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">Zhou et al. "</div>Stereo Magnification: Learning View Synthesis Using Multiplane Images<div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">"</div><div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">Extrapolates view from a narrow baseline of cameras using a data structure they </div><span style="font-family:arial,helvetica,sans-serif">call </span></div><div><span style="font-family:arial,helvetica,sans-serif">multiplane<div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline"> </div></span><span style="font-family:arial,helvetica,sans-serif">images (MPI) (basically a set of alpha-blended planes at some known <div class="gmail_default" style="display:inline"></div></span><span style="font-family:arial,helvetica,sans-serif">depths) </span></div><div><span style="font-family:arial,helvetica,sans-serif">and <div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline"></div></span><span style="font-family:arial,helvetica,sans-serif">they train it<div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline"> </div></span><span style="font-family:arial,helvetica,sans-serif">using deep learning. The multiplane image structure is<div class="gmail_default" style="display:inline"> </div></span><span style="font-family:arial,helvetica,sans-serif">differentiable so they </span></div><div><span style="font-family:arial,helvetica,sans-serif">can train the system<div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline"> </div></span><span style="font-family:arial,helvetica,sans-serif">end-to-end. Since they don't have labeled <div class="gmail_default" style="display:inline"></div></span><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">samples </div><span style="font-family:arial,helvetica,sans-serif">for real-world scenes<div class="gmail_default" style="display:inline"> </div></span><span style="font-family:arial,helvetica,sans-serif">to directly train the MPI, </span><span style="font-family:arial,helvetica,sans-serif">they train them so they can<div class="gmail_default" style="display:inline"> </div></span><span style="font-family:arial,helvetica,sans-serif">compute the real results at </span></div><div><span style="font-family:arial,helvetica,sans-serif">different </span><span style="font-family:arial,helvetica,sans-serif">positions with known camera </span><span style="font-family:arial,helvetica,sans-serif">positions. Here's<div class="gmail_default" style="display:inline"> </div></span><span style="font-family:arial,helvetica,sans-serif">the part I thought was most clever: </span></div><div><span style="font-family:arial,helvetica,sans-serif">to </span><span style="font-family:arial,helvetica,sans-serif">get </span><span style="font-family:arial,helvetica,sans-serif">their </span><span style="font-family:arial,helvetica,sans-serif">dataset (which is always a pain </span><span style="font-family:arial,helvetica,sans-serif">f</span><span style="font-family:arial,helvetica,sans-serif">or<div class="gmail_default" style="display:inline"> </div></span><span style="font-family:arial,helvetica,sans-serif"><div class="gmail_default" style="display:inline">these kinds of things), they </div></span><span style="font-family:arial,helvetica,sans-serif">used 7,000 </span></div><div><span style="font-family:arial,helvetica,sans-serif"><div class="gmail_default" style="display:inline">real-estate </div></span><span style="font-family:arial,helvetica,sans-serif"><div class="gmail_default" style="display:inline">videos </div>from YouTube <div class="gmail_default" style="display:inline"></div></span><span style="font-family:arial,helvetica,sans-serif">which </span><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">have a camera </div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">slowly panning over </div><span style="font-family:arial,helvetica,sans-serif">scenes of </span></div><div><span style="font-family:arial,helvetica,sans-serif">houses, etc.</span><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline"> Very </div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">good idea to get </div><span style="font-family:arial,helvetica,sans-serif">lots of data!</span></div><div><br></div><div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">He et al. "</div>Gigapixel Panorama Video Loops<div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">"</div><br></div><div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">Very cool paper which stitches together a bunch of different videos and turns them into a </div></div><div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">navigatable </div><span style="font-family:arial,helvetica,sans-serif">video panorama. This idea could be applied, e.g., to VR. Has anyone done<div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline"> </div></span></div><div><span style="font-family:arial,helvetica,sans-serif">even </span><span style="font-family:arial,helvetica,sans-serif">the standard video<div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline"> </div></span><span style="font-family:arial,helvetica,sans-serif">panoramas for VR? If not, this could be an interesting area to </span></div><div><span style="font-family:arial,helvetica,sans-serif">explore as a collaboration between <div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline"></div></span><span style="font-family:arial,helvetica,sans-serif">MIRAGE Lab and 4Eyes lab?</span></div><div><br></div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">Aberman et al. </div>"Neural Best-Buddies: Sparse Cross-Domain Correspondence"<div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif">This paper uses a hierarchy of features from a pre-trained deep CNN (VGG) to find sparse </div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif">correspondences across images from vary different categories. Very useful idea that could</div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif">potentially have many applications.</div><div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif"></div><br></div><div><div class="gmail_default"><br></div><div class="gmail_default"><br></div><div class="gmail_default"><b>Rendering</b></div><div class="gmail_default">Anyone working on rendering or using rendering in their applications (e.g., for AR relighting) </div><div class="gmail_default">should probably check out these two new papers which talks about how to efficiently </div><div class="gmail_default">compute the integrals of spherical harmonics for lightling:</div><div class="gmail_default"><br></div>Belcour et al. "Integrating Clipped Spherical Harmonics Expansions"<br>Wang et al. "Analytic Spherical Harmonic Coefficients for Polygonal Area Lights"<br><div class="gmail_default"><br>Marco et al. "Second-Order Occlusion-Aware Volumetric Radiance Caching"<br>This paper proposes a way to compute participating media derivatives that account for<br>occlusion cha<span style="font-family:arial,helvetica,sans-serif">nges for interpolation. They can produce some very nice results for </span></div><div class="gmail_default"><span style="font-family:arial,helvetica,sans-serif">participating media in complex scenes.</span></div></div><div class="gmail_default"><br></div><div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">Gruson et al. "</div>Gradient-domain Volumetric Photon Density Estimation<div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">"</div><br></div><div><font face="arial, helvetica, sans-serif"><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">Voumetric rendering in the gradient domain with path tracing, and they can apply it to a </div></font></div><div><span style="font-family:arial,helvetica,sans-serif"><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">variety to different methods. </div>Maybe I am biased (no pun intended), but I love these gradient-</span></div><div><span style="font-family:arial,helvetica,sans-serif">based </span><span style="font-family:arial,helvetica,sans-serif">methods.</span></div><div><font face="arial, helvetica, sans-serif"><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline"><br class="m_8940617072350240732gmail-Apple-interchange-newline"></div></font></div><div><br><b>AR/VR</b><br><br><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">Langbehn et al. "</div>In the Blink of an Eye: Leveraging Blink-Induced Suppression for </div><div>Imperceptible<div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline"> </div>Position and Orientation Redirection in Virtual Reality<div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">"</div></div><div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">Clever idea: slightly move the scene when the viewer is blinking so that you can </div><span style="font-family:arial,helvetica,sans-serif">re-orient </span></div><div><span style="font-family:arial,helvetica,sans-serif">them </span><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline"></div><span style="font-family:arial,helvetica,sans-serif">so that they can navigate a larger </span><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">virtual space in a limited physical location. Seems to </div></div><div><span style="font-family:arial,helvetica,sans-serif">work well!</span><br></div><div><span style="font-family:arial,helvetica,sans-serif"><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline"><br></div></span></div><div>Sun et al. "Towards Virtual Reality Infinite Walking: Dynamic Saccadic Redirection"<br></div><div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif">Kind of like the previous paper, except that the exploit our eyes' saccades to do this. These</div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif">are all ideas we should pursue.</div></div><div><br></div><div><div class="gmail_default"><br></div><div class="gmail_default"><b>Geometry/Modeling</b></div><br><div class="gmail_default" style="font-family:arial,helvetica,sans-serif;display:inline">Atzmon et al. "</div>Point Convolutional Neural Networks by Extension Operators"<div class="gmail_default">One of the challenges with creating CNNs for point-cloud geometry is that it is difficult to </div><div class="gmail_default">map convolutions to point-clouds because they are unordered, not on a grid, etc. This paper</div><div class="gmail_default">comes up with the nice idea to come up with a continuous function of the surface from the</div><div class="gmail_default">point cloud and then apply a continuous convolution operator to this function. Finally, the </div><div class="gmail_default">resutling function can be sampled at the end to give the final result. This idea could be very<br>useful, e.g., for reconstructing 3D environments from structure-from-motion data.<br><br>Zsolnai-Fehér et al. "Gaussian Material Synthesis"<br></div><div class="gmail_default">Good approach, great results! I think there is a great future in working in automatic learning</div><div class="gmail_default">for scene content creation, and material synthesis is a very important part of this.</div><div class="gmail_default"><br></div><div class="gmail_default"><br></div><div class="gmail_default">
<div class="gmail_default" style="font-size:small;background-color:rgb(255,255,255);text-decoration-style:initial;text-decoration-color:initial">There were lots of other cool papers, but these were just some of the ones that stood out to me in Days 2 and 3. Let me know if anyone wants to discuss any of these or to brainstorm </div><div class="gmail_default" style="font-size:small;background-color:rgb(255,255,255);text-decoration-style:initial;text-decoration-color:initial">potential extensions of this work.</div><div class="gmail_default" style="font-size:small;background-color:rgb(255,255,255);text-decoration-style:initial;text-decoration-color:initial"><br></div><div class="gmail_default" style="font-size:small;background-color:rgb(255,255,255);text-decoration-style:initial;text-decoration-color:initial"><br></div></div><div class="gmail_default"><b>SIGGRAPH KEYNOTE</b></div><div class="gmail_default"><br></div><div class="gmail_default">Rob Bredow (Head of ILM) gave the keynote on Monday and talked about strategies for</div><div class="gmail_default">success and also gave some background on the VFX on the new "Solo," where he was VFX</div><div class="gmail_default">supervisor. It's interesting to hear how many of the effects were done "old-school" with </div><div class="gmail_default">physical screens on set.</div><div class="gmail_default"><br></div><div class="gmail_default"><br></div><div class="gmail_default"><b>COMPANY ANNOUNCEMENTS</b><br><br></div><div class="gmail_default">NVIDIA had a big show on Monday afternoon where CEO Jensen Huang announced their </div><div class="gmail_default">new "Turing" class architecture Quadro RTX which can do real-time ray-tracing. This is very </div><div class="gmail_default">exciting for those who work in photorealistic rendering or need it for their applications (e.g., </div><div class="gmail_default">AR/VR, etc.)</div><div class="gmail_default"><br></div><div class="gmail_default">I'll send out more info later.</div><div class="gmail_default"><br></div><div class="gmail_default">Best,</div><div class="gmail_default"><br></div><div class="gmail_default">-Pradeep</div><div class="gmail_default"><br></div><div class="gmail_default"><br><br></div><div class="gmail_default"><br></div><div class="gmail_default"><br></div><div class="gmail_default" style="font-family:arial,helvetica,sans-serif"><br></div><div><div class="m_8940617072350240732m_-8475694113718620043m_6038750825782710581gmail_signature" data-smartmail="gmail_signature"><div dir="ltr">---<div>Pradeep Sen</div><div>Associate Professor</div><div>UCSB MIRAGE Lab</div><div>Dept. of Electrical & Computer Engineering</div><div>University of California, Santa Barbara</div><div>Santa Barbara, CA <span style="background-color:rgba(255,255,255,0)">93106-9560</span></div></div></div></div>
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