首页 > 最新文献

Computer Graphics Forum最新文献

英文 中文
TopoGen: Topology-Aware 3D Generation with Persistence Points TopoGen:具有持久点的拓扑感知3D生成
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-10-11 DOI: 10.1111/cgf.70257
Jiangbei Hu, Ben Fei, Baixin Xu, Fei Hou, Shengfa Wang, Na Lei, Weidong Yang, Chen Qian, Ying He

Topological properties play a crucial role in the analysis, reconstruction, and generation of 3D shapes. Yet, most existing research focuses primarily on geometric features, due to the lack of effective representations for topology. In this paper, we introduce TopoGen, a method that extracts both discrete and continuous topological descriptors–Betti numbers and persistence points–using persistent homology. These features provide robust characterizations of 3D shapes in terms of their topology. We incorporate them as conditional guidance in generative models for 3D shape synthesis, enabling topology-aware generation from diverse inputs such as sparse and partial point clouds, as well as sketches. Furthermore, by modifying persistence points, we can explicitly control and alter the topology of generated shapes. Experimental results demonstrate that TopoGen enhances both diversity and controllability in 3D generation by embedding global topological structure into the synthesis process.

拓扑特性在三维形状的分析、重建和生成中起着至关重要的作用。然而,由于缺乏有效的拓扑表示,大多数现有的研究主要集中在几何特征上。本文介绍了一种利用持久同调提取离散和连续拓扑描述符(betti数和持久点)的方法TopoGen。这些特性根据其拓扑结构提供了3D形状的健壮特征。我们将它们作为3D形状合成生成模型的条件指导,使拓扑感知生成从不同的输入,如稀疏和部分点云,以及草图。此外,通过修改持久点,我们可以显式地控制和更改生成形状的拓扑结构。实验结果表明,TopoGen通过在合成过程中嵌入全局拓扑结构,增强了三维生成的多样性和可控性。
{"title":"TopoGen: Topology-Aware 3D Generation with Persistence Points","authors":"Jiangbei Hu,&nbsp;Ben Fei,&nbsp;Baixin Xu,&nbsp;Fei Hou,&nbsp;Shengfa Wang,&nbsp;Na Lei,&nbsp;Weidong Yang,&nbsp;Chen Qian,&nbsp;Ying He","doi":"10.1111/cgf.70257","DOIUrl":"https://doi.org/10.1111/cgf.70257","url":null,"abstract":"<p>Topological properties play a crucial role in the analysis, reconstruction, and generation of 3D shapes. Yet, most existing research focuses primarily on geometric features, due to the lack of effective representations for topology. In this paper, we introduce <i>TopoGen</i>, a method that extracts both discrete and continuous topological descriptors–Betti numbers and persistence points–using persistent homology. These features provide robust characterizations of 3D shapes in terms of their topology. We incorporate them as conditional guidance in generative models for 3D shape synthesis, enabling topology-aware generation from diverse inputs such as sparse and partial point clouds, as well as sketches. Furthermore, by modifying persistence points, we can explicitly control and alter the topology of generated shapes. Experimental results demonstrate that TopoGen enhances both diversity and controllability in 3D generation by embedding global topological structure into the synthesis process.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297024","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
LayoutRectifier: An Optimization-based Post-processing for Graphic Design Layout Generation LayoutRectifier:基于优化的图形设计布局生成后处理
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-10-11 DOI: 10.1111/cgf.70273
I-Chao Shen, Ariel Shamir, Takeo Igarashi

Recent deep learning methods can generate diverse graphic design layouts efficiently. However, these methods often create layouts with flaws, such as misalignment, unwanted overlaps, and unsatisfied containment. To tackle this issue, we propose an optimization-based method called LayoutRectifier, which gracefully rectifies auto-generated graphic design layouts to reduce these flaws while minimizing deviation from the generated layout. The core of our method is a two-stage optimization. First, we utilize grid systems, which professional designers commonly use to organize elements, to mitigate misalignments through discrete search. Second, we introduce a novel box containment function designed to adjust the positions and sizes of the layout elements, preventing unwanted overlapping and promoting desired containment. We evaluate our method on content-agnostic and content-aware layout generation tasks and achieve better-quality layouts that are more suitable for downstream graphic design tasks. Our method complements learning-based layout generation methods and does not require additional training.

最近的深度学习方法可以有效地生成各种图形设计布局。然而,这些方法创建的布局通常有缺陷,比如不对齐、不需要的重叠和不满意的包含。为了解决这个问题,我们提出了一种基于优化的方法,称为LayoutRectifier,它可以优雅地纠正自动生成的图形设计布局,以减少这些缺陷,同时最大限度地减少与生成布局的偏差。我们方法的核心是一个两阶段优化。首先,我们利用专业设计师通常用来组织元素的网格系统,通过离散搜索来减轻错位。其次,我们引入了一个新颖的盒子容纳功能,旨在调整布局元素的位置和大小,防止不必要的重叠并促进所需的容纳。我们在内容不可知和内容感知的布局生成任务上评估了我们的方法,并获得了更适合下游图形设计任务的更高质量的布局。我们的方法补充了基于学习的布局生成方法,并且不需要额外的培训。
{"title":"LayoutRectifier: An Optimization-based Post-processing for Graphic Design Layout Generation","authors":"I-Chao Shen,&nbsp;Ariel Shamir,&nbsp;Takeo Igarashi","doi":"10.1111/cgf.70273","DOIUrl":"https://doi.org/10.1111/cgf.70273","url":null,"abstract":"<p>Recent deep learning methods can generate diverse graphic design layouts efficiently. However, these methods often create layouts with flaws, such as misalignment, unwanted overlaps, and unsatisfied containment. To tackle this issue, we propose an optimization-based method called LayoutRectifier, which gracefully rectifies auto-generated graphic design layouts to reduce these flaws while minimizing deviation from the generated layout. The core of our method is a two-stage optimization. First, we utilize grid systems, which professional designers commonly use to organize elements, to mitigate misalignments through discrete search. Second, we introduce a novel box containment function designed to adjust the positions and sizes of the layout elements, preventing unwanted overlapping and promoting desired containment. We evaluate our method on content-agnostic and content-aware layout generation tasks and achieve better-quality layouts that are more suitable for downstream graphic design tasks. Our method complements learning-based layout generation methods and does not require additional training.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/cgf.70273","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297130","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
PARC: A Two-Stage Multi-Modal Framework for Point Cloud Completion 点云补全的两阶段多模态框架
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-10-11 DOI: 10.1111/cgf.70266
Yujiao Cai, Yuhao Su

Point cloud completion is vital for accurate 3D reconstruction, yet real world scans frequently exhibit large structural gaps that compromise recovery. Meanwhile, in 2D vision, VAR (Visual Auto-Regression) has demonstrated that a coarse-to-fine “next-scale prediction” can significantly improve generation quality, inference speed, and generalization. Because this coarse-to-fine approach closely aligns with the progressive nature of filling missing geometry in point clouds, we were inspired to develop PARC (Patch-Aware Coarse-to-Fine Refinement Completion), a two-stage multimodal framework specifically designed for handling missing structures. In the pretraining stage, PARC leverages complete point clouds alongside a Patch-Aware Coarse-to-Fine Refinement (PAR) strategy and a Mixture-of-Experts (MoE) architecture to generate high-quality local fragments, thereby improving geometric structure understanding and feature representation quality. During finetuning, the model is adapted to partial scans, further enhancing its resilience to incomplete inputs. To address remaining uncertainties in areas with missing structure, we introduce a dual-branch architecture that incorporates image cues: point cloud and image features are extracted independently and then fused via the MoE with an alignment loss, allowing complementary modalities to guide reconstruction in occluded or missing regions. Experiments conducted on the ShapeNet-ViPC dataset show that PARC has achieved highly competitive performance. Code is available at https://github.com/caiyujiaocyj/PARC.

点云补全对于精确的3D重建至关重要,但现实世界的扫描经常显示出巨大的结构间隙,从而影响恢复。同时,在2D视觉中,VAR (Visual Auto-Regression)已经证明,从粗到精的“下尺度预测”可以显著提高生成质量、推理速度和泛化能力。由于这种从粗到细的方法与填充点云中缺失几何形状的渐进性质密切相关,因此我们受到启发,开发了PARC (Patch-Aware粗到细的细化补全),这是一个专门用于处理缺失结构的两阶段多模态框架。在预训练阶段,PARC利用完整的点云以及补丁感知的粗到细细化(PAR)策略和混合专家(MoE)架构来生成高质量的局部碎片,从而提高几何结构的理解和特征表示质量。在微调过程中,模型适应局部扫描,进一步增强其对不完整输入的弹性。为了解决结构缺失区域的剩余不确定性,我们引入了一种包含图像线索的双分支架构:分别提取点云和图像特征,然后通过具有对齐损失的MoE进行融合,从而允许互补模式指导遮挡或缺失区域的重建。在ShapeNet-ViPC数据集上进行的实验表明,PARC取得了极具竞争力的性能。代码可从https://github.com/caiyujiaocyj/PARC获得。
{"title":"PARC: A Two-Stage Multi-Modal Framework for Point Cloud Completion","authors":"Yujiao Cai,&nbsp;Yuhao Su","doi":"10.1111/cgf.70266","DOIUrl":"https://doi.org/10.1111/cgf.70266","url":null,"abstract":"<p>Point cloud completion is vital for accurate 3D reconstruction, yet real world scans frequently exhibit large structural gaps that compromise recovery. Meanwhile, in 2D vision, VAR (Visual Auto-Regression) has demonstrated that a coarse-to-fine “next-scale prediction” can significantly improve generation quality, inference speed, and generalization. Because this coarse-to-fine approach closely aligns with the progressive nature of filling missing geometry in point clouds, we were inspired to develop PARC (Patch-Aware Coarse-to-Fine Refinement Completion), a two-stage multimodal framework specifically designed for handling missing structures. In the pretraining stage, PARC leverages complete point clouds alongside a Patch-Aware Coarse-to-Fine Refinement (PAR) strategy and a Mixture-of-Experts (MoE) architecture to generate high-quality local fragments, thereby improving geometric structure understanding and feature representation quality. During finetuning, the model is adapted to partial scans, further enhancing its resilience to incomplete inputs. To address remaining uncertainties in areas with missing structure, we introduce a dual-branch architecture that incorporates image cues: point cloud and image features are extracted independently and then fused via the MoE with an alignment loss, allowing complementary modalities to guide reconstruction in occluded or missing regions. Experiments conducted on the ShapeNet-ViPC dataset show that PARC has achieved highly competitive performance. Code is available at https://github.com/caiyujiaocyj/PARC.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297134","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
PaMO: Parallel Mesh Optimization for Intersection-Free Low-Poly Modeling on the GPU PaMO: GPU上无交集低多边形建模的并行网格优化
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-10-11 DOI: 10.1111/cgf.70267
Seonghun Oh, Xiaodi Yuan, Xinyue Wei, Ruoxi Shi, Fanbo Xiang, Minghua Liu, Hao Su

Reducing the triangle count in complex 3D models is a basic geometry preprocessing step in graphics pipelines such as efficient rendering and interactive editing. However, most existing mesh simplification methods exhibit a few issues. Firstly, they often lead to self-intersections during decimation, a major issue for applications such as 3D printing and soft-body simulation. Second, to perform simplification on a mesh in the wild, one would first need to perform re-meshing, which often suffers from surface shifts and losses of sharp features. Finally, existing re-meshing and simplification methods can take minutes when processing large-scale meshes, limiting their applications in practice. To address the challenges, we introduce a novel GPU-based mesh optimization approach containing three key components: (1) a parallel re-meshing algorithm to turn meshes in the wild into watertight, manifold, and intersection-free ones, and reduce the prevalence of poorly shaped triangles; (2) a robust parallel simplification algorithm with intersection-free guarantees; (3) an optimization-based safe projection algorithm to realign the simplified mesh with the input, eliminating the surface shift introduced by re-meshing and recovering the original sharp features. The algorithm demonstrates remarkable efficiency, simplifying a 2-million-face mesh to 20k triangles in 3 seconds on RTX4090. We evaluated the approach on the Thingi10K dataset and showcased its exceptional performance in geometry preservation and speed. https://seonghunn.github.io/pamo/

减少复杂3D模型中的三角形数量是高效渲染和交互式编辑等图形管道中基本的几何预处理步骤。然而,大多数现有的网格简化方法都存在一些问题。首先,它们在抽取过程中经常导致自交,这是3D打印和软体模拟等应用的主要问题。其次,为了在野外对网格进行简化,首先需要执行重新网格划分,这通常会受到表面移动和尖锐特征损失的影响。最后,现有的重划分和简化方法在处理大规模网格时耗时很长,限制了它们在实践中的应用。为了解决这些挑战,我们引入了一种基于gpu的网格优化方法,该方法包含三个关键组件:(1)一种并行重网格算法,将野外的网格转换为水密、流形和无相交的网格,并减少不良三角形的流行;(2)具有无相交保证的鲁棒并行化简算法;(3)基于优化的安全投影算法,将简化后的网格与输入重新对齐,消除重网格引入的曲面偏移,恢复原始的尖锐特征。该算法在RTX4090上显示了显著的效率,在3秒内将200万面网格简化为20k个三角形。我们在Thingi10K数据集上评估了该方法,并展示了其在几何保存和速度方面的卓越性能。https://seonghunn.github.io/pamo/
{"title":"PaMO: Parallel Mesh Optimization for Intersection-Free Low-Poly Modeling on the GPU","authors":"Seonghun Oh,&nbsp;Xiaodi Yuan,&nbsp;Xinyue Wei,&nbsp;Ruoxi Shi,&nbsp;Fanbo Xiang,&nbsp;Minghua Liu,&nbsp;Hao Su","doi":"10.1111/cgf.70267","DOIUrl":"https://doi.org/10.1111/cgf.70267","url":null,"abstract":"<p>Reducing the triangle count in complex 3D models is a basic geometry preprocessing step in graphics pipelines such as efficient rendering and interactive editing. However, most existing mesh simplification methods exhibit a few issues. Firstly, they often lead to self-intersections during decimation, a major issue for applications such as 3D printing and soft-body simulation. Second, to perform simplification on a mesh in the wild, one would first need to perform re-meshing, which often suffers from surface shifts and losses of sharp features. Finally, existing re-meshing and simplification methods can take minutes when processing large-scale meshes, limiting their applications in practice. To address the challenges, we introduce a novel GPU-based mesh optimization approach containing three key components: (1) a parallel re-meshing algorithm to turn meshes in the wild into watertight, manifold, and intersection-free ones, and reduce the prevalence of poorly shaped triangles; (2) a robust parallel simplification algorithm with intersection-free guarantees; (3) an optimization-based safe projection algorithm to realign the simplified mesh with the input, eliminating the surface shift introduced by re-meshing and recovering the original sharp features. The algorithm demonstrates remarkable efficiency, simplifying a 2-million-face mesh to 20k triangles in 3 seconds on RTX4090. We evaluated the approach on the Thingi10K dataset and showcased its exceptional performance in geometry preservation and speed. https://seonghunn.github.io/pamo/</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297135","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Procedural Multiscale Geometry Modeling using Implicit Surfaces 程序多尺度几何建模使用隐式曲面
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-10-11 DOI: 10.1111/cgf.70233
Bojja Venu, Adam Bosak, Juan Raúl Padrón-Griffe

Materials exhibit geometric structures across mesoscopic to microscopic scales, influencing macroscale properties such as appearance, mechanical strength, and thermal behavior. Capturing and modeling these multiscale structures is challenging but essential for computer graphics, engineering, and materials science. We present a framework inspired by hypertexture methods, using implicit surfaces and sphere tracing to synthesize multiscale structures on the fly without precomputation. This framework models volumetric materials with particulate, fibrous, porous, and laminar structures, allowing control over size, shape, density, distribution, and orientation. We enhance structural diversity by superimposing implicit periodic functions while improving computational efficiency. The framework also supports spatially varying particulate media, particle agglomeration, and piling on convex and concave structures, such as rock formations (mesoscale), without explicit simulation. We demonstrate its potential in the appearance modeling of volumetric materials and investigate how spatially varying properties affect the perceived macroscale appearance. As a proof of concept, we show that microstructures created by our framework can be reconstructed from image and distance values defined by implicit surfaces, using both first-order and gradient-free optimization methods.

材料在介观到微观尺度上表现出几何结构,影响宏观尺度的性能,如外观、机械强度和热行为。捕获和建模这些多尺度结构是具有挑战性的,但对计算机图形学,工程学和材料科学至关重要。我们提出了一个受超纹理方法启发的框架,使用隐式曲面和球体跟踪来实时合成多尺度结构,而无需预计算。该框架模拟颗粒、纤维、多孔和层流结构的体积材料,允许控制尺寸、形状、密度、分布和方向。在提高计算效率的同时,通过隐式周期函数的叠加增强了结构的多样性。该框架还支持空间变化的颗粒介质、颗粒聚集和凹凸结构(如岩层)上的堆积,而无需明确的模拟。我们展示了它在体积材料外观建模中的潜力,并研究了空间变化特性如何影响感知的宏观尺度外观。作为概念证明,我们证明了我们的框架创建的微结构可以使用一阶和无梯度优化方法从隐式曲面定义的图像和距离值重建。
{"title":"Procedural Multiscale Geometry Modeling using Implicit Surfaces","authors":"Bojja Venu,&nbsp;Adam Bosak,&nbsp;Juan Raúl Padrón-Griffe","doi":"10.1111/cgf.70233","DOIUrl":"https://doi.org/10.1111/cgf.70233","url":null,"abstract":"<p>Materials exhibit geometric structures across mesoscopic to microscopic scales, influencing macroscale properties such as appearance, mechanical strength, and thermal behavior. Capturing and modeling these multiscale structures is challenging but essential for computer graphics, engineering, and materials science. We present a framework inspired by hypertexture methods, using implicit surfaces and sphere tracing to synthesize multiscale structures on the fly without precomputation. This framework models volumetric materials with particulate, fibrous, porous, and laminar structures, allowing control over size, shape, density, distribution, and orientation. We enhance structural diversity by superimposing implicit periodic functions while improving computational efficiency. The framework also supports spatially varying particulate media, particle agglomeration, and piling on convex and concave structures, such as rock formations (mesoscale), without explicit simulation. We demonstrate its potential in the appearance modeling of volumetric materials and investigate how spatially varying properties affect the perceived macroscale appearance. As a proof of concept, we show that microstructures created by our framework can be reconstructed from image and distance values defined by implicit surfaces, using both first-order and gradient-free optimization methods.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/cgf.70233","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297136","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Geometric Integration for Neural Control Variates 神经控制变量的几何积分
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-10-11 DOI: 10.1111/cgf.70275
D. Meister, T. Harada

Control variates are a variance-reduction technique for Monte Carlo integration. The principle involves approximating the integrand by a function that can be analytically integrated, and integrating using the Monte Carlo method only the residual difference between the integrand and the approximation, to obtain an unbiased estimate. Neural networks are universal approx-imators that could potentially be used as a control variate. However, the challenge lies in the analytic integration, which is not possible in general. In this manuscript, we study one of the simplest neural network models, the multilayered perceptron (MLP) with continuous piecewise linear activation functions, and its possible analytic integration. We propose an integration method based on integration domain subdivision, employing techniques from computational geometry to solve this problem in 2D. We demonstrate that an MLP can be used as a control variate in combination with our integration method, showing applications in the light transport simulation.

控制变量是蒙特卡罗积分的一种方差减小技术。该原理包括用一个可解析积分的函数逼近被积函数,并使用蒙特卡罗方法仅对被积函数与近似值之间的残差进行积分,以获得无偏估计。神经网络是通用的近似器,可以潜在地用作控制变量。然而,挑战在于分析集成,这在一般情况下是不可能的。在这篇文章中,我们研究了最简单的神经网络模型之一,具有连续分段线性激活函数的多层感知器(MLP),以及它可能的解析积分。我们提出了一种基于积分域细分的积分方法,利用计算几何的技术在二维上解决了这一问题。我们证明了MLP可以与我们的积分方法结合使用作为控制变量,显示了在轻输运模拟中的应用。
{"title":"Geometric Integration for Neural Control Variates","authors":"D. Meister,&nbsp;T. Harada","doi":"10.1111/cgf.70275","DOIUrl":"https://doi.org/10.1111/cgf.70275","url":null,"abstract":"<p>Control variates are a variance-reduction technique for Monte Carlo integration. The principle involves approximating the integrand by a function that can be analytically integrated, and integrating using the Monte Carlo method only the residual difference between the integrand and the approximation, to obtain an unbiased estimate. Neural networks are universal approx-imators that could potentially be used as a control variate. However, the challenge lies in the analytic integration, which is not possible in general. In this manuscript, we study one of the simplest neural network models, the multilayered perceptron (MLP) with continuous piecewise linear activation functions, and its possible analytic integration. We propose an integration method based on integration domain subdivision, employing techniques from computational geometry to solve this problem in 2D. We demonstrate that an MLP can be used as a control variate in combination with our integration method, showing applications in the light transport simulation.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297321","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
WaterGS: Physically-Based Imaging in Gaussian Splatting for Underwater Scene Reconstruction 基于物理成像的高斯溅射水下场景重建
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-10-11 DOI: 10.1111/cgf.70270
S. Q. Wang, W. B. Wu, M. Shi, Z. X. Li, Q. Wang, D. M. Zhu

Reconstructing underwater object geometry from multi-view images is a long-standing challenge in computer graphics, primarily due to image degradation caused by underwater scattering, blur, and color shift. These degradations severely impair feature extraction and multi-view consistency. Existing methods typically rely on pre-trained image enhancement models as a preprocessing step, but often struggle with robustness under varying water conditions. To overcome these limitations, we propose WaterGS, a novel framework for underwater surface reconstruction that jointly recovers accurate 3D geometry and restores true object colors. The core of our approach lies in introducing a Physically-Based imaging model into the rendering process of 2D Gaussian Splatting. This enables accurate separation of true object colors from water-induced distortions, thereby facilitating more robust photometric alignment and denser geometric reconstruction across views. Building upon this improved photometric consistency, we further introduce a Gaussian bundle adjustment scheme guided by our physical model to jointly optimize camera poses and geometry, enhancing reconstruction accuracy. Extensive experiments on synthetic and real-world datasets show that WaterGS achieves robust, high-fidelity reconstruction directly from raw underwater images, outperforming prior approaches in both geometric accuracy and visual consistency.

从多视图图像中重建水下物体几何形状是计算机图形学中一个长期存在的挑战,主要是由于水下散射、模糊和色移引起的图像退化。这些退化严重损害了特征提取和多视图一致性。现有的方法通常依赖于预训练的图像增强模型作为预处理步骤,但在不同的水条件下往往难以达到鲁棒性。为了克服这些限制,我们提出了WaterGS,这是一种用于水下表面重建的新框架,可以同时恢复精确的3D几何形状和真实的物体颜色。该方法的核心在于将基于物理的成像模型引入二维高斯喷溅的渲染过程。这使得真实物体的颜色能够从水引起的扭曲中准确分离出来,从而促进更强大的光度校准和更密集的几何重建。在此基础上,我们进一步引入了物理模型指导下的高斯束调整方案,共同优化相机姿态和几何形状,提高重建精度。在合成数据集和真实数据集上进行的大量实验表明,WaterGS可以直接从原始水下图像中实现鲁棒性、高保真度的重建,在几何精度和视觉一致性方面都优于先前的方法。
{"title":"WaterGS: Physically-Based Imaging in Gaussian Splatting for Underwater Scene Reconstruction","authors":"S. Q. Wang,&nbsp;W. B. Wu,&nbsp;M. Shi,&nbsp;Z. X. Li,&nbsp;Q. Wang,&nbsp;D. M. Zhu","doi":"10.1111/cgf.70270","DOIUrl":"https://doi.org/10.1111/cgf.70270","url":null,"abstract":"<p>Reconstructing underwater object geometry from multi-view images is a long-standing challenge in computer graphics, primarily due to image degradation caused by underwater scattering, blur, and color shift. These degradations severely impair feature extraction and multi-view consistency. Existing methods typically rely on pre-trained image enhancement models as a preprocessing step, but often struggle with robustness under varying water conditions. To overcome these limitations, we propose WaterGS, a novel framework for underwater surface reconstruction that jointly recovers accurate 3D geometry and restores true object colors. The core of our approach lies in introducing a Physically-Based imaging model into the rendering process of 2D Gaussian Splatting. This enables accurate separation of true object colors from water-induced distortions, thereby facilitating more robust photometric alignment and denser geometric reconstruction across views. Building upon this improved photometric consistency, we further introduce a Gaussian bundle adjustment scheme guided by our physical model to jointly optimize camera poses and geometry, enhancing reconstruction accuracy. Extensive experiments on synthetic and real-world datasets show that WaterGS achieves robust, high-fidelity reconstruction directly from raw underwater images, outperforming prior approaches in both geometric accuracy and visual consistency.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297033","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
LTC-IR: Multiview Edge-Aware Inverse Rendering with Linearly Transformed Cosines LTC-IR:基于线性余弦变换的多视图边缘感知逆渲染
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-10-11 DOI: 10.1111/cgf.70262
Dabeen Park, Junsuh Park, Jooeun Son, Seungyoung Lee, Joo-Ho Lee

Decomposing environmental lighting and materials is challenging as they are tightly intertwined and integrated over the hemisphere. In order to precisely decouple them, the lighting representation must represent general image features such as object boundaries or texture contrast, called light edges, which are often neglected in the existing inverse rendering methods. In this paper, we propose an inverse rendering method that efficiently captures light edges. We introduce a triangle mesh-based light representation that can express light edges by aligning triangle edges with light edges. We exploit the linearly transformed cosines as BRDF approximations to efficiently compute environmental lighting with our light representation. Our edge-aware inverse rendering precisely decouples distributions of reflectance and lighting through differentiable rendering by jointly reconstructing light edges and estimating the BRDF parameters. Our experiments, including various material/scene settings and ablation studies, demonstrate the reconstruction performance and computational efficiency of our method.

分解环境照明和材料是具有挑战性的,因为它们在半球上紧密地交织在一起。为了精确解耦,光照表示必须表示一般的图像特征,如物体边界或纹理对比度,称为光边缘,这些在现有的逆绘制方法中经常被忽略。在本文中,我们提出了一种有效捕获光边缘的反向渲染方法。我们引入了一种基于三角形网格的光表示,它可以通过将三角形边缘与光边缘对齐来表示光边缘。我们利用线性变换余弦作为BRDF近似来有效地计算环境照明与我们的光表示。我们的边缘感知逆渲染通过联合重建光边缘和估计BRDF参数,通过可微渲染精确解耦反射率和光照分布。我们的实验,包括各种材料/场景设置和烧蚀研究,证明了我们的方法的重建性能和计算效率。
{"title":"LTC-IR: Multiview Edge-Aware Inverse Rendering with Linearly Transformed Cosines","authors":"Dabeen Park,&nbsp;Junsuh Park,&nbsp;Jooeun Son,&nbsp;Seungyoung Lee,&nbsp;Joo-Ho Lee","doi":"10.1111/cgf.70262","DOIUrl":"https://doi.org/10.1111/cgf.70262","url":null,"abstract":"<p>Decomposing environmental lighting and materials is challenging as they are tightly intertwined and integrated over the hemisphere. In order to precisely decouple them, the lighting representation must represent general image features such as object boundaries or texture contrast, called light edges, which are often neglected in the existing inverse rendering methods. In this paper, we propose an inverse rendering method that efficiently captures light edges. We introduce a triangle mesh-based light representation that can express light edges by aligning triangle edges with light edges. We exploit the linearly transformed cosines as BRDF approximations to efficiently compute environmental lighting with our light representation. Our edge-aware inverse rendering precisely decouples distributions of reflectance and lighting through differentiable rendering by jointly reconstructing light edges and estimating the BRDF parameters. Our experiments, including various material/scene settings and ablation studies, demonstrate the reconstruction performance and computational efficiency of our method.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297128","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Accelerating Signed Distance Functions 加速符号距离函数
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-10-11 DOI: 10.1111/cgf.70258
Pierre Hubert-Brierre, Eric Guérin, Adrien Peytavie, Eric Galin

Processing and particularly visualizing implicit surfaces remains computationally intensive when dealing with complex objects built from construction trees. We introduce optimization nodes to reduce the computational cost of the field function evaluation for hierarchical construction trees, while preserving the Lipschitz or conservative properties of the function. Our goal is to propose acceleration nodes directly embedded in the construction tree, and avoid external, accompanying data-structures such as octrees. We present proxy and continuous level of detail nodes to reduce the overall evaluation cost, along with a normal warping technique that enhances surface details with negligible computational overhead. Our approach is compatible with existing algorithms that aim at reducing the number of function calls. We validate our methods by computing timings as well as the average cost for traversing the tree and evaluating the signed distance field at a given point in space. Our method speeds-up signed distance field evaluation by up to three orders or magnitude, and applies both to ray-surface intersection computation in Sphere Tracing applications, and to polygonization algorithms.

当处理由构造树构建的复杂对象时,处理特别是可视化隐式表面仍然需要大量的计算。在保留函数的Lipschitz或保守性的同时,我们引入优化节点来降低分层构造树的域函数评估的计算成本。我们的目标是提出直接嵌入构造树中的加速节点,并避免外部伴随的数据结构,如八叉树。我们提出了代理和连续级别的细节节点,以降低总体评估成本,以及常规翘曲技术,以可忽略不计的计算开销增强表面细节。我们的方法与旨在减少函数调用数量的现有算法兼容。我们通过计算时间以及遍历树的平均成本来验证我们的方法,并计算空间中给定点的带符号距离域。我们的方法将签名距离场评估的速度提高了三个数量级,并且既适用于球面跟踪应用程序中的射线表面相交计算,也适用于多边形化算法。
{"title":"Accelerating Signed Distance Functions","authors":"Pierre Hubert-Brierre,&nbsp;Eric Guérin,&nbsp;Adrien Peytavie,&nbsp;Eric Galin","doi":"10.1111/cgf.70258","DOIUrl":"https://doi.org/10.1111/cgf.70258","url":null,"abstract":"<p>Processing and particularly visualizing implicit surfaces remains computationally intensive when dealing with complex objects built from construction trees. We introduce optimization nodes to reduce the computational cost of the field function evaluation for hierarchical construction trees, while preserving the Lipschitz or conservative properties of the function. Our goal is to propose acceleration nodes directly embedded in the construction tree, and avoid external, accompanying data-structures such as octrees. We present proxy and continuous level of detail nodes to reduce the overall evaluation cost, along with a normal warping technique that enhances surface details with negligible computational overhead. Our approach is compatible with existing algorithms that aim at reducing the number of function calls. We validate our methods by computing timings as well as the average cost for traversing the tree and evaluating the signed distance field at a given point in space. Our method speeds-up signed distance field evaluation by up to three orders or magnitude, and applies both to ray-surface intersection computation in Sphere Tracing applications, and to polygonization algorithms.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297131","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Text-Guided Diffusion with Spectral Convolution for 3D Human Pose Estimation 文本引导扩散与光谱卷积三维人体姿态估计
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-10-11 DOI: 10.1111/cgf.70263
Liyuan Shi, Suping Wu, Sheng Yang, Weibin Qiu, Dong Qiang, Jiarui Zhao

Although significant progress has been made in monocular video-based 3D human pose estimation, existing methods lack guidance from fine-grained high-level prior knowledge such as action semantics and camera viewpoints, leading to significant challenges for pose reconstruction accuracy under scenarios with severely missing visual features, i.e., complex occlusion situations. We identify that the 3D human pose estimation task fundamentally constitutes a canonical inverse problem, and propose a motion-semantics-based diffusion(MS-Diff) framework to address this issue by incorporating high-level motion semantics with spectral feature regularization to eliminate interference noise in complex scenes and improve estimation accuracy. Specifically, we design a Multimodal Diffusion Interaction (MDI) module that incorporates motion semantics including action categories and camera viewpoints into the diffusion process, establishing semantic-visual feature alignment through a cross-modal mechanism to resolve pose ambiguities and effectively handle occlusions. Additionally, we leverage a Spectral Convolutional Regularization (SCR) module that implements adaptive filtering in the frequency domain to selectively suppress noise components. Extensive experiments on large-scale public datasets Human3.6M and MPI-INF-3DHP demonstrate that our method achieves state-of-the-art performance.

尽管在基于单目视频的3D人体姿态估计方面取得了重大进展,但现有方法缺乏细粒度的高级先验知识(如动作语义和摄像机视点)的指导,导致在视觉特征严重缺失的情况下,即复杂遮挡情况下,姿态重建精度面临重大挑战。我们发现3D人体姿态估计任务从根本上构成了一个典型的逆问题,并提出了一个基于运动语义的扩散(MS-Diff)框架,通过将高级运动语义与频谱特征正则化相结合来消除复杂场景中的干扰噪声,提高估计精度。具体而言,我们设计了一个多模态扩散交互(MDI)模块,该模块将动作类别和摄像机视点等运动语义纳入扩散过程,通过跨模态机制建立语义-视觉特征对齐,以解决姿态歧义并有效处理遮挡。此外,我们利用频谱卷积正则化(SCR)模块,在频域实现自适应滤波,以选择性地抑制噪声成分。在大规模公共数据集Human3.6M和MPI-INF-3DHP上的大量实验表明,我们的方法达到了最先进的性能。
{"title":"Text-Guided Diffusion with Spectral Convolution for 3D Human Pose Estimation","authors":"Liyuan Shi,&nbsp;Suping Wu,&nbsp;Sheng Yang,&nbsp;Weibin Qiu,&nbsp;Dong Qiang,&nbsp;Jiarui Zhao","doi":"10.1111/cgf.70263","DOIUrl":"https://doi.org/10.1111/cgf.70263","url":null,"abstract":"<p>Although significant progress has been made in monocular video-based 3D human pose estimation, existing methods lack guidance from fine-grained high-level prior knowledge such as action semantics and camera viewpoints, leading to significant challenges for pose reconstruction accuracy under scenarios with severely missing visual features, i.e., complex occlusion situations. We identify that the 3D human pose estimation task fundamentally constitutes a canonical inverse problem, and propose a motion-semantics-based diffusion(MS-Diff) framework to address this issue by incorporating high-level motion semantics with spectral feature regularization to eliminate interference noise in complex scenes and improve estimation accuracy. Specifically, we design a Multimodal Diffusion Interaction (MDI) module that incorporates motion semantics including action categories and camera viewpoints into the diffusion process, establishing semantic-visual feature alignment through a cross-modal mechanism to resolve pose ambiguities and effectively handle occlusions. Additionally, we leverage a Spectral Convolutional Regularization (SCR) module that implements adaptive filtering in the frequency domain to selectively suppress noise components. Extensive experiments on large-scale public datasets Human3.6M and MPI-INF-3DHP demonstrate that our method achieves state-of-the-art performance.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297324","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
Computer Graphics Forum
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1