We introduce StyleMM, a novel framework that can construct a stylized 3D Morphable Model (3DMM) based on user-defined text descriptions specifying a target style. Building upon a pre-trained mesh deformation network and a texture generator for original 3DMM-based realistic human faces, our approach fine-tunes these models using stylized facial images generated via text-guided image-to-image (i2i) translation with a diffusion model, which serve as stylization targets for the rendered mesh. To prevent undesired changes in identity, facial alignment, or expressions during i2i translation, we introduce a stylization method that explicitly preserves the facial attributes of the source image. By maintaining these critical attributes during image stylization, the proposed approach ensures consistent 3D style transfer across the 3DMM parameter space through image-based training. Once trained, StyleMM enables feed-forward generation of stylized face meshes with explicit control over shape, expression, and texture parameters, producing meshes with consistent vertex connectivity and animatability. Quantitative and qualitative evaluations demonstrate that our approach outperforms state-of-the-art methods in terms of identity-level facial diversity and stylization capability. The code and videos are available at kwanyun.github.io/stylemm_page.
Categories and Subject Descriptors (according to ACM CCS): I.3.6 [Computer Graphics]: Methodology and Techniques—
{"title":"StyleMM: Stylized 3D Morphable Face Model via Text-Driven Aligned Image Translation","authors":"Seungmi Lee, Kwan Yun, Junyong Noh","doi":"10.1111/cgf.70234","DOIUrl":"https://doi.org/10.1111/cgf.70234","url":null,"abstract":"<p>We introduce StyleMM, a novel framework that can construct a stylized 3D Morphable Model (3DMM) based on user-defined text descriptions specifying a target style. Building upon a pre-trained mesh deformation network and a texture generator for original 3DMM-based realistic human faces, our approach fine-tunes these models using stylized facial images generated via text-guided image-to-image (i2i) translation with a diffusion model, which serve as stylization targets for the rendered mesh. To prevent undesired changes in identity, facial alignment, or expressions during i2i translation, we introduce a stylization method that explicitly preserves the facial attributes of the source image. By maintaining these critical attributes during image stylization, the proposed approach ensures consistent 3D style transfer across the 3DMM parameter space through image-based training. Once trained, StyleMM enables feed-forward generation of stylized face meshes with explicit control over shape, expression, and texture parameters, producing meshes with consistent vertex connectivity and animatability. Quantitative and qualitative evaluations demonstrate that our approach outperforms state-of-the-art methods in terms of identity-level facial diversity and stylization capability. The code and videos are available at kwanyun.github.io/stylemm_page.</p><p>Categories and Subject Descriptors (according to ACM CCS): I.3.6 [Computer Graphics]: Methodology and Techniques—</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.70234","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297348","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}
C. Wu, A. Khattar, J. Zhu, S. Pettifer, L. Yan, Z. Montazeri
Digital replication of woven fabrics presents significant challenges across a variety of sectors, from online retail to entertainment industries. To address this, we introduce an inverse rendering pipeline designed to estimate pattern, geometry, and appearance parameters of woven fabrics given a single close-up image as input. Our work is capable of simultaneously optimizing both discrete and continuous parameters without manual interventions. It outputs a wide array of parameters, encompassing discrete elements like weave patterns, ply and fiber number, using Simulated Annealing. It also recovers continuous parameters such as reflection and transmission components, aligning them with the target appearance through differentiable rendering. For irregularities caused by deformation and flyaways, we use 2D Gaussians to approximate them as a post-processing step. Our work does not pursue perfect matching of all fine details, it targets an automatic and end-to-end reconstruction pipeline that is robust to slight camera rotations and room light conditions within an acceptable time (15 minutes on CPU), unlike previous works which are either expensive, require manual intervention, assume given pattern, geometry or appearance, or strictly control camera and light conditions.
{"title":"Automatic Reconstruction of Woven Cloth from a Single Close-up Image","authors":"C. Wu, A. Khattar, J. Zhu, S. Pettifer, L. Yan, Z. Montazeri","doi":"10.1111/cgf.70243","DOIUrl":"https://doi.org/10.1111/cgf.70243","url":null,"abstract":"<p>Digital replication of woven fabrics presents significant challenges across a variety of sectors, from online retail to entertainment industries. To address this, we introduce an inverse rendering pipeline designed to estimate pattern, geometry, and appearance parameters of woven fabrics given a single close-up image as input. Our work is capable of simultaneously optimizing both discrete and continuous parameters without manual interventions. It outputs a wide array of parameters, encompassing discrete elements like weave patterns, ply and fiber number, using Simulated Annealing. It also recovers continuous parameters such as reflection and transmission components, aligning them with the target appearance through differentiable rendering. For irregularities caused by deformation and flyaways, we use 2D Gaussians to approximate them as a post-processing step. Our work does not pursue perfect matching of all fine details, it targets an automatic and end-to-end reconstruction pipeline that is robust to slight camera rotations and room light conditions within an acceptable time (15 minutes on CPU), unlike previous works which are either expensive, require manual intervention, assume given pattern, geometry or appearance, or strictly control camera and light conditions.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/cgf.70243","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297125","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}
A body-supporting assembly is an assembly of parts that physically supports a human body during activities like sitting, lying, or leaning. A body-supporting assembly has a complex global shape to support a specific human body posture, yet each component part has a relatively simple geometry to facilitate fabrication, storage, and maintenance. In this paper, we aim to model and design a personalized body-supporting assembly that fits a given human body posture, aiming to make the assembly comfortable to use. We choose to model a body-supporting assembly from scratch to offer high flexibility for fitting a given body posture, which however makes it challenging to determine the assembly's topology and geometry. To address this problem, we classify parts in the assembly into two categories according the functionality: supporting parts for fitting different portions of the body and connecting parts for connecting all the supporting parts to form a stable structure. We also propose a geometric representation of supporting parts such that they can have a variety of shapes controlled by a few parameters. Given a body posture as input, we present a computational approach for designing a body-supporting assembly that fits the posture, in which the supporting parts are initialized and optimized to minimize a discomfort measure and then the connecting parts are generated using a procedural approach. We demonstrate the effectiveness of our approach by designing body-supporting assemblies that accommodate to a variety of body postures and 3D printing two of them for physical validation.
{"title":"Computational Design of Body-Supporting Assemblies","authors":"Yixuan He, Rulin Chen, Bailin Deng, Peng Song","doi":"10.1111/cgf.70237","DOIUrl":"https://doi.org/10.1111/cgf.70237","url":null,"abstract":"<p>A <i>body-supporting assembly</i> is an assembly of parts that physically supports a human body during activities like sitting, lying, or leaning. A body-supporting assembly has a complex global shape to support a specific human body posture, yet each component part has a relatively simple geometry to facilitate fabrication, storage, and maintenance. In this paper, we aim to model and design a personalized body-supporting assembly that fits a given human body posture, aiming to make the assembly comfortable to use. We choose to model a body-supporting assembly from scratch to offer high flexibility for fitting a given body posture, which however makes it challenging to determine the assembly's topology and geometry. To address this problem, we classify parts in the assembly into two categories according the functionality: <i>supporting parts</i> for fitting different portions of the body and <i>connecting parts</i> for connecting all the supporting parts to form a stable structure. We also propose a geometric representation of supporting parts such that they can have a variety of shapes controlled by a few parameters. Given a body posture as input, we present a computational approach for designing a body-supporting assembly that fits the posture, in which the supporting parts are initialized and optimized to minimize a discomfort measure and then the connecting parts are generated using a procedural approach. We demonstrate the effectiveness of our approach by designing body-supporting assemblies that accommodate to a variety of body postures and 3D printing two of them for physical validation.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297124","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}
Ripon Kumar Saha, Yufan Zhang, Jinwei Ye, Suren Jayasuriya
Simulating the effects of atmospheric turbulence for imaging systems operating over long distances is a significant challenge for optical and computer graphics models. Physically-based ray tracing over kilometers of distance is difficult due to the need to define a spatio-temporal volume of varying refractive index. Even if such a volume can be defined, Monte Carlo rendering approximations for light refraction through the environment would not yield real-time solutions needed for video game engines or online dataset augmentation for machine learning. While existing simulators based on procedurally-generated noise or textures have been proposed in these settings, these simulators often neglect the significant impact of scene depth, leading to unrealistic degradations for scenes with substantial foreground-background separation. This paper introduces a novel, physically-based atmospheric turbulence simulator that explicitly models depth-dependent effects while rendering frames at interactive/near real-time (> 10 FPS) rates for image resolutions up to 1024 × 1024 (real-time 35 FPS at 256× 256 resolution with depth or 512×512 at 33 FPS without depth). Our hybrid approach combines spatially-varying wavefront aberrations using Zernike polynomials with pixel-wise depth modulation of both blur (via Point Spread Function interpolation) and geometric distortion or tilt. Our approach includes a novel fusion technique that integrates complementary strengths of leading monocular depth estimators to generate metrically accurate depth maps with enhanced edge fidelity. DAATSim is implemented efficiently on GPUs using Py-Torch incorporating optimizations like mixed-precision computation and caching to achieve efficient performance. We present quantitative and qualitative validation demonstrating the simulator's physical plausibility for generating turbulent video. DAAT-Sim is made publicly available and open-source to the community: https://github.com/Riponcs/DAATSim.
{"title":"DAATSim: Depth-Aware Atmospheric Turbulence Simulation for Fast Image Rendering","authors":"Ripon Kumar Saha, Yufan Zhang, Jinwei Ye, Suren Jayasuriya","doi":"10.1111/cgf.70241","DOIUrl":"https://doi.org/10.1111/cgf.70241","url":null,"abstract":"<p>Simulating the effects of atmospheric turbulence for imaging systems operating over long distances is a significant challenge for optical and computer graphics models. Physically-based ray tracing over kilometers of distance is difficult due to the need to define a spatio-temporal volume of varying refractive index. Even if such a volume can be defined, Monte Carlo rendering approximations for light refraction through the environment would not yield real-time solutions needed for video game engines or online dataset augmentation for machine learning. While existing simulators based on procedurally-generated noise or textures have been proposed in these settings, these simulators often neglect the significant impact of scene depth, leading to unrealistic degradations for scenes with substantial foreground-background separation. This paper introduces a novel, physically-based atmospheric turbulence simulator that explicitly models depth-dependent effects while rendering frames at interactive/near real-time (> <i>10</i> FPS) rates for image resolutions up to <i>1024</i> × <i>1024</i> (real-time <i>35</i> FPS at <i>256× 256</i> resolution with depth or <i>512×512</i> at <i>33</i> FPS without depth). Our hybrid approach combines spatially-varying wavefront aberrations using Zernike polynomials with pixel-wise depth modulation of both blur (via Point Spread Function interpolation) and geometric distortion or tilt. Our approach includes a novel fusion technique that integrates complementary strengths of leading monocular depth estimators to generate metrically accurate depth maps with enhanced edge fidelity. DAATSim is implemented efficiently on GPUs using Py-Torch incorporating optimizations like mixed-precision computation and caching to achieve efficient performance. We present quantitative and qualitative validation demonstrating the simulator's physical plausibility for generating turbulent video. DAAT-Sim is made publicly available and open-source to the community: https://github.com/Riponcs/DAATSim.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297066","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}
Estimating scattering parameters of heterogeneous media from images is a severely under-constrained and challenging problem. Most of the existing approaches model BSSRDF either through an analysis-by-synthesis approach, approximating complex path integrals, or using differentiable volume rendering techniques to account for heterogeneity. However, only a few studies have applied learning-based methods to estimate subsurface scattering parameters, but they assume homogeneous media. Interestingly, no specific distribution is known to us that can explicitly model the heterogeneous scattering parameters in the real world. Notably, procedural noise models such as Perlin and Fractal Perlin noise have been effective in representing intricate heterogeneities of natural, organic, and inorganic surfaces. Leveraging this, we first create HeteroSynth, a synthetic dataset comprising photorealistic images of heterogeneous media whose scattering parameters are modeled using Fractal Perlin noise. Furthermore, we propose Tensorial Inverse Scattering (TensoIS), a learning-based feed-forward framework to estimate these Perlin-distributed heterogeneous scattering parameters from sparse multi-view image observations. Instead of directly predicting the 3D scattering parameter volume, TensoIS uses learnable low-rank tensor components to represent the scattering volume. We evaluate TensoIS on unseen heterogeneous variations over shapes from the HeteroSynth test set, smoke and cloud geometries obtained from open-source realistic volumetric simulations, and some real-world samples to establish its effectiveness for inverse scattering. Overall, this study is an attempt to explore Perlin noise distribution, given the lack of any such well-defined distribution in literature, to potentially model real-world heterogeneous scattering in a feed-forward manner.
{"title":"TensoIS: A Step Towards Feed-Forward Tensorial Inverse Subsurface Scattering for Perlin Distributed Heterogeneous Media","authors":"Ashish Tiwari, Satyam Bhardwaj, Yash Bachwana, Parag Sarvoday Sahu, T.M.Feroz Ali, Bhargava Chintalapati, Shanmuganathan Raman","doi":"10.1111/cgf.70242","DOIUrl":"https://doi.org/10.1111/cgf.70242","url":null,"abstract":"<p>Estimating scattering parameters of heterogeneous media from images is a severely under-constrained and challenging problem. Most of the existing approaches model BSSRDF either through an analysis-by-synthesis approach, approximating complex path integrals, or using differentiable volume rendering techniques to account for heterogeneity. However, only a few studies have applied learning-based methods to estimate subsurface scattering parameters, but they assume homogeneous media. Interestingly, no specific distribution is known to us that can explicitly model the heterogeneous scattering parameters in the real world. Notably, procedural noise models such as Perlin and Fractal Perlin noise have been effective in representing intricate heterogeneities of natural, organic, and inorganic surfaces. Leveraging this, we first create HeteroSynth, a synthetic dataset comprising photorealistic images of heterogeneous media whose scattering parameters are modeled using Fractal Perlin noise. Furthermore, we propose Tensorial Inverse Scattering (TensoIS), a learning-based feed-forward framework to estimate these Perlin-distributed heterogeneous scattering parameters from sparse multi-view image observations. Instead of directly predicting the 3D scattering parameter volume, TensoIS uses learnable low-rank tensor components to represent the scattering volume. We evaluate TensoIS on unseen heterogeneous variations over shapes from the HeteroSynth test set, smoke and cloud geometries obtained from open-source realistic volumetric simulations, and some real-world samples to establish its effectiveness for inverse scattering. Overall, this study is an attempt to explore Perlin noise distribution, given the lack of any such well-defined distribution in literature, to potentially model real-world heterogeneous scattering in a feed-forward manner.</p><p>Project Page: https://yashbachwana.github.io/TensoIS/</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297123","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}
In this work, we discuss elliptical cone traversal in scenes that employ typical triangular meshes. We derive accurate and numerically-stable intersection tests for an elliptical conic frustum with an AABB, plane, edge and a triangle, and analyze the performance of elliptical cone tracing when using different acceleration data structures: SAH-based K-d trees, BVHs as well as a modern 8-wide BVH variant adapted for cone tracing, and compare with ray tracing. In addition, several cone traversal algorithms are analyzed, and we develop novel heuristics and optimizations that give better performance than previous traversal approaches. The results highlight the difference in performance characteristics between rays and cones, and serve to guide the design of acceleration data structures for applications that employ cone tracing.
{"title":"High-Performance Elliptical Cone Tracing","authors":"U. Emre, A. Kanak, S. Steinberg","doi":"10.1111/cgf.70230","DOIUrl":"https://doi.org/10.1111/cgf.70230","url":null,"abstract":"<p>In this work, we discuss <i>elliptical cone</i> traversal in scenes that employ typical triangular meshes. We derive accurate and numerically-stable intersection tests for an elliptical conic frustum with an AABB, plane, edge and a triangle, and analyze the performance of elliptical cone tracing when using different acceleration data structures: SAH-based K-d trees, BVHs as well as a modern 8-wide BVH variant adapted for cone tracing, and compare with ray tracing. In addition, several cone traversal algorithms are analyzed, and we develop novel heuristics and optimizations that give better performance than previous traversal approaches. The results highlight the difference in performance characteristics between rays and cones, and serve to guide the design of acceleration data structures for applications that employ cone tracing.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/cgf.70230","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297185","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}
The segmentation and fitting of geometric primitives from point clouds is a widely adopted approach for modelling the underlying geometric structure of objects in reverse engineering and numerous graphics applications. Existing methods either overlook the role of geometric information in assisting segmentation or incorporate reconstruction losses without leveraging modern neural implicit field representations, leading to limited robustness against noise and weak expressive power in reconstruction. We propose a point cloud segmentation and fitting framework based on neural implicit representations, fully leveraging neural implicit fields' expressive power and robustness. The key idea is the unification of geometric representation within a neural implicit field framework, enabling seamless integration of geometric loss for improved performance. In contrast to previous approaches that focus solely on clustering in the feature embedding space, our method enhances instance segmentation through semantic-aware point embeddings and simultaneously improves semantic predictions via instance-level feature fusion. Furthermore, we incorporate 3D-specific cues such as spatial dimensions and geometric connectivity, which are uniquely informative in the 3D domain. Extensive experiments and comparisons against previous methods demonstrate our robustness and superiority.
{"title":"IPFNet: Implicit Primitive Fitting for Robust Point Cloud Segmentation","authors":"Shengdi Zhou, Xiaoqiang Zan, Bin Zhou","doi":"10.1111/cgf.70231","DOIUrl":"https://doi.org/10.1111/cgf.70231","url":null,"abstract":"<p>The segmentation and fitting of geometric primitives from point clouds is a widely adopted approach for modelling the underlying geometric structure of objects in reverse engineering and numerous graphics applications. Existing methods either overlook the role of geometric information in assisting segmentation or incorporate reconstruction losses without leveraging modern neural implicit field representations, leading to limited robustness against noise and weak expressive power in reconstruction. We propose a point cloud segmentation and fitting framework based on neural implicit representations, fully leveraging neural implicit fields' expressive power and robustness. The key idea is the unification of geometric representation within a neural implicit field framework, enabling seamless integration of geometric loss for improved performance. In contrast to previous approaches that focus solely on clustering in the feature embedding space, our method enhances instance segmentation through semantic-aware point embeddings and simultaneously improves semantic predictions via instance-level feature fusion. Furthermore, we incorporate 3D-specific cues such as spatial dimensions and geometric connectivity, which are uniquely informative in the 3D domain. Extensive experiments and comparisons against previous methods demonstrate our robustness and superiority.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297183","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}
Vectorizing line drawings is a repetitive, yet necessary task that professional creatives must perform to obtain an easily editable and scalable digital representation of a raster sketch. State-of-the-art automatic methods in this domain can create series of curves that closely fit the appearance of the drawing. However, they often neglect the line parameterization. Thus, their vector representation cannot be edited naturally by following the drawing order. We present a novel method for single-line drawing vectorization that addresses this issue. Single-line drawings consist of a single stroke, where the line can intersect itself multiple times, making the drawing order non-trivial to recover. Our method fits a single parametric curve, represented as a Bézier spline, to approximate the stroke in the input raster image. To this end, we produce a graph representation of the input and employ geometric priors and a specially trained neural network to correctly capture and classify curve intersections and their traversal configuration. Our method is easily extended to drawings containing multiple strokes while preserving their integrity and order. We compare our vectorized results with the work of several artists, showing that our stroke order is similar to the one artists employ naturally. Our vectorization method achieves state-of-the-art results in terms of similarity with the original drawing and quality of the vectorization on a benchmark of single-line drawings. Our method's results can be refined interactively, making it easy to integrate into professional workflows. Our code and results are available at https://github.com/tanguymagne/SLD-Vectorization.
{"title":"Single-Line Drawing Vectorization","authors":"Tanguy Magne, Olga Sorkine-Hornung","doi":"10.1111/cgf.70228","DOIUrl":"https://doi.org/10.1111/cgf.70228","url":null,"abstract":"<p>Vectorizing line drawings is a repetitive, yet necessary task that professional creatives must perform to obtain an easily editable and scalable digital representation of a raster sketch. State-of-the-art automatic methods in this domain can create series of curves that closely fit the appearance of the drawing. However, they often neglect the line parameterization. Thus, their vector representation cannot be edited naturally by following the drawing order. We present a novel method for single-line drawing vectorization that addresses this issue. Single-line drawings consist of a single stroke, where the line can intersect itself multiple times, making the drawing order non-trivial to recover. Our method fits a <i>single</i> parametric curve, represented as a Bézier spline, to approximate the stroke in the input raster image. To this end, we produce a graph representation of the input and employ geometric priors and a specially trained neural network to correctly capture and classify curve intersections and their traversal configuration. Our method is easily extended to drawings containing multiple strokes while preserving their integrity and order. We compare our vectorized results with the work of several artists, showing that our stroke order is similar to the one artists employ naturally. Our vectorization method achieves state-of-the-art results in terms of similarity with the original drawing and quality of the vectorization on a benchmark of single-line drawings. Our method's results can be refined interactively, making it easy to integrate into professional workflows. Our code and results are available at https://github.com/tanguymagne/SLD-Vectorization.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 7","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/cgf.70228","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145297184","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}
Direct volume rendering (DVR) is a widely used technique in the visualisation of volumetric data. As an important DVR technique, volumetric path tracing (VPT) simulates light transport to produce realistic rendering results, which provides enhanced perception and understanding for users, especially in the field of medical imaging. VPT, based on the Monte Carlo (MC) method, typically requires a large number of samples to generate noise-free results. However, in real-time applications, only a limited number of samples per pixel is allowed and significant noise can be created. This paper introduces a novel neural denoising approach that utilises a new feature fusion method for VPT. Our method uses a feature decomposition technique that separates radiance into components according to noise levels. Our new decomposition technique mitigates biases found in the contemporary decoupling denoising algorithm and shows better utilisation of samples. A lightweight dual-input network is designed to correlate these components with noise-free ground truth. Additionally, for denoising sequences of video frames, we develop a learning-based temporal method that calculates temporal weight maps, blending reprojected results of previous frames with spatially denoised current frames. Comparative results demonstrate that our network performs faster inference than existing methods and can produce denoised output of higher quality in real time.
{"title":"Real-time Neural Denoising for Volume Rendering Using Dual-Input Feature Fusion Network","authors":"Chunxiao Xu, Xinran Xu, Jiatian Zhang, Yufei Liu, Yiheng Cao, Lingxiao Zhao","doi":"10.1111/cgf.70276","DOIUrl":"https://doi.org/10.1111/cgf.70276","url":null,"abstract":"<p>Direct volume rendering (DVR) is a widely used technique in the visualisation of volumetric data. As an important DVR technique, volumetric path tracing (VPT) simulates light transport to produce realistic rendering results, which provides enhanced perception and understanding for users, especially in the field of medical imaging. VPT, based on the Monte Carlo (MC) method, typically requires a large number of samples to generate noise-free results. However, in real-time applications, only a limited number of samples per pixel is allowed and significant noise can be created. This paper introduces a novel neural denoising approach that utilises a new feature fusion method for VPT. Our method uses a feature decomposition technique that separates radiance into components according to noise levels. Our new decomposition technique mitigates biases found in the contemporary decoupling denoising algorithm and shows better utilisation of samples. A lightweight dual-input network is designed to correlate these components with noise-free ground truth. Additionally, for denoising sequences of video frames, we develop a learning-based temporal method that calculates temporal weight maps, blending reprojected results of previous frames with spatially denoised current frames. Comparative results demonstrate that our network performs faster inference than existing methods and can produce denoised output of higher quality in real time.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 6","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145135446","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}
We propose Hi3DFace, a novel framework for simultaneous de-occlusion and high-fidelity 3D face reconstruction. To address real-world occlusions, we construct a diverse facial dataset by simulating common obstructions and present TMANet, a transformer-based multi-scale attention network that effectively removes occlusions and restores clean face images. For the 3D face reconstruction stage, we propose a coarse-medium-fine self-supervised scheme. In the coarse reconstruction pipeline, we adopt a face regression network to predict 3DMM coefficients for generating a smooth 3D face. In the medium-scale reconstruction pipeline, we propose a novel depth displacement network, DDFTNet, to remove noise and restore rich details to the smooth 3D geometry. In the fine-scale reconstruction pipeline, we design a GCN (graph convolutional network) refiner to enhance the fidelity of 3D textures. Additionally, a light-aware network (LightNet) is proposed to distil lighting parameters, ensuring illumination consistency between reconstructed 3D faces and input images. Extensive experimental results demonstrate that the proposed Hi3DFace significantly outperforms state-of-the-art reconstruction methods on four public datasets, and five constructed occlusion-type datasets. Hi3DFace achieves robustness and effectiveness in removing occlusions and reconstructing 3D faces from real-world occluded facial images.
{"title":"Hi3DFace: High-Realistic 3D Face Reconstruction From a Single Occluded Image","authors":"Dongjin Huang, Yongsheng Shi, Jiantao Qu, Jinhua Liu, Wen Tang","doi":"10.1111/cgf.70277","DOIUrl":"https://doi.org/10.1111/cgf.70277","url":null,"abstract":"<p>We propose Hi3DFace, a novel framework for simultaneous de-occlusion and high-fidelity 3D face reconstruction. To address real-world occlusions, we construct a diverse facial dataset by simulating common obstructions and present TMANet, a transformer-based multi-scale attention network that effectively removes occlusions and restores clean face images. For the 3D face reconstruction stage, we propose a coarse-medium-fine self-supervised scheme. In the coarse reconstruction pipeline, we adopt a face regression network to predict 3DMM coefficients for generating a smooth 3D face. In the medium-scale reconstruction pipeline, we propose a novel depth displacement network, DDFTNet, to remove noise and restore rich details to the smooth 3D geometry. In the fine-scale reconstruction pipeline, we design a GCN (graph convolutional network) refiner to enhance the fidelity of 3D textures. Additionally, a light-aware network (LightNet) is proposed to distil lighting parameters, ensuring illumination consistency between reconstructed 3D faces and input images. Extensive experimental results demonstrate that the proposed Hi3DFace significantly outperforms state-of-the-art reconstruction methods on four public datasets, and five constructed occlusion-type datasets. Hi3DFace achieves robustness and effectiveness in removing occlusions and reconstructing 3D faces from real-world occluded facial images.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 6","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145135248","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}