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Anisotropic Gauss Reconstruction and Global Orientation with Octree-based Acceleration 基于八叉树加速的各向异性高斯重建和全局定向
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70199
Yueji Ma, Jialu Shen, Yanzun Meng, Dong Xiao, Zuoqiang Shi, Bin Wang

Unoriented surface reconstruction is an important task in computer graphics. Recently, methods based on the Gauss formula or winding number have achieved state-of-the-art performance in both orientation and surface reconstruction. The Gauss formula or winding number, derived from the fundamental solution of the Laplace equation, initially found applications in calculating potentials in electromagnetism. Inspired by the practical necessity of calculating potentials in diverse electromagnetic media, we consider the anisotropic Laplace equation to derive the anisotropic Gauss formula and apply it to surface reconstruction, called “anisotropic Gauss reconstruction”. By leveraging the flexibility of anisotropic coefficients, additional constraints can be introduced to the indicator function. This results in a stable linear system, eliminating the need for any artificial regularization. In addition, the oriented normals can be refined by computing the gradient of the indicator function, ultimately producing high-quality normals and surfaces. Regarding the space/time complexity, we propose an octree-based acceleration algorithm to achieve a space complexity of O(N) and a time complexity of O(NlogN). Our method can reconstruct ultra-large-scale models (exceeding 5 million points) within 4 minutes on an NVIDIA RTX 4090 GPU. Extensive experiments demonstrate that our method achieves state-of-the-art performance in both orientation and reconstruction, particularly for models with thin structures, small holes, or high genus. Both CuPy-based and CUDA-accelerated implementations are made publicly available at https://github.com/mayueji/AGR.

无取向曲面重构是计算机图形学中的一个重要课题。最近,基于高斯公式或圈数的方法在取向和表面重建方面都取得了最先进的性能。由拉普拉斯方程的基本解导出的高斯公式或圈数,最初应用于电磁学的电势计算。受计算不同电磁介质中电位的实际需要的启发,我们考虑各向异性拉普拉斯方程,推导出各向异性高斯公式,并将其应用于表面重建,称为“各向异性高斯重建”。通过利用各向异性系数的灵活性,可以向指示函数引入额外的约束。这导致一个稳定的线性系统,消除了任何人工正则化的需要。此外,定向法线可以通过计算指标函数的梯度来细化,最终产生高质量的法线和曲面。在空间/时间复杂度方面,我们提出了一种基于八叉树的加速算法,其空间复杂度为O(N),时间复杂度为O(NlogN)。我们的方法可以在NVIDIA RTX 4090 GPU上在4分钟内重建超大规模模型(超过500万个点)。大量的实验表明,我们的方法在定向和重建方面都达到了最先进的性能,特别是对于具有薄结构,小孔或高属的模型。基于cpu和cuda加速的实现都可以在https://github.com/mayueji/AGR上公开获得。
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引用次数: 0
Mint: Discretely Integrable Moments for Symmetric Frame Fields 对称框架场的离散可积矩
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70193
J. Vekhter, Z. Chen, E. Vouga

This paper studies the problem of unconstrained (e.g. not orthogonal or unit) symmetric frame field design in volumes. Our principal contribution is a novel (and theoretically well-founded) local integrability condition for frame fields represented as a triplet of symmetric tensors of second, fourth, and sixth order. We also formulate a novel smoothness energy for this representation. To validate our discritization, we study the problem of seamless parameterization of volumetric objects. We compare against baseline approaches by formulating a smooth, integrable, and approximately octahedral frame objective in our discritization. Our method is the first to solve these problems with automatic placement of singularities while also enforcing a symmetric proxy for local integrability as a hard constraint, achieving significantly higher quality parameterizations, in expectation, relative to other frame field design based approaches.

研究无约束(如非正交或非单位对称)体对称框架场设计问题。我们的主要贡献是一个新颖的(理论上有充分根据的)局部可积条件,用于表示为二阶、四阶和六阶对称张量的三重态的框架域。我们还为这种表示形式提出了一种新的平滑能量。为了验证我们的判别,我们研究了体积目标的无缝参数化问题。在我们的判别中,我们通过制定光滑,可积和近似八面体框架目标来比较基线方法。我们的方法是第一个通过自动放置奇点来解决这些问题的方法,同时也将局部可积性作为硬约束强制执行对称代理,相对于其他基于框架场设计的方法,期望实现更高质量的参数化。
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引用次数: 0
Beyond Complete Shapes: A Benchmark for Quantitative Evaluation of 3D Shape Surface Matching Algorithms 超越完整形状:三维形状表面匹配算法定量评估的基准
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70186
V. Ehm, N. El Amrani, Y. Xie, L. Bastian, M. Gao, W. Wang, L. Sang, D. Cao, T. Weißberg, Z. Lähner, D. Cremers, F. Bernard

Finding correspondences between 3D deformable shapes is an important and long-standing problem in geometry processing, computer vision, graphics, and beyond. While various shape matching datasets exist, they are mostly static or limited in size, restricting their adaptation to different problem settings, including both full and partial shape matching. In particular the existing partial shape matching datasets are small (fewer than 100 shapes) and thus unsuitable for data-hungry machine learning approaches. Moreover, the type of partiality present in existing datasets is often artificial and far from realistic. To address these limitations, we introduce a generic and flexible framework for the procedural generation of challenging full and partial shape matching datasets. Our framework allows the propagation of custom annotations across shapes, making it useful for various applications. By utilising our framework and manually creating cross-dataset correspondences between seven existing (complete geometry) shape matching datasets, we propose a new large benchmark BeCoS with a total of 2543 shapes. Based on this, we offer several challenging benchmark settings, covering both full and partial matching, for which we evaluate respective state-of-the-art methods as baselines. Visualisations and code of our benchmark can be found at: https://nafieamrani.github.io/BeCoS/.

在几何处理、计算机视觉、图形学等领域中,寻找三维可变形形状之间的对应关系是一个重要且长期存在的问题。虽然存在各种形状匹配数据集,但它们大多是静态的或大小有限,限制了它们对不同问题设置的适应,包括完全和部分形状匹配。特别是现有的部分形状匹配数据集很小(少于100个形状),因此不适合数据饥渴的机器学习方法。此外,现有数据集中存在的偏见类型往往是人为的,与现实相距甚远。为了解决这些限制,我们引入了一个通用和灵活的框架,用于程序生成具有挑战性的完整和部分形状匹配数据集。我们的框架允许跨形状传播自定义注释,使其对各种应用程序都很有用。通过利用我们的框架并手动创建七个现有(完整几何)形状匹配数据集之间的跨数据集对应关系,我们提出了一个新的大型基准beco,共有2543个形状。基于此,我们提供了几个具有挑战性的基准设置,涵盖了完全匹配和部分匹配,我们评估了各自最先进的方法作为基线。我们的基准的可视化和代码可以在https://nafieamrani.github.io/BeCoS/上找到。
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引用次数: 0
The Affine Heat Method 仿射热法
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70205
Yousuf Soliman, Nicholas Sharp

This work presents the Affine Heat Method for computing logarithmic maps. These maps are local surface parameterizations defined by the direction and distance along shortest geodesic paths from a given source point, and arise in many geometric tasks from local texture mapping to geodesic distance-based optimization. Our main insight is to define a connection Laplacian with a homogeneous coordinate accounting for the translation between tangent coordinate frames; the action of short-time heat flow under this Laplacian gives both the direction and distance from the source, along shortest geodesics. The resulting numerical method is straightforward to implement, fast, and improves accuracy compared to past approaches. We present two variants of the method, one of which enables pre-computation for fast repeated solves, while the other resolves the map even near the cut locus in high detail. As with prior heat methods, our approach can be applied in any dimension and to any spatial discretization, including polygonal meshes and point clouds, which we demonstrate along with applications of the method.

本文提出了计算对数映射的仿射热方法。这些映射是由从给定源点出发的最短测地线路径的方向和距离定义的局部表面参数化,并且出现在从局部纹理映射到基于测地线距离的优化的许多几何任务中。我们的主要观点是定义一个具有齐次坐标的连接拉普拉斯函数,用于计算切线坐标系之间的平移;在这个拉普拉斯函数下,短时热流的作用给出了沿最短测地线到热源的方向和距离。与过去的方法相比,所得到的数值方法易于实现,速度快,并且提高了精度。我们提出了该方法的两种变体,其中一种可以实现快速重复求解的预计算,而另一种甚至可以在切割轨迹附近高细节地解析地图。与先前的热方法一样,我们的方法可以应用于任何维度和任何空间离散化,包括多边形网格和点云,我们演示了该方法的应用。
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引用次数: 0
Real-Time Secondary Animation with Spring Decomposed Skinning 实时二次动画与春季分解皮肤
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70209
B. Akyürek, Y. Sahillioğlu

We present a framework to integrate secondary motion into the existing animation pipelines. Skinning provides fast computation for real-time animation and intuitive control over the deformation. Despite the benefits, traditional skinning methods lack secondary dynamics such as the jiggling of fat tissues. We address the rigidity of skinning methods by physically simulating the deformation handles with spring forces. Most studies introduce secondary motion into skinning by employing FEM simulation on volumetric mesh vertices, coupling their computational complexity with mesh resolution. Unlike these approaches, we do not require any volumetric mesh input. Our method scales to higher mesh resolutions by directly simulating deformation handles. The simulated handles, namely the spring bones, enrich rigid skinning deformation with a diverse range of secondary animation for subjects including rigid bodies, elastic bodies, soft tissues, and cloth simulation. In essence, we leverage the benefits of physical simulations in the scope of deformation handles to achieve controllable real-time dynamics on a wide range of subjects while remaining compatible with existing skinning pipelines. Our method avoids tetrahedral remeshing and it is significantly faster compared to FEM-based volumetric mesh simulations.

我们提出了一个框架,以整合二次运动到现有的动画管道。蒙皮为实时动画提供了快速计算和直观的变形控制。尽管有这些好处,传统的去皮方法缺乏次要动力,比如脂肪组织的抖动。我们通过物理模拟具有弹簧力的变形手柄来解决蒙皮方法的刚性问题。大多数研究通过对体网格顶点进行有限元模拟,将二次运动引入蒙皮,并将其计算复杂度与网格分辨率相结合。与这些方法不同,我们不需要任何体积网格输入。我们的方法通过直接模拟变形手柄扩展到更高的网格分辨率。模拟手柄,即弹簧骨骼,丰富了刚性皮肤变形,为包括刚体、弹性体、软组织和布料模拟在内的主体提供了各种各样的二次动画。从本质上讲,我们利用变形手柄范围内的物理模拟的好处,在广泛的主题上实现可控的实时动态,同时与现有的蒙皮管道保持兼容。我们的方法避免了四面体网格重划分,与基于fem的体积网格模拟相比,速度明显加快。
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引用次数: 0
Exact and Efficient Mesh-Kernel Generation 精确高效的网格核生成
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70187
J. Nehring-Wirxel, P. Kern, P. Trettner, L. Kobbelt

The mesh kernel for a star-shaped mesh is a convex polyhedron given by the intersection of all half-spaces defined by the faces of the input mesh. For all non-star-shaped meshes, the kernel is empty. We present a method to robustly and efficiently compute the kernel of an input triangle mesh by using exact plane-based integer arithmetic to compute the mesh kernel. We make use of several ways to accelerate the computation time. Since many applications just require information if a non-empty mesh kernel exists, we also propose a method to efficiently determine whether a kernel exists by developing an exact plane-based linear program solver. We evaluate our method on a large dataset of triangle meshes and show that in contrast to previous methods, our approach is exact and robust while maintaining a high performance. It is on average two orders of magnitude faster than other exact state-of-the-art methods and often about one order of magnitude faster than non-exact methods.

星形网格的网格核是由输入网格的面所定义的所有半空间的交点给出的凸多面体。对于所有非星形网格,内核是空的。提出了一种基于精确平面整数算法的输入三角形网格核的鲁棒高效计算方法。我们使用了几种方法来加速计算时间。由于许多应用程序只需要非空网格核是否存在的信息,我们还提出了一种通过开发基于精确平面的线性程序求解器来有效确定核是否存在的方法。我们在一个大型三角形网格数据集上评估了我们的方法,并表明与以前的方法相比,我们的方法是精确和鲁棒的,同时保持了高性能。它比其他最先进的精确方法平均快两个数量级,通常比非精确方法快一个数量级。
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引用次数: 0
Volume Preserving Neural Shape Morphing 体积保持神经形状变形
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70196
Camille Buonomo, Julie Digne 1, Raphaëlle Chaine

Shape interpolation is a long standing challenge of geometry processing. As it is ill-posed, shape interpolation methods always work under some hypothesis such as semantic part matching or least displacement. Among such constraints, volume preservation is one of the traditional animation principles. In this paper we propose a method to interpolate between shapes in arbitrary poses favoring volume and topology preservation. To do so, we rely on a level set representation of the shape and its advection by a velocity field through the level set equation, both shape representation and velocity fields being parameterized as neural networks. While divergence free velocity fields ensure volume and topology preservation, they are incompatible with the Eikonal constraint of signed distance functions. This leads us to introduce the notion of adaptive divergence velocity field, a construction compatible with the Eikonal equation with theoretical guarantee on the shape volume preservation. In the non constant volume setting, our method is still helpful to provide a natural morphing, by combining it with a parameterization of the volume change over time. We show experimentally that our method exhibits better volume preservation than other recent approaches, limits topological changes and preserves the structures of shapes better without landmark correspondences.

形状插值是一个长期存在的挑战几何处理。由于形状插值方法是不适定的,通常在语义部分匹配或最小位移等假设下工作。在这些限制中,体积保存是传统的动画原则之一。在本文中,我们提出了一种有利于体积和拓扑保持的任意姿态形状之间的插值方法。要做到这一点,我们依赖于形状的水平集表示及其平流通过水平集方程的速度场,形状表示和速度场都被参数化为神经网络。虽然散度自由速度场保证了体积和拓扑的保持,但它们与符号距离函数的Eikonal约束不兼容。为此,我们引入了自适应散度速度场的概念,这是一种与Eikonal方程相容的结构,对形状体积保持有理论保证。在非恒定体积设置中,我们的方法通过将其与随时间的体积变化的参数化相结合,仍然有助于提供自然变形。我们通过实验证明,我们的方法比其他最近的方法具有更好的体积保存,限制了拓扑变化,并且在没有地标对应的情况下更好地保留了形状结构。
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引用次数: 0
MDNF: Multi-Diffusion-Nets for Neural Fields on Meshes 网格上神经场的多扩散网络
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70188
Avigail Cohen Rimon, Tal Shnitzer, Mirela Ben Chen

We propose a novel framework for representing neural fields on triangle meshes that is multi-resolution across both spatial and frequency domains. Inspired by the Neural Fourier Filter Bank (NFFB), our architecture decomposes the spatial and frequency domains by associating finer spatial resolution levels with higher frequency bands, while coarser resolutions are mapped to lower frequencies. To achieve geometry-aware spatial decomposition we leverage multiple DiffusionNet components, each associated with a different spatial resolution level. Subsequently, we apply a Fourier feature mapping to encourage finer resolution levels to be associated with higher frequencies. The final signal is composed in a wavelet-inspired manner using a sine-activated MLP, aggregating higher-frequency signals on top of lower-frequency ones. Our architecture attains high accuracy in learning complex neural fields and is robust to discontinuities, exponential scale variations of the target field, and mesh modification. We demonstrate the effectiveness of our approach through its application to diverse neural fields, such as synthetic RGB functions, UV texture coordinates, and vertex normals, illustrating different challenges. To validate our method, we compare its performance against two alternatives, showcasing the advantages of our multi-resolution architecture.

我们提出了一个在三角形网格上表示神经场的新框架,该框架在空间和频率域上都是多分辨率的。受神经傅里叶滤波器组(NFFB)的启发,我们的架构通过将更精细的空间分辨率级别与更高的频带相关联来分解空间域和频域,而更粗糙的分辨率则映射到更低的频率。为了实现几何感知的空间分解,我们利用了多个DiffusionNet组件,每个组件都与不同的空间分辨率级别相关联。随后,我们应用傅立叶特征映射来鼓励更精细的分辨率水平与更高的频率相关联。最后的信号以小波启发的方式组成,使用正弦激活的MLP,将高频信号聚合在低频信号之上。我们的架构在学习复杂的神经场方面达到了很高的精度,并且对不连续、目标场的指数尺度变化和网格修改具有鲁棒性。我们通过将该方法应用于不同的神经领域,例如合成RGB函数、UV纹理坐标和顶点法线,证明了该方法的有效性,说明了不同的挑战。为了验证我们的方法,我们将其与两种替代方案进行了性能比较,展示了我们的多分辨率架构的优势。
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引用次数: 0
Symmetrized Poisson Reconstruction 对称泊松重构
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70210
M. Kohlbrenner, H. Liu, M. Alexa, M. Kazhdan

Many common approaches for reconstructing surfaces from point clouds leverage normal information to fit an implicit function to the points. Normals typically play two roles: the direction provides a planar approximation to the surface and the sign distinguishes inside from outside. When the sign is missing, reconstructing a surface with globally consistent sidedness is challenging.

In this work, we investigate the idea of squaring the Poisson Surface Reconstruction, replacing the normals with their outer products, making the approach agnostic to the signs of the input/estimated normals. Squaring results in a quartic optimization problem, for which we develop an iterative and hierarchical solver, based on setting the cubic partial derivatives to zero. We show that this technique significantly outperforms standard L-BFGS solver and demonstrate reconstruction of surfaces from unoriented noisy input in linear time.

从点云重建曲面的许多常用方法利用法向信息来拟合点的隐式函数。法线通常扮演两个角色:方向提供了一个平面近似的表面和符号区分内外。当符号缺失时,重建具有全局一致边长的表面是具有挑战性的。在这项工作中,我们研究了泊松曲面重构的平方思想,用它们的外积替换法线,使该方法与输入/估计法线的符号无关。平方结果在一个四次优化问题,我们开发了一个迭代和分层求解器,基于设置三次偏导数为零。我们证明该技术显著优于标准的L-BFGS求解器,并演示了在线性时间内从无方向噪声输入重建表面。
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引用次数: 0
Robust Construction of Polycube Segmentations via Dual Loops 基于双环的聚立方分割鲁棒构造
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70195
Maxim Snoep, Bettina Speckmann, Kevin Verbeek

Polycube segmentations for 3D models effectively support a wide variety of applications such as seamless texture mapping, spline fitting, structured multi-block grid generation, and hexahedral mesh construction. However, the automated construction of valid polycube segmentations suffers from robustness issues: state-of-the-art methods are not guaranteed to find a valid solution. In this paper we present DualCube: an iterative algorithm which is guaranteed to return a valid polycube segmentation for 3D models of any genus. Our algorithm is based on a dual representation of polycubes. Starting from an initial simple polycube of the correct genus, together with the corresponding dual loop structure and polycube segmentation, we iteratively refine the polycube, loop structure, and segmentation, while maintaining the correctness of the solution. DualCube is robust by construction: at any point during the iterative process the current segmentation is valid. Its iterative nature furthermore facilitates a seamless trade-off between quality and complexity of the solution. DualCube can be implemented using comparatively simple algorithmic building blocks; our experimental evaluation establishes that the quality of our polycube segmentations is on par with, or exceeding, the state-of-the-art.

用于3D模型的Polycube分割有效地支持各种应用,如无缝纹理映射,样条拟合,结构化多块网格生成和六面体网格构建。然而,有效聚立方分割的自动化构造存在鲁棒性问题:最先进的方法不能保证找到有效的解决方案。在本文中,我们提出了DualCube:一个迭代算法,保证返回一个有效的多边形分割的三维模型的任何属。我们的算法是基于多边形的对偶表示。从初始的正确属的简单聚立方出发,结合相应的双环结构和聚立方分割,在保持解的正确性的前提下,对聚立方、环结构和分割进行迭代细化。DualCube通过构造具有鲁棒性:在迭代过程中的任何点,当前分割都是有效的。它的迭代性质进一步促进了解决方案的质量和复杂性之间的无缝权衡。DualCube可以使用相对简单的算法构建块来实现;我们的实验评估表明,我们的聚立方分割的质量是相当的,或超过,最先进的。
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引用次数: 0
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