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High-Resolution 3D Shape Matching with Global Optimality and Geometric Consistency 具有全局最优性和几何一致性的高分辨率三维形状匹配
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70208
N. El Amrani, P. Roetzer, F. Bernard

3D shape matching plays a fundamental role in applications such as texture transfer and 3D animation. A key requirement for many scenarios is that matchings exhibit geometric consistency, which ensures that matchings preserve neighbourhood relations across shapes. Despite the importance of geometric consistency, few existing methods explicitly address it, and those that do are either local optimisation methods requiring accurate initialisation, or are severely limited in terms of shape resolution, handling shapes with only up to 3,000 triangles. In this work, we present a scalable approach for geometrically consistent 3D shape matching that, for the first time, scales to high-resolution meshes with up to 10,000 triangles. Our method follows a two-stage procedure: (i) we compute a globally optimal and geometrically consistent mapping of surface patches on the source shape to the target shape via a novel integer linear programming formulation. (ii) we find geometrically consistent matchings of corresponding surface patches which respect correspondences of boundaries of patches obtained from stage (i). With this, we obtain dense, smooth, and guaranteed geometrically consistent correspondences between high-resolution shapes. Empirical evaluations demonstrate that our method is scalable and produces high-quality, geometrically consistent correspondences across a wide range of challenging shapes. Our code is publicly available: https://github.com/NafieAmrani/SuPa-Match.

三维形状匹配在纹理传输和三维动画等应用中起着重要的作用。许多场景的一个关键要求是匹配表现出几何一致性,这确保了匹配保留了不同形状之间的邻域关系。尽管几何一致性很重要,但很少有现有的方法明确地解决它,而那些解决的方法要么是需要精确初始化的局部优化方法,要么在形状分辨率方面受到严重限制,只能处理多达3000个三角形的形状。在这项工作中,我们提出了一种可扩展的方法,用于几何一致的3D形状匹配,首次缩放到具有多达10,000个三角形的高分辨率网格。我们的方法遵循两个阶段的过程:(i)我们通过一个新颖的整数线性规划公式计算源形状表面斑块到目标形状的全局最优和几何一致的映射。(ii)我们发现相应的表面斑块的几何一致匹配,这些斑块的边界对应于从阶段(i)获得的斑块。有了这个,我们获得密集,光滑,并保证几何上一致的高分辨率形状之间的对应。经验评估表明,我们的方法是可扩展的,并在各种具有挑战性的形状中产生高质量的、几何上一致的对应。我们的代码是公开的:https://github.com/NafieAmrani/SuPa-Match。
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引用次数: 0
Bayesian 3D Shape Reconstruction from Noisy Points and Normals 基于噪声点和法线的贝叶斯三维形状重建
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70201
E. Pujol, A. Chica

Reconstructing three-dimensional shapes from point clouds remains a central challenge in geometry processing, particularly due to the inherent uncertainties in real-world data acquisition. In this work, we introduce a novel Bayesian framework that explicitly models and propagates uncertainty from both input points and their estimated normals. Our method incorporates the uncertainty of normals derived via Principal Component Analysis (PCA) from noisy input points. Building upon the Smooth Signed Distance (SSD) reconstruction algorithm, we integrate a smoothness prior based on the curvatures of the resulting implicit function following Gaussian behavior. Our method reconstructs a shape represented as a distribution, from which sampling and statistical queries regarding the shape's properties are possible. Additionally, because of the high cost of computing the variance of the resulting distribution, we develop efficient techniques for variance computation. Our approach thus combines two common steps of the geometry processing pipeline, normal estimation and surface reconstruction, while computing the uncertainty of the output of each of these steps.

从点云重建三维形状仍然是几何处理的核心挑战,特别是由于现实世界数据采集中固有的不确定性。在这项工作中,我们引入了一个新的贝叶斯框架,该框架明确地对输入点及其估计的正态线的不确定性进行建模和传播。我们的方法结合了通过主成分分析(PCA)从噪声输入点导出的法线的不确定性。在平滑签名距离(SSD)重建算法的基础上,我们基于得到的隐函数的曲率来整合平滑先验。我们的方法重建了一个表示为分布的形状,从中可以对形状的属性进行抽样和统计查询。此外,由于计算结果分布的方差的成本很高,我们开发了有效的方差计算技术。因此,我们的方法结合了几何处理管道的两个常见步骤,法向估计和表面重建,同时计算每个步骤输出的不确定性。
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引用次数: 0
Resolving self-intersections in 3D meshes while preserving floating-point coordinates 在保留浮点坐标的情况下,解决3D网格中的自交
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70197
Léo Valque, Sylvain Lazard

We present a straightforward and robust method for resolving the mesh intersection problem. We focus specifically on the challenge caused by the intersections resulting from the conversion of the vertices coordinates from their exact mathematical values to a fixed-precision floating-point format. Our method takes as input a soup of triangles and outputs intersection-free models whose vertices coordinates are all represented with double-precision floating-point format. We evaluated our approach thoroughly, considering a large collection of meshes. In particular, we can process all the 4524 models in Thingi10K [ZJ16] that contain self-intersections. This outperforms previous state-of-the-art approaches: On the 527 models of Thingi10K for which naive rounding fails, Zhou et al.'s approach [ZGZJ16] is capable of handling 91% of them, and Valque's 94% [Val24]. In terms of time efficiency, our approach handles about 50k vertices per second on average, which is faster to that of Zhou et al. by a factor 1.4 on these non-trivial models and is faster than that of Valque by several order of magnitude.

提出了一种简单、鲁棒的网格相交问题求解方法。我们特别关注由顶点坐标从精确的数学值转换到固定精度的浮点格式所产生的交叉点所带来的挑战。我们的方法将一堆三角形作为输入,并输出无相交的模型,这些模型的顶点坐标都用双精度浮点格式表示。考虑到大量的网格,我们彻底地评估了我们的方法。特别是,我们可以处理Thingi10K [ZJ16]中包含自交的所有4524个模型。这优于以前最先进的方法:在Thingi10K的527个模型上,朴素舍入失败,Zhou等人的方法[ZGZJ16]能够处理91%的模型,Valque的方法[Val24]能够处理94%的模型。在时间效率方面,我们的方法平均每秒处理约50k个顶点,在这些非平凡模型上比Zhou等人的速度快1.4倍,比Valque的速度快几个数量级。
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引用次数: 0
One-Shot Method for Computing Generalized Winding Numbers 广义圈数的一次性计算方法
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70194
C. Martens, M. Bessmeltsev

The generalized winding number is an essential part of the geometry processing toolkit, allowing to quantify how much a given point is inside a surface, even when the surface has boundaries and noise. We propose a new universal method to compute a generalized winding number, based only on the surface boundary and the intersections of a single ray with the surface, supporting any oriented surface representations that support a ray intersection query. Due to the focus on the boundary, our algorithm has a unique set of properties. For 2D parametric curves, on a regular grid of query points, our method is up to faster than the current state of the art, maintaining the same precision. In 3D, our method can compute a winding number of a surface without discretizing it, including parametric surfaces. For some meshes with many triangles and a simple boundary, our method is faster than the hierarchical evaluation of the generalized winding number while still being precise. Similarly, on some parametric surfaces with a simple boundary, our method can be faster than adaptive quadrature. We validate our algorithms theoretically, numerically, and by demonstrating a gallery of results on a variety of parametric surfaces and meshes, as well uses in a variety of applications, including voxelizations and boolean operations.

广义圈数是几何处理工具包的重要组成部分,允许量化给定点在表面内部的多少,即使表面有边界和噪声。我们提出了一种新的通用方法来计算广义圈数,仅基于表面边界和单个射线与表面的相交,支持任何支持射线相交查询的定向表面表示。由于关注边界,我们的算法有一组独特的属性。对于二维参数曲线,在查询点的规则网格上,我们的方法比目前的技术快4倍,保持了相同的精度。在三维中,我们的方法可以在不离散曲面的情况下计算曲面的圈数,包括参数曲面。对于一些具有多个三角形和一个简单边界的网格,我们的方法在保持精度的同时,比分层求广义圈数的速度要快。同样,在一些具有简单边界的参数曲面上,我们的方法可以比自适应正交更快。我们从理论上、数值上验证了我们的算法,并通过在各种参数曲面和网格上展示了一系列结果,以及在各种应用程序中的使用,包括体化和布尔运算。
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引用次数: 0
Representing Animatable Avatar via Factorized Neural Fields 通过分解神经场表示可动画的化身
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70192
Chunjin Song, Zhijie Wu, Bastian Wandt, Leonid Sigal, Helge Rhodin

For reconstructing high-fidelity human 3D models from monocular videos, it is crucial to maintain consistent large-scale body shapes along with finely matched subtle wrinkles. This paper explores how per-frame rendering results can be factorized into a pose-independent component and a corresponding pose-dependent counterpart to facilitate frame consistency at multiple scales. Pose adaptive texture features are further improved by restricting the frequency bands of these two components. Pose-independent outputs are expected to be low-frequency, while high-frequency information is linked to pose-dependent factors. We implement this with a dual-branch network. The first branch takes coordinates in the canonical space as input, while the second one additionally considers features outputted by the first branch and pose information of each frame. A final network integrates the information predicted by both branches and utilizes volume rendering to generate photo-realistic 3D human images. Through experiments, we demonstrate that our method consistently surpasses all state-of-the-art methods in preserving high-frequency details and ensuring consistent body contours. Our code is accessible at https://github.com/ChunjinSong/facavatar.

为了从单目视频中重建高保真的人体3D模型,保持一致的大规模身体形状以及精细匹配的细微皱纹至关重要。本文探讨了如何将每帧渲染结果分解为与姿态无关的组件和相应的与姿态相关的对应组件,以促进多尺度下的帧一致性。通过限制这两个分量的频带,进一步改进姿态自适应纹理特征。与姿态无关的输出预计是低频的,而高频信息与姿态相关的因素有关。我们通过双分支网络实现这一点。第一个分支以规范空间中的坐标作为输入,第二个分支额外考虑第一个分支输出的特征和每帧的位姿信息。最终的网络集成了两个分支预测的信息,并利用体绘制来生成逼真的3D人体图像。通过实验,我们证明我们的方法在保留高频细节和确保一致的身体轮廓方面始终优于所有最先进的方法。我们的代码可以在https://github.com/ChunjinSong/facavatar上访问。
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引用次数: 0
An Efficient Global-to-Local Rotation Optimization Approach via Spherical Harmonics 一种基于球面谐波的全局到局部旋转优化方法
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70185
Zihang He, Yuezhi Yang, Congyue Deng, Jiaxin Lu, Leonidas Guibas, Qixing Huang

This paper studies the classical problem of 3D shape alignment, namely computing the relative rotation between two shapes (centered at the origin and normalized by scale) by aligning spherical harmonic coefficients of their spherical function representations. Unlike most prior work, which focuses on the regime in which the inputs have approximately the same shape, we focus on the more general and challenging setting in which the shapes may differ. Central to our approach is a stability analysis of spherical harmonic coefficients, which sheds light on how to align them for robust rotation estimation. We observe that due to symmetries, certain spherical harmonic coefficients may vanish. As a result, using a robust norm for alignment that automatically discards such coefficients offers more accurate rotation estimates than the widely used L2 norm. To enable efficient continuous optimization, we show how to analytically compute the Jacobian of spherical harmonic coefficients with respect to rotations. We also introduce an efficient approach for rotation initialization that requires only a sparse set of rotation samples. Experimental results show that our approach achieves better accuracy and efficiency compared to baseline approaches.

本文研究了三维形状对齐的经典问题,即通过对齐两个形状的球面函数表示的球谐系数来计算两个形状(以原点为中心,按比例归一化)之间的相对旋转。与大多数先前的工作不同,这些工作关注的是输入具有大致相同形状的状态,而我们关注的是形状可能不同的更一般和更具挑战性的设置。我们方法的核心是球谐系数的稳定性分析,它揭示了如何对齐它们以进行鲁棒旋转估计。我们观察到,由于对称性,某些球谐系数可能消失。因此,使用自动丢弃这些系数的鲁棒校准规范提供了比广泛使用的L2规范更准确的旋转估计。为了实现有效的连续优化,我们展示了如何解析地计算关于旋转的球面调和系数的雅可比矩阵。我们还介绍了一种有效的旋转初始化方法,它只需要一组稀疏的旋转样本。实验结果表明,与基线方法相比,该方法具有更高的精度和效率。
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引用次数: 0
OctFusion: Octree-based Diffusion Models for 3D Shape Generation OctFusion:基于octree的3D形状生成扩散模型
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70198
Bojun Xiong, Si-Tong Wei, Xin-Yang Zheng, Yan-Pei Cao, Zhouhui Lian, Peng-Shuai Wang

Diffusion models have emerged as a popular method for 3D generation. However, it is still challenging for diffusion models to efficiently generate diverse and high-quality 3D shapes. In this paper, we introduce OctFusion, which can generate 3D shapes with arbitrary resolutions in 2.5 seconds on a single Nvidia 4090 GPU, and the extracted meshes are guaranteed to be continuous and manifold. The key components of OctFusion are the octree-based latent representation and the accompanying diffusion models. The representation combines the benefits of both implicit neural representations and explicit spatial octrees and is learned with an octree-based variational autoencoder. The proposed diffusion model is a unified multi-scale U-Net that enables weights and computation sharing across different octree levels and avoids the complexity of widely used cascaded diffusion schemes. We verify the effectiveness of OctFusion on the ShapeNet and Objaverse datasets and achieve state-of-the-art performances on shape generation tasks. We demonstrate that OctFusion is extendable and flexible by generating high-quality color fields for textured mesh generation and high-quality 3D shapes conditioned on text prompts, sketches, or category labels. Our code and pre-trained models are available at https://github.com/octree-nn/octfusion.

扩散模型已经成为一种流行的3D生成方法。然而,扩散模型如何高效地生成多样化和高质量的三维形状仍然是一个挑战。在本文中,我们介绍了OctFusion,它可以在2.5秒内在单个Nvidia 4090 GPU上生成任意分辨率的三维形状,并保证提取的网格是连续的和流形的。OctFusion的关键组成部分是基于octtree的潜在表示和伴随的扩散模型。该表示结合了隐式神经表示和显式空间八叉树的优点,并通过基于八叉树的变分自编码器进行学习。所提出的扩散模型是一个统一的多尺度U-Net,可以实现不同八叉树级别的权重和计算共享,避免了广泛使用的级联扩散方案的复杂性。我们验证了OctFusion在ShapeNet和Objaverse数据集上的有效性,并在形状生成任务上实现了最先进的性能。我们证明了OctFusion是可扩展的和灵活的,通过生成高质量的颜色场,用于纹理网格生成和高质量的3D形状,条件是文本提示,草图,或类别标签。我们的代码和预训练模型可在https://github.com/octree-nn/octfusion上获得。
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引用次数: 0
Arrange and Traverse Algorithm for Computation of Reeb Spaces of Piecewise Linear Maps 分段线性映射Reeb空间计算的排列遍历算法
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-28 DOI: 10.1111/cgf.70206
Petar Hristov, Daisuke Sakurai, Hamish Carr, Ingrid Hotz, Talha Bin Masood

We present the first combinatorial algorithm for efficiently computing the Reeb space in all dimensions. The Reeb space is a higher-dimensional generalization of the Reeb graph, which is standard practice in the analysis of scalar fields, along with other computational topology tools such as persistent homology and the Morse-Smale complex. One significant limitation of topological tools for scalar fields is that data often involves multiple variables, where joint analysis is more insightful. Generalizing topological data structures to multivariate data has proven challenging and the Reeb space is one of the few available options. However, none of the existing algorithms can efficiently compute the Reeb space in arbitrary dimensions and there are no available implementations which are robust with respect to numerical errors. We propose a new algorithm for computing the Reeb space of a generic piecewise linear map over a simplicial mesh of any dimension called arrange and traverse. We implement a robust specialization of our algorithm for tetrahedral meshes and evaluate it on real-life data.

我们提出了第一个在所有维度上有效计算Reeb空间的组合算法。Reeb空间是Reeb图的高维推广,它是标量场分析的标准实践,以及其他计算拓扑工具,如持久同调和莫尔斯-斯莫尔复形。用于标量场的拓扑工具的一个重要限制是数据通常涉及多个变量,其中联合分析更有洞察力。将拓扑数据结构推广到多变量数据已被证明具有挑战性,Reeb空间是为数不多的可用选项之一。然而,现有的算法都不能有效地计算任意维的Reeb空间,也没有对数值误差具有鲁棒性的实现。我们提出了一种新的算法来计算任何维的简单网格上的一般分段线性映射的Reeb空间,称为排列和遍历。我们实现了四面体网格算法的鲁棒专门化,并在实际数据上对其进行了评估。
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引用次数: 0
3DGM: Deformable and Texturable 3D Gaussian Model via Level-of-Detail Proxy 3DGM:通过细节级别代理可变形和可纹理的3D高斯模型
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-26 DOI: 10.1111/cgf.70223
Xiangzhi Eric Wang, Zackary P. T. Sin

3D Gaussian Splatting has markedly impacted neural rendering by achieving impressive fidelity and performance. Despite this achievement, it is not readily applicable to developing interactive applications. Real-time applications like XR apps and games require functions such as animation, UV mapping and level of detail (LOD) simultaneously manipulated through a 3D model. To address this need, we propose a modelling strategy analogous to typical 3D models, which we call 3D Gaussian Model (3DGM). 3DGM relies on attaching 3D Gaussians on the triangles of a mesh proxy, and the key idea is to bind sheared 3D Gaussians in texture space and re-projecting them back to world space through implicit shell mapping; this design naturally enables deformation and UV mapping via the proxy. Further, to optimize speed and fidelity based on different viewing distances, each triangle can be tessellated to change the number of involved 3D Gaussians adaptively. Application-wise, we will show that our proxy-based 3DGM is capable of enabling novel deformation without animated training data, texture transferring via UV mapping of the 3D Gaussians, and LOD rendering. The results indicate that our model achieves better fidelity for deformation and better optimization of fidelity and performance given different viewing distances. Further, we believe the results indicate the potential of our work for enabling interactive applications for 3D Gaussian Splatting.

3D高斯飞溅通过实现令人印象深刻的保真度和性能显着影响神经渲染。尽管取得了这样的成就,但它并不容易适用于开发交互式应用程序。实时应用程序(如XR应用程序和游戏)需要通过3D模型同时操作动画,UV映射和细节水平(LOD)等功能。为了满足这一需求,我们提出了一种类似于典型3D模型的建模策略,我们称之为3D高斯模型(3DGM)。3DGM依赖于将三维高斯函数附加到网格代理的三角形上,其关键思想是将剪切的三维高斯函数绑定到纹理空间中,并通过隐式壳映射将其重新投影回世界空间;这种设计自然地通过代理实现变形和UV映射。此外,为了优化基于不同观看距离的速度和保真度,可以对每个三角形进行镶嵌,以自适应地改变所涉及的三维高斯函数的数量。应用方面,我们将展示基于代理的3DGM能够在没有动画训练数据的情况下实现新的变形,通过3D高斯的UV映射传输纹理,以及LOD渲染。结果表明,在不同的观看距离下,我们的模型获得了更好的变形保真度和更好的保真度和性能优化。此外,我们相信这些结果表明了我们的工作在实现3D高斯喷溅的交互式应用方面的潜力。
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引用次数: 0
Comparative Study of Four Visualization Techniques and Positional Variations for Displaying Exercise Data on Smartwatches 智能手表运动数据显示的四种可视化技术及位置变化对比研究
IF 2.9 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-13 DOI: 10.1111/cgf.70224
Yu Liu, Zhouxuan Xia, Jinyuan Du

As smartwatches become increasingly prevalent, their built-in sensors provide a rich source for gathering various personal data, including physical activity and health metrics. We found that different brands and models use various visualization techniques. However, the effectiveness of these visualizations within the limited display space of smartwatches remains unclear. Therefore, this paper compares four popular visualizations—bar charts, radial bar charts, donut charts and multi-donut charts—used for displaying activity data on smartwatches. The evaluation focuses on their performance in three common user tasks: counting completed goals, estimating completion percentage and estimating exercise duration. Additionally, the study investigates the impact of the positioning of the target data item, within these visualizations on user performance. Our results indicate that bar charts are superior in terms of task completion time across all tasks. Radial bar charts and multi-donut charts are most effective in helping users perceive the completion ratio (percentage) of each activity and understand the time taken for each activity metric (in minutes). Interestingly, we found that the positioning of data items within the visualizations significantly influences user performance in many cases. Furthermore, it was noted that the visualizations users favoured the most were generally those that enabled them to achieve the highest accuracy in task completion. These insights provide valuable guidelines for future designs in visualizing exercise data on smartwatches. Supplementary material is available at https://osf.io/5u2ph/.

随着智能手表变得越来越普遍,它们内置的传感器为收集各种个人数据提供了丰富的来源,包括身体活动和健康指标。我们发现不同的品牌和型号使用不同的可视化技术。然而,在智能手表有限的显示空间内,这些可视化效果还不清楚。因此,本文比较了智能手表上常用的柱状图、径向柱状图、甜甜圈图和多甜甜圈图四种显示活动数据的可视化方式。评估的重点是他们在三个常见的用户任务中的表现:计算完成的目标,估计完成百分比和估计锻炼时间。此外,该研究还调查了这些可视化中目标数据项的定位对用户性能的影响。我们的研究结果表明,柱状图在任务完成时间方面优于所有任务。径向条形图和多甜甜圈图最有效地帮助用户了解每个活动的完成比率(百分比),并了解每个活动度量所花费的时间(以分钟为单位)。有趣的是,我们发现数据项在可视化中的位置在很多情况下会显著影响用户的性能。此外,有人指出,用户最喜欢的可视化通常是那些能够使他们在完成任务时达到最高准确性的可视化。这些见解为未来在智能手表上可视化运动数据的设计提供了有价值的指导。补充材料可在https://osf.io/5u2ph/上获得。
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