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GSFaceMorpher: High-Fidelity 3D Face Morphing via Gaussian Splatting GSFaceMorpher:高保真3D人脸变形通过高斯飞溅
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-23 DOI: 10.1002/cav.70036
Xiwen Shi, Hao Zhao, Yi Jiang, Hao Xu, Ziyi Yang, Yiqian Wu, Qingbiao Wu, Xiaogang Jin

High-fidelity 3D face morphing aims to achieve seamless transitions between realistic 3D facial representations of different identities. Although 3D Gaussian Splatting (3DGS) excels in high-quality rendering, its application to morphing is hindered by the lack of Gaussian primitive correspondence and variations in primitive quantities. To address this, we propose GSFaceMorpher, which is a novel framework for high-fidelity 3D face morphing based on 3DGS. Our method constructs an auxiliary model that bridges the source and target face models by aligning the geometry through Radial Basis Function (RBF) warping and optimizing the appearance in the image space. This auxiliary model enables smooth parameter interpolation, whereas a diffusion-based refinement step enhances critical facial details through attention replacement from the reference faces. Experiments demonstrate that our method produces visually coherent and high-fidelity morphing sequences, significantly outperforming NeRF-based baselines in terms of both quantitative metrics and user preferences. Our work establishes a new benchmark for high-fidelity 3D face morphing with applications in visual effects, animation, and immersive experiences.

高保真3D面部变形旨在实现不同身份的逼真3D面部表现之间的无缝转换。虽然3D高斯飞溅(3DGS)在高质量渲染方面表现优异,但由于缺乏高斯原语对应关系和原语量的变化,阻碍了其在变形中的应用。为了解决这个问题,我们提出了GSFaceMorpher,这是一个基于3DGS的高保真3D人脸变形的新框架。该方法通过径向基函数(RBF)翘曲对齐几何图形并优化图像空间中的外观,构建了一个辅助模型,该模型将源和目标面部模型连接起来。该辅助模型能够实现平滑的参数插值,而基于扩散的细化步骤通过参考面部的注意力替换来增强关键面部细节。实验表明,我们的方法产生了视觉上连贯和高保真的变形序列,在定量指标和用户偏好方面都明显优于基于nerf的基线。我们的工作为高保真3D人脸变形在视觉效果、动画和沉浸式体验方面的应用建立了新的基准。
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引用次数: 0
A Control Simulation of Multiple Bubbles for Representing Desired Shapes 表示所需形状的多个气泡的控制仿真
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-23 DOI: 10.1002/cav.70037
Naruo Nishio, Syuhei Sato, Kaisei Sakurai, Keiko Nakamoto

This paper presents a control simulation that represents user-desired shapes using multiple connected soap bubbles. A previous method attempted to control a single soap bubble using external forces. However, due to the strong surface tension making spherical babbles, elongated shapes could not be achieved. To address this issue, this paper aims to develop a control simulation that achieves diverse soap bubble shapes by dividing the target shape into connected soap bubbles. In our approach, we first generate an initial soap bubble configuration composed of multiple bubbles to represent the target shape. Then, by applying external forces to each bubble, we simulate the bubbles to maintain their shape along the target form. We use an implicit-function-like representation for the connected soap bubbles and develop a new polygonizer that makes shapes including the internal faces of bubbles. By demonstrating examples with various target shapes such as objects and text, we show the effectiveness of our proposed control method.

本文提出了一个控制仿真,该仿真使用多个连接的肥皂泡来表示用户所需的形状。之前的一种方法试图用外力来控制单个肥皂泡。然而,由于强大的表面张力使球泡沫化,拉长的形状不能实现。为了解决这一问题,本文旨在开发一种控制仿真,通过将目标形状划分为连接的肥皂泡来实现不同的肥皂泡形状。在我们的方法中,我们首先生成由多个气泡组成的初始肥皂泡配置,以表示目标形状。然后,通过对每个气泡施加外力,我们模拟气泡沿目标形状保持其形状。我们对连接的肥皂泡使用类似隐式函数的表示,并开发了一种新的多边形器,可以制作包括气泡内部面在内的形状。通过各种目标形状(如物体和文本)的示例,我们证明了所提出的控制方法的有效性。
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引用次数: 0
Talk With Socrates: Relation Between Perceived Agent Personality and User Personality in LLM-Based Natural Language Dialogue Using Virtual Reality 与苏格拉底对话:基于llm的虚拟现实自然语言对话中感知代理人格与用户人格的关系
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-22 DOI: 10.1002/cav.70033
Mehmet Efe Sak, Sinan Sonlu, Uğur Güdükbay

Large Language Models (LLMs) offer almost immediate human-like quality responses to user queries. Conversational agent systems support natural language dialogues utilizing LLM backends in combination with Text-to-Speech (TTS) and Automatic Speech Recognition (ASR) technologies, enabling life-like characters in virtual environments. This study investigates the relationship between user personality and perceived agent personality in LLM-based natural language dialogue. We adopt a Virtual Reality (VR) setting where the user can talk with the agent that assumes the role of Socrates, the famous philosopher. To this end, we utilize a three-dimensional (3D) avatar model resembling Socrates and use specific LLM prompts to get stylistic answers from OpenAI's Chat Completions Application Programming Interface (API). Our user study measures the agent's personality and the system's ease of use, quality, realism, and immersion concerning the user's self-reported personality. The results suggest that the user's conscientiousness, extraversion, and emotional stability have a moderate effect on certain personality factors and system qualities. User conscientiousness affects the perceived ease of use, quality, and realism, while user extraversion affects perceived agent conscientiousness, system realism, and immersion. Additionally, the user's emotional stability correlates with perceived extraversion and agreeableness.

大型语言模型(llm)为用户查询提供几乎即时的类似人类质量的响应。会话代理系统利用LLM后端与文本到语音(TTS)和自动语音识别(ASR)技术相结合,支持自然语言对话,在虚拟环境中实现栩栩如生的角色。本研究探讨了基于llm的自然语言对话中用户人格与感知代理人格之间的关系。我们采用虚拟现实(VR)设置,用户可以与扮演著名哲学家苏格拉底的代理进行对话。为此,我们利用类似于苏格拉底的三维(3D)化身模型,并使用特定的LLM提示从OpenAI的聊天完成应用程序编程接口(API)获得风格答案。我们的用户研究测量了代理的个性和系统的易用性、质量、现实性以及与用户自我报告的个性相关的沉浸感。结果表明,用户的责任心、外向性和情绪稳定性对某些人格因素和系统质量有中等影响。用户尽责性影响感知到的易用性、质量和现实性,而用户外向性影响感知到的代理尽责性、系统现实性和沉浸性。此外,用户的情绪稳定性与感知到的外向性和亲和性相关。
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引用次数: 0
MemorIA, an Architecture for Creating Interactive AI Historical Agents in Educational Contexts MemorIA,一个用于在教育环境中创建交互式AI历史代理的架构
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-22 DOI: 10.1002/cav.70032
Antoine Oger, Geoffrey Gorisse, Sylvain Fleury, Olivier Christmann

This article presents the architecture of MemorIA, an integrative system that combines existing AI technologies into a coherent educational framework for creating interactive historical agents, with the aim of fostering students' learning interest. MemorIA generates animated digital portraits of historical figures, synchronizing facial expressions with synthesized speech to enable natural conversations with students. The system leverages NVIDIA Audio2Face for real-time facial animation with first-order motion model for portrait manipulation, achieving fluid interaction through low-latency audio-visual streaming. To assess our architecture in a field situation, we conducted a pilot study in middle school history classes, where students and teachers engaged in direct conversation with a virtual Julius Caesar during Roman history lessons. Students asked questions about ancient Rome, receiving contextually appropriate responses. While qualitative feedback suggests a positive trend toward increased student participation, some weaknesses and ethical considerations emerged. Based on this assessment, we discuss implementation challenges, suggest architectural improvements, and explore potential applications across various disciplines.

本文介绍了MemorIA的架构,这是一个集成系统,将现有的人工智能技术结合到一个连贯的教育框架中,用于创建交互式历史代理,旨在培养学生的学习兴趣。MemorIA生成历史人物的动画数字肖像,将面部表情与合成语音同步,以便与学生进行自然对话。该系统利用NVIDIA Audio2Face进行实时面部动画,并使用一阶运动模型进行肖像操作,通过低延迟视听流实现流畅的交互。为了在实地情况下评估我们的建筑,我们在中学历史课上进行了一项试点研究,学生和老师在罗马历史课上与虚拟的凯撒大帝进行直接对话。学生们问了一些关于古罗马的问题,并得到了符合语境的回答。虽然定性反馈表明学生参与增加的积极趋势,但也出现了一些弱点和道德问题。基于此评估,我们将讨论实现挑战,提出架构改进建议,并探索跨不同学科的潜在应用程序。
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引用次数: 0
Fuzzy Sampling With Qualified Uniformity Properties for Implicitly Defined Curves and Surfaces 隐定义曲线和曲面具有合格均匀性的模糊采样
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-21 DOI: 10.1002/cav.70022
Mingxiao Hu, Linlin Ge, Xujie Li

Sampled point clouds, particularly with prelabeled annotations and ground truth metrics, are frequently used in computer graphics and machine learning. In this work, we focus on a fuzzy sampling approach for such point clouds with qualified uniformity properties. After abstracting the uniformity requirements, a novel approach to sampling point clouds from implicitly defined curves/surfaces is proposed. The approach deliberately combines techniques including isodeviation dispatch, curvature compensation, and normalized distance blue noise. The experimental results show various sampled point clouds with uniform visual effects and statistical metrics. Moreover, the comparisons in terms of distance, density, and thickness uniformity with state-of-the-art methods exhibit the approach's advantages. Due to its low cost, ground truth, and annotation easiness features, the method will be smoothly applied in deep learning and computer animation.

采样点云,特别是带有预标记注释和地面真值度量的点云,经常用于计算机图形学和机器学习。在这项工作中,我们重点研究了具有合格均匀性的点云的模糊采样方法。在抽象了均匀性要求后,提出了一种从隐式曲线/曲面中采样点云的新方法。该方法结合了等偏差调度、曲率补偿和归一化距离蓝噪声等技术。实验结果表明,不同采样点云具有均匀的视觉效果和统计指标。此外,与最先进的方法在距离、密度和厚度均匀性方面的比较显示了该方法的优势。该方法具有成本低、真实、标注容易等特点,将在深度学习和计算机动画等领域得到很好的应用。
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引用次数: 0
Research on Multi-Feature Fusion Shadow Puppet Motifs Generation Based on CSPMotifsGAN and Cultural Heritage Preservation 基于CSPMotifsGAN和文化遗产保护的多特征融合皮影图案生成研究
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-21 DOI: 10.1002/cav.70047
Hui Liang, Rui Wang

As quintessential cultural symbols in traditional shadow puppetry, artistic motifs encapsulate profound historical narratives and serve as vital conduits for intangible cultural heritage preservation. However, this craft confronts existential threats from digital entertainment proliferation and practitioner attrition. To address these challenges, this study proposes CSPMotifsGAN, an enhanced CycleGAN framework for constructing a motif data set through three-stage processing: adaptive denoising, hierarchical classification, and multi-branch feature extraction (contour, texture, color). By integrating adversarial loss, cycle-consistency loss, and identity preservation loss, the model effectively resolves color distortion and textural degradation inherent in conventional CycleGAN. Experimental results demonstrate significant improvements: Fréchet Inception Distance (FID), Peak Signal-to-Noise Ratio (PSNR), and Structural Similarity Index (SSIM), validated through both subjective evaluations and statistical analysis.

作为传统皮影戏中典型的文化符号,艺术图案蕴含着深刻的历史叙事,是非物质文化遗产保护的重要渠道。然而,这门手艺面临着来自数字娱乐扩散和从业者流失的生存威胁。为了解决这些挑战,本研究提出了CSPMotifsGAN,这是一个增强的CycleGAN框架,通过三个阶段的处理来构建motif数据集:自适应去噪、分层分类和多分支特征提取(轮廓、纹理、颜色)。该模型通过集成对抗损失、周期一致性损失和身份保持损失,有效地解决了传统CycleGAN固有的颜色失真和纹理退化问题。实验结果表明:通过主观评价和统计分析验证了fr起始距离(FID)、峰值信噪比(PSNR)和结构相似指数(SSIM)的有效性。
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引用次数: 0
Toward Fluoroscopy Guided Robotic Needle Insertion for Radio Frequency Ablation 射频消融术中透视引导机器人插针的研究
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-19 DOI: 10.1002/cav.70025
Thuc-Long Ha, Juan Verde, Julien Bert, Hadrien Courtecuisse

This article presents a fluoroscopy image-based registration method along with a comprehensive protocol for robotic needle insertion in radiofrequency ablation (RFA) to treat liver cancer. The proposed method uses real-time fluoroscopic images acquired from a C-ARM system and integrates an inverse finite element (FE) simulation to compute robotic commands for accurate and adaptive needle steering. The registration procedure is fully automated and involves the injection of multiple radiopaque markers into the liver, enabling precise anatomical registration and targeted tumor localization. A key challenge addressed in this work is the integration of this image-based registration with the inverse biomechanical simulation used to guide the robot during insertion. We describe how registration constraints can be mapped onto the surface of the biomechanical model to ensure consistent alignment between image data and robotic actuation. Designed to be adaptable to varying levels of radiologist expertise and applicable across a wide range of tumor locations, this method provides a robust and versatile solution for improving the accuracy and safety of minimally invasive liver cancer treatments.

本文介绍了一种基于透视图像的配准方法以及一种综合方案,用于射频消融(RFA)治疗肝癌的机器人针插入。该方法利用从C-ARM系统获取的实时透视图像,并集成了逆有限元(FE)仿真来计算机器人指令,以实现精确和自适应的针转向。登记过程是完全自动化的,包括向肝脏注射多个不透射线的标记物,从而实现精确的解剖登记和靶向肿瘤定位。在这项工作中解决的一个关键挑战是将这种基于图像的配准与用于在插入过程中引导机器人的逆生物力学模拟相结合。我们描述了如何将配准约束映射到生物力学模型的表面上,以确保图像数据和机器人驱动之间的一致对齐。该方法旨在适应不同水平的放射科医生的专业知识,适用于广泛的肿瘤位置,为提高微创肝癌治疗的准确性和安全性提供了一个强大而通用的解决方案。
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引用次数: 0
Effects of Control Mapping Strategies on Task Performance, Motivation, and Engagement of Participants in a VR Upper Limb Training Task: A Randomized Controlled Trial 虚拟现实上肢训练任务中控制映射策略对任务表现、动机和参与的影响:一项随机对照试验
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-05-16 DOI: 10.1002/cav.70019
Binhao Huang, Jian Lv, Ligang Qiang

This study explores the use of virtual reality (VR) in upper limb rehabilitation, comparing bionic and non-bionic control strategies. While VR shows potential for immersive, engaging rehabilitation, recent findings question the effectiveness of prioritizing user rehabilitation needs over bionic strategies. Few studies have examined the impact of these strategies on motor performance, motivation, and engagement. To address this, we designed two hand motion control systems—bionic and non-bionic—using a virtual block test. The results show that the bionic control strategy improves early training experiences and motor performance, but with practice, the non-bionic control group demonstrates greater adaptability, motor flexibility, and learning efficiency. This suggests that while bionic strategies may be beneficial in early stages, arbitrary control systems offer better long-term outcomes.

本研究探讨虚拟现实(VR)在上肢康复中的应用,比较仿生和非仿生控制策略。虽然VR显示出沉浸式、引人入胜的康复潜力,但最近的研究结果质疑将用户康复需求优先于仿生策略的有效性。很少有研究考察这些策略对运动表现、动机和参与的影响。为了解决这个问题,我们使用虚拟块测试设计了仿生和非仿生两种手部运动控制系统。结果表明,仿生控制策略改善了早期训练体验和运动表现,但随着实践,非仿生控制组表现出更强的适应性、运动灵活性和学习效率。这表明,虽然仿生策略在早期阶段可能是有益的,但任意控制系统提供了更好的长期结果。
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引用次数: 0
Augmented Reality in Engineering Education: An Application for Electronic Circuits Laboratory 增强现实技术在工程教育中的应用:电子电路实验室
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-04-21 DOI: 10.1002/cav.70018
Sanaa Iriqat, Fahri Vatansever

Engineering education faces challenges in effectively conveying complex theoretical knowledge and practical skills. Traditional teaching tools like smart boards, education kits, web pages, and computer-based simulators often fall short in bridging the gap between theory and hands-on application. Augmented reality (AR) has emerged as a promising solution to fill this educational gap by providing immersive and interactive learning experiences. In this study, an AR-based application has been developed for operational amplifiers. Agile methodology and the ADDIE learning development model were used in the system development and instructional design of this application. This application, which requires only a smartphone and a breadboard, detects the circuit marker when users point their smartphone camera at it. After detection, the user can interact with the interface to choose whether the system shows input–output signals for different component values, the output voltage formula, a 3D model, or a brief lecture about the used amplifier. These virtual elements are overlaid onto the real-world breadboard based on the user's selection. This integration of AR technology provides an immersive, interactive learning experience, allowing students to visualize and interact with circuit elements in real time.

工程教育在有效传达复杂的理论知识和实践技能方面面临挑战。传统的教学工具,如智能板、教育工具包、网页和基于计算机的模拟器,往往无法弥合理论与实践应用之间的差距。增强现实(AR)通过提供身临其境的互动学习体验,已成为填补这一教育空白的有前途的解决方案。本研究针对运算放大器开发了基于 AR 的应用程序。该应用的系统开发和教学设计采用了敏捷方法和 ADDIE 学习开发模型。该应用程序只需要一部智能手机和一块面包板,当用户将智能手机摄像头对准电路标记时,它就会检测到电路标记。检测到后,用户可以与界面互动,选择系统是否显示不同元件值的输入输出信号、输出电压公式、三维模型或有关所用放大器的简要介绍。这些虚拟元素会根据用户的选择叠加到真实世界的面包板上。这种 AR 技术的集成提供了一种身临其境的互动学习体验,让学生能够实时直观地查看电路元件并与之互动。
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引用次数: 0
LFGarNet: Loose-Fitting Garment Animation With Multi-Attribute-Aware Graph Network 基于多属性感知图网络的宽松服装动画
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-04-16 DOI: 10.1002/cav.70017
Peng Zhang, Bo Fei, Meng Wei, Jiamei Zhan, Kexin Wang, Youlong Lv

Current AI animation generation methods excel in tight-fitting clothing scenarios but struggle with deformation distortion and the gradual loss of wrinkles over extended simulations in loose-fitting clothing. To address these issues, we propose a multi-attribute-aware Graph Network. This approach mitigates the gradual loss of wrinkles by dividing animation sequences into multiple stages based on motion categories, recognizing that identical body postures can cause different clothing deformations due to varying motion tendencies. In each stage, we first restore coarse, globally guided deformations based on the motion category, followed by enhancing detailed features. We observed that garments within the same sport category exhibit similar local wrinkles and that the degree of fit to the body varies significantly across different regions of the same garment. We introduce two specific clothing attributes: “looseness” and “deformity,” which relate to local wrinkles and have physical significance. A clothing attribute encoder perceives these attributes and constructs a clothing graph model to estimate detailed features. Our method effectively handles clothing deformations across various motion types, including extreme postures, with qualitative and quantitative analyses confirming its effectiveness.

目前的人工智能动画生成方法在紧身服装场景中表现出色,但在宽松服装的扩展模拟中,会遇到变形失真和皱纹逐渐消失的问题。为了解决这些问题,我们提出了一个多属性感知的图网络。这种方法通过将动画序列划分为基于运动类别的多个阶段来减轻皱纹的逐渐损失,认识到相同的身体姿势可能由于不同的运动趋势而导致不同的服装变形。在每个阶段,我们首先根据运动类别恢复粗糙的全局引导变形,然后增强详细特征。我们观察到,同一运动类别的服装表现出相似的局部褶皱,同一件服装的不同区域对身体的贴合程度差异很大。我们介绍了两个特定的服装属性:“宽松”和“畸形”,它们与局部皱纹有关,具有物理意义。服装属性编码器感知这些属性并构造服装图模型来估计详细特征。我们的方法有效地处理了各种运动类型的服装变形,包括极端的姿势,并通过定性和定量分析证实了其有效性。
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引用次数: 0
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Computer Animation and Virtual Worlds
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