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Bringing Diversity from Diffusion Models to Semantic-Guided Face Asset Generation 从扩散模型到语义引导的人脸资产生成的多样性
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-01-31 DOI: 10.1145/3793859
Yunxuan Cai, Sitao Xiang, Zongjian Li, Haiwei Chen, Yajie Zhao
High-quality 3D face asset creation remains costly due to reliance on controlled capture setups and manual processing, limiting scalability and diversity. We introduce a fully automated, semantically controllable framework for generating PBR-ready 3D facial assets without requiring dedicated scans. Our pipeline begins with a diffusion-based data synthesis stage, where 2D portrait samples from a pre-trained diffusion model are converted into 44K textured 3D face reconstructions via our proposed geometry recovery and texture normalization algorithm, which aligns arbitrarily shaded outputs into clean albedo space. Using this dataset, we train a disentangled adversarial generator that maps semantic attributes (age, gender, ethnicity) to UV-space geometry and albedo, enabling both direct sampling and continuous latent editing while preserving identity. A refinement stage further produces PBR materials and secondary assets (eyeballs, teeth, gums). The resulting system supports controllable face generation and post-editing in real time and exports directly to standard rendering and animation pipelines. We evaluate each component extensively and provide a web-based interactive interface to showcase practical deployment.
由于依赖于受控捕获设置和手动处理,高质量的3D人脸资产创建仍然成本高昂,限制了可扩展性和多样性。我们引入了一个全自动的,语义可控的框架,用于生成pbr就绪的3D面部资产,而无需专门的扫描。我们的管道从基于扩散的数据合成阶段开始,其中来自预训练扩散模型的2D肖像样本通过我们提出的几何恢复和纹理归一化算法转换为44K纹理3D人脸重建,该算法将任意阴影输出对齐到干净的反照率空间。使用该数据集,我们训练了一个解纠集的对抗生成器,该生成器将语义属性(年龄,性别,种族)映射到紫外线空间几何形状和反照率,从而在保持身份的同时实现直接采样和连续潜在编辑。细化阶段进一步生产PBR材料和次要资产(眼球、牙齿、牙龈)。由此产生的系统支持实时可控的人脸生成和后期编辑,并直接导出到标准的渲染和动画管道。我们对每个组件进行了广泛的评估,并提供了一个基于web的交互界面来展示实际的部署。
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引用次数: 0
FreeShell: A Context-Free 4D Printing Technique for Fabricating Complex 3D Triangle Mesh Shells FreeShell:用于制造复杂的3D三角形网格壳的无上下文4D打印技术
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-01-24 DOI: 10.1145/3778349
Chao Yuan, Shengqi Dang, Xuejiao Ma, Nan Cao
Freeform thin-shell surfaces are critical in various fields, but their fabrication is complex and costly. Traditional methods are wasteful and require custom molds, while 3D printing needs extensive support structures and post-processing. Thermal shrinkage actuated 4D printing is an effective method for fabricating 3D shell. However, existing research faces issues related to precise deformation and limited robustness. Addressing these issues is challenging due to three key factors: (1) Difficulty in finding a universal method to control deformation across different materials; (2) Variability in deformation influenced by factors such as printing speed, layer thickness, and heating temperature; (3) Environmental factors affecting the deformation process. To overcome these challenges, we introduce FreeShell, a robust 4D printing technique that uses thermal shrinkage to create precise 3D shells. This method prints triangular tiles connected by shrinkable connectors using a single material. Upon heating, the connectors shrink, moving the tiles to form the desired 3D shape, simplifying fabrication and reducing material and environment dependency. An optimized mesh layout algorithm computes suitable printing structures that satisfy the defined structural objectives. FreeShell demonstrates its effectiveness through various examples and experiments, showcasing precision, robustness, and strength, representing advancement in fabricating complex freeform surfaces.
自由曲面薄壳表面在许多领域都是至关重要的,但它们的制造是复杂和昂贵的。传统的方法是浪费的,需要定制模具,而3D打印需要广泛的支撑结构和后处理。热收缩驱动4D打印是一种有效的3D壳体制造方法。然而,现有的研究面临着与精确变形和有限鲁棒性有关的问题。由于三个关键因素,解决这些问题具有挑战性:(1)难以找到一种通用的方法来控制不同材料的变形;(2)受印刷速度、层厚、加热温度等因素影响的变形变异性;(3)影响变形过程的环境因素。为了克服这些挑战,我们引入了FreeShell,这是一种强大的4D打印技术,使用热收缩来创建精确的3D外壳。这种方法打印由可收缩连接器连接的三角形瓷砖,使用单一材料。加热后,连接器收缩,移动瓷砖形成所需的3D形状,简化制造,减少对材料和环境的依赖。优化的网格布局算法计算出满足定义的结构目标的合适的打印结构。freshell通过各种实例和实验证明了其有效性,展示了精度,鲁棒性和强度,代表了制造复杂自由曲面的进步。
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引用次数: 0
PAColorHolo: A Perceptually-Aware Color Management Framework for Holographic Displays PAColorHolo:一种全息显示的感知色彩管理框架
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-01-23 DOI: 10.1145/3789511
Chun Chen, Minseok Chae, Seung-Woo Nam, Myeong-Ho Choi, Minseong Kim, Eunbi Lee, Yoonchan Jeong, Jae-Hyeung Park
Holographic displays offer significant potential for augmented and virtual reality applications by reconstructing wavefronts that enable continuous depth cues and natural parallax without vergence–accommodation conflict. However, despite advances in pixel-level image quality, current systems struggle to achieve perceptually accurate color reproduction—an essential component of visual realism. These challenges arise from complex system-level distortions caused by coherent laser illumination, spatial light modulator imperfections, chromatic aberrations, and camera-induced color biases. In this work, we propose a perceptually-aware color management framework for holographic displays that jointly addresses input–output color inconsistencies through color space transformation, adaptive illumination control, and neural network–based perceptual modeling of the camera’s color response. We validate the effectiveness of our approach through numerical simulations, optical experiments, and a controlled user study. The results demonstrate substantial improvements in perceptual color fidelity, laying the groundwork for perceptually driven holographic rendering in future systems.
全息显示器通过重建波前,为增强现实和虚拟现实应用提供了巨大的潜力,这些波前能够实现连续的深度线索和自然视差,而不会产生收敛调节冲突。然而,尽管在像素级图像质量方面取得了进步,但目前的系统仍难以实现感知上准确的色彩再现——这是视觉现实主义的重要组成部分。这些挑战来自于由相干激光照明、空间光调制器缺陷、色差和相机引起的颜色偏差引起的复杂系统级畸变。在这项工作中,我们提出了一个全息显示器的感知色彩管理框架,该框架通过色彩空间变换、自适应照明控制和基于神经网络的相机色彩响应感知建模来共同解决输入输出色彩不一致问题。我们通过数值模拟、光学实验和受控用户研究验证了我们方法的有效性。结果表明,在感知色彩保真度方面有了实质性的改进,为未来系统中感知驱动的全息渲染奠定了基础。
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引用次数: 0
RaDe-GS: Rasterizing Depth in Gaussian Splatting 栅格化深度在高斯飞溅
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-01-16 DOI: 10.1145/3789201
Baowen Zhang, Chuan Fang, Rakesh Shrestha, Yixun Liang, Xiao-Xiao Long, Ping Tan
Gaussian Splatting (GS) has proven to be highly effective in novel view synthesis, achieving high-quality and real-time rendering. However, its potential for reconstructing detailed 3D shapes has not been fully explored. Existing methods often suffer from limited shape accuracy due to the discrete and unstructured nature of Gaussian primitives, which complicates the shape extraction. While recent techniques like 2D GS have attempted to improve shape reconstruction, they often reformulate the Gaussian primitives in ways that reduce both rendering quality and computational efficiency. To address these problems, our work introduces a rasterized approach to render the depth maps and surface normal maps of general 3D Gaussian primitives. Our method not only significantly enhances shape reconstruction accuracy but also maintains the computational efficiency intrinsic to Gaussian Splatting. It achieves a Chamfer distance error comparable to Neuralangelo [33] on the DTU dataset and maintains similar computational efficiency as the original 3D GS methods. Our method is a significant advancement in Gaussian Splatting and can be directly integrated into existing Gaussian Splatting-based methods.
高斯飞溅(Gaussian splplatting, GS)已被证明在新视图合成中是非常有效的,可以实现高质量的实时渲染。然而,它在重建详细的3D形状方面的潜力还没有得到充分的探索。由于高斯基元的离散性和非结构化特性,现有方法的形状精度往往受到限制,这使得形状提取变得复杂。虽然像2D GS这样的最新技术已经尝试改善形状重建,但它们经常以降低渲染质量和计算效率的方式重新制定高斯原语。为了解决这些问题,我们的工作引入了一种栅格化的方法来渲染一般3D高斯基元的深度图和表面法线图。该方法不仅显著提高了形状重建精度,而且保持了高斯溅射固有的计算效率。在DTU数据集上实现了与Neuralangelo[33]相当的倒角距离误差,并保持了与原始3D GS方法相似的计算效率。我们的方法是高斯溅射的一个重大进步,可以直接集成到现有的基于高斯溅射的方法中。
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引用次数: 0
A practical partitioner for distributed simulations on sparse dynamic domains using optimal transport 一种实用的基于最优传输的稀疏动态域分布式模拟分区器
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-01-14 DOI: 10.1145/3787521
Joel Wretborn, Marcus Schoo, Noh-hoon Lee, Christopher Batty, Alexey Stomakhin
This work addresses the challenges of distributing large physics-based simulations often encountered in the visual effects industry. These simulations, based on partial differential equations, model complex phenomena such as free surface liquids, flames, and explosions, and are characterized by domains whose shapes and topologies evolve rapidly. In this context, we propose a novel partitioning algorithm employing optimal transport —which produces a power diagram—and designed to handle a vast variety of simulation domain shapes undergoing rapid changes over time. Our Power partitioner ensures an even distribution of computational tasks, reduces inter-node data exchange, and maintains temporal consistency, all while being intuitive and artist-friendly. To quantify partitioning quality we introduce two metrics, the surface index and the temporal consistency index, which we leverage in a range of comparisons on real-world film production data, showing that our method outperforms the state of the art in a majority of cases.
这项工作解决了在视觉效果行业中经常遇到的分布大型物理模拟的挑战。这些模拟,基于偏微分方程,模拟复杂的现象,如自由表面液体,火焰和爆炸,并以其形状和拓扑结构迅速演变的域为特征。在这种情况下,我们提出了一种新的分区算法,采用最优传输-产生功率图-旨在处理各种各样的模拟域形状,随着时间的推移经历快速变化。我们的Power分区确保了计算任务的均匀分布,减少了节点间的数据交换,并保持了时间一致性,同时具有直观和艺术家友好性。为了量化分区质量,我们引入了两个指标,即表面指数和时间一致性指数,我们利用它们对现实世界的电影制作数据进行了一系列比较,结果表明,我们的方法在大多数情况下都优于最先进的方法。
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引用次数: 0
Learning Sparse Singularities for Cross Field Design 跨场设计中的稀疏奇异点学习
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2026-01-12 DOI: 10.1145/3787520
Xiaohu Zhang, Hujun Bao, Jin Huang
Designing a quad mesh that meets aesthetic, anatomical, and numerical requirements often requires meticulous manual effort in conventional methods, making quadrilateral remeshing an “art of design”. Neural networks hold significant promise for automating this process. However, current approaches that directly predict cross fields cannot properly handle the discontinuous behavior of smooth cross fields: minor shape variations can lead to substantial changes in the cross field, even when singularities remain largely unchanged. Therefore, such methods often result in non-smooth outputs when combining multiple singularity instances. To avoid such discontinuity, we propose to learn the sparse singularities, including their locations and indices, then let the non-neural conventional method to smoothly connect them. The imbalanced ratio of singular and regular vertices poses a significant challenge for learning. We convert them into a geodesic distance field and an over-sampled index field to address it. This carefully designed two-stage strategy satisfies several key requirements, such as coordinate invariance and tessellation insensitivity, while enabling the generation of smooth cross fields with varying topologies. By shifting the focus from directly learning the cross field to learning singularities, we also simplify the dataset preparation process by requiring only sparse annotations.
设计一个满足美学、解剖学和数值要求的四边形网格,通常需要在传统方法中进行细致的手工工作,使四边形网格重新划分成为一种“设计艺术”。神经网络有望实现这一过程的自动化。然而,目前直接预测交叉场的方法不能很好地处理光滑交叉场的不连续行为:即使奇点基本保持不变,微小的形状变化也会导致交叉场的实质性变化。因此,当组合多个奇点实例时,这种方法往往会导致输出不平滑。为了避免这种不连续性,我们提出学习稀疏奇异点,包括它们的位置和索引,然后让非神经传统方法平滑地连接它们。奇异点和规则点比例的不平衡给学习带来了巨大的挑战。我们将它们转换为测地线距离字段和过采样索引字段来解决它。这种精心设计的两阶段策略满足了几个关键要求,例如坐标不变性和镶嵌不敏感性,同时能够生成具有不同拓扑结构的平滑交叉场。通过将重点从直接学习交叉场转移到学习奇异点,我们还通过只需要稀疏注释来简化数据集准备过程。
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引用次数: 0
Example-Based Feature Painting on Textures 基于示例的纹理特征绘制
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763301
Andrei-Timotei Ardelean, Tim Weyrich
In this work, we propose a system that covers the complete workflow for achieving controlled authoring and editing of textures that present distinctive local characteristics. These include various effects that change the surface appearance of materials, such as stains, tears, holes, abrasions, discoloration, and more. Such alterations are ubiquitous in nature, and including them in the synthesis process is crucial for generating realistic textures. We introduce a novel approach for creating textures with such blemishes, adopting a learning-based approach that leverages unlabeled examples. Our approach does not require manual annotations by the user; instead, it detects the appearance-altering features through unsupervised anomaly detection. The various textural features are then automatically clustered into semantically coherent groups, which are used to guide the conditional generation of images. Our pipeline as a whole goes from a small image collection to a versatile generative model that enables the user to interactively create and paint features on textures of arbitrary size. Notably, the algorithms we introduce for diffusion-based editing and infinite stationary texture generation are generic and should prove useful in other contexts as well. Project page: reality.tf.fau.de/pub/ardelean2025examplebased.html
在这项工作中,我们提出了一个系统,涵盖了实现纹理的控制创作和编辑的完整工作流程,呈现出鲜明的地方特征。这些包括改变材料表面外观的各种影响,如污渍、撕裂、孔、磨损、变色等。这种变化在自然界中无处不在,在合成过程中包括它们对于生成逼真的纹理至关重要。我们引入了一种新的方法来创建具有这种瑕疵的纹理,采用基于学习的方法,利用未标记的示例。我们的方法不需要用户手工注释;相反,它通过无监督异常检测来检测改变外观的特征。然后将各种纹理特征自动聚类成语义连贯的组,用于指导图像的条件生成。我们的管道作为一个整体,从一个小的图像集合到一个多功能的生成模型,使用户能够交互式地创建和绘制任意大小的纹理特征。值得注意的是,我们为基于扩散的编辑和无限静止纹理生成引入的算法是通用的,并且在其他情况下也应该证明是有用的。项目页面:reality.tf. fae .de/pub/ardelean2025examplebased.html
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引用次数: 0
Lifted Surfacing of Generalized Sweep Volumes 广义扫描体的抬升表面
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763360
Yiwen Ju, Qingnan Zhou, Xingyi Du, Nathan Carr, Tao Ju
Computing the boundary surface of the 3D volume swept by a rigid or deforming solid remains a challenging problem in geometric modeling. Existing approaches are often limited to sweeping rigid shapes, cannot guarantee a watertight surface, or struggle with modeling the intricate geometric features (e.g., sharp creases and narrow gaps) and topological features (e.g., interior voids). We make the observation that the sweep boundary is a subset of the projection of the intersection of two implicit surfaces in a higher dimension, and we derive a characterization of the subset using winding numbers. These insights lead to a general algorithm for any sweep represented as a smooth time-varying implicit function satisfying a genericity assumption, and it produces a watertight and intersection-free surface that better approximates the geometric and topological features than existing methods.
在几何建模中,计算被刚性或变形实体扫过的三维体的边界面一直是一个具有挑战性的问题。现有的方法通常仅限于扫描刚性形状,不能保证水密表面,或者难以模拟复杂的几何特征(例如,尖锐的折痕和狭窄的间隙)和拓扑特征(例如,内部空隙)。我们观察到扫描边界是两个隐式曲面交点在高维上的投影的子集,并且我们用圈数推导了子集的表征。这些见解导致了一种用于任何扫描的通用算法,该算法表示为满足一般假设的光滑时变隐式函数,并且它产生一个水密和无相交的表面,比现有方法更好地接近几何和拓扑特征。
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引用次数: 0
Aerial Path Planning for Urban Geometry and Texture Co-Capture 城市几何与纹理协同捕获的空中路径规划
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763292
Weidan Xiong, Bochuan Zeng, Ziyu Hu, Jianwei Guo, Ke Xie, Hui Huang
Recent advances in image acquisition and scene reconstruction have enabled the generation of high-quality structural urban scene geometry, given sufficient site information. However, current capture techniques often overlook the crucial importance of texture quality, resulting in noticeable visual artifacts in the textured models. In this work, we introduce the urban geometry and texture co-capture problem under limited prior knowledge before a site visit. The only inputs are a 2D building contour map of the target area and a safe flying altitude above the buildings. We propose an innovative aerial path planning framework designed to co-capture images for reconstructing both structured geometry and high-fidelity textures. To evaluate and guide view planning, we introduce a comprehensive texture quality assessment system, including two novel metrics tailored for building facades. Firstly, our method generates high-quality vertical dipping views and horizontal planar views to effectively capture both geometric and textural details. A multi-objective optimization strategy is then proposed to jointly maximize texture fidelity, improve geometric accuracy, and minimize the cost associated with aerial views. Furthermore, we present a sequential path planning algorithm that accounts for texture consistency during image capture. Extensive experiments on large-scale synthetic and real-world urban datasets demonstrate that our approach effectively produces image sets suitable for concurrent geometric and texture reconstruction, enabling the creation of realistic, textured scene proxies at low operational cost.
在图像采集和场景重建方面的最新进展,使得在给定足够的场地信息的情况下,能够生成高质量的城市场景几何结构。然而,目前的捕获技术往往忽视了纹理质量的重要性,导致纹理模型中明显的视觉伪影。在这项工作中,我们介绍了在实地考察前有限先验知识下的城市几何和纹理共同捕获问题。唯一的输入是目标区域的二维建筑等高线地图和建筑物上方的安全飞行高度。我们提出了一种创新的空中路径规划框架,旨在共同捕获图像以重建结构几何和高保真纹理。为了评估和指导景观规划,我们引入了一个全面的纹理质量评估系统,包括为建筑立面量身定制的两个新指标。首先,我们的方法生成高质量的垂直倾斜视图和水平平面视图,以有效捕获几何和纹理细节。然后提出了一种多目标优化策略,以最大限度地提高纹理保真度,提高几何精度,并最小化与鸟瞰图相关的成本。此外,我们提出了一种顺序路径规划算法,该算法考虑了图像捕获过程中的纹理一致性。在大规模合成和现实世界城市数据集上进行的大量实验表明,我们的方法有效地生成了适合并行几何和纹理重建的图像集,从而能够以低运营成本创建逼真的纹理场景代理。
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引用次数: 0
Detail Enhanced Gaussian Splatting for Large-Scale Volumetric Capture 细节增强高斯飞溅大规模体积捕获
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763336
Julien Philip, Li Ma, Pascal Clausen, Wenqi Xian, Ahmet Levent Taşel, Mingming He, Xueming Yu, David M. George, Ning Yu, Oliver Pilarski, Paul Debevec
We present a unique system for large-scale, multi-performer, high resolution 4D volumetric capture providing realistic free-viewpoint video up to and including 4K resolution facial closeups. To achieve this, we employ a novel volumetric capture, reconstruction and rendering pipeline based on Dynamic Gaussian Splatting and Diffusion-based Detail Enhancement. We design our pipeline specifically to meet the demands of high-end media production. We employ two capture rigs: the Scene Rig , which captures multi-actor performances at a resolution which falls short of 4K production quality, and the Face Rig , which records high-fidelity single-actor facial detail to serve as a reference for detail enhancement. We first reconstruct dynamic performances from the Scene Rig using 4D Gaussian Splatting, incorporating new model designs and training strategies to improve reconstruction, dynamic range, and rendering quality. Then to render high-quality images for facial closeups, we introduce a diffusion-based detail enhancement model. This model is fine-tuned with high-fidelity data from the same actors recorded in the Face Rig. We train on paired data generated from low- and high-quality Gaussian Splatting (GS) models, using the low-quality input to match the quality of the Scene Rig , with the high-quality GS as ground truth. Our results demonstrate the effectiveness of this pipeline in bridging the gap between the scalable performance capture of a large-scale rig and the high-resolution standards required for film and media production.
我们提出了一个独特的系统,用于大规模,多表演者,高分辨率4D体捕捉,提供逼真的自由视点视频,包括4K分辨率面部特写。为了实现这一点,我们采用了一种新的基于动态高斯飞溅和基于扩散的细节增强的体积捕获,重建和渲染管道。我们专门设计我们的管道来满足高端媒体制作的需求。我们采用了两个捕捉钻机:场景钻机,它捕捉多演员表演的分辨率低于4K生产质量,和脸钻机,它记录高保真的单演员面部细节,作为细节增强的参考。我们首先使用4D高斯飞溅从场景钻机重建动态性能,结合新的模型设计和训练策略,以提高重建,动态范围和渲染质量。然后,我们引入了一种基于扩散的细节增强模型来渲染高质量的面部特写图像。该模型使用来自面部钻机中记录的相同演员的高保真数据进行微调。我们对从低质量和高质量高斯飞溅(GS)模型生成的配对数据进行训练,使用低质量输入来匹配场景钻机的质量,以高质量的GS作为地面真实值。我们的研究结果表明,该管道在弥合大型钻井平台的可扩展性能捕获与电影和媒体制作所需的高分辨率标准之间的差距方面是有效的。
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引用次数: 0
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ACM Transactions on Graphics
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