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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
BSP-OT: Sparse transport plans between discrete measures in loglinear time BSP-OT:在线性时间内离散度量之间的稀疏传输计划
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763281
Baptiste Genest, Nicolas Bonneel, Vincent Nivoliers, David Coeurjolly
To solve the optimal transport problem between two uniform discrete measures of the same size, one seeks a bijective assignment that minimizes some matching cost. For this task, exact algorithms are intractable for large problems, while approximate ones may lose the bijectivity of the assignment. We address this issue and the more general cases of non-uniform discrete measures with different total masses, where partial transport may be desirable. The core of our algorithm is a variant of the Quicksort algorithm that provides an efficient strategy to randomly explore many relevant and easy-to-compute couplings, by matching BSP trees in loglinear time. The couplings we obtain are as sparse as possible, in the sense that they provide bijections, injective partial matchings or sparse couplings depending on the nature of the matched measures. To improve the transport cost, we propose efficient strategies to merge k sparse couplings into a higher quality one. For k = 64, we obtain transport plans with typically less than 1% of relative error in a matter of seconds between hundreds of thousands of points in 3D on the CPU. We demonstrate how these high-quality approximations can drastically speed-up usual pipelines involving optimal transport, such as shape interpolation, intrinsic manifold sampling, color transfer, topological data analysis, rigid partial registration of point clouds and image stippling.
为了解决两个相同尺寸的统一离散度量之间的最优运输问题,人们寻求一个使某些匹配成本最小化的双目标分配。对于这个任务,精确算法对于大问题是难以处理的,而近似算法可能会失去分配的客观性。我们解决了这个问题,以及具有不同总质量的非均匀离散测度的更一般的情况,其中部分输运可能是可取的。我们算法的核心是快速排序算法的一种变体,它提供了一种有效的策略,通过在对数时间内匹配BSP树来随机探索许多相关且易于计算的耦合。我们得到的耦合是尽可能稀疏的,在某种意义上,它们提供双射、内射部分匹配或稀疏耦合,这取决于匹配度量的性质。为了提高传输成本,我们提出了将k个稀疏耦合合并为一个更高质量的稀疏耦合的有效策略。对于k = 64,我们在CPU上的数十万个3D点之间获得传输计划,通常在几秒钟内相对误差小于1%。我们展示了这些高质量的近似如何极大地加快涉及最佳传输的常规管道,如形状插值、内在流形采样、颜色转移、拓扑数据分析、点云的刚性部分配准和图像点点。
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引用次数: 0
Jump Restore Light Transport 跳跃恢复轻型运输
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763286
Sascha Holl, Gurprit Singh, Hans-Peter Seidel
Markov chain Monte Carlo (MCMC) algorithms are indispensable when sampling from a complex, high-dimensional distribution by a conventional method is intractable. Even though MCMC is a powerful tool, it is also hard to control and tune in practice. Simultaneously achieving both rapid local exploration of the state space and efficient global discovery of the target distribution is a challenging task. In this work, we introduce a novel continuous-time MCMC formulation to the computer science community. Generalizing existing work from the statistics community, we propose a novel framework for adjusting an arbitrary family of Markov processes - used for local exploration of the state space only - to an overall process which is invariant with respect to a target distribution. To demonstrate the potential of our framework, we focus on a simple, but yet insightful, application in light transport simulation. As a by-product, we introduce continuous-time MCMC sampling to the computer graphics community. We show how any existing MCMC-based light transport algorithm can be seamlessly integrated into our framework. We prove empirically and theoretically that the integrated version is superior to the ordinary algorithm. In fact, our approach will convert any existing algorithm into a highly parallelizable variant with shorter running time, smaller error and less variance.
当用传统方法难以从复杂的高维分布中采样时,马尔可夫链蒙特卡罗(MCMC)算法必不可少。尽管MCMC是一个强大的工具,但在实践中也很难控制和调整。同时实现状态空间的快速局部探测和目标分布的高效全局发现是一项具有挑战性的任务。在这项工作中,我们向计算机科学界介绍了一种新的连续时间MCMC公式。在推广统计界现有工作的基础上,我们提出了一个新的框架,用于将任意一组马尔可夫过程(仅用于状态空间的局部探索)调整为一个相对于目标分布不变的整体过程。为了展示我们的框架的潜力,我们将重点放在一个简单但富有洞察力的轻传输模拟应用上。作为副产品,我们向计算机图形界介绍了连续时间MCMC采样。我们展示了如何将任何现有的基于mcmc的光传输算法无缝集成到我们的框架中。从理论上和经验上证明了综合算法优于普通算法。实际上,我们的方法可以将任何现有的算法转换为具有更短运行时间、更小误差和更少方差的高度并行化的变体。
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引用次数: 0
Consecutive Frame Extrapolation with Predictive Sparse Shading 预测稀疏阴影的连续帧外推
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763363
Zhizhen Wu, Zhe Cao, Yazhen Yuan, Zhilong Yuan, Rui Wang, Yuchi Huo
The demand for high-frame-rate rendering keeps increasing in modern displays. Existing frame generation and super-resolution techniques accelerate rendering by reducing rendering samples across space or time. However, they rely on a uniform sampling reduction strategy, which undersamples areas with complex details or dynamic shading. To address this, we propose to sparsely shade critical areas while reusing generated pixels in low-variation areas for neural extrapolation. Specifically, we introduce the Predictive Error-Flow-eXtrapolation Network (EFXNet)-an architecture that predicts extrapolation errors, estimates flows, and extrapolates frames at once. Firstly, EFXNet leverages temporal coherence to predict extrapolation error and guide the sparse shading of dynamic areas. In addition, EFXNet employs a target-grid correlation module to estimate robust optical flows from pixel correlations rather than pixel values. Finally, EFXNet uses dedicated motion representations for the historical geometric and lighting components, respectively, to extrapolate temporally stable frames. Extensive experimental results show that, compared with state-of-the-art methods, our frame extrapolation method exhibits superior visual quality and temporal stability under a low rendering budget.
现代显示器对高帧率渲染的需求不断增加。现有的帧生成和超分辨率技术通过减少跨空间或时间的渲染样本来加速渲染。然而,它们依赖于统一的采样减少策略,该策略对具有复杂细节或动态阴影的区域进行了欠采样。为了解决这个问题,我们建议对关键区域进行稀疏阴影处理,同时在低变化区域重复使用生成的像素进行神经外推。具体来说,我们介绍了预测错误流外推网络(EFXNet)——一种预测外推错误、估计流和一次外推帧的架构。首先,EFXNet利用时间相干性预测外推误差并指导动态区域的稀疏阴影。此外,EFXNet采用目标网格相关模块,从像素相关性而不是像素值来估计鲁棒光流。最后,EFXNet分别为历史几何和照明组件使用专用的运动表示来推断暂时稳定的帧。大量的实验结果表明,与目前最先进的方法相比,我们的帧外推方法在较低的渲染预算下具有更好的视觉质量和时间稳定性。
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引用次数: 0
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ACM Transactions on Graphics
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