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Diffuse-CLoC: Guided Diffusion for Physics-based Character Look-ahead Control 扩散- cloc:引导扩散的物理为基础的字符前瞻控制
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3731206
Xiaoyu Huang, Takara Truong, Yunbo Zhang, Fangzhou Yu, Jean Pierre Sleiman, Jessica Hodgins, Koushil Sreenath, Farbod Farshidian
We present Diffuse-CLoC, a guided diffusion framework for physics-based look-ahead control that enables intuitive, steerable, and physically realistic motion generation. While existing kinematics motion generation with diffusion models offer intuitive steering capabilities with inference-time conditioning, they often fail to produce physically viable motions. In contrast, recent diffusion-based control policies have shown promise in generating physically realizable motion sequences, but the lack of kinematics prediction limits their steerability. Diffuse-CLoC addresses these challenges through a key insight: modeling the joint distribution of states and actions within a single diffusion model makes action generation steerable by conditioning it on the predicted states. This approach allows us to leverage established conditioning techniques from kinematic motion generation while producing physically realistic motions. As a result, we achieve planning capabilities without the need for a high-level planner. Our method handles a diverse set of unseen long-horizon downstream tasks through a single pre-trained model, including static and dynamic obstacle avoidance, motion in-betweening, and task-space control. Experimental results show that our method significantly outperforms the traditional hierarchical framework of high-level motion diffusion and low-level tracking.
我们提出了diffusion - cloc,这是一种用于基于物理的前瞻性控制的引导扩散框架,可实现直观,可操纵和物理逼真的运动生成。虽然现有的运动学运动生成与扩散模型提供直观的转向能力与推理时间条件,他们往往不能产生物理上可行的运动。相比之下,最近基于扩散的控制策略在生成物理上可实现的运动序列方面表现出了希望,但缺乏运动学预测限制了它们的可操作性。diffusion - cloc通过一个关键的见解解决了这些挑战:在单个扩散模型中对状态和动作的联合分布进行建模,使动作生成可以根据预测的状态进行调节。这种方法使我们能够在产生物理逼真运动的同时,利用运动学运动生成的既定调节技术。因此,我们在不需要高级计划人员的情况下实现了计划能力。我们的方法通过一个单一的预训练模型来处理各种看不见的长视界下游任务,包括静态和动态避障、中间运动和任务空间控制。实验结果表明,该方法明显优于传统的高层运动扩散和低层跟踪的分层框架。
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引用次数: 0
Discrete Torsion of Connection Forms on Simplicial Meshes 简单网格连接形式的离散扭转
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3731197
Theo Braune, Mark Gillespie, Yiying Tong, Mathieu Desbrun
While discrete (metric) connections have become a staple of n -vector field design and analysis on simplicial meshes, the notion of torsion of a discrete connection has remained unstudied. This is all the more surprising as torsion is a crucial component in the fundamental theorem of Riemannian geometry, which introduces the existence and uniqueness of the Levi-Civita connection induced by the metric. In this paper, we extend the existing geometry processing toolbox by providing torsion control over discrete connections. Our approach consists in first introducing a new discrete Levi-Civita connection for a metric with locally-constant curvature to replace the hinge connection of a triangle mesh whose curvature is concentrated at singularities; from this reference connection, we define the discrete torsion of a connection to be the discrete dual 1-form by which a connection deviates from our discrete Levi-Civita connection. We discuss how the curvature and torsion of a discrete connection can then be controlled and assigned in a manner consistent with the continuous case. We also illustrate our approach through theoretical analysis and practical examples arising in vector and frame design.
虽然离散(度量)连接已经成为简单网格上n向量场设计和分析的主要内容,但离散连接的扭转概念仍然没有得到研究。这是更令人惊讶的,因为扭转是黎曼几何基本定理的一个重要组成部分,它引入了由度规引起的列维-奇维塔连接的存在性和唯一性。在本文中,我们通过提供离散连接的扭转控制扩展了现有的几何处理工具箱。我们的方法包括:首先引入一种新的离散的具有局部常曲率度规的Levi-Civita连接,以取代曲率集中在奇点处的三角形网格的铰链连接;从这个参考连接出发,我们将连接的离散扭转定义为离散对偶1形式,该形式使连接偏离了我们的离散Levi-Civita连接。我们讨论了如何以一种与连续情况一致的方式控制和分配离散连接的曲率和扭转。我们还通过理论分析和在矢量和框架设计中出现的实际例子来说明我们的方法。
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引用次数: 0
A Fully-statistical Wave Scattering Model for Heterogeneous Surfaces 非均匀表面的全统计波散射模型
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3730828
Zhengze Liu, Yuchi Huo, Yifan Peng, Rui Wang
Heterogeneous surfaces exhibit spatially varying geometry and material, and therefore admit diverse appearances. Existing computer graphics works can only model heterogeneity using explicit structures or statistical parameters that describe a coarser level of detail. We extend the boundary by introducing a new model that describes the heterogeneous surfaces fully statistically at the microscopic level, with rich geometry and material details that are comparable to the wavelengths of light. We treat the heterogeneous surfaces as a mixture of stochastic vector processes. We adapt the well-known generalized Harvey-Shack theory to quantify the mean scattered intensity, i.e., the BRDF of these surfaces. We further explore the covariance statistic of the scattered field and derive its rank-1 decomposition. This leads to a practical algorithm that samples the speckles (fluctuating intensities) from the statistics, enriching the appearance without explicit definition of heterogeneous surfaces. The formulations are analytic, and we validate the quantities by comprehensive numerical simulations. Our heterogeneous surface model demonstrates various applications including corrosion (natural), particle deposition (man-made), and height-correlated mixture (artistic). Code for this paper is available at https://github.com/Rendering-at-ZJU/HeteroSurface.
异质表面表现出空间上不同的几何形状和材料,因此具有不同的外观。现有的计算机图形学作品只能使用描述粗略细节的显式结构或统计参数来模拟异质性。我们通过引入一个新的模型来扩展边界,该模型在微观层面上完全统计地描述了非均匀表面,具有丰富的几何和材料细节,可与光的波长相媲美。我们把非均质曲面看作是随机矢量过程的混合。我们采用众所周知的广义Harvey-Shack理论来量化这些表面的平均散射强度,即BRDF。我们进一步探讨了散射场的协方差统计量,并推导了其秩1分解。这导致了一种实用的算法,从统计数据中采样斑点(波动强度),丰富了外观,而没有明确定义异质表面。公式是解析式的,并通过综合数值模拟验证了公式的正确性。我们的非均质表面模型展示了各种应用,包括腐蚀(自然),颗粒沉积(人为)和高度相关混合物(艺术)。本文的代码可从https://github.com/Rendering-at-ZJU/HeteroSurface获得。
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引用次数: 0
Dynamic Mesh Processing on the GPU GPU上的动态网格处理
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3731162
Ahmed H. Mahmoud, Serban D. Porumbescu, John D. Owens
We present a system for dynamic triangle mesh processing entirely on the GPU. Our system features an efficient data structure that enables rapid updates to mesh connectivity and attributes. By partitioning the mesh into small patches, we process all dynamic updates for each patch within the GPU's fast shared memory. This approach leverages speculative processing for conflict handling, minimizing rollback costs, maximizing parallelism, and reducing locking overhead. Additionally, we introduce a new programming model for dynamic mesh processing. This model provides concise semantics for dynamic updates, abstracting away concerns about conflicting updates during parallel execution. At the core of our model is the cavity operator , a general mesh update operator that facilitates any dynamic operation by removing a set of mesh elements and inserting new ones into the resulting void. We applied our system to various GPU applications, including isotropic remeshing, surface tracking, mesh decimation, and Delaunay edge flips. On large inputs, our system achieves an order-of-magnitude speedup compared to multi-threaded CPU solutions and is more than two orders of magnitude faster than state-of-the-art single-threaded CPU solutions. Furthermore, our data structure outperforms state-of-the-art GPU static data structures in terms of both speed and memory efficiency.
我们提出了一个完全基于GPU的动态三角网格处理系统。我们的系统具有高效的数据结构,可以快速更新网格连接和属性。通过将网格划分为小补丁,我们在GPU的快速共享内存中处理每个补丁的所有动态更新。这种方法利用推测处理来处理冲突、最小化回滚成本、最大化并行性和减少锁定开销。此外,我们还引入了一种新的动态网格处理编程模型。该模型为动态更新提供了简洁的语义,抽象了并行执行期间对冲突更新的关注。我们模型的核心是空腔操作符,这是一个通用的网格更新操作符,它通过删除一组网格元素并将新元素插入到生成的空腔中来促进任何动态操作。我们将我们的系统应用于各种GPU应用程序,包括各向同性网格重新划分,表面跟踪,网格抽取和Delaunay边缘翻转。在大输入时,与多线程CPU解决方案相比,我们的系统实现了一个数量级的加速,比最先进的单线程CPU解决方案快两个数量级。此外,我们的数据结构在速度和内存效率方面都优于最先进的GPU静态数据结构。
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引用次数: 0
When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Rendering 当高斯遇到冲浪:超快速高保真亮度场渲染
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3730925
Keyang Ye, Tianjia Shao, Kun Zhou
We introduce Gaussian-enhanced Surfels (GESs), a bi-scale representation for radiance field rendering, wherein a set of 2D opaque surfels with view-dependent colors represent the coarse-scale geometry and appearance of scenes, and a few 3D Gaussians surrounding the surfels supplement fine-scale appearance details. The rendering with GESs consists of two passes - surfels are first rasterized through a standard graphics pipeline to produce depth and color maps, and then Gaussians are splatted with depth testing and color accumulation on each pixel order independently. The optimization of GESs from multi-view images is performed through an elaborate coarse-to-fine procedure, faithfully capturing rich scene appearance. The entirely sorting-free rendering of GESs not only achieves very fast rates, but also produces view-consistent images, successfully avoiding popping artifacts under view changes. The basic GES representation can be easily extended to achieve antialiasing in rendering (Mip-GES), boosted rendering speeds (Speedy-GES) and compact storage (Compact-GES), and reconstruct better scene geometries by replacing 3D Gaussians with 2D Gaussians (2D-GES). Experimental results show that GESs advance the state-of-the-arts as a compelling representation for ultra-fast high-fidelity radiance field rendering.
我们引入了高斯增强冲浪图(GESs),这是一种用于亮度场渲染的双尺度表示,其中一组具有视图相关颜色的2D不透明冲浪图代表了场景的粗尺度几何和外观,而冲浪图周围的一些3D高斯图补充了细尺度外观细节。GESs的绘制包括两个步骤,首先通过标准图形管道对图像进行栅格化,生成深度和颜色图,然后在每个像素顺序上独立进行深度测试和颜色积累的高斯图像飞溅。多视点图像的GESs优化是通过一个精细的从粗到精的过程来完成的,忠实地捕捉了丰富的场景外观。GESs的完全无排序渲染不仅实现了非常快的速度,而且还产生了与视图一致的图像,成功地避免了视图变化时弹出的伪影。基本的GES表示可以很容易地扩展以实现渲染中的抗锯齿(Mip-GES),提高渲染速度(speed -GES)和紧凑存储(compact -GES),并通过用2D高斯(2D-GES)替换3D高斯来重建更好的场景几何形状。实验结果表明,GESs作为超高速高保真度光场渲染的一种令人信服的表现方式,推进了目前最先进的技术。
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引用次数: 0
Vector-Valued Monte Carlo Integration Using Ratio Control Variates 使用比率控制变量的向量值蒙特卡罗积分
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3731175
Haolin Lu, Delio Vicini, Wesley Chang, Tzu-Mao Li
Variance reduction techniques are widely used for reducing the noise of Monte Carlo integration. However, these techniques are typically designed with the assumption that the integrand is scalar-valued. Recognizing that rendering and inverse rendering broadly involve vector-valued integrands, we identify the limitations of classical variance reduction methods in this context. To address this, we introduce ratio control variates, an estimator that leverages a ratio-based approach instead of the conventional difference-based control variates. Our analysis and experiments demonstrate that ratio control variables can significantly reduce the mean squared error of vector-valued integration compared to existing methods and are broadly applicable to various rendering and inverse rendering tasks.
方差缩减技术被广泛应用于蒙特卡罗积分的降噪。然而,这些技术通常是在被积函数为标量值的假设下设计的。认识到绘制和逆绘制广泛涉及向量值积分,我们确定了在这种情况下经典方差减少方法的局限性。为了解决这个问题,我们引入了比率控制变量,这是一种利用基于比率的方法而不是传统的基于差异的控制变量的估计器。我们的分析和实验表明,与现有方法相比,比例控制变量可以显著降低向量值积分的均方误差,并且广泛适用于各种渲染和逆渲染任务。
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引用次数: 0
AlignTex: Pixel-Precise Texture Generation from Multi-view Artwork AlignTex:从多视图图稿生成像素精确的纹理
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3731158
Yuqing Zhang, Hao Xu, Yiqian Wu, Sirui Chen, Sirui Lin, Xiang Li, Xifeng Gao, Xiaogang Jin
Current 3D asset creation pipelines typically consist of three stages: creating multi-view concept art, producing 3D meshes based on the artwork, and painting textures for the meshes—an often labor-intensive process. Automated texture generation offers significant acceleration, but prior methods, which fine-tune 2D diffusion models with multi-view input images, often fail to preserve pixel-level details. These methods primarily emphasize semantic and subject consistency, which do not meet the requirements of artwork-guided texture workflows. To address this, we present AlignTex , a novel framework for generating high-quality textures from 3D meshes and multi-view artwork, ensuring both appearance detail and geometric consistency. AlignTex operates in two stages: aligned image generation and texture refinement. The core of our approach, AlignNet , resolves complex misalignments by extracting information from both the artwork and the mesh, generating images compatible with orthographic projection while maintaining geometric and visual fidelity. After projecting aligned images into the texture space, further refinement addresses seams and self-occlusion using an inpainting model and a geometry-aware texture dilation method. Experimental results demonstrate that AlignTex outperforms baseline methods in generation quality and efficiency, offering a practical solution to enhance 3D asset creation in gaming and film production.
当前的3D资产创建流程通常包括三个阶段:创建多视图概念艺术,基于艺术作品制作3D网格,以及为网格绘制纹理-这通常是一个劳动密集型的过程。自动纹理生成提供了显著的加速,但之前的方法,微调2D扩散模型与多视图输入图像,往往不能保持像素级的细节。这些方法主要强调语义和主题的一致性,不符合艺术导向纹理工作流的要求。为了解决这个问题,我们提出了AlignTex,一个从3D网格和多视图艺术作品中生成高质量纹理的新框架,确保外观细节和几何一致性。AlignTex分为两个阶段:对齐图像生成和纹理细化。我们方法的核心,AlignNet,通过从艺术品和网格中提取信息来解决复杂的错位,生成与正射影兼容的图像,同时保持几何和视觉保真度。在将对齐后的图像投影到纹理空间后,进一步细化处理接缝和自遮挡问题,使用的是油漆模型和几何感知的纹理扩张方法。实验结果表明,AlignTex在生成质量和效率方面优于基线方法,为增强游戏和电影制作中的3D资产创建提供了实用的解决方案。
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引用次数: 0
Order Matters: Learning Element Ordering for Graphic Design Generation 顺序问题:学习平面设计生成的元素顺序
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3730858
Bo Yang, Ying Cao
The past few years have witnessed an emergent interest in building generative models for the graphic design domain. For adoption of powerful deep generative models with Transformer-based neural backbones, prior approaches formulate designs as ordered sequences of elements, and simply order the elements in a random or raster manner. We argue that such naive ordering methods are sub-optimal and there is room for improving sample quality through a better choice of order between graphic design elements. In this paper, we seek to explore the space of orderings to find the ordering strategy that optimizes the performance of graphic design generation models. For this, we propose a model, namely G enerative O rder L earner (GOL), which trains an autoregressive generator on design sequences, jointly with an ordering network that sort design elements to maximize the generation quality. With unsupervised training on vector graphic design data, our model is capable of learning a content-adaptive ordering approach, called neural order. Our experiments show that the generator trained with our neural order converges faster, achieving remarkably improved generation quality compared with using alternative ordering baselines. We conduct comprehensive analysis of our learned order to have a deeper understanding of its ordering behaviors. In addition, our learned order can generalize well to diffusion-based generative models and help design generators scale up excellently.
在过去的几年里,人们对平面设计领域的生成模型产生了浓厚的兴趣。为了采用基于transformer的神经主干的强大的深度生成模型,之前的方法将设计作为有序的元素序列,并简单地以随机或栅格的方式对元素进行排序。我们认为,这种幼稚的排序方法是次优的,有空间通过更好地选择图形设计元素之间的顺序来提高样品质量。在本文中,我们试图探索排序空间,以找到优化图形设计生成模型性能的排序策略。为此,我们提出了一个模型,即G生成O阶学习器(GOL),它在设计序列上训练一个自回归生成器,并与一个排序网络一起对设计元素进行排序以最大化生成质量。通过对矢量图形设计数据的无监督训练,我们的模型能够学习一种内容自适应排序方法,称为神经顺序。我们的实验表明,与使用其他排序基线相比,使用我们的神经顺序训练的生成器收敛速度更快,显著提高了生成质量。我们对学习到的order进行了全面的分析,对order的排序行为有了更深入的了解。此外,我们的学习顺序可以很好地推广到基于扩散的生成模型,并帮助设计生成器出色地扩大规模。
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引用次数: 0
Instant Self-Intersection Repair for 3D Meshes 即时自交叉修复3D网格
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3731427
Wonjong Jang, Yucheol Jung, Gyeongmin Lee, Seungyong Lee
Self-intersection repair in static 3D surface meshes presents unique challenges due to the absence of temporal motion and penetration depth information—two critical elements typically leveraged in physics-based approaches. We introduce a novel framework that transforms local contact handling into a global repair strategy through a combination of local signed tangent-point energies and their gradient diffusion. At the heart of our method is a key insight: rather than computing expensive global repulsive potentials, we can effectively approximate long-range interactions by diffusing energy gradients from local contacts throughout the mesh surface. In turn, resolving complex self-intersections reduces to simply propagating local repulsive energies through standard diffusion mechanics and iteratively solving tractable local optimizations. We further accelerate convergence through our momentum-based optimizer, which adaptively regulates momentum based on gradient statistics to prevent overshooting while maintaining rapid intersection repair. The resulting algorithm handles a variety of challenging scenarios, from shallow contacts to deep penetrations, while providing computational efficiency suitable for interactive applications.
由于缺乏时间运动和穿透深度信息,静态3D表面网格中的自相交修复提出了独特的挑战,这两个关键元素通常在基于物理的方法中使用。我们引入了一个新的框架,通过结合局部符号切点能量及其梯度扩散,将局部接触处理转化为全局修复策略。我们的方法的核心是一个关键的见解:而不是计算昂贵的全局排斥势,我们可以有效地近似远程相互作用,通过扩散能量梯度从局部接触到整个网格表面。反过来,解决复杂的自交减少到简单地传播局部排斥能通过标准扩散力学和迭代求解可处理的局部优化。我们通过基于动量的优化器进一步加速收敛,该优化器基于梯度统计自适应调节动量,以防止超调,同时保持快速的交叉修复。由此产生的算法可以处理各种具有挑战性的场景,从浅接触到深穿透,同时提供适合交互式应用的计算效率。
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引用次数: 0
HoLa: B-Rep Generation using a Holistic Latent Representation HoLa:使用整体潜在表示生成B-Rep
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3730842
Yilin Liu, Duoteng Xu, Xingyao Yu, Xiang Xu, Daniel Cohen-Or, Hao Zhang, Hui Huang
We introduce a novel representation for learning and generating Computer-Aided Design (CAD) models in the form of boundary representations (B-Reps). Our representation unifies the continuous geometric properties of B-Rep primitives in different orders (e.g., surfaces and curves) and their discrete topological relations in a holistic latent (HoLa) space. This is based on the simple observation that the topological connection between two surfaces is intrinsically tied to the geometry of their intersecting curve. Such a prior allows us to reformulate topology learning in B-Reps as a geometric reconstruction problem in Euclidean space. Specifically, we eliminate the presence of curves, vertices, and all the topological connections in the latent space by learning to distinguish and derive curve geometries from a pair of surface primitives via a neural intersection network. To this end, our holistic latent space is only defined on surfaces but encodes a full B-Rep model, including the geometry of surfaces, curves, vertices, and their topological relations. Our compact and holistic latent space facilitates the design of a first diffusion-based generator to take on a large variety of inputs including point clouds, single/multi-view images, 2D sketches, and text prompts. Our method significantly reduces ambiguities, redundancies, and incoherences among the generated B-Rep primitives, as well as training complexities inherent in prior multi-step B-Rep learning pipelines, while achieving greatly improved validity rate over current state of the art: 82% vs. ≈50%.
我们以边界表示(b - rep)的形式介绍了一种用于学习和生成计算机辅助设计(CAD)模型的新表示。我们的表述统一了B-Rep基元在不同阶(如曲面和曲线)上的连续几何性质及其在整体潜空间(HoLa)中的离散拓扑关系。这是基于一个简单的观察,即两个表面之间的拓扑连接本质上与它们相交曲线的几何形状有关。这样的先验允许我们将B-Reps中的拓扑学习重新表述为欧几里德空间中的几何重构问题。具体来说,我们通过神经交叉网络学习从一对表面基元中区分和推导曲线几何,从而消除了潜在空间中曲线、顶点和所有拓扑连接的存在。为此,我们的整体潜在空间仅在表面上定义,但编码了完整的B-Rep模型,包括表面,曲线,顶点的几何形状及其拓扑关系。我们紧凑而全面的潜在空间有助于设计第一个基于扩散的生成器,以接受各种输入,包括点云,单/多视图图像,2D草图和文本提示。我们的方法显著减少了生成的B-Rep原语之间的歧义、冗余和不连贯,以及先前多步B-Rep学习管道中固有的训练复杂性,同时大大提高了当前技术状态的有效性:82% vs≈50%。
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引用次数: 0
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ACM Transactions on Graphics
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