首页 > 最新文献

ACM Transactions on Graphics最新文献

英文 中文
Underwater Optical Backscatter Communication using Acousto-Optic Beam Steering 声光光束导向的水下光后向散射通信
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763289
Atul Rohit Agarwal, Dhawal Sirikonda, Atharv Agashe, Ziang Ren, Dinithi Silva-Sassaman, Charles Carver, Alberto Quattrini Li, Xia Zhou, Adithya Pediredla
We present a high-speed underwater optical backscatter communication technique based on acousto-optic light steering. Our approach enables underwater assets to transmit data at rates potentially reaching hundreds of Mbps, vastly outperforming current state-of-the-art optical and underwater backscatter systems, which typically operate at only a few kbps. In our system, a base station illuminates the backscatter device with a pulsed laser and captures the retroreflected signal using an ultrafast photodetector. The backscatter device comprises a retroreflector and a 2 MHz ultrasound transducer. The transducer generates pressure waves that dynamically modulate the refractive index of the surrounding medium, steering the light either toward the photodetector (encoding bit 1) or away from it (encoding bit 0). Using a 3-bit redundancy scheme, our prototype achieves a communication rate of approximately 0.66 Mbps with an energy consumption of ≤ 1 μJ/bit, representing a 60× improvement over prior techniques. We validate its performance through extensive laboratory experiments in which remote underwater assets wirelessly transmit multimedia data to the base station under various environmental conditions.
提出了一种基于声光导向的高速水下光后向散射通信技术。我们的方法使水下资产能够以可能达到数百Mbps的速率传输数据,大大优于当前最先进的光学和水下反向散射系统,后者通常仅运行几kbps。在我们的系统中,一个基站用脉冲激光照亮后向散射装置,并使用超快光电探测器捕获反向反射信号。后向散射装置包括后向反射器和2 MHz超声换能器。换能器产生的压力波动态地调节周围介质的折射率,将光导向光电探测器(编码位1)或远离光电探测器(编码位0)。使用3位冗余方案,我们的原型实现了约0.66 Mbps的通信速率,能耗≤1 μJ/bit,比以前的技术提高了60倍。我们通过广泛的实验室实验验证了其性能,在实验中,远程水下资产在各种环境条件下无线传输多媒体数据到基站。
{"title":"Underwater Optical Backscatter Communication using Acousto-Optic Beam Steering","authors":"Atul Rohit Agarwal, Dhawal Sirikonda, Atharv Agashe, Ziang Ren, Dinithi Silva-Sassaman, Charles Carver, Alberto Quattrini Li, Xia Zhou, Adithya Pediredla","doi":"10.1145/3763289","DOIUrl":"https://doi.org/10.1145/3763289","url":null,"abstract":"We present a high-speed underwater optical backscatter communication technique based on acousto-optic light steering. Our approach enables underwater assets to transmit data at rates potentially reaching hundreds of Mbps, vastly outperforming current state-of-the-art optical and underwater backscatter systems, which typically operate at only a few kbps. In our system, a base station illuminates the backscatter device with a pulsed laser and captures the retroreflected signal using an ultrafast photodetector. The backscatter device comprises a retroreflector and a 2 MHz ultrasound transducer. The transducer generates pressure waves that dynamically modulate the refractive index of the surrounding medium, steering the light either toward the photodetector (encoding <jats:italic toggle=\"yes\">bit</jats:italic> 1) or away from it (encoding <jats:italic toggle=\"yes\">bit</jats:italic> 0). Using a 3-bit redundancy scheme, our prototype achieves a communication rate of approximately 0.66 Mbps with an energy consumption of ≤ 1 μJ/bit, representing a 60× improvement over prior techniques. We validate its performance through extensive laboratory experiments in which remote underwater assets wirelessly transmit multimedia data to the base station under various environmental conditions.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"2 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673716","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Simplifying Textured Triangle Meshes in the Wild 简化野外纹理三角形网格
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763277
Hsueh-Ti Derek Liu, Xiaoting Zhang, Cem Yuksel
This paper introduces a method for simplifying textured surface triangle meshes in the wild while maintaining high visual quality. While previous methods achieve excellent results on manifold meshes by using the quadric error metric, they struggle to produce high-quality outputs for meshes in the wild, which typically contain non-manifold elements and multiple connected components. In this work, we propose a method for simplifying these "wild" textured triangle meshes. We formulate mesh simplification as a problem of decimating simplicial 2-complexes to handle multiple non-manifold mesh components collectively. Building on the success of quadric error simplification, we iteratively collapse 1-simplices (vertex pairs). Our approach employs a modified quadric error that converges to the original quadric error metric for watertight manifold meshes, while significantly improving the results on wild meshes. For textures, instead of following existing strategies to preserve UVs, we adopt a novel perspective which focuses on computing mesh correspondences throughout the decimation, independent of the UV layout. This combination yields a textured mesh simplification system that is capable of handling arbitrary triangle meshes, achieving to high-quality results on wild inputs without sacrificing the excellent performance on clean inputs. Our method guarantees to avoid common problems in textured mesh simplification, including the prevalent problem of texture bleeding. We extensively evaluate our method on multiple datasets, showing improvements over prior techniques through qualitative, quantitative, and user study evaluations.
本文介绍了一种在保持高视觉质量的前提下,简化表面纹理三角形网格的方法。虽然以前的方法通过使用二次误差度量在流形网格上取得了很好的结果,但它们很难在通常包含非流形元素和多个连接组件的野外网格上产生高质量的输出。在这项工作中,我们提出了一种简化这些“野生”纹理三角形网格的方法。我们将网格简化描述为抽取简单的2-复合体来处理多个非流形网格组件的问题。在二次误差简化成功的基础上,我们迭代地折叠1-简单体(顶点对)。我们的方法采用了一种改进的二次误差,它收敛于水密流形网格的原始二次误差度量,同时显著改善了野生网格的结果。对于纹理,我们采用了一种新的视角,而不是遵循现有的策略来保存UV,该视角专注于计算整个抽取过程中的网格对应关系,独立于UV布局。这种组合产生了一个纹理网格简化系统,能够处理任意三角形网格,在不牺牲干净输入的优秀性能的情况下,在野生输入上获得高质量的结果。我们的方法保证避免了纹理网格简化中常见的问题,包括普遍存在的纹理出血问题。我们在多个数据集上广泛评估了我们的方法,通过定性、定量和用户研究评估显示了比先前技术的改进。
{"title":"Simplifying Textured Triangle Meshes in the Wild","authors":"Hsueh-Ti Derek Liu, Xiaoting Zhang, Cem Yuksel","doi":"10.1145/3763277","DOIUrl":"https://doi.org/10.1145/3763277","url":null,"abstract":"This paper introduces a method for simplifying textured surface triangle meshes in the wild while maintaining high visual quality. While previous methods achieve excellent results on <jats:italic toggle=\"yes\">manifold</jats:italic> meshes by using the quadric error metric, they struggle to produce high-quality outputs for meshes in the wild, which typically contain <jats:italic toggle=\"yes\">non-manifold</jats:italic> elements and multiple connected components. In this work, we propose a method for simplifying these \"wild\" textured triangle meshes. We formulate mesh simplification as a problem of decimating <jats:italic toggle=\"yes\">simplicial 2-complexes</jats:italic> to handle multiple non-manifold mesh components collectively. Building on the success of quadric error simplification, we iteratively collapse 1-simplices (vertex pairs). Our approach employs a modified quadric error that converges to the original quadric error metric for watertight manifold meshes, while significantly improving the results on wild meshes. For textures, instead of following existing strategies to preserve UVs, we adopt a novel perspective which focuses on computing mesh correspondences throughout the decimation, independent of the UV layout. This combination yields a textured mesh simplification system that is capable of handling arbitrary triangle meshes, achieving to high-quality results on wild inputs without sacrificing the excellent performance on clean inputs. Our method guarantees to avoid common problems in textured mesh simplification, including the prevalent problem of <jats:italic toggle=\"yes\">texture bleeding.</jats:italic> We extensively evaluate our method on multiple datasets, showing improvements over prior techniques through qualitative, quantitative, and user study evaluations.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"26 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673857","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
G 2 Interpolating Spline with Local Maximum Curvature 具有局部最大曲率的g2插值样条
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763316
Bowen Jiang, Renjie Chen
We introduce a novel class of G 2 continuous splines constructed using an innovative blending method, which guarantees precise interpolation of given control points. These splines are designed to achieve local curvature maxima specifically at these control points and possess compact local support, thereby eliminating the need for global optimization processes. The formulation ensures the splines are free from cusps and self-intersections and, notably, prevents adjacent segments from intersecting—a significant improvement over prior blending-based curve techniques. This framework utilizes quadratic Bézier splines in conjunction with quartic Bézier blending functions. A constructive algorithm is presented that generates these curvature-controlled curves without relying on global optimization. Through parametric adjustments of curvatures, the curve's geometry near control points can be tuned to create features ranging from smooth to sharp, thus broadening the design possibilities. Rigorous mathematical proofs and visual demonstrations validate all claimed properties of the framework.
我们引入了一种新型的g2连续样条,它使用一种创新的混合方法构造,保证了给定控制点的精确插值。这些样条被设计为在这些控制点上实现局部曲率最大值,并具有紧凑的局部支持,从而消除了对全局优化过程的需要。该公式确保样条曲线没有顶点和自交,值得注意的是,它可以防止相邻的部分相交,这是对先前基于混合的曲线技术的重大改进。该框架利用二次bsamzier样条结合四次bsamzier混合函数。提出了一种不依赖全局优化的构造算法来生成这些曲率控制曲线。通过曲率的参数调整,曲线的几何形状附近的控制点可以调整,以创建从平滑到尖锐的特征,从而扩大了设计的可能性。严格的数学证明和可视化演示验证了框架的所有属性。
{"title":"G 2 Interpolating Spline with Local Maximum Curvature","authors":"Bowen Jiang, Renjie Chen","doi":"10.1145/3763316","DOIUrl":"https://doi.org/10.1145/3763316","url":null,"abstract":"We introduce a novel class of <jats:italic toggle=\"yes\">G</jats:italic> <jats:sup>2</jats:sup> continuous splines constructed using an innovative blending method, which guarantees precise interpolation of given control points. These splines are designed to achieve local curvature maxima specifically at these control points and possess compact local support, thereby eliminating the need for global optimization processes. The formulation ensures the splines are free from cusps and self-intersections and, notably, prevents adjacent segments from intersecting—a significant improvement over prior blending-based curve techniques. This framework utilizes quadratic Bézier splines in conjunction with quartic Bézier blending functions. A constructive algorithm is presented that generates these curvature-controlled curves without relying on global optimization. Through parametric adjustments of curvatures, the curve's geometry near control points can be tuned to create features ranging from smooth to sharp, thus broadening the design possibilities. Rigorous mathematical proofs and visual demonstrations validate all claimed properties of the framework.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"1 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673932","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Snapping Deployable Toroids for Modular Gridshells 为模块化网格壳捕获可展开的环面
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763808
Felix Dellinger, Martin Kilian, Munkyun Lee, Christian Müller, Georg Nawratil, Tomohiro Tachi, Kiumars Sharifmoghaddam
We introduce a novel class of polyhedral tori (PQ-toroids) that snap between two stable configurations - a flat state and a deployed one separated by an energy barrier. Being able to create PQ-toroids from any set of given planar bottom and side faces opens the possibility to assemble the bistable blocks into a thick freeform curved shell structure to follow a planar quadrilateral (PQ) net with coplanar adjacent offset directions. A design pipeline is developed and presented for inversely computing PQ-toroid modules using conjugate net decompositions of a given surface. We analyze the snapping behavior and energy barriers through simulation and build physical prototypes to validate the feasibility of the proposed system. This work expands the geometric design space of multistable origami for lightweight modular structures and offers practical applications in architectural and deployable systems.
我们引入了一类新的多面体环面(pq -环面),它在两种稳定的构型之间旋转——一种是平面态,另一种是被能量势垒隔开的展开态。能够从任何给定的平面底部和侧面创建PQ-环面,打开了将双稳态块组装成厚自由曲面壳结构的可能性,以遵循具有共面相邻偏移方向的平面四边形(PQ)网。提出了一种利用给定曲面的共轭网分解反计算pq -环面模的设计流程。我们通过仿真分析了该系统的断裂行为和能量障碍,并建立了物理原型来验证该系统的可行性。这项工作为轻型模块化结构扩展了多稳态折纸的几何设计空间,并在建筑和可部署系统中提供了实际应用。
{"title":"Snapping Deployable Toroids for Modular Gridshells","authors":"Felix Dellinger, Martin Kilian, Munkyun Lee, Christian Müller, Georg Nawratil, Tomohiro Tachi, Kiumars Sharifmoghaddam","doi":"10.1145/3763808","DOIUrl":"https://doi.org/10.1145/3763808","url":null,"abstract":"We introduce a novel class of polyhedral tori (PQ-toroids) that snap between two stable configurations - a flat state and a deployed one separated by an energy barrier. Being able to create PQ-toroids from any set of given planar bottom and side faces opens the possibility to assemble the bistable blocks into a thick freeform curved shell structure to follow a planar quadrilateral (PQ) net with coplanar adjacent offset directions. A design pipeline is developed and presented for inversely computing PQ-toroid modules using conjugate net decompositions of a given surface. We analyze the snapping behavior and energy barriers through simulation and build physical prototypes to validate the feasibility of the proposed system. This work expands the geometric design space of multistable origami for lightweight modular structures and offers practical applications in architectural and deployable systems.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"155 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673723","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Numerical Homogenization of Sand from Grain-level Simulations 基于颗粒级模拟的砂土数值均匀化
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763344
Yi-Lu Chen, Mickaël Ly, Chris Wojtan
The realistic simulation of sand, soil, powders, rubble piles, and large collections of rigid bodies is a common and important problem in the fields of computer graphics, computational physics, and engineering. Direct simulation of these individual bodies quickly becomes expensive, so we often approximate the entire group as a continuum material that can be more easily computed using tools for solving partial differential equations, like the material point method (MPM). In this paper, we present a method for automatically extracting continuum material properties from a collection of rigid bodies. We use numerical homogenization with periodic boundary conditions to simulate an effectively infinite number of rigid bodies in contact. We then record the effective stress-strain relationships from these simulations and convert them into elastic properties and yield criteria for the continuum simulations. Our experiments validate existing theoretical models like the Mohr-Coulomb yield surface by extracting material behaviors from a collection of spheres in contact. We further generalize these existing models to more exotic materials derived from diverse and non-convex shapes. We observe complicated jamming behaviors from non-convex grains, and we introduce a new material model for materials with extremely high levels of internal friction and cohesion. We simulate these new continuum models using MPM with an improved return mapping technique. The end result is a complete system for turning an input rigid body simulation into an efficient continuum simulation with the same effective mechanical properties.
在计算机图形学、计算物理和工程领域,对砂、土、粉末、碎石桩和大量刚体的逼真模拟是一个常见而重要的问题。对这些单个体的直接模拟很快变得昂贵,因此我们通常将整个群体近似为连续体材料,使用求解偏微分方程的工具(如物质点法(MPM))可以更容易地计算。本文提出了一种从刚体集合中自动提取连续介质材料特性的方法。我们采用具有周期边界条件的数值均匀化方法来模拟无限数量的接触刚体。然后,我们从这些模拟中记录有效的应力-应变关系,并将其转换为连续体模拟的弹性特性和屈服准则。我们的实验通过从接触的球体集合中提取材料行为来验证现有的理论模型,如莫尔-库仑屈服面。我们进一步将这些现有的模型推广到更多来自不同和非凸形状的奇异材料。我们观察到非凸颗粒的复杂干扰行为,并为具有极高内摩擦和粘聚水平的材料引入了一种新的材料模型。我们使用MPM和改进的回归映射技术来模拟这些新的连续体模型。最终的结果是一个完整的系统,将输入刚体模拟转化为具有相同有效力学性能的有效连续体模拟。
{"title":"Numerical Homogenization of Sand from Grain-level Simulations","authors":"Yi-Lu Chen, Mickaël Ly, Chris Wojtan","doi":"10.1145/3763344","DOIUrl":"https://doi.org/10.1145/3763344","url":null,"abstract":"The realistic simulation of sand, soil, powders, rubble piles, and large collections of rigid bodies is a common and important problem in the fields of computer graphics, computational physics, and engineering. Direct simulation of these individual bodies quickly becomes expensive, so we often approximate the entire group as a continuum material that can be more easily computed using tools for solving partial differential equations, like the material point method (MPM). In this paper, we present a method for automatically extracting continuum material properties from a collection of rigid bodies. We use numerical homogenization with periodic boundary conditions to simulate an effectively infinite number of rigid bodies in contact. We then record the effective stress-strain relationships from these simulations and convert them into elastic properties and yield criteria for the continuum simulations. Our experiments validate existing theoretical models like the Mohr-Coulomb yield surface by extracting material behaviors from a collection of spheres in contact. We further generalize these existing models to more exotic materials derived from diverse and non-convex shapes. We observe complicated jamming behaviors from non-convex grains, and we introduce a new material model for materials with extremely high levels of internal friction and cohesion. We simulate these new continuum models using MPM with an improved return mapping technique. The end result is a complete system for turning an input rigid body simulation into an efficient continuum simulation with the same effective mechanical properties.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"31 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673769","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Fast Galerkin Multigrid Method for Unstructured Meshes 非结构化网格的快速Galerkin多重网格法
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763327
Jia-Ming Lu, Tailing Yuan, Zhe-Han Mo, Shi-Min Hu
We present a novel multigrid solver framework that significantly advances the efficiency of physical simulation for unstructured meshes. While multi-grid methods theoretically offer linear scaling, their practical implementation for deformable body simulations faces substantial challenges, particularly on GPUs. Our framework achieves up to 6.9× speedup over traditional methods through an innovative combination of matrix-free vertex block Jacobi smoothing with a Full Approximation Scheme (FAS), enabling both piecewise constant and linear Galerkin formulations without the computational burden of dense coarse matrices. Our approach demonstrates superior performance across varying mesh resolutions and material stiffness values, maintaining consistent convergence even under extreme deformations and challenging initial configurations. Comprehensive evaluations against state-of-the-art methods confirm our approach achieves lower simulation error with reduced computational cost, enabling simulation of tetrahedral meshes with over one million vertices at approximately one frame per second on modern GPUs.
我们提出了一种新的多网格求解器框架,显著提高了非结构化网格物理模拟的效率。虽然多网格方法在理论上提供线性缩放,但它们在可变形身体模拟中的实际实现面临着巨大的挑战,特别是在gpu上。我们的框架通过将无矩阵顶点块雅可比平滑与全近似方案(FAS)的创新组合,实现了比传统方法高达6.9倍的加速,实现了分段常数和线性伽辽金公式,而无需密集粗矩阵的计算负担。我们的方法在不同的网格分辨率和材料刚度值上表现出卓越的性能,即使在极端变形和具有挑战性的初始配置下也能保持一致的收敛性。对最先进方法的综合评估证实,我们的方法实现了更低的模拟误差和更低的计算成本,能够在现代gpu上以大约每秒一帧的速度模拟超过一百万个顶点的四面体网格。
{"title":"Fast Galerkin Multigrid Method for Unstructured Meshes","authors":"Jia-Ming Lu, Tailing Yuan, Zhe-Han Mo, Shi-Min Hu","doi":"10.1145/3763327","DOIUrl":"https://doi.org/10.1145/3763327","url":null,"abstract":"We present a novel multigrid solver framework that significantly advances the efficiency of physical simulation for unstructured meshes. While multi-grid methods theoretically offer linear scaling, their practical implementation for deformable body simulations faces substantial challenges, particularly on GPUs. Our framework achieves up to 6.9× speedup over traditional methods through an innovative combination of matrix-free vertex block Jacobi smoothing with a Full Approximation Scheme (FAS), enabling both piecewise constant and linear Galerkin formulations without the computational burden of dense coarse matrices. Our approach demonstrates superior performance across varying mesh resolutions and material stiffness values, maintaining consistent convergence even under extreme deformations and challenging initial configurations. Comprehensive evaluations against state-of-the-art methods confirm our approach achieves lower simulation error with reduced computational cost, enabling simulation of tetrahedral meshes with over one million vertices at approximately one frame per second on modern GPUs.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"203 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673717","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
BrepGPT: Autoregressive B-rep Generation with Voronoi Half-Patch BrepGPT:基于Voronoi半补丁的自回归B-rep生成
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763323
Pu Li, Wenhao Zhang, Weize Quan, Biao Zhang, Peter Wonka, Dongming Yan
Boundary representation (B-rep) is the de facto standard for CAD model representation in modern industrial design. The intricate coupling between geometric and topological elements in B-rep structures has forced existing generative methods to rely on cascaded multi-stage networks, resulting in error accumulation and computational inefficiency. We present BrepGPT, a single-stage autoregressive framework for B-rep generation. Our key innovation lies in the Voronoi Half-Patch (VHP) representation, which decomposes B-reps into unified local units by assigning geometry to nearest half-edges and sampling their next pointers. Unlike hierarchical representations that require multiple distinct encodings for different structural levels, our VHP representation facilitates unifying geometric attributes and topological relations in a single, coherent format. We further leverage dual VQ-VAEs to encode both vertex topology and Voronoi Half-Patches into vertex-based tokens, achieving a more compact sequential encoding. A decoder-only Transformer is then trained to autoregressively predict these tokens, which are subsequently mapped to vertex-based features and decoded into complete B-rep models. Experiments demonstrate that BrepGPT achieves state-of-the-art performance in unconditional B-rep generation. The framework also exhibits versatility in various applications, including conditional generation from category labels, point clouds, text descriptions, and images, as well as B-rep autocompletion and interpolation.
边界表示(B-rep)是现代工业设计中CAD模型表示的事实上的标准。B-rep结构中几何元素和拓扑元素之间的复杂耦合迫使现有的生成方法依赖于级联多阶段网络,导致误差累积和计算效率低下。我们提出了BrepGPT,一个用于B-rep生成的单阶段自回归框架。我们的关键创新在于Voronoi Half-Patch (VHP)表示,它将b -表示分解为统一的局部单位,通过将几何形状分配给最近的半边并采样它们的下一个指针。与需要对不同结构级别使用多种不同编码的分层表示不同,我们的VHP表示有助于将几何属性和拓扑关系统一为单一的、连贯的格式。我们进一步利用双VQ-VAEs将顶点拓扑和Voronoi半补丁编码为基于顶点的令牌,从而实现更紧凑的顺序编码。然后训练仅解码器的Transformer自动回归地预测这些标记,这些标记随后被映射到基于顶点的特征并解码为完整的B-rep模型。实验表明,BrepGPT在无条件B-rep生成中达到了最先进的性能。该框架还在各种应用中展示了多功能性,包括从类别标签、点云、文本描述和图像中条件生成,以及B-rep自动补全和插值。
{"title":"BrepGPT: Autoregressive B-rep Generation with Voronoi Half-Patch","authors":"Pu Li, Wenhao Zhang, Weize Quan, Biao Zhang, Peter Wonka, Dongming Yan","doi":"10.1145/3763323","DOIUrl":"https://doi.org/10.1145/3763323","url":null,"abstract":"Boundary representation (B-rep) is the de facto standard for CAD model representation in modern industrial design. The intricate coupling between geometric and topological elements in B-rep structures has forced existing generative methods to rely on cascaded multi-stage networks, resulting in error accumulation and computational inefficiency. We present BrepGPT, a single-stage autoregressive framework for B-rep generation. Our key innovation lies in the Voronoi Half-Patch (VHP) representation, which decomposes B-reps into unified local units by assigning geometry to nearest half-edges and sampling their next pointers. Unlike hierarchical representations that require multiple distinct encodings for different structural levels, our VHP representation facilitates unifying geometric attributes and topological relations in a single, coherent format. We further leverage dual VQ-VAEs to encode both vertex topology and Voronoi Half-Patches into vertex-based tokens, achieving a more compact sequential encoding. A decoder-only Transformer is then trained to autoregressively predict these tokens, which are subsequently mapped to vertex-based features and decoded into complete B-rep models. Experiments demonstrate that BrepGPT achieves state-of-the-art performance in unconditional B-rep generation. The framework also exhibits versatility in various applications, including conditional generation from category labels, point clouds, text descriptions, and images, as well as B-rep autocompletion and interpolation.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"101 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673720","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Fovea Stacking: Imaging with Dynamic Localized Aberration Correction 中央凹叠加:动态局部像差校正成像
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763278
Shi Mao, Yogeshwar Nath Mishra, Wolfgang Heidrich
The desire for cameras with smaller form factors has recently led to a push for exploring computational imaging systems with reduced optical complexity such as a smaller number of lens elements. Unfortunately such simplified optical systems usually suffer from severe aberrations, especially in off-axis regions, which can be difficult to correct purely in software. In this paper we introduce Fovea Stacking, a new type of imaging system that utilizes an emerging dynamic optical component called the deformable phase plate (DPP) for localized aberration correction anywhere on the image sensor. By optimizing DPP deformations through a differentiable optical model, off-axis aberrations are corrected locally, producing a foveated image with enhanced sharpness at the fixation point - analogous to the eye's fovea. Stacking multiple such foveated images, each with a different fixation point, yields a composite image free from aberrations. To efficiently cover the entire field of view, we propose joint optimization of DPP deformations under imaging budget constraints. Due to the DPP device's non-linear behavior, we introduce a neural network-based control model for improved agreement between simulation and hardware performance. We further demonstrated that for extended depth-of-field imaging, Fovea Stacking outperforms traditional focus stacking in image quality. By integrating object detection or eye-tracking, the system can dynamically adjust the lens to track the object of interest-enabling real-time foveated video suitable for downstream applications such as surveillance or foveated virtual reality displays.
对更小尺寸相机的渴望最近推动了对光学复杂性降低的计算成像系统的探索,比如镜头元件的数量更少。不幸的是,这种简化的光学系统通常遭受严重的像差,特别是在离轴区域,这可能很难在纯粹的软件中纠正。在本文中,我们介绍了Fovea堆叠,这是一种新型的成像系统,它利用一种新兴的动态光学元件,称为可变形相位板(DPP),在图像传感器的任何地方进行局部像差校正。通过可微光学模型优化DPP变形,局部校正离轴像差,在注视点(类似于眼睛的中央窝)产生具有增强清晰度的注视点图像。叠加多个这样的注视点图像,每个都有不同的注视点,产生一个没有像差的合成图像。为了有效地覆盖整个视场,我们提出了在成像预算约束下DPP变形的联合优化。由于DPP设备的非线性行为,我们引入了一个基于神经网络的控制模型,以提高仿真和硬件性能之间的一致性。我们进一步证明,对于扩展景深成像,中央凹点叠加在图像质量上优于传统的焦点叠加。通过集成物体检测或眼球追踪,系统可以动态调整镜头来跟踪感兴趣的物体,从而实现实时注视点视频,适用于监控或注视点虚拟现实显示等下游应用。
{"title":"Fovea Stacking: Imaging with Dynamic Localized Aberration Correction","authors":"Shi Mao, Yogeshwar Nath Mishra, Wolfgang Heidrich","doi":"10.1145/3763278","DOIUrl":"https://doi.org/10.1145/3763278","url":null,"abstract":"The desire for cameras with smaller form factors has recently led to a push for exploring computational imaging systems with reduced optical complexity such as a smaller number of lens elements. Unfortunately such simplified optical systems usually suffer from severe aberrations, especially in off-axis regions, which can be difficult to correct purely in software. In this paper we introduce Fovea Stacking, a new type of imaging system that utilizes an emerging dynamic optical component called the deformable phase plate (DPP) for localized aberration correction anywhere on the image sensor. By optimizing DPP deformations through a differentiable optical model, off-axis aberrations are corrected locally, producing a foveated image with enhanced sharpness at the fixation point - analogous to the eye's fovea. Stacking multiple such foveated images, each with a different fixation point, yields a composite image free from aberrations. To efficiently cover the entire field of view, we propose joint optimization of DPP deformations under imaging budget constraints. Due to the DPP device's non-linear behavior, we introduce a neural network-based control model for improved agreement between simulation and hardware performance. We further demonstrated that for extended depth-of-field imaging, Fovea Stacking outperforms traditional focus stacking in image quality. By integrating object detection or eye-tracking, the system can dynamically adjust the lens to track the object of interest-enabling real-time foveated video suitable for downstream applications such as surveillance or foveated virtual reality displays.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"1 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673867","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
JumpingGS: Level-jump 3D Gaussian Representation for Delicate Textures in Aerial Large-scale Scene Rendering JumpingGS:在空中大规模场景渲染中精细纹理的水平跳跃3D高斯表示
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763347
Jiongming Qin, Kaixuan Zhou, Yu Jiang, Huizhi Zhu, Fei Luo, Chunxia Xiao
Existing 3D Gaussian (3DGS) based methods tend to produce blurriness and artifacts on delicate textures (small objects and high-frequency textures) in aerial large-scale scenes. The reason is that the delicate textures usually occupy a relatively small number of pixels, and the accumulated gradients from loss function are difficult to promote the splitting of 3DGS. To minimize the rendering error, the model will use a small number of large Gaussians to cover these details, resulting in blurriness and artifacts. To solve the above problem, we propose a novel hierarchical Gaussian: JumpingGS. JumpingGS assigns different levels to Gaussians to establish a hierarchical representation. Low-level Gaussians are responsible for the coarse appearance, while high-level Gaussians are responsible for the details. First, we design a splitting strategy that allows low-level Gaussians to skip intermediate levels and directly split the appropriate high-level Gaussians for delicate textures. This level-jump splitting ensures that the weak gradients of delicate textures can always activate a higher level instead of being ignored by the intermediate levels. Second, JumpingGS reduces the gradient and opacity thresholds for density control according to the representation levels, which improves the sensitivity of high-level Gaussians to delicate textures. Third, we design a novel training strategy to detect training views in hard-to-observe regions, and train the model multiple times on these views to alleviate underfitting. Experiments on aerial large-scale scenes demonstrate that JumpingGS outperforms existing 3DGS-based methods, accurately and efficiently recovering delicate textures in large scenes.
现有的基于3D高斯(3DGS)的方法在航空大尺度场景中容易对精细纹理(小物体和高频纹理)产生模糊和伪影。原因是精致的纹理通常占用相对较少的像素,损失函数累积的梯度难以促进3DGS的分裂。为了最小化渲染误差,模型将使用少量的大高斯函数来覆盖这些细节,从而导致模糊和伪影。为了解决上述问题,我们提出了一种新的分层高斯:跳跃高斯。JumpingGS将不同的层次分配给高斯函数以建立层次表示。低级高斯函数负责粗糙的外观,而高级高斯函数负责细节。首先,我们设计了一种分裂策略,允许低水平的高斯函数跳过中间水平,并直接为精细纹理分裂适当的高水平高斯函数。这种关卡跳转分割确保精细纹理的弱梯度总是能够激活更高的关卡,而不是被中间关卡所忽略。其次,JumpingGS根据表示级别降低了密度控制的梯度和不透明度阈值,提高了高阶高斯函数对精细纹理的灵敏度。第三,我们设计了一种新的训练策略来检测难以观察区域的训练视图,并在这些视图上多次训练模型以减轻欠拟合。在航空大场景下的实验表明,JumpingGS能够准确、高效地恢复大场景下的精细纹理,优于现有的基于3dgs的方法。
{"title":"JumpingGS: Level-jump 3D Gaussian Representation for Delicate Textures in Aerial Large-scale Scene Rendering","authors":"Jiongming Qin, Kaixuan Zhou, Yu Jiang, Huizhi Zhu, Fei Luo, Chunxia Xiao","doi":"10.1145/3763347","DOIUrl":"https://doi.org/10.1145/3763347","url":null,"abstract":"Existing 3D Gaussian (3DGS) based methods tend to produce blurriness and artifacts on delicate textures (small objects and high-frequency textures) in aerial large-scale scenes. The reason is that the delicate textures usually occupy a relatively small number of pixels, and the accumulated gradients from loss function are difficult to promote the splitting of 3DGS. To minimize the rendering error, the model will use a small number of large Gaussians to cover these details, resulting in blurriness and artifacts. To solve the above problem, we propose a novel hierarchical Gaussian: JumpingGS. JumpingGS assigns different levels to Gaussians to establish a hierarchical representation. Low-level Gaussians are responsible for the coarse appearance, while high-level Gaussians are responsible for the details. First, we design a splitting strategy that allows low-level Gaussians to skip intermediate levels and directly split the appropriate high-level Gaussians for delicate textures. This level-jump splitting ensures that the weak gradients of delicate textures can always activate a higher level instead of being ignored by the intermediate levels. Second, JumpingGS reduces the gradient and opacity thresholds for density control according to the representation levels, which improves the sensitivity of high-level Gaussians to delicate textures. Third, we design a novel training strategy to detect training views in hard-to-observe regions, and train the model multiple times on these views to alleviate underfitting. Experiments on aerial large-scale scenes demonstrate that JumpingGS outperforms existing 3DGS-based methods, accurately and efficiently recovering delicate textures in large scenes.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"125 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673924","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Neural Octahedral Field: Octahedral Prior for Simultaneous Smoothing and Sharp Edge Regularization 神经八面体场:同时平滑和锐边正则化的八面体先验
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763362
Ruichen Zheng, Tao Yu, Ruizhen Hu
Neural implicit representation, the parameterization of a continuous distance function as a Multi-Layer Perceptron (MLP), has emerged as a promising lead in tackling surface reconstruction from unoriented point clouds. In the presence of noise, however, its lack of explicit neighborhood connectivity makes sharp edges identification particularly challenging, hence preventing the separation of smoothing and sharpening operations, as is achievable with its discrete counterparts. In this work, we propose to tackle this challenge with an auxiliary field, the octahedral field. We observe that both smoothness and sharp features in the distance field can be equivalently described by the smoothness in octahedral space. Therefore, by aligning and smoothing an octahedral field alongside the implicit geometry, our method behaves analogously to bilateral filtering, resulting in a smooth reconstruction while preserving sharp edges. Despite being operated purely pointwise, our method outperforms various traditional and neural implicit fitting approaches across extensive experiments, and is very competitive with methods that require normals and data priors. Code and data of our work are available at: https://github.com/Ankbzpx/frame-field.
神经隐式表示,连续距离函数的参数化作为多层感知器(MLP),已经成为解决无方向点云表面重建的一个有希望的领导。然而,在存在噪声的情况下,它缺乏明确的邻域连通性,使得尖锐边缘的识别特别具有挑战性,因此阻止了平滑和锐化操作的分离,正如离散对应的那样可以实现。在这项工作中,我们建议用一个辅助场,八面体场来解决这个挑战。我们观察到距离场的平滑性和尖锐性都可以用八面体空间的平滑性来等价地描述。因此,通过对齐和平滑八面体场与隐式几何,我们的方法的行为类似于双边滤波,导致平滑重建,同时保留尖锐的边缘。尽管是纯逐点操作,但我们的方法在广泛的实验中优于各种传统和神经隐式拟合方法,并且与需要正态线和数据先验的方法相比非常有竞争力。我们工作的代码和数据可在:https://github.com/Ankbzpx/frame-field。
{"title":"Neural Octahedral Field: Octahedral Prior for Simultaneous Smoothing and Sharp Edge Regularization","authors":"Ruichen Zheng, Tao Yu, Ruizhen Hu","doi":"10.1145/3763362","DOIUrl":"https://doi.org/10.1145/3763362","url":null,"abstract":"Neural implicit representation, the parameterization of a continuous distance function as a Multi-Layer Perceptron (MLP), has emerged as a promising lead in tackling surface reconstruction from unoriented point clouds. In the presence of noise, however, its lack of explicit neighborhood connectivity makes sharp edges identification particularly challenging, hence preventing the separation of smoothing and sharpening operations, as is achievable with its discrete counterparts. In this work, we propose to tackle this challenge with an auxiliary field, the <jats:italic toggle=\"yes\">octahedral field.</jats:italic> We observe that both smoothness and sharp features in the distance field can be equivalently described by the smoothness in octahedral space. Therefore, by aligning and smoothing an octahedral field alongside the implicit geometry, our method behaves analogously to bilateral filtering, resulting in a smooth reconstruction while preserving sharp edges. Despite being operated purely pointwise, our method outperforms various traditional and neural implicit fitting approaches across extensive experiments, and is very competitive with methods that require normals and data priors. Code and data of our work are available at: https://github.com/Ankbzpx/frame-field.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"26 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673928","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
ACM Transactions on Graphics
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1