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.
{"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}
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.
{"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}
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.
{"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}
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.
{"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}
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.
{"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}
Jeremy Chew, Michal Piovarci, Kangrui Xue, Doug James, Bernd Bickel
We present a framework to optimize and generate Acoustic Reliefs : acoustic diffusers that not only perform well acoustically in scattering sound uniformly in all directions, but are also visually interesting and can approximate user-provided images. To this end, we develop a differentiable acoustics simulator based on the boundary element method, and integrate it with a differentiable renderer coupled with a vision model to jointly optimize for acoustics, appearance, and fabrication constraints at the same time. We generate various examples and fabricate two room-scale reliefs. The result is a validated simulation and optimization scheme for generating acoustic reliefs whose appearances can be guided by a provided image.
{"title":"Acoustic Reliefs","authors":"Jeremy Chew, Michal Piovarci, Kangrui Xue, Doug James, Bernd Bickel","doi":"10.1145/3763287","DOIUrl":"https://doi.org/10.1145/3763287","url":null,"abstract":"We present a framework to optimize and generate <jats:italic toggle=\"yes\">Acoustic Reliefs</jats:italic> : acoustic diffusers that not only perform well acoustically in scattering sound uniformly in all directions, but are also visually interesting and can approximate user-provided images. To this end, we develop a differentiable acoustics simulator based on the boundary element method, and integrate it with a differentiable renderer coupled with a vision model to jointly optimize for acoustics, appearance, and fabrication constraints at the same time. We generate various examples and fabricate two room-scale reliefs. The result is a validated simulation and optimization scheme for generating acoustic reliefs whose appearances can be guided by a provided image.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"128 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673861","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}
Abdalla G. M. Ahmed, Matt Pharr, Victor Ostromoukhov, Hui Huang
Low-discrepancy sequences have seen widespread adoption in computer graphics thanks to the superior rates of convergence that they provide. Because rendering integrals often are comprised of products of lower-dimensional integrals, recent work has focused on developing sequences that are also well-distributed in lower-dimensional projections. To this end, we introduce a novel construction of binary-based (0, 4)-sequences; that is, progressive fully multi-stratified sequences of 4D points, and extend the idea to higher power-of-two dimensions. We further show that not only it is possible to nest lower-dimensional sequences in higher-dimensional ones—for example, embedding a (0, 2)-sequence within our (0, 4)-sequence—but that we can ensemble two (0, 2)-sequences into a (0, 4)-sequence, four (0, 4)-sequences into a (0,16)-sequence, and so on. Such sequences can provide excellent rates of convergence when integrals include lower-dimensional integration problems in 2, 4, 16,... dimensions. Our construction is based on using 2×2 block matrices as symbols to construct larger matrices that potentially generate a sequence with the target (0, s )-sequence in base s property. We describe how to search for suitable alphabets and identify two distinct, cross-related alphabets of block symbols, which we call s and z , hence SZ for the resulting family of sequences. Given the alphabets, we construct candidate generator matrices and search for valid sets of matrices. We then infer a simple recurrence formula to construct full-resolution (64-bit) matrices. Because our generator matrices are binary, they allow highly-efficient implementation using bitwise operations and can be used as a drop-in replacement for Sobol matrices in existing applications. We compare SZ sequences to state-of-the-art low discrepancy sequences, and demonstrate mean relative squared error improvements up to 1.93× in common rendering applications.
{"title":"SZ Sequences: Binary-Based (0, 2 q )-Sequences","authors":"Abdalla G. M. Ahmed, Matt Pharr, Victor Ostromoukhov, Hui Huang","doi":"10.1145/3763272","DOIUrl":"https://doi.org/10.1145/3763272","url":null,"abstract":"Low-discrepancy sequences have seen widespread adoption in computer graphics thanks to the superior rates of convergence that they provide. Because rendering integrals often are comprised of products of lower-dimensional integrals, recent work has focused on developing sequences that are also well-distributed in lower-dimensional projections. To this end, we introduce a novel construction of binary-based (0, 4)-sequences; that is, progressive fully multi-stratified sequences of 4D points, and extend the idea to higher power-of-two dimensions. We further show that not only it is possible to nest lower-dimensional sequences in higher-dimensional ones—for example, embedding a (0, 2)-sequence within our (0, 4)-sequence—but that we can ensemble two (0, 2)-sequences into a (0, 4)-sequence, four (0, 4)-sequences into a (0,16)-sequence, and so on. Such sequences can provide excellent rates of convergence when integrals include lower-dimensional integration problems in 2, 4, 16,... dimensions. Our construction is based on using 2×2 block matrices as symbols to construct larger matrices that potentially generate a sequence with the target (0, <jats:italic toggle=\"yes\">s</jats:italic> )-sequence in base <jats:italic toggle=\"yes\">s</jats:italic> property. We describe how to search for suitable alphabets and identify two distinct, cross-related alphabets of block symbols, which we call <jats:italic toggle=\"yes\">s</jats:italic> and <jats:italic toggle=\"yes\">z</jats:italic> , hence <jats:italic toggle=\"yes\">SZ</jats:italic> for the resulting family of sequences. Given the alphabets, we construct candidate generator matrices and search for valid sets of matrices. We then infer a simple recurrence formula to construct full-resolution (64-bit) matrices. Because our generator matrices are binary, they allow highly-efficient implementation using bitwise operations and can be used as a drop-in replacement for Sobol matrices in existing applications. We compare SZ sequences to state-of-the-art low discrepancy sequences, and demonstrate mean relative squared error improvements up to 1.93× in common rendering applications.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"33 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673862","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}
Gradient-domain rendering estimates image-space gradients using correlated sampling, which can be combined with color information to reconstruct smoother and less noisy images. While simple ℒ 2 reconstruction is unbiased, it often leads to visible artifacts. In contrast, most recent reconstruction methods based on learned or handcrafted techniques improve visual quality but introduce bias, leaving the development of practically unbiased reconstruction approaches relatively underexplored. In this work, we propose a generalized framework for unbiased reconstruction in gradient-domain rendering. We first derive the unbiasedness condition under a general formulation that linearly combines pixel colors and gradients. Based on this unbiasedness condition, we design a practical algorithm 1 that minimizes image variance while strictly satisfying unbiasedness. Experimental results demonstrate that our method not only guarantees unbiasedness but also achieves superior quality compared to existing unbiased and slightly biased reconstruction methods.
{"title":"Generalized Unbiased Reconstruction for Gradient-Domain Rendering","authors":"Difei Yan, Zengyu Li, Lifan Wu, Kun Xu","doi":"10.1145/3763297","DOIUrl":"https://doi.org/10.1145/3763297","url":null,"abstract":"Gradient-domain rendering estimates image-space gradients using correlated sampling, which can be combined with color information to reconstruct smoother and less noisy images. While simple ℒ <jats:sub>2</jats:sub> reconstruction is unbiased, it often leads to visible artifacts. In contrast, most recent reconstruction methods based on learned or handcrafted techniques improve visual quality but introduce bias, leaving the development of practically unbiased reconstruction approaches relatively underexplored. In this work, we propose a generalized framework for unbiased reconstruction in gradient-domain rendering. We first derive the unbiasedness condition under a general formulation that linearly combines pixel colors and gradients. Based on this unbiasedness condition, we design a practical algorithm <jats:sup>1</jats:sup> that minimizes image variance while strictly satisfying unbiasedness. Experimental results demonstrate that our method not only guarantees unbiasedness but also achieves superior quality compared to existing unbiased and slightly biased reconstruction methods.","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":"145673868","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}
Pengfei Wang, Qiujie Dong, Fangtian Liang, Hao Pan, Lei Yang, Congyi Zhang, Guying Lin, Caiming Zhang, Yuanfeng Zhou, Changhe Tu, Shiqing Xin, Alla Sheffer, Xin Li, Wenping Wang
Neural implicit shape representation has drawn significant attention in recent years due to its smoothness, differentiability, and topological flexibility. However, directly modeling the shape of a neural implicit surface, especially as the zero-level set of a neural signed distance function (SDF), with sparse geometric control is still a challenging task. Sparse input shape control typically includes 3D curve networks or, more generally, 3D curve sketches, which are unstructured and cannot be connected to form a curve network, and therefore more difficult to deal with. While 3D curve networks or curve sketches provide intuitive shape control, their sparsity and varied topology pose challenges in generating high-quality surfaces to meet such curve constraints. In this paper, we propose NeuVAS, a variational approach to shape modeling using neural implicit surfaces constrained under sparse input shape control, including unstructured 3D curve sketches as well as connected 3D curve networks. Specifically, we introduce a smoothness term based on a functional of surface curvatures to minimize shape variation of the zero-level set surface of a neural SDF. We also develop a new technique to faithfully model G0 sharp feature curves as specified in the input curve sketches. Comprehensive comparisons with the state-of-the-art methods demonstrate the significant advantages of our method.
{"title":"NeuVAS: Neural Implicit Surfaces for Variational Shape Modeling","authors":"Pengfei Wang, Qiujie Dong, Fangtian Liang, Hao Pan, Lei Yang, Congyi Zhang, Guying Lin, Caiming Zhang, Yuanfeng Zhou, Changhe Tu, Shiqing Xin, Alla Sheffer, Xin Li, Wenping Wang","doi":"10.1145/3763331","DOIUrl":"https://doi.org/10.1145/3763331","url":null,"abstract":"Neural implicit shape representation has drawn significant attention in recent years due to its smoothness, differentiability, and topological flexibility. However, directly modeling the shape of a neural implicit surface, especially as the zero-level set of a neural signed distance function (SDF), with sparse geometric control is still a challenging task. Sparse input shape control typically includes 3D curve networks or, more generally, 3D curve sketches, which are unstructured and cannot be connected to form a curve network, and therefore more difficult to deal with. While 3D curve networks or curve sketches provide intuitive shape control, their sparsity and varied topology pose challenges in generating high-quality surfaces to meet such curve constraints. In this paper, we propose NeuVAS, a variational approach to shape modeling using neural implicit surfaces constrained under sparse input shape control, including unstructured 3D curve sketches as well as connected 3D curve networks. Specifically, we introduce a smoothness term based on a functional of surface curvatures to minimize shape variation of the zero-level set surface of a neural SDF. We also develop a new technique to faithfully model <jats:italic toggle=\"yes\">G</jats:italic> <jats:sup>0</jats:sup> sharp feature curves as specified in the input curve sketches. Comprehensive comparisons with the state-of-the-art methods demonstrate the significant advantages of our method.","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":"145673920","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}
Lihan Jiang, Yucheng Mao, Linning Xu, Tao Lu, Kerui Ren, Yichen Jin, Xudong Xu, Mulin Yu, Jiangmiao Pang, Feng Zhao, Dahua Lin, Bo Dai
We introduce AnySplat, a feed-forward network for novel-view synthesis from uncalibrated image collections. In contrast to traditional neural-rendering pipelines that demand known camera poses and per-scene optimization, or recent feed-forward methods that buckle under the computational weight of dense views—our model predicts everything in one shot. A single forward pass yields a set of 3D Gaussian primitives encoding both scene geometry and appearance, and the corresponding camera intrinsics and extrinsics for each input image. This unified design scales effortlessly to casually captured, multi-view datasets without any pose annotations. In extensive zero-shot evaluations, AnySplat matches the quality of pose-aware baselines in both sparse- and dense-view scenarios while surpassing existing pose-free approaches. Moreover, it greatly reduces rendering latency compared to optimization-based neural fields, bringing real-time novel-view synthesis within reach for unconstrained capture settings. Project page: https://city-super.github.io/anysplat/.
{"title":"AnySplat: Feed-forward 3D Gaussian Splatting from Unconstrained Views","authors":"Lihan Jiang, Yucheng Mao, Linning Xu, Tao Lu, Kerui Ren, Yichen Jin, Xudong Xu, Mulin Yu, Jiangmiao Pang, Feng Zhao, Dahua Lin, Bo Dai","doi":"10.1145/3763326","DOIUrl":"https://doi.org/10.1145/3763326","url":null,"abstract":"We introduce AnySplat, a feed-forward network for novel-view synthesis from uncalibrated image collections. In contrast to traditional neural-rendering pipelines that demand known camera poses and per-scene optimization, or recent feed-forward methods that buckle under the computational weight of dense views—our model predicts everything in one shot. A single forward pass yields a set of 3D Gaussian primitives encoding both scene geometry and appearance, and the corresponding camera intrinsics and extrinsics for each input image. This unified design scales effortlessly to casually captured, multi-view datasets without any pose annotations. In extensive zero-shot evaluations, AnySplat matches the quality of pose-aware baselines in both sparse- and dense-view scenarios while surpassing existing pose-free approaches. Moreover, it greatly reduces rendering latency compared to optimization-based neural fields, bringing real-time novel-view synthesis within reach for unconstrained capture settings. Project page: https://city-super.github.io/anysplat/.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"28 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673718","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}