首页 > 最新文献

ACM Transactions on Graphics最新文献

英文 中文
AnySplat: Feed-forward 3D Gaussian Splatting from Unconstrained Views AnySplat:前馈三维高斯溅射从无约束视图
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763326
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/.
我们介绍了AnySplat,一个前馈网络,用于从未校准的图像集合中合成新视图。传统的神经渲染管道需要已知的相机姿势和每个场景的优化,或者最近的前馈方法在密集视图的计算权重下弯曲,与之相反,我们的模型在一个镜头中预测一切。单个前向传递产生一组3D高斯原语,编码场景几何形状和外观,以及每个输入图像对应的相机内部和外部特征。这种统一的设计可以毫不费力地扩展到随意捕获的多视图数据集,而无需任何姿态注释。在广泛的零射击评估中,AnySplat在稀疏和密集视图场景中匹配姿态感知基线的质量,同时超越现有的无姿态方法。此外,与基于优化的神经场相比,它大大减少了渲染延迟,使实时新视图合成能够实现无约束的捕获设置。项目页面: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}
引用次数: 0
The Granule-In-Cell Method for Simulating Sand–Water Mixtures 模拟砂-水混合物的细胞内颗粒法
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763279
Yizao Tang, Yuechen Zhu, Xingyu Ni, Baoquan Chen
The simulation of sand-water mixtures requires capturing the stochastic behavior of individual sand particles within a uniform, continuous fluid medium. However, most existing approaches, which only treat sand particles as markers within fluid solvers, fail to account for both the forces acting on individual sand particles and the collective feedback of the particle assemblies on the fluid. This prevents faithful reproduction of characteristic phenomena including transport, deposition, and clogging. Building upon kinetic ensemble averaging technique, we propose a physically consistent coupling strategy and introduce a novel Granule-In-Cell (GIC) method for modeling such sand-water interactions. We employ the Discrete Element Method (DEM) to capture fine-scale granule dynamics and the Particle-In-Cell (PIC) method for continuous spatial representation and density projection. To bridge these two frameworks, we treat granules as macroscopic transport flow rather than solid boundaries within the fluid domain. This bidirectional coupling allows our model to incorporate a range of interphase forces using different discretization schemes, resulting in more realistic simulations that strictly adhere to the mass conservation law. Experimental results demonstrate the effectiveness of our method in simulating complex sand-water interactions, uniquely capturing intricate physical phenomena and ensuring exact volume preservation compared to existing approaches.
砂水混合物的模拟需要捕捉均匀连续流体介质中单个砂粒的随机行为。然而,大多数现有方法仅将砂粒作为流体求解器中的标记,无法同时考虑作用在单个砂粒上的力和颗粒组合对流体的集体反馈。这阻止了特征现象的忠实再现,包括运输、沉积和堵塞。在动力学系综平均技术的基础上,我们提出了一种物理一致的耦合策略,并引入了一种新的细胞内颗粒(GIC)方法来模拟这种砂-水相互作用。我们采用离散元法(DEM)来捕捉精细尺度的颗粒动力学,并采用颗粒-细胞(PIC)方法进行连续空间表示和密度投影。为了连接这两个框架,我们将颗粒视为宏观运输流,而不是流体域内的固体边界。这种双向耦合使我们的模型能够使用不同的离散方案合并一系列相间力,从而产生更逼真的模拟,严格遵守质量守恒定律。实验结果表明,我们的方法在模拟复杂的沙-水相互作用方面是有效的,与现有方法相比,它独特地捕捉了复杂的物理现象,并确保了精确的体积保存。
{"title":"The Granule-In-Cell Method for Simulating Sand–Water Mixtures","authors":"Yizao Tang, Yuechen Zhu, Xingyu Ni, Baoquan Chen","doi":"10.1145/3763279","DOIUrl":"https://doi.org/10.1145/3763279","url":null,"abstract":"The simulation of sand-water mixtures requires capturing the stochastic behavior of individual sand particles within a uniform, continuous fluid medium. However, most existing approaches, which only treat sand particles as markers within fluid solvers, fail to account for both the forces acting on individual sand particles and the collective feedback of the particle assemblies on the fluid. This prevents faithful reproduction of characteristic phenomena including transport, deposition, and clogging. Building upon kinetic ensemble averaging technique, we propose a physically consistent coupling strategy and introduce a novel Granule-In-Cell (GIC) method for modeling such sand-water interactions. We employ the Discrete Element Method (DEM) to capture fine-scale granule dynamics and the Particle-In-Cell (PIC) method for continuous spatial representation and density projection. To bridge these two frameworks, we treat granules as macroscopic transport flow rather than solid boundaries within the fluid domain. This bidirectional coupling allows our model to incorporate a range of interphase forces using different discretization schemes, resulting in more realistic simulations that strictly adhere to the mass conservation law. Experimental results demonstrate the effectiveness of our method in simulating complex sand-water interactions, uniquely capturing intricate physical phenomena and ensuring exact volume preservation compared to existing approaches.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"367 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673721","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
Shaping Strands with Neural Style Transfer 塑造与神经风格转移股
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763365
Beyzanur Coban, Pascal Chang, Guilherme Gomes Haetinger, Jingwei Tang, Vinicius C. Azevedo
The intricate geometric complexity of knots, tangles, dreads and clumps require sophisticated grooming systems that allow artists to both realistically model and artistically control fur and hair systems. Recent volumetric and 3D neural style transfer techniques provided a new paradigm of art directability, allowing artists to modify assets drastically with the use of single style images. However, these previous 3D neural stylization approaches were limited to volumes and meshes. In this paper we propose the first stylization pipeline to support hair and fur. Through a carefully tailored fur/hair representation, our approach allows complex, 3D consistent and temporally coherent grooms that are stylized using style images.
错综复杂的几何结,缠结,发辫和团块需要复杂的梳理系统,允许艺术家既现实地模拟和艺术地控制皮毛和头发系统。最近的体积和3D神经风格转移技术提供了艺术可指向性的新范例,允许艺术家使用单一风格的图像大幅修改资产。然而,这些之前的3D神经风格化方法仅限于体积和网格。在本文中,我们提出了第一个风格化管道来支持头发和皮毛。通过精心定制的毛皮/头发表示,我们的方法允许使用风格图像进行风格化的复杂,3D一致和时间连贯的新郎。
{"title":"Shaping Strands with Neural Style Transfer","authors":"Beyzanur Coban, Pascal Chang, Guilherme Gomes Haetinger, Jingwei Tang, Vinicius C. Azevedo","doi":"10.1145/3763365","DOIUrl":"https://doi.org/10.1145/3763365","url":null,"abstract":"The intricate geometric complexity of knots, tangles, dreads and clumps require sophisticated grooming systems that allow artists to both realistically model and artistically control fur and hair systems. Recent volumetric and 3D neural style transfer techniques provided a new paradigm of art directability, allowing artists to modify assets drastically with the use of single style images. However, these previous 3D neural stylization approaches were limited to volumes and meshes. In this paper we propose the first stylization pipeline to support hair and fur. Through a carefully tailored fur/hair representation, our approach allows complex, 3D consistent and temporally coherent grooms that are stylized using style images.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"27 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145674171","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
A Stack-Free Parallel h-Adaptation Algorithm for Dynamically Balanced Trees on GPUs gpu上动态平衡树的无栈并行h-自适应算法
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763349
Lixin Ren, Xiaowei He, Shusen Liu, Yuzhong Guo, Enhua Wu
Prior research has demonstrated the efficacy of balanced trees as spatially adaptive grids for large-scale simulations. However, state-of-the-art methods for balanced tree construction are restricted by the iterative nature of the ripple effect, thus failing to fully leverage the massive parallelism offered by modern GPU architectures. We propose to reframe the construction of balanced trees as a process to merge N -balanced Minimum Spanning Trees ( N -balanced MSTs) generated from a collection of seed points. To ensure optimal performance, we propose a stack-free parallel strategy for constructing all internal nodes of a specified N -balanced MST. This approach leverages two 32-bit integer registers as buffers rather than relying on an integer array as a stack during construction, which helps maintain balanced workloads across different GPU threads. We then propose a dynamic update algorithm utilizing refinement counters for all internal nodes to enable parallel insertion and deletion operations of N -balanced MSTs. This design achieves significant efficiency improvements compared to full reconstruction from scratch, thereby facilitating fluid simulations in handling dynamic moving boundaries. Our approach is fully compatible with GPU implementation and demonstrates up to an order-of-magnitude speedup compared to the state-of-the-art method [Wang et al. 2024]. The source code for the paper is publicly available at https://github.com/peridyno/peridyno.
先前的研究已经证明了平衡树作为空间自适应网格在大规模模拟中的有效性。然而,最先进的平衡树构建方法受到涟漪效应迭代性质的限制,因此无法充分利用现代GPU架构提供的大规模并行性。我们建议将平衡树的构造重新定义为一个合并由种子点集合生成的N个平衡最小生成树(N -balanced MSTs)的过程。为了保证最优的性能,我们提出了一种无堆栈并行策略来构建指定N均衡MST的所有内部节点。这种方法利用两个32位整数寄存器作为缓冲区,而不是在构造期间依赖整数数组作为堆栈,这有助于在不同GPU线程之间保持平衡的工作负载。然后,我们提出了一种动态更新算法,利用所有内部节点的细化计数器来实现N平衡mst的并行插入和删除操作。与从头开始的完全重建相比,该设计实现了显著的效率提高,从而促进了处理动态移动边界的流体模拟。我们的方法与GPU实现完全兼容,并且与最先进的方法相比,速度提高了一个数量级[Wang et al. 2024]。该论文的源代码可在https://github.com/peridyno/peridyno上公开获取。
{"title":"A Stack-Free Parallel h-Adaptation Algorithm for Dynamically Balanced Trees on GPUs","authors":"Lixin Ren, Xiaowei He, Shusen Liu, Yuzhong Guo, Enhua Wu","doi":"10.1145/3763349","DOIUrl":"https://doi.org/10.1145/3763349","url":null,"abstract":"Prior research has demonstrated the efficacy of balanced trees as spatially adaptive grids for large-scale simulations. However, state-of-the-art methods for balanced tree construction are restricted by the iterative nature of the ripple effect, thus failing to fully leverage the massive parallelism offered by modern GPU architectures. We propose to reframe the construction of balanced trees as a process to merge <jats:italic toggle=\"yes\">N</jats:italic> -balanced Minimum Spanning Trees ( <jats:italic toggle=\"yes\">N</jats:italic> -balanced MSTs) generated from a collection of seed points. To ensure optimal performance, we propose a stack-free parallel strategy for constructing all internal nodes of a specified <jats:italic toggle=\"yes\">N</jats:italic> -balanced MST. This approach leverages two 32-bit integer registers as buffers rather than relying on an integer array as a stack during construction, which helps maintain balanced workloads across different GPU threads. We then propose a dynamic update algorithm utilizing refinement counters for all internal nodes to enable parallel insertion and deletion operations of <jats:italic toggle=\"yes\">N</jats:italic> -balanced MSTs. This design achieves significant efficiency improvements compared to full reconstruction from scratch, thereby facilitating fluid simulations in handling dynamic moving boundaries. Our approach is fully compatible with GPU implementation and demonstrates up to an order-of-magnitude speedup compared to the state-of-the-art method [Wang et al. 2024]. The source code for the paper is publicly available at https://github.com/peridyno/peridyno.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"115 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673768","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
Large-Area Fabrication-aware Computational Diffractive Optics 面向大面积制造的计算衍射光学
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763358
Kaixuan Wei, Hector Romero, Hadi Amata, Jipeng Sun, Qiang Fu, Felix Heide, Wolfgang Heidrich
Differentiable optics, as an emerging paradigm that jointly optimizes optics and (optional) image processing algorithms, has made many innovative optical designs possible across a broad range of imaging and display applications. Many of these systems utilize diffractive optical components for holography, PSF engineering, or wavefront shaping. Existing approaches have, however, mostly remained limited to laboratory prototypes, owing to a large quality gap between simulation and manufactured devices. We aim at lifting the fundamental technical barriers to the practical use of learned diffractive optical systems. To this end, we propose a fabrication-aware design pipeline for diffractive optics fabricated by direct-write grayscale lithography followed by replication with nano-imprinting, which is directly suited for inexpensive mass-production of large area designs. We propose a super-resolved neural lithography model that can accurately predict the 3D geometry generated by the fabrication process. This model can be seamlessly integrated into existing differentiable optics frameworks, enabling fabrication-aware, end-to-end optimization of computational optical systems. To tackle the computational challenges, we also devise tensor-parallel compute framework centered on distributing large-scale FFT computation across many GPUs. As such, we demonstrate large scale diffractive optics designs up to 32.16 mm × 21.44 mm, simulated on grids of up to 128,640 by 85,760 feature points. We find adequate agreement between simulation and fabricated prototypes for applications such as holography and PSF engineering. We also achieve high image quality from an imaging system comprised only of a single diffractive optical element, with images processed only by a one-step inverse filter utilizing the simulation PSF. We believe our findings lift the fabrication limitations for real-world applications of diffractive optics and differentiable optical design.
可微光学作为一种新兴的范例,共同优化光学和(可选)图像处理算法,使许多创新的光学设计在广泛的成像和显示应用中成为可能。许多这些系统利用衍射光学元件全息,PSF工程,或波前整形。然而,由于模拟和制造设备之间存在很大的质量差距,现有的方法大多仍然局限于实验室原型。我们的目标是解除基本的技术障碍,以实际使用的学习衍射光学系统。为此,我们提出了一种制造感知设计管道,用于通过直接写入灰度光刻制造的衍射光学器件,然后使用纳米压印复制,这直接适用于大面积设计的廉价批量生产。我们提出了一种超分辨神经光刻模型,可以准确地预测制造过程中产生的三维几何形状。该模型可以无缝集成到现有的可微分光学框架中,实现计算光学系统的制造感知端到端优化。为了解决计算挑战,我们还设计了张量并行计算框架,该框架以跨多个gpu分布大规模FFT计算为中心。因此,我们展示了32.16 mm × 21.44 mm的大规模衍射光学设计,在高达128,640 × 85,760个特征点的网格上进行了模拟。我们发现模拟和制造原型之间有足够的一致性,用于全息和PSF工程等应用。我们还通过仅由单个衍射光学元件组成的成像系统实现了高图像质量,图像仅通过利用模拟PSF的一步反滤波器处理。我们相信我们的发现解除了衍射光学和可微光学设计在实际应用中的制造限制。
{"title":"Large-Area Fabrication-aware Computational Diffractive Optics","authors":"Kaixuan Wei, Hector Romero, Hadi Amata, Jipeng Sun, Qiang Fu, Felix Heide, Wolfgang Heidrich","doi":"10.1145/3763358","DOIUrl":"https://doi.org/10.1145/3763358","url":null,"abstract":"Differentiable optics, as an emerging paradigm that jointly optimizes optics and (optional) image processing algorithms, has made many innovative optical designs possible across a broad range of imaging and display applications. Many of these systems utilize diffractive optical components for holography, PSF engineering, or wavefront shaping. Existing approaches have, however, mostly remained limited to laboratory prototypes, owing to a large quality gap between simulation and manufactured devices. We aim at lifting the fundamental technical barriers to the practical use of learned diffractive optical systems. To this end, we propose a fabrication-aware design pipeline for diffractive optics fabricated by direct-write grayscale lithography followed by replication with nano-imprinting, which is directly suited for inexpensive mass-production of large area designs. We propose a super-resolved neural lithography model that can accurately predict the 3D geometry generated by the fabrication process. This model can be seamlessly integrated into existing differentiable optics frameworks, enabling fabrication-aware, end-to-end optimization of computational optical systems. To tackle the computational challenges, we also devise tensor-parallel compute framework centered on distributing large-scale FFT computation across many GPUs. As such, we demonstrate large scale diffractive optics designs up to 32.16 mm × 21.44 mm, simulated on grids of up to 128,640 by 85,760 feature points. We find adequate agreement between simulation and fabricated prototypes for applications such as holography and PSF engineering. We also achieve high image quality from an imaging system comprised only of a single diffractive optical element, with images processed only by a one-step inverse filter utilizing the simulation PSF. We believe our findings lift the fabrication limitations for real-world applications of diffractive optics and differentiable optical design.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"21 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673775","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
Practical Gaussian Process Implicit Surfaces with Sparse Convolutions 实用的稀疏卷积高斯过程隐式曲面
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763329
Kehan Xu, Benedikt Bitterli, Eugene d'Eon, Wojciech Jarosz
A fundamental challenge in rendering has been the dichotomy between surface and volume models. Gaussian Process Implicit Surfaces (GPISes) recently provided a unified approach for surfaces, volumes, and the spectrum in between. However, this representation remains impractical due to its high computational cost and mathematical complexity. We address these limitations by reformulating GPISes as procedural noise, eliminating expensive linear system solves while maintaining control over spatial correlations. Our method enables efficient sampling of stochastic realizations and supports flexible conditioning of values and derivatives through pathwise updates. To further enable practical rendering, we derive analytic distributions for surface normals, allowing for variance-reduced light transport via next-event estimation and multiple importance sampling. Our framework achieves efficient, high-quality rendering of stochastic surfaces and volumes with significantly simplified implementations on both CPU and GPU, while preserving the generality of the original GPIS representation.
渲染中的一个基本挑战是表面模型和体模型之间的二分法。高斯过程隐式曲面(gises)最近为表面、体积和两者之间的光谱提供了一种统一的方法。然而,由于其高计算成本和数学复杂性,这种表示仍然不切实际。我们通过将gps重新表述为程序噪声来解决这些限制,消除昂贵的线性系统解决方案,同时保持对空间相关性的控制。我们的方法能够有效地对随机实现进行采样,并通过路径更新支持值和导数的灵活调节。为了进一步实现实际渲染,我们推导了表面法线的解析分布,允许通过下一事件估计和多重重要采样来减少方差的光传输。我们的框架通过在CPU和GPU上显著简化的实现实现了随机表面和体积的高效、高质量渲染,同时保留了原始GPIS表示的通用性。
{"title":"Practical Gaussian Process Implicit Surfaces with Sparse Convolutions","authors":"Kehan Xu, Benedikt Bitterli, Eugene d'Eon, Wojciech Jarosz","doi":"10.1145/3763329","DOIUrl":"https://doi.org/10.1145/3763329","url":null,"abstract":"A fundamental challenge in rendering has been the dichotomy between surface and volume models. Gaussian Process Implicit Surfaces (GPISes) recently provided a unified approach for surfaces, volumes, and the spectrum in between. However, this representation remains impractical due to its high computational cost and mathematical complexity. We address these limitations by reformulating GPISes as procedural noise, eliminating expensive linear system solves while maintaining control over spatial correlations. Our method enables efficient sampling of stochastic realizations and supports flexible conditioning of values and derivatives through pathwise updates. To further enable practical rendering, we derive analytic distributions for surface normals, allowing for variance-reduced light transport via next-event estimation and multiple importance sampling. Our framework achieves efficient, high-quality rendering of stochastic surfaces and volumes with significantly simplified implementations on both CPU and GPU, while preserving the generality of the original GPIS representation.","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":"145673856","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
Environment-aware Motion Matching 环境感知运动匹配
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763334
Jose Luis Ponton, Sheldon Andrews, Carlos Andujar, Nuria Pelechano
Interactive applications demand believable characters that respond naturally to dynamic environments. Traditional character animation techniques often struggle to handle arbitrary situations, leading to a growing trend of dynamically selecting motion-captured animations based on predefined features. While Motion Matching has proven effective for locomotion by aligning to target trajectories, animating environment interactions and crowd behaviors remains challenging due to the need to consider surrounding elements. Existing approaches often involve manual setup or lack the naturalism of motion capture. Furthermore, in crowd animation, body animation is frequently treated as a separate process from trajectory planning, leading to inconsistencies between body pose and root motion. To address these limitations, we present Environment-aware Motion Matching , a novel real-time system for full-body character animation that dynamically adapts to obstacles and other agents, emphasizing the bidirectional relationship between pose and trajectory. In a preprocessing step, we extract shape, pose, and trajectory features from a motion capture database. At runtime, we perform an efficient search that matches user input and current pose while penalizing collisions with a dynamic environment. Our method allows characters to naturally adjust their pose and trajectory to navigate crowded scenes.
交互式应用程序需要能够对动态环境做出自然响应的可信角色。传统的角色动画技术往往难以处理任意情况,导致基于预定义特征动态选择动作捕捉动画的趋势日益增长。虽然运动匹配已经被证明是有效的运动对齐目标轨迹,动画环境的相互作用和人群的行为仍然具有挑战性,因为需要考虑周围的元素。现有的方法通常涉及手动设置或缺乏运动捕捉的自然性。此外,在人群动画中,身体动画经常被视为与轨迹规划分开的过程,导致身体姿态和根部运动之间的不一致。为了解决这些限制,我们提出了环境感知运动匹配,这是一种新的全身角色动画实时系统,可以动态适应障碍物和其他代理,强调姿态和轨迹之间的双向关系。在预处理步骤中,我们从动作捕捉数据库中提取形状、姿态和轨迹特征。在运行时,我们执行有效的搜索,匹配用户输入和当前姿势,同时惩罚与动态环境的冲突。我们的方法允许角色自然地调整他们的姿势和轨迹来导航拥挤的场景。
{"title":"Environment-aware Motion Matching","authors":"Jose Luis Ponton, Sheldon Andrews, Carlos Andujar, Nuria Pelechano","doi":"10.1145/3763334","DOIUrl":"https://doi.org/10.1145/3763334","url":null,"abstract":"Interactive applications demand believable characters that respond naturally to dynamic environments. Traditional character animation techniques often struggle to handle arbitrary situations, leading to a growing trend of dynamically selecting motion-captured animations based on predefined features. While Motion Matching has proven effective for locomotion by aligning to target trajectories, animating environment interactions and crowd behaviors remains challenging due to the need to consider surrounding elements. Existing approaches often involve manual setup or lack the naturalism of motion capture. Furthermore, in crowd animation, body animation is frequently treated as a separate process from trajectory planning, leading to inconsistencies between body pose and root motion. To address these limitations, we present <jats:italic toggle=\"yes\">Environment-aware Motion Matching</jats:italic> , a novel real-time system for full-body character animation that dynamically adapts to obstacles and other agents, emphasizing the bidirectional relationship between pose and trajectory. In a preprocessing step, we extract shape, pose, and trajectory features from a motion capture database. At runtime, we perform an efficient search that matches user input and current pose while penalizing collisions with a dynamic environment. Our method allows characters to naturally adjust their pose and trajectory to navigate crowded scenes.","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":"145673921","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
Generative Head-Mounted Camera Captures for Photorealistic Avatars 生成式头戴式相机捕捉逼真的头像
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763300
Shaojie Bai, Seunghyeon Seo, Yida Wang, Chenghui Li, Owen Wang, Te-Li Wang, Tianyang Ma, Jason Saragih, Shih-En Wei, Nojun Kwak, Hyung Jun(John) Kim
Enabling photorealistic avatar animations in virtual and augmented reality (VR/AR) has been challenging because of the difficulty of obtaining ground truth state of faces. It is physically impossible to obtain synchronized images from head-mounted cameras (HMC) sensing input, which has partial observations in infrared (IR), and an array of outside-in dome cameras, which have full observations that match avatars' appearance. Prior works relying on analysis-by-synthesis methods could generate accurate ground truth, but suffer from imperfect disentanglement between expression and style in their personalized training. The reliance of extensive paired captures (HMC and dome) for the same subject makes it operationally expensive to collect large-scale datasets, which cannot be reused for different HMC viewpoints and lighting. In this work, we propose a novel generative approach, Generative HMC (GenHMC), that leverages large unpaired HMC captures , which are much easier to collect, to directly generate high-quality synthetic HMC images given any conditioning avatar state from dome captures. We show that our method is able to properly disentangle the input conditioning signal that specifies facial expression and viewpoint, from facial appearance, leading to more accurate ground truth. Furthermore, our method can generalize to unseen identities, removing the reliance on the paired captures. We demonstrate these breakthroughs by both evaluating synthetic HMC images and universal face encoders trained from these new HMC-avatar correspondences, which achieve better data efficiency and state-of-the-art accuracy.
在虚拟和增强现实(VR/AR)中实现逼真的虚拟角色动画一直具有挑战性,因为难以获得人脸的真实状态。从物理上来说,不可能从头戴式摄像机(HMC)传感输入获得同步图像,头戴式摄像机(HMC)具有部分红外(IR)观测,而一系列由外至内的圆顶摄像机(dome camera)具有与化身外观匹配的完整观测。以往依靠综合分析方法的作品能够生成准确的基础真理,但在个性化的训练中,表达与风格的分离并不完善。对同一主题的大量配对捕获(HMC和dome)的依赖使得收集大规模数据集的操作成本很高,这些数据集不能用于不同的HMC视点和照明。在这项工作中,我们提出了一种新的生成方法,生成HMC (GenHMC),它利用更容易收集的大型未配对HMC捕获,直接生成高质量的合成HMC图像,给定任何条件的头像状态。我们表明,我们的方法能够正确地将指定面部表情和观点的输入条件信号从面部外观中分离出来,从而获得更准确的基础事实。此外,我们的方法可以推广到看不见的身份,消除了对成对捕获的依赖。我们通过评估合成HMC图像和从这些新的HMC-avatar对应中训练的通用人脸编码器来证明这些突破,这些编码器实现了更好的数据效率和最先进的精度。
{"title":"Generative Head-Mounted Camera Captures for Photorealistic Avatars","authors":"Shaojie Bai, Seunghyeon Seo, Yida Wang, Chenghui Li, Owen Wang, Te-Li Wang, Tianyang Ma, Jason Saragih, Shih-En Wei, Nojun Kwak, Hyung Jun(John) Kim","doi":"10.1145/3763300","DOIUrl":"https://doi.org/10.1145/3763300","url":null,"abstract":"Enabling photorealistic avatar animations in virtual and augmented reality (VR/AR) has been challenging because of the difficulty of obtaining ground truth state of faces. It is <jats:italic toggle=\"yes\">physically impossible</jats:italic> to obtain synchronized images from head-mounted cameras (HMC) sensing input, which has partial observations in infrared (IR), and an array of outside-in dome cameras, which have full observations that match avatars' appearance. Prior works relying on analysis-by-synthesis methods could generate accurate ground truth, but suffer from imperfect disentanglement between expression and style in their personalized training. The reliance of extensive paired captures (HMC and dome) for the <jats:italic toggle=\"yes\">same</jats:italic> subject makes it operationally expensive to collect large-scale datasets, which cannot be reused for different HMC viewpoints and lighting. In this work, we propose a novel generative approach, Generative HMC (GenHMC), that leverages <jats:italic toggle=\"yes\">large unpaired HMC captures</jats:italic> , which are much easier to collect, to directly generate high-quality <jats:italic toggle=\"yes\">synthetic</jats:italic> HMC images given any conditioning avatar state from dome captures. We show that our method is able to properly disentangle the input conditioning signal that specifies facial expression and viewpoint, from facial appearance, leading to more accurate ground truth. Furthermore, our method can generalize to unseen identities, removing the reliance on the paired captures. We demonstrate these breakthroughs by both evaluating synthetic HMC images and universal face encoders trained from these new HMC-avatar correspondences, which achieve better data efficiency and state-of-the-art accuracy.","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":"145673922","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
Fire-X: Extinguishing Fire with Stoichiometric Heat Release Fire- x:用化学计量热释放灭火
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763338
Helge Wrede, Anton Wagner, Sarker Miraz Mahfuz, Wojtek Palubicki, Dominik Michels, Sören Pirk
We present a novel combustion simulation framework to model fire phenomena across solids, liquids, and gases. Our approach extends traditional fluid solvers by incorporating multi-species thermodynamics and reactive transport for fuel, oxygen, nitrogen, carbon dioxide, water vapor, and residuals. Combustion reactions are governed by stoichiometry-dependent heat release, allowing an accurate simulation of premixed and diffusive flames with varying intensity and composition. We support a wide range of scenarios including jet fires, water suppression (sprays and sprinklers), fuel evaporation, and starvation conditions. Our framework enables interactive heat sources, fire detectors, and realistic rendering of flames (e.g., laminar-to-turbulent transitions and blue-to-orange color shifts). Our key contributions include the tight coupling of species dynamics with thermodynamic feedback, evaporation modeling, and a hybrid SPH-grid representation for the efficient simulation of extinguishing fires. We validate our method through numerous experiments that demonstrate its versatility in both indoor and outdoor fire scenarios.
我们提出了一个新的燃烧模拟框架,以模拟跨越固体,液体和气体的火灾现象。我们的方法扩展了传统的流体求解方法,结合了多物种热力学和燃料、氧气、氮气、二氧化碳、水蒸气和残留物的反应传输。燃烧反应由化学计量学相关的热释放控制,允许精确模拟具有不同强度和成分的预混和扩散火焰。我们支持广泛的场景,包括喷射火灾,水抑制(喷雾器和洒水器),燃料蒸发和饥饿条件。我们的框架使交互式热源、火灾探测器和火焰的逼真渲染(例如,层流到湍流的转换和蓝色到橙色的颜色转换)成为可能。我们的主要贡献包括物种动力学与热力学反馈的紧密耦合,蒸发建模,以及用于有效模拟灭火的混合sph -网格表示。我们通过大量实验验证了我们的方法,证明了它在室内和室外火灾场景中的通用性。
{"title":"Fire-X: Extinguishing Fire with Stoichiometric Heat Release","authors":"Helge Wrede, Anton Wagner, Sarker Miraz Mahfuz, Wojtek Palubicki, Dominik Michels, Sören Pirk","doi":"10.1145/3763338","DOIUrl":"https://doi.org/10.1145/3763338","url":null,"abstract":"We present a novel combustion simulation framework to model fire phenomena across solids, liquids, and gases. Our approach extends traditional fluid solvers by incorporating multi-species thermodynamics and reactive transport for fuel, oxygen, nitrogen, carbon dioxide, water vapor, and residuals. Combustion reactions are governed by stoichiometry-dependent heat release, allowing an accurate simulation of premixed and diffusive flames with varying intensity and composition. We support a wide range of scenarios including jet fires, water suppression (sprays and sprinklers), fuel evaporation, and starvation conditions. Our framework enables interactive heat sources, fire detectors, and realistic rendering of flames (e.g., laminar-to-turbulent transitions and blue-to-orange color shifts). Our key contributions include the tight coupling of species dynamics with thermodynamic feedback, evaporation modeling, and a hybrid SPH-grid representation for the efficient simulation of extinguishing fires. We validate our method through numerous experiments that demonstrate its versatility in both indoor and outdoor fire scenarios.","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":"145673931","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
Split4D: Decomposed 4D Scene Reconstruction Without Video Segmentation Split4D:没有视频分割的分解4D场景重建
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-12-04 DOI: 10.1145/3763343
Yongzhen Hu, Yihui Yang, Haotong Lin, Yifan Wang, Junting Dong, Yifu Deng, Xinyu Zhu, Fan Jia, Hujun Bao, Xiaowei Zhou, Sida Peng
This paper addresses the problem of decomposed 4D scene reconstruction from multi-view videos. Recent methods achieve this by lifting video segmentation results to a 4D representation through differentiable rendering techniques. Therefore, they heavily rely on the quality of video segmentation maps, which are often unstable, leading to unreliable reconstruction results. To overcome this challenge, our key idea is to represent the decomposed 4D scene with the Freetime FeatureGS and design a streaming feature learning strategy to accurately recover it from per-image segmentation maps, eliminating the need for video segmentation. Freetime FeatureGS models the dynamic scene as a set of Gaussian primitives with learnable features and linear motion ability, allowing them to move to neighboring regions over time. We apply a contrastive loss to Freetime FeatureGS, forcing primitive features to be close or far apart based on whether their projections belong to the same instance in the 2D segmentation map. As our Gaussian primitives can move across time, it naturally extends the feature learning to the temporal dimension, achieving 4D segmentation. Furthermore, we sample observations for training in a temporally ordered manner, enabling the streaming propagation of features over time and effectively avoiding local minima during the optimization process. Experimental results on several datasets show that the reconstruction quality of our method outperforms recent methods by a large margin.
本文研究了多视点视频分解后的4D场景重建问题。最近的方法通过可微分渲染技术将视频分割结果提升到4D表示来实现这一点。因此,它们严重依赖于视频分割图的质量,而这些分割图往往不稳定,导致重建结果不可靠。为了克服这一挑战,我们的关键思想是用Freetime FeatureGS表示分解的4D场景,并设计一个流特征学习策略,从每个图像分割地图中准确地恢复它,从而消除了对视频分割的需要。Freetime FeatureGS将动态场景建模为一组具有可学习特征和线性运动能力的高斯原语,允许它们随时间移动到邻近区域。我们将对比损失应用于Freetime FeatureGS,根据它们的投影是否属于2D分割图中的同一实例,强制原始特征接近或远离。由于我们的高斯基元可以跨时间移动,它自然地将特征学习扩展到时间维度,实现4D分割。此外,我们以一种时间有序的方式对观察值进行采样,使特征随时间的流传播成为可能,并在优化过程中有效地避免了局部最小值。在多个数据集上的实验结果表明,该方法的重建质量大大优于现有的方法。
{"title":"Split4D: Decomposed 4D Scene Reconstruction Without Video Segmentation","authors":"Yongzhen Hu, Yihui Yang, Haotong Lin, Yifan Wang, Junting Dong, Yifu Deng, Xinyu Zhu, Fan Jia, Hujun Bao, Xiaowei Zhou, Sida Peng","doi":"10.1145/3763343","DOIUrl":"https://doi.org/10.1145/3763343","url":null,"abstract":"This paper addresses the problem of decomposed 4D scene reconstruction from multi-view videos. Recent methods achieve this by lifting video segmentation results to a 4D representation through differentiable rendering techniques. Therefore, they heavily rely on the quality of video segmentation maps, which are often unstable, leading to unreliable reconstruction results. To overcome this challenge, our key idea is to represent the decomposed 4D scene with the Freetime FeatureGS and design a streaming feature learning strategy to accurately recover it from per-image segmentation maps, eliminating the need for video segmentation. Freetime FeatureGS models the dynamic scene as a set of Gaussian primitives with learnable features and linear motion ability, allowing them to move to neighboring regions over time. We apply a contrastive loss to Freetime FeatureGS, forcing primitive features to be close or far apart based on whether their projections belong to the same instance in the 2D segmentation map. As our Gaussian primitives can move across time, it naturally extends the feature learning to the temporal dimension, achieving 4D segmentation. Furthermore, we sample observations for training in a temporally ordered manner, enabling the streaming propagation of features over time and effectively avoiding local minima during the optimization process. Experimental results on several datasets show that the reconstruction quality of our method outperforms recent methods by a large margin.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"4 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673774","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