首页 > 最新文献

ACM Transactions on Graphics最新文献

英文 中文
Single-shot HDR using conventional image sensor shutter functions and optical randomization 单镜头HDR使用传统的图像传感器快门功能和光学随机化
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-30 DOI: 10.1145/3748718
Xiang Dai, Kyrollos Yanny, Kristina Monakhova, Nicholas Antipa
High-dynamic-range (HDR) imaging is an essential technique for overcoming the dynamic range limits of image sensors. The classic method relies on multiple exposures, which slows capture time, resulting in motion artifacts when imaging dynamic scenes. Single-shot HDR imaging alleviates this issue by encoding HDR data in a single exposure, then computationally recovering it. Many established methods use strong image priors to recover improperly exposed detail; these approaches struggle with extended highlight regions. In this work, we demonstrate a novel single-shot HDR capture method that utilizes the global reset release (GRR) shutter mode commonly found in off-the-shelf sensors. GRR shutter mode applies a longer exposure time to rows closer to the bottom of the sensor. We use optics that relay a randomly permuted (shuffled) image onto the sensor, effectively creating spatially randomized exposures across the scene. The resulting exposure diversity allows us to recover HDR data by solving an optimization problem with a simple total variation image prior. In simulation, we demonstrate that our method outperforms other single-shot methods when many sensor pixels are saturated (10 (% ) or more), and is competitive at modest saturation (1 (% ) ). Finally, we demonstrate a physical lab prototype that uses an off-the-shelf random fiber bundle for the optical shuffling. The fiber bundle is coupled to a low-cost commercial sensor operating in GRR shutter mode. Our prototype achieves a dynamic range of up to 73dB using an 8-bit sensor with 48dB dynamic range.
高动态范围(HDR)成像是克服图像传感器动态范围限制的关键技术。经典的方法依赖于多次曝光,这会减慢捕捉时间,导致在成像动态场景时产生运动伪影。单镜头HDR成像通过在单次曝光中编码HDR数据,然后计算恢复它来缓解这个问题。许多已建立的方法使用强图像先验来恢复曝光不当的细节;这些方法与扩展的高光区域作斗争。在这项工作中,我们展示了一种新的单镜头HDR捕捉方法,该方法利用了现成传感器中常见的全局复位释放(GRR)快门模式。GRR快门模式对靠近传感器底部的行应用较长的曝光时间。我们使用光学元件将随机排列的图像传递到传感器上,有效地在整个场景中创建空间随机曝光。由此产生的曝光多样性使我们能够通过解决一个简单的总变化图像先验的优化问题来恢复HDR数据。在模拟中,我们证明了当许多传感器像素饱和时(10 (% )或更多),我们的方法优于其他单镜头方法,并且在适度饱和时具有竞争力(1 (% ))。最后,我们演示了一个物理实验室原型,该原型使用现成的随机光纤束进行光洗牌。光纤束耦合到一个低成本的商用传感器在GRR快门模式下工作。我们的原型使用具有48dB动态范围的8位传感器实现了高达73dB的动态范围。
{"title":"Single-shot HDR using conventional image sensor shutter functions and optical randomization","authors":"Xiang Dai, Kyrollos Yanny, Kristina Monakhova, Nicholas Antipa","doi":"10.1145/3748718","DOIUrl":"https://doi.org/10.1145/3748718","url":null,"abstract":"High-dynamic-range (HDR) imaging is an essential technique for overcoming the dynamic range limits of image sensors. The classic method relies on multiple exposures, which slows capture time, resulting in motion artifacts when imaging dynamic scenes. Single-shot HDR imaging alleviates this issue by encoding HDR data in a single exposure, then computationally recovering it. Many established methods use strong image priors to recover improperly exposed detail; these approaches struggle with extended highlight regions. In this work, we demonstrate a novel single-shot HDR capture method that utilizes the <jats:italic toggle=\"yes\">global reset release</jats:italic> (GRR) shutter mode commonly found in off-the-shelf sensors. GRR shutter mode applies a longer exposure time to rows closer to the bottom of the sensor. We use optics that relay a randomly permuted (shuffled) image onto the sensor, effectively creating spatially randomized exposures across the scene. The resulting exposure diversity allows us to recover HDR data by solving an optimization problem with a simple total variation image prior. In simulation, we demonstrate that our method outperforms other single-shot methods when many sensor pixels are saturated (10 <jats:inline-formula content-type=\"math/tex\"> <jats:tex-math notation=\"TeX\" version=\"MathJaX\">(% )</jats:tex-math> </jats:inline-formula> or more), and is competitive at modest saturation (1 <jats:inline-formula content-type=\"math/tex\"> <jats:tex-math notation=\"TeX\" version=\"MathJaX\">(% )</jats:tex-math> </jats:inline-formula> ). Finally, we demonstrate a physical lab prototype that uses an off-the-shelf random fiber bundle for the optical shuffling. The fiber bundle is coupled to a low-cost commercial sensor operating in GRR shutter mode. Our prototype achieves a dynamic range of up to 73dB using an 8-bit sensor with 48dB dynamic range.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"14 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144747516","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
Painless Differentiable Rotation Dynamics 无痛可微旋转动力学
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3730944
Magí Romanyà-Serrasolsas, Juan J. Casafranca, Miguel A. Otaduy
We propose the formulation of forward and differentiable rigid-body dynamics using Lie-algebra rotation derivatives. In particular, we show how this approach can easily be applied to incremental-potential formulations of forward dymamics, and we introduce a novel definition of adjoints for differentiable dynamics. In contrast to other parameterizations of rotations (notably the popular rotation-vector parameterization), our approach leads to painlessly simple and compact derivatives, better conditioning, and higher runtime efficiency. We demonstrate our approach on fundamental rigid-body problems, but also on Cosserat rods as an example of multi-rigid-body dynamics.
我们提出了利用李代数旋转导数的正微分刚体动力学公式。特别地,我们展示了这种方法如何容易地应用于正向动力学的增量势公式,并且我们为可微动力学引入了伴随的新定义。与旋转的其他参数化(特别是流行的旋转矢量参数化)相比,我们的方法带来了简单而紧凑的导数,更好的调节和更高的运行时效率。我们在基本刚体问题上展示了我们的方法,也在多刚体动力学的一个例子上展示了我们的方法。
{"title":"Painless Differentiable Rotation Dynamics","authors":"Magí Romanyà-Serrasolsas, Juan J. Casafranca, Miguel A. Otaduy","doi":"10.1145/3730944","DOIUrl":"https://doi.org/10.1145/3730944","url":null,"abstract":"We propose the formulation of forward and differentiable rigid-body dynamics using Lie-algebra rotation derivatives. In particular, we show how this approach can easily be applied to incremental-potential formulations of forward dymamics, and we introduce a novel definition of adjoints for differentiable dynamics. In contrast to other parameterizations of rotations (notably the popular rotation-vector parameterization), our approach leads to painlessly simple and compact derivatives, better conditioning, and higher runtime efficiency. We demonstrate our approach on fundamental rigid-body problems, but also on Cosserat rods as an example of multi-rigid-body dynamics.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"79 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712155","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
Diffuse-CLoC: Guided Diffusion for Physics-based Character Look-ahead Control 扩散- cloc:引导扩散的物理为基础的字符前瞻控制
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3731206
Xiaoyu Huang, Takara Truong, Yunbo Zhang, Fangzhou Yu, Jean Pierre Sleiman, Jessica Hodgins, Koushil Sreenath, Farbod Farshidian
We present Diffuse-CLoC, a guided diffusion framework for physics-based look-ahead control that enables intuitive, steerable, and physically realistic motion generation. While existing kinematics motion generation with diffusion models offer intuitive steering capabilities with inference-time conditioning, they often fail to produce physically viable motions. In contrast, recent diffusion-based control policies have shown promise in generating physically realizable motion sequences, but the lack of kinematics prediction limits their steerability. Diffuse-CLoC addresses these challenges through a key insight: modeling the joint distribution of states and actions within a single diffusion model makes action generation steerable by conditioning it on the predicted states. This approach allows us to leverage established conditioning techniques from kinematic motion generation while producing physically realistic motions. As a result, we achieve planning capabilities without the need for a high-level planner. Our method handles a diverse set of unseen long-horizon downstream tasks through a single pre-trained model, including static and dynamic obstacle avoidance, motion in-betweening, and task-space control. Experimental results show that our method significantly outperforms the traditional hierarchical framework of high-level motion diffusion and low-level tracking.
我们提出了diffusion - cloc,这是一种用于基于物理的前瞻性控制的引导扩散框架,可实现直观,可操纵和物理逼真的运动生成。虽然现有的运动学运动生成与扩散模型提供直观的转向能力与推理时间条件,他们往往不能产生物理上可行的运动。相比之下,最近基于扩散的控制策略在生成物理上可实现的运动序列方面表现出了希望,但缺乏运动学预测限制了它们的可操作性。diffusion - cloc通过一个关键的见解解决了这些挑战:在单个扩散模型中对状态和动作的联合分布进行建模,使动作生成可以根据预测的状态进行调节。这种方法使我们能够在产生物理逼真运动的同时,利用运动学运动生成的既定调节技术。因此,我们在不需要高级计划人员的情况下实现了计划能力。我们的方法通过一个单一的预训练模型来处理各种看不见的长视界下游任务,包括静态和动态避障、中间运动和任务空间控制。实验结果表明,该方法明显优于传统的高层运动扩散和低层跟踪的分层框架。
{"title":"Diffuse-CLoC: Guided Diffusion for Physics-based Character Look-ahead Control","authors":"Xiaoyu Huang, Takara Truong, Yunbo Zhang, Fangzhou Yu, Jean Pierre Sleiman, Jessica Hodgins, Koushil Sreenath, Farbod Farshidian","doi":"10.1145/3731206","DOIUrl":"https://doi.org/10.1145/3731206","url":null,"abstract":"We present Diffuse-CLoC, a guided diffusion framework for physics-based look-ahead control that enables intuitive, steerable, and physically realistic motion generation. While existing kinematics motion generation with diffusion models offer intuitive steering capabilities with inference-time conditioning, they often fail to produce physically viable motions. In contrast, recent diffusion-based control policies have shown promise in generating physically realizable motion sequences, but the lack of kinematics prediction limits their steerability. Diffuse-CLoC addresses these challenges through a key insight: modeling the joint distribution of states and actions within a single diffusion model makes action generation steerable by conditioning it on the predicted states. This approach allows us to leverage established conditioning techniques from kinematic motion generation while producing physically realistic motions. As a result, we achieve planning capabilities without the need for a high-level planner. Our method handles a diverse set of unseen long-horizon downstream tasks through a single pre-trained model, including static and dynamic obstacle avoidance, motion in-betweening, and task-space control. Experimental results show that our method significantly outperforms the traditional hierarchical framework of high-level motion diffusion and low-level tracking.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"12 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712202","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
Discrete Torsion of Connection Forms on Simplicial Meshes 简单网格连接形式的离散扭转
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3731197
Theo Braune, Mark Gillespie, Yiying Tong, Mathieu Desbrun
While discrete (metric) connections have become a staple of n -vector field design and analysis on simplicial meshes, the notion of torsion of a discrete connection has remained unstudied. This is all the more surprising as torsion is a crucial component in the fundamental theorem of Riemannian geometry, which introduces the existence and uniqueness of the Levi-Civita connection induced by the metric. In this paper, we extend the existing geometry processing toolbox by providing torsion control over discrete connections. Our approach consists in first introducing a new discrete Levi-Civita connection for a metric with locally-constant curvature to replace the hinge connection of a triangle mesh whose curvature is concentrated at singularities; from this reference connection, we define the discrete torsion of a connection to be the discrete dual 1-form by which a connection deviates from our discrete Levi-Civita connection. We discuss how the curvature and torsion of a discrete connection can then be controlled and assigned in a manner consistent with the continuous case. We also illustrate our approach through theoretical analysis and practical examples arising in vector and frame design.
虽然离散(度量)连接已经成为简单网格上n向量场设计和分析的主要内容,但离散连接的扭转概念仍然没有得到研究。这是更令人惊讶的,因为扭转是黎曼几何基本定理的一个重要组成部分,它引入了由度规引起的列维-奇维塔连接的存在性和唯一性。在本文中,我们通过提供离散连接的扭转控制扩展了现有的几何处理工具箱。我们的方法包括:首先引入一种新的离散的具有局部常曲率度规的Levi-Civita连接,以取代曲率集中在奇点处的三角形网格的铰链连接;从这个参考连接出发,我们将连接的离散扭转定义为离散对偶1形式,该形式使连接偏离了我们的离散Levi-Civita连接。我们讨论了如何以一种与连续情况一致的方式控制和分配离散连接的曲率和扭转。我们还通过理论分析和在矢量和框架设计中出现的实际例子来说明我们的方法。
{"title":"Discrete Torsion of Connection Forms on Simplicial Meshes","authors":"Theo Braune, Mark Gillespie, Yiying Tong, Mathieu Desbrun","doi":"10.1145/3731197","DOIUrl":"https://doi.org/10.1145/3731197","url":null,"abstract":"While discrete (metric) connections have become a staple of <jats:italic toggle=\"yes\">n</jats:italic> -vector field design and analysis on simplicial meshes, the notion of torsion of a discrete connection has remained unstudied. This is all the more surprising as torsion is a crucial component in the fundamental theorem of Riemannian geometry, which introduces the existence and uniqueness of the Levi-Civita connection induced by the metric. In this paper, we extend the existing geometry processing toolbox by providing torsion control over discrete connections. Our approach consists in first introducing a new discrete Levi-Civita connection for a metric with locally-constant curvature to replace the hinge connection of a triangle mesh whose curvature is concentrated at singularities; from this reference connection, we define the discrete torsion of a connection to be the discrete dual 1-form by which a connection deviates from our discrete Levi-Civita connection. We discuss how the curvature and torsion of a discrete connection can then be controlled and assigned in a manner consistent with the continuous case. We also illustrate our approach through theoretical analysis and practical examples arising in vector and frame design.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"22 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712304","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 Fully-statistical Wave Scattering Model for Heterogeneous Surfaces 非均匀表面的全统计波散射模型
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3730828
Zhengze Liu, Yuchi Huo, Yifan Peng, Rui Wang
Heterogeneous surfaces exhibit spatially varying geometry and material, and therefore admit diverse appearances. Existing computer graphics works can only model heterogeneity using explicit structures or statistical parameters that describe a coarser level of detail. We extend the boundary by introducing a new model that describes the heterogeneous surfaces fully statistically at the microscopic level, with rich geometry and material details that are comparable to the wavelengths of light. We treat the heterogeneous surfaces as a mixture of stochastic vector processes. We adapt the well-known generalized Harvey-Shack theory to quantify the mean scattered intensity, i.e., the BRDF of these surfaces. We further explore the covariance statistic of the scattered field and derive its rank-1 decomposition. This leads to a practical algorithm that samples the speckles (fluctuating intensities) from the statistics, enriching the appearance without explicit definition of heterogeneous surfaces. The formulations are analytic, and we validate the quantities by comprehensive numerical simulations. Our heterogeneous surface model demonstrates various applications including corrosion (natural), particle deposition (man-made), and height-correlated mixture (artistic). Code for this paper is available at https://github.com/Rendering-at-ZJU/HeteroSurface.
异质表面表现出空间上不同的几何形状和材料,因此具有不同的外观。现有的计算机图形学作品只能使用描述粗略细节的显式结构或统计参数来模拟异质性。我们通过引入一个新的模型来扩展边界,该模型在微观层面上完全统计地描述了非均匀表面,具有丰富的几何和材料细节,可与光的波长相媲美。我们把非均质曲面看作是随机矢量过程的混合。我们采用众所周知的广义Harvey-Shack理论来量化这些表面的平均散射强度,即BRDF。我们进一步探讨了散射场的协方差统计量,并推导了其秩1分解。这导致了一种实用的算法,从统计数据中采样斑点(波动强度),丰富了外观,而没有明确定义异质表面。公式是解析式的,并通过综合数值模拟验证了公式的正确性。我们的非均质表面模型展示了各种应用,包括腐蚀(自然),颗粒沉积(人为)和高度相关混合物(艺术)。本文的代码可从https://github.com/Rendering-at-ZJU/HeteroSurface获得。
{"title":"A Fully-statistical Wave Scattering Model for Heterogeneous Surfaces","authors":"Zhengze Liu, Yuchi Huo, Yifan Peng, Rui Wang","doi":"10.1145/3730828","DOIUrl":"https://doi.org/10.1145/3730828","url":null,"abstract":"Heterogeneous surfaces exhibit spatially varying geometry and material, and therefore admit diverse appearances. Existing computer graphics works can only model heterogeneity using explicit structures or statistical parameters that describe a coarser level of detail. We extend the boundary by introducing a new model that describes the heterogeneous surfaces fully statistically at the microscopic level, with rich geometry and material details that are comparable to the wavelengths of light. We treat the heterogeneous surfaces as a mixture of stochastic vector processes. We adapt the well-known generalized Harvey-Shack theory to quantify the mean scattered intensity, i.e., the BRDF of these surfaces. We further explore the covariance statistic of the scattered field and derive its rank-1 decomposition. This leads to a practical algorithm that samples the speckles (fluctuating intensities) from the statistics, enriching the appearance without explicit definition of heterogeneous surfaces. The formulations are analytic, and we validate the quantities by comprehensive numerical simulations. Our heterogeneous surface model demonstrates various applications including corrosion (natural), particle deposition (man-made), and height-correlated mixture (artistic). Code for this paper is available at https://github.com/Rendering-at-ZJU/HeteroSurface.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"26 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712367","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
Dynamic Mesh Processing on the GPU GPU上的动态网格处理
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3731162
Ahmed H. Mahmoud, Serban D. Porumbescu, John D. Owens
We present a system for dynamic triangle mesh processing entirely on the GPU. Our system features an efficient data structure that enables rapid updates to mesh connectivity and attributes. By partitioning the mesh into small patches, we process all dynamic updates for each patch within the GPU's fast shared memory. This approach leverages speculative processing for conflict handling, minimizing rollback costs, maximizing parallelism, and reducing locking overhead. Additionally, we introduce a new programming model for dynamic mesh processing. This model provides concise semantics for dynamic updates, abstracting away concerns about conflicting updates during parallel execution. At the core of our model is the cavity operator , a general mesh update operator that facilitates any dynamic operation by removing a set of mesh elements and inserting new ones into the resulting void. We applied our system to various GPU applications, including isotropic remeshing, surface tracking, mesh decimation, and Delaunay edge flips. On large inputs, our system achieves an order-of-magnitude speedup compared to multi-threaded CPU solutions and is more than two orders of magnitude faster than state-of-the-art single-threaded CPU solutions. Furthermore, our data structure outperforms state-of-the-art GPU static data structures in terms of both speed and memory efficiency.
我们提出了一个完全基于GPU的动态三角网格处理系统。我们的系统具有高效的数据结构,可以快速更新网格连接和属性。通过将网格划分为小补丁,我们在GPU的快速共享内存中处理每个补丁的所有动态更新。这种方法利用推测处理来处理冲突、最小化回滚成本、最大化并行性和减少锁定开销。此外,我们还引入了一种新的动态网格处理编程模型。该模型为动态更新提供了简洁的语义,抽象了并行执行期间对冲突更新的关注。我们模型的核心是空腔操作符,这是一个通用的网格更新操作符,它通过删除一组网格元素并将新元素插入到生成的空腔中来促进任何动态操作。我们将我们的系统应用于各种GPU应用程序,包括各向同性网格重新划分,表面跟踪,网格抽取和Delaunay边缘翻转。在大输入时,与多线程CPU解决方案相比,我们的系统实现了一个数量级的加速,比最先进的单线程CPU解决方案快两个数量级。此外,我们的数据结构在速度和内存效率方面都优于最先进的GPU静态数据结构。
{"title":"Dynamic Mesh Processing on the GPU","authors":"Ahmed H. Mahmoud, Serban D. Porumbescu, John D. Owens","doi":"10.1145/3731162","DOIUrl":"https://doi.org/10.1145/3731162","url":null,"abstract":"We present a system for dynamic triangle mesh processing entirely on the GPU. Our system features an efficient data structure that enables rapid updates to mesh connectivity and attributes. By partitioning the mesh into small patches, we process all dynamic updates for each patch within the GPU's fast shared memory. This approach leverages <jats:italic toggle=\"yes\">speculative processing</jats:italic> for conflict handling, minimizing rollback costs, maximizing parallelism, and reducing locking overhead. Additionally, we introduce a new programming model for dynamic mesh processing. This model provides concise semantics for dynamic updates, abstracting away concerns about conflicting updates during parallel execution. At the core of our model is the <jats:italic toggle=\"yes\">cavity operator</jats:italic> , a general mesh update operator that facilitates any dynamic operation by removing a set of mesh elements and inserting new ones into the resulting void. We applied our system to various GPU applications, including isotropic remeshing, surface tracking, mesh decimation, and Delaunay edge flips. On large inputs, our system achieves an order-of-magnitude speedup compared to multi-threaded CPU solutions and is more than two orders of magnitude faster than state-of-the-art single-threaded CPU solutions. Furthermore, our data structure outperforms state-of-the-art GPU <jats:italic toggle=\"yes\">static</jats:italic> data structures in terms of both speed and memory efficiency.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"21 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712146","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
When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Rendering 当高斯遇到冲浪:超快速高保真亮度场渲染
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3730925
Keyang Ye, Tianjia Shao, Kun Zhou
We introduce Gaussian-enhanced Surfels (GESs), a bi-scale representation for radiance field rendering, wherein a set of 2D opaque surfels with view-dependent colors represent the coarse-scale geometry and appearance of scenes, and a few 3D Gaussians surrounding the surfels supplement fine-scale appearance details. The rendering with GESs consists of two passes - surfels are first rasterized through a standard graphics pipeline to produce depth and color maps, and then Gaussians are splatted with depth testing and color accumulation on each pixel order independently. The optimization of GESs from multi-view images is performed through an elaborate coarse-to-fine procedure, faithfully capturing rich scene appearance. The entirely sorting-free rendering of GESs not only achieves very fast rates, but also produces view-consistent images, successfully avoiding popping artifacts under view changes. The basic GES representation can be easily extended to achieve antialiasing in rendering (Mip-GES), boosted rendering speeds (Speedy-GES) and compact storage (Compact-GES), and reconstruct better scene geometries by replacing 3D Gaussians with 2D Gaussians (2D-GES). Experimental results show that GESs advance the state-of-the-arts as a compelling representation for ultra-fast high-fidelity radiance field rendering.
我们引入了高斯增强冲浪图(GESs),这是一种用于亮度场渲染的双尺度表示,其中一组具有视图相关颜色的2D不透明冲浪图代表了场景的粗尺度几何和外观,而冲浪图周围的一些3D高斯图补充了细尺度外观细节。GESs的绘制包括两个步骤,首先通过标准图形管道对图像进行栅格化,生成深度和颜色图,然后在每个像素顺序上独立进行深度测试和颜色积累的高斯图像飞溅。多视点图像的GESs优化是通过一个精细的从粗到精的过程来完成的,忠实地捕捉了丰富的场景外观。GESs的完全无排序渲染不仅实现了非常快的速度,而且还产生了与视图一致的图像,成功地避免了视图变化时弹出的伪影。基本的GES表示可以很容易地扩展以实现渲染中的抗锯齿(Mip-GES),提高渲染速度(speed -GES)和紧凑存储(compact -GES),并通过用2D高斯(2D-GES)替换3D高斯来重建更好的场景几何形状。实验结果表明,GESs作为超高速高保真度光场渲染的一种令人信服的表现方式,推进了目前最先进的技术。
{"title":"When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Rendering","authors":"Keyang Ye, Tianjia Shao, Kun Zhou","doi":"10.1145/3730925","DOIUrl":"https://doi.org/10.1145/3730925","url":null,"abstract":"We introduce Gaussian-enhanced Surfels (GESs), a bi-scale representation for radiance field rendering, wherein a set of 2D opaque surfels with view-dependent colors represent the coarse-scale geometry and appearance of scenes, and a few 3D Gaussians surrounding the surfels supplement fine-scale appearance details. The rendering with GESs consists of two passes - surfels are first rasterized through a standard graphics pipeline to produce depth and color maps, and then Gaussians are splatted with depth testing and color accumulation on each pixel order independently. The optimization of GESs from multi-view images is performed through an elaborate coarse-to-fine procedure, faithfully capturing rich scene appearance. The entirely sorting-free rendering of GESs not only achieves very fast rates, but also produces view-consistent images, successfully avoiding popping artifacts under view changes. The basic GES representation can be easily extended to achieve antialiasing in rendering (Mip-GES), boosted rendering speeds (Speedy-GES) and compact storage (Compact-GES), and reconstruct better scene geometries by replacing 3D Gaussians with 2D Gaussians (2D-GES). Experimental results show that GESs advance the state-of-the-arts as a compelling representation for ultra-fast high-fidelity radiance field rendering.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"27 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712376","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
Vector-Valued Monte Carlo Integration Using Ratio Control Variates 使用比率控制变量的向量值蒙特卡罗积分
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3731175
Haolin Lu, Delio Vicini, Wesley Chang, Tzu-Mao Li
Variance reduction techniques are widely used for reducing the noise of Monte Carlo integration. However, these techniques are typically designed with the assumption that the integrand is scalar-valued. Recognizing that rendering and inverse rendering broadly involve vector-valued integrands, we identify the limitations of classical variance reduction methods in this context. To address this, we introduce ratio control variates, an estimator that leverages a ratio-based approach instead of the conventional difference-based control variates. Our analysis and experiments demonstrate that ratio control variables can significantly reduce the mean squared error of vector-valued integration compared to existing methods and are broadly applicable to various rendering and inverse rendering tasks.
方差缩减技术被广泛应用于蒙特卡罗积分的降噪。然而,这些技术通常是在被积函数为标量值的假设下设计的。认识到绘制和逆绘制广泛涉及向量值积分,我们确定了在这种情况下经典方差减少方法的局限性。为了解决这个问题,我们引入了比率控制变量,这是一种利用基于比率的方法而不是传统的基于差异的控制变量的估计器。我们的分析和实验表明,与现有方法相比,比例控制变量可以显著降低向量值积分的均方误差,并且广泛适用于各种渲染和逆渲染任务。
{"title":"Vector-Valued Monte Carlo Integration Using Ratio Control Variates","authors":"Haolin Lu, Delio Vicini, Wesley Chang, Tzu-Mao Li","doi":"10.1145/3731175","DOIUrl":"https://doi.org/10.1145/3731175","url":null,"abstract":"Variance reduction techniques are widely used for reducing the noise of Monte Carlo integration. However, these techniques are typically designed with the assumption that the integrand is scalar-valued. Recognizing that rendering and inverse rendering broadly involve vector-valued integrands, we identify the limitations of classical variance reduction methods in this context. To address this, we introduce ratio control variates, an estimator that leverages a ratio-based approach instead of the conventional difference-based control variates. Our analysis and experiments demonstrate that ratio control variables can significantly reduce the mean squared error of vector-valued integration compared to existing methods and are broadly applicable to various rendering and inverse rendering tasks.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"214 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712148","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
AlignTex: Pixel-Precise Texture Generation from Multi-view Artwork AlignTex:从多视图图稿生成像素精确的纹理
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3731158
Yuqing Zhang, Hao Xu, Yiqian Wu, Sirui Chen, Sirui Lin, Xiang Li, Xifeng Gao, Xiaogang Jin
Current 3D asset creation pipelines typically consist of three stages: creating multi-view concept art, producing 3D meshes based on the artwork, and painting textures for the meshes—an often labor-intensive process. Automated texture generation offers significant acceleration, but prior methods, which fine-tune 2D diffusion models with multi-view input images, often fail to preserve pixel-level details. These methods primarily emphasize semantic and subject consistency, which do not meet the requirements of artwork-guided texture workflows. To address this, we present AlignTex , a novel framework for generating high-quality textures from 3D meshes and multi-view artwork, ensuring both appearance detail and geometric consistency. AlignTex operates in two stages: aligned image generation and texture refinement. The core of our approach, AlignNet , resolves complex misalignments by extracting information from both the artwork and the mesh, generating images compatible with orthographic projection while maintaining geometric and visual fidelity. After projecting aligned images into the texture space, further refinement addresses seams and self-occlusion using an inpainting model and a geometry-aware texture dilation method. Experimental results demonstrate that AlignTex outperforms baseline methods in generation quality and efficiency, offering a practical solution to enhance 3D asset creation in gaming and film production.
当前的3D资产创建流程通常包括三个阶段:创建多视图概念艺术,基于艺术作品制作3D网格,以及为网格绘制纹理-这通常是一个劳动密集型的过程。自动纹理生成提供了显著的加速,但之前的方法,微调2D扩散模型与多视图输入图像,往往不能保持像素级的细节。这些方法主要强调语义和主题的一致性,不符合艺术导向纹理工作流的要求。为了解决这个问题,我们提出了AlignTex,一个从3D网格和多视图艺术作品中生成高质量纹理的新框架,确保外观细节和几何一致性。AlignTex分为两个阶段:对齐图像生成和纹理细化。我们方法的核心,AlignNet,通过从艺术品和网格中提取信息来解决复杂的错位,生成与正射影兼容的图像,同时保持几何和视觉保真度。在将对齐后的图像投影到纹理空间后,进一步细化处理接缝和自遮挡问题,使用的是油漆模型和几何感知的纹理扩张方法。实验结果表明,AlignTex在生成质量和效率方面优于基线方法,为增强游戏和电影制作中的3D资产创建提供了实用的解决方案。
{"title":"AlignTex: Pixel-Precise Texture Generation from Multi-view Artwork","authors":"Yuqing Zhang, Hao Xu, Yiqian Wu, Sirui Chen, Sirui Lin, Xiang Li, Xifeng Gao, Xiaogang Jin","doi":"10.1145/3731158","DOIUrl":"https://doi.org/10.1145/3731158","url":null,"abstract":"Current 3D asset creation pipelines typically consist of three stages: creating multi-view concept art, producing 3D meshes based on the artwork, and painting textures for the meshes—an often labor-intensive process. Automated texture generation offers significant acceleration, but prior methods, which fine-tune 2D diffusion models with multi-view input images, often fail to preserve pixel-level details. These methods primarily emphasize semantic and subject consistency, which do not meet the requirements of artwork-guided texture workflows. To address this, we present AlignTex , a novel framework for generating high-quality textures from 3D meshes and multi-view artwork, ensuring both appearance detail and geometric consistency. AlignTex operates in two stages: aligned image generation and texture refinement. The core of our approach, AlignNet , resolves complex misalignments by extracting information from both the artwork and the mesh, generating images compatible with orthographic projection while maintaining geometric and visual fidelity. After projecting aligned images into the texture space, further refinement addresses seams and self-occlusion using an inpainting model and a geometry-aware texture dilation method. Experimental results demonstrate that AlignTex outperforms baseline methods in generation quality and efficiency, offering a practical solution to enhance 3D asset creation in gaming and film production.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"26 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712152","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
Order Matters: Learning Element Ordering for Graphic Design Generation 顺序问题:学习平面设计生成的元素顺序
IF 6.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-27 DOI: 10.1145/3730858
Bo Yang, Ying Cao
The past few years have witnessed an emergent interest in building generative models for the graphic design domain. For adoption of powerful deep generative models with Transformer-based neural backbones, prior approaches formulate designs as ordered sequences of elements, and simply order the elements in a random or raster manner. We argue that such naive ordering methods are sub-optimal and there is room for improving sample quality through a better choice of order between graphic design elements. In this paper, we seek to explore the space of orderings to find the ordering strategy that optimizes the performance of graphic design generation models. For this, we propose a model, namely G enerative O rder L earner (GOL), which trains an autoregressive generator on design sequences, jointly with an ordering network that sort design elements to maximize the generation quality. With unsupervised training on vector graphic design data, our model is capable of learning a content-adaptive ordering approach, called neural order. Our experiments show that the generator trained with our neural order converges faster, achieving remarkably improved generation quality compared with using alternative ordering baselines. We conduct comprehensive analysis of our learned order to have a deeper understanding of its ordering behaviors. In addition, our learned order can generalize well to diffusion-based generative models and help design generators scale up excellently.
在过去的几年里,人们对平面设计领域的生成模型产生了浓厚的兴趣。为了采用基于transformer的神经主干的强大的深度生成模型,之前的方法将设计作为有序的元素序列,并简单地以随机或栅格的方式对元素进行排序。我们认为,这种幼稚的排序方法是次优的,有空间通过更好地选择图形设计元素之间的顺序来提高样品质量。在本文中,我们试图探索排序空间,以找到优化图形设计生成模型性能的排序策略。为此,我们提出了一个模型,即G生成O阶学习器(GOL),它在设计序列上训练一个自回归生成器,并与一个排序网络一起对设计元素进行排序以最大化生成质量。通过对矢量图形设计数据的无监督训练,我们的模型能够学习一种内容自适应排序方法,称为神经顺序。我们的实验表明,与使用其他排序基线相比,使用我们的神经顺序训练的生成器收敛速度更快,显著提高了生成质量。我们对学习到的order进行了全面的分析,对order的排序行为有了更深入的了解。此外,我们的学习顺序可以很好地推广到基于扩散的生成模型,并帮助设计生成器出色地扩大规模。
{"title":"Order Matters: Learning Element Ordering for Graphic Design Generation","authors":"Bo Yang, Ying Cao","doi":"10.1145/3730858","DOIUrl":"https://doi.org/10.1145/3730858","url":null,"abstract":"The past few years have witnessed an emergent interest in building generative models for the graphic design domain. For adoption of powerful deep generative models with Transformer-based neural backbones, prior approaches formulate designs as ordered sequences of elements, and simply order the elements in a random or raster manner. We argue that such naive ordering methods are sub-optimal and there is room for improving sample quality through a better choice of order between graphic design elements. In this paper, we seek to explore the space of orderings to find the ordering strategy that optimizes the performance of graphic design generation models. For this, we propose a model, namely G enerative O rder L earner (GOL), which trains an autoregressive generator on design sequences, jointly with an ordering network that sort design elements to maximize the generation quality. With unsupervised training on vector graphic design data, our model is capable of learning a content-adaptive ordering approach, called neural order. Our experiments show that the generator trained with our neural order converges faster, achieving remarkably improved generation quality compared with using alternative ordering baselines. We conduct comprehensive analysis of our learned order to have a deeper understanding of its ordering behaviors. In addition, our learned order can generalize well to diffusion-based generative models and help design generators scale up excellently.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"12 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712154","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