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Real-time neural soft shadow synthesis from hard shadows 实时神经软阴影从硬阴影合成
IF 2.2 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-14 DOI: 10.1016/j.gmod.2025.101294
Ran Chen , Xiang Xu , KaiYao Ge , Yanning Xu , Xiangxu Meng , Lu Wang
Soft shadows play a crucial role in enhancing visual realism in real-time rendering. Although traditional shadow mapping techniques offer high efficiency, they often suffer from artifacts and limited quality. In contrast, ray tracing can produce high-fidelity soft shadows but incurs substantial computational cost. In this paper, we propose a general-purpose, real-time soft shadow generation method based on neural networks. To encode shadow geometry, we employ the hard shadows via shadow mapping as input to our network, which effectively captures the spatial layout of shadow positions and contours. A lightweight U-Net architecture then refines this input to synthesize high-quality soft shadows in real time. The generated shadows closely approximate ray-traced references in visual fidelity. Compared to existing learning-based methods, our approach produces higher-quality soft shadows and offers improved generalization across diverse scenes. Furthermore, it requires no scene-specific precomputation, making it directly applicable to practical real-time rendering scenarios.
在实时渲染中,软阴影对增强视觉真实感起着至关重要的作用。虽然传统的阴影映射技术提供了很高的效率,但它们经常受到伪影和质量限制的影响。射线追踪虽然可以产生高保真的软阴影,但计算成本较高。本文提出了一种基于神经网络的通用实时软阴影生成方法。为了编码阴影几何,我们通过阴影映射将硬阴影作为输入到我们的网络中,这有效地捕获了阴影位置和轮廓的空间布局。然后,一个轻量级的U-Net架构对这个输入进行细化,实时合成高质量的软阴影。生成的阴影在视觉保真度上接近光线跟踪参考。与现有的基于学习的方法相比,我们的方法产生了更高质量的软阴影,并在不同场景中提供了更好的泛化。此外,它不需要特定场景的预计算,使其直接适用于实际的实时渲染场景。
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引用次数: 0
Feature line extraction based on winding number 基于圈数的特征线提取
IF 2.2 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-13 DOI: 10.1016/j.gmod.2025.101296
Shuxian Cai , Juan Cao , Bailin Deng , Zhonggui Chen
Sharp feature lines provide critical structural information in 3D models and are essential for geometric processing. However, the performance of existing algorithms for extracting feature lines from point clouds remains sensitive to the quality of the input data. This paper introduces an algorithm specifically designed to extract feature lines from 3D point clouds. The algorithm calculates the winding number for each point and uses variations in this number within edge regions to identify feature points. These feature points are then mapped onto a cuboid structure to obtain key feature points and capture neighboring relationships. Finally, feature lines are fitted based on the connectivity of key feature points. Extensive experiments demonstrate that this algorithm not only accurately detects feature points on potential sharp edges, but also outperforms existing methods in extracting subtle feature lines and handling complex point clouds.
尖锐的特征线在三维模型中提供关键的结构信息,对几何处理至关重要。然而,现有的从点云中提取特征线的算法的性能对输入数据的质量仍然很敏感。本文介绍了一种从三维点云中提取特征线的算法。该算法计算每个点的圈数,并利用边缘区域内圈数的变化来识别特征点。然后将这些特征点映射到一个长方体结构上,以获得关键特征点并捕获相邻关系。最后,根据关键特征点的连通性拟合特征线。大量实验表明,该算法不仅能够准确地检测出潜在尖锐边缘上的特征点,而且在提取细微特征线和处理复杂点云方面都优于现有方法。
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引用次数: 0
GPU-accelerated rendering of vector strokes with piecewise quadratic approximation gpu加速绘制的矢量笔画与分段二次逼近
IF 2.2 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-13 DOI: 10.1016/j.gmod.2025.101295
Xuhai Chen , Guangze Zhang , Wanyi Wang , Juan Cao , Zhonggui Chen
Vector graphics are widely used in areas such as logo design and digital painting, including both stroked and filled paths as primitives. GPU-based rendering for filled paths already has well-established solutions. Due to the complexity of stroked paths, existing methods often render them by approximating strokes with filled shapes. However, the performance of existing methods still leaves room for improvement. This paper designs a GPU-accelerated rendering algorithm along with a curvature-guided parallel adaptive subdivision method to accurately and efficiently render stroke areas. Additionally, we propose an efficient Newton iteration-based method for arc-length parameterization of quadratic curves, along with an error estimation technique. This enables a parallel rendering approach for dashed stroke styles and arc-length guided texture filling. Experimental results show that our method achieves average speedups of 3.4× for rendering quadratic stroked paths and 2.5× for rendering quadratic dashed strokes, compared to the best existing approaches.
矢量图形广泛应用于标志设计和数字绘画等领域,包括笔画和填充路径作为原语。基于gpu的填充路径渲染已经有了完善的解决方案。由于描边路径的复杂性,现有的方法通常是用填充形状逼近描边来绘制。然而,现有方法的性能仍有改进的余地。本文设计了一种gpu加速绘制算法和曲率引导并行自适应细分方法,以准确高效地绘制笔画区域。此外,我们提出了一种有效的基于牛顿迭代的二次曲线弧长参数化方法,以及误差估计技术。这使得虚线描边样式和圆弧长度引导纹理填充的并行渲染方法成为可能。实验结果表明,与现有的最佳方法相比,该方法绘制二次笔画路径的平均速度提高了3.4倍,绘制二次虚线路径的平均速度提高了2.5倍。
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引用次数: 0
Domain-Incremental Learning Paradigm for scene understanding via Pseudo-Replay Generation 通过伪回放生成的场景理解领域增量学习范式
IF 2.2 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-11 DOI: 10.1016/j.gmod.2025.101290
Zhifeng Xie , Rui Qiu , Qile He , Mengtian Li , Xin Tan
Scene understanding is a computer vision task that involves grasping the pixel-level distribution of objects. Unlike most research focuses on single-scene models, we consider a more versatile proposal: domain-incremental learning for scene understanding. This allows us to adapt well-studied single-scene models into multi-scene models, reducing data requirements and ensuring model flexibility. However, domain-incremental learning that leverages correlations between scene domains has yet to be explored. To address this challenge, we propose a Domain-Incremental Learning Paradigm (D-ILP) for scene understanding, along with a new strategy of Pseudo-Replay Generation (PRG) that does not require manual labeling. Specifically, D-ILP leverages pre-trained single-scene models and incremental images for supervised training to acquire new knowledge from other scenes. As a pre-trained generation model, PRG can controllably generate pseudo-replays resembling source images from incremental images and text prompts. These pseudo-replays are utilized to minimize catastrophic forgetting in the original scene. We perform experiments with three publicly accessible models: Mask2Former, Segformer, and DeepLabv3+. With successfully transforming these single-scene models into multi-scene models, we achieve high-quality parsing results for original and new scenes simultaneously. Meanwhile, the validity and rationality of our method are proved by the analysis of D-ILP.
场景理解是一项计算机视觉任务,涉及捕捉物体的像素级分布。与大多数专注于单场景模型的研究不同,我们考虑了一个更通用的建议:用于场景理解的领域增量学习。这使我们能够将经过充分研究的单场景模型适应为多场景模型,减少数据需求并确保模型灵活性。然而,利用场景域之间的相关性的领域增量学习尚未被探索。为了应对这一挑战,我们提出了一种用于场景理解的领域增量学习范式(D-ILP),以及一种不需要手动标记的伪回放生成(PRG)新策略。具体来说,D-ILP利用预训练的单场景模型和增量图像进行监督训练,从其他场景中获取新知识。作为一种预训练生成模型,PRG可以从增量图像和文本提示中可控地生成类似源图像的伪重播。这些伪回放被用来最小化原始场景中的灾难性遗忘。我们使用三个可公开访问的模型进行实验:Mask2Former, Segformer和DeepLabv3+。通过将这些单场景模型成功地转化为多场景模型,我们可以同时获得高质量的原始场景和新场景解析结果。同时,通过对D-ILP的分析,验证了该方法的有效性和合理性。
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引用次数: 0
Position-free multiple-scattering computations for micrograin BSDF model 微颗粒BSDF模型的无位置多次散射计算
IF 2.2 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-05 DOI: 10.1016/j.gmod.2025.101288
Fangfang Zhou , Haiyu Shen , Mingzhen Li , Ying Zhao , Chongke Bi
Porous materials (e.g., weathered stone, industrial coatings) exhibit complex optical effects due to their micrograin and pore structures, posing challenges for photorealistic rendering. Explicit geometry models struggle to characterize their micrograin distributions at microscopic scales, while single-scattering microfacet model fails to accurately capture the multiple-scattering effects and causes energy non-conservation artifacts, manifesting as unrealistic luminance decay. We propose an enhanced micrograin BSDF model that accurately accounts for multiple scattering. First, we introduce a visible normal distribution function (VNDF) sampling method via rejection sampling. Building on VNDF sampling, we derive a position-free microsurface formulation incorporating both inter-micrograin and micrograin-to-base interactions. Furthermore, we propose a practical random walk method to simulate microsurface scattering, which accurately solves the derived formulation. Our micrograin BSDF model effectively eliminates the energy loss artifacts inherent in the previous model while significantly reducing noise, providing a physically accurate yet artistically controllable solution for rendering porous materials.
多孔材料(如风化石、工业涂料)由于其微颗粒和孔结构而表现出复杂的光学效果,这对真实感渲染提出了挑战。显式几何模型难以在微观尺度上表征其微观颗粒分布,而单散射微面模型无法准确捕捉多重散射效应,并导致能量非守恒伪像,表现为不切实际的亮度衰减。我们提出了一种增强的微颗粒BSDF模型,可以准确地解释多次散射。首先,我们通过拒绝抽样引入了一种可见正态分布函数(VNDF)抽样方法。在VNDF采样的基础上,我们推导了一个无位置的微表面配方,包括微颗粒间和微颗粒与基体的相互作用。此外,我们提出了一种实用的随机漫步方法来模拟微表面散射,该方法可以准确地求解推导出的公式。我们的微颗粒BSDF模型有效地消除了先前模型中固有的能量损失伪像,同时显着降低了噪声,为渲染多孔材料提供了物理上准确但艺术上可控的解决方案。
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引用次数: 0
Carvable packing of revolved 3D objects for subtractive manufacturing 用于减法制造的旋转三维物体的可切割包装
IF 2.2 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-05 DOI: 10.1016/j.gmod.2025.101282
Chengdong Wei, Shuai Feng, Hao Xu, Qidong Zhang, Songyang Zhang, Zongzhen Li, Changhe Tu, Haisen Zhao
Revolved 3D objects are widely used in industrial, manufacturing, and artistic fields, with subtractive manufacturing being a common production method. A key preprocessing step is to maximize raw material utilization by generating as many rough-machined inputs as possible from a single stock piece, which poses a packing problem constrained by tool accessibility. The main challenge is integrating tool accessibility into packing. This paper introduces the carvable packing problem for revolved objects, a critical but under-researched area in subtractive manufacturing. We propose a new carvable coarsening hull and a packing strategy that uses beam search and a bottom-up placement method to position these hulls in the stock material. Our method was tested on diverse sets of revolved objects with different geometries, and physical tests were conducted on a 5-axis machining platform, proving its ability to enhance material use and manufacturability.
旋转三维物体广泛应用于工业、制造业和艺术领域,减法制造是一种常见的生产方法。一个关键的预处理步骤是通过从单个库存件中产生尽可能多的粗加工输入来最大化原材料利用率,这就产生了受工具可及性限制的包装问题。主要的挑战是将工具的可访问性集成到包装中。本文介绍了旋转物体的可切割填充问题,这是减法制造中一个关键但研究较少的领域。我们提出了一种新的可切割粗化船体和包装策略,使用光束搜索和自下而上的放置方法来定位这些船体在库存材料中。我们的方法在不同几何形状的多组旋转物体上进行了测试,并在五轴加工平台上进行了物理测试,证明了其提高材料利用率和可制造性的能力。
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引用次数: 0
TerraCraft: City-scale generative procedural modeling with natural languages TerraCraft:使用自然语言的城市规模生成过程建模
IF 2.2 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-08-05 DOI: 10.1016/j.gmod.2025.101285
Zichen Xi , Zhihao Yao , Jiahui Huang , Zi-Qi Lu , Hongyu Yan , Tai-Jiang Mu , Zhigang Wang , Qun-Ce Xu
Automated generation of large-scale 3D scenes presents a significant challenge due to the resource-intensive training and datasets required. This is in sharp contrast to the 2D counterparts that have become readily available due to their superior speed and quality. However, prior work in 3D procedural modeling has demonstrated promise in generating high-quality assets using the combination of algorithms and user-defined rules. To leverage the best of both 2D generative models and procedural modeling tools, we present TerraCraft, a novel framework for generating geometrically high-quality 3D city-scale scenes. By utilizing Large Language Models (LLMs), TerraCraft can generate city-scale 3D scenes from natural text descriptions. With its intuitive operation and powerful capabilities, TerraCraft enables users to easily create geometrically high-quality scenes readily for various applications, such as virtual reality and game design. We validate TerraCraft’s effectiveness through extensive experiments and user studies, showing its superior performance compared to existing baselines.
由于需要资源密集的训练和数据集,大规模3D场景的自动生成提出了一个重大挑战。这与2D版本形成鲜明对比,后者由于速度和质量的优势而变得唾手可得。然而,之前在3D过程建模方面的工作已经证明了使用算法和用户定义规则的组合来生成高质量资产的前景。为了充分利用2D生成模型和程序建模工具的优势,我们提出了TerraCraft,一个用于生成几何高质量3D城市规模场景的新框架。通过使用大型语言模型(llm), TerraCraft可以从自然文本描述中生成城市规模的3D场景。凭借其直观的操作和强大的功能,TerraCraft使用户能够轻松地为各种应用(如虚拟现实和游戏设计)创建几何上高质量的场景。我们通过广泛的实验和用户研究验证了TerraCraft的有效性,与现有基线相比,显示了其优越的性能。
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引用次数: 0
DDD++: Exploiting Density map consistency for Deep Depth estimation in indoor environments dddd++:利用密度图一致性在室内环境中进行深度估计
IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-22 DOI: 10.1016/j.gmod.2025.101281
Giovanni Pintore , Marco Agus , Alberto Signoroni , Enrico Gobbetti
We introduce a novel deep neural network designed for fast and structurally consistent monocular 360° depth estimation in indoor settings. Our model generates a spherical depth map from a single gravity-aligned or gravity-rectified equirectangular image, ensuring the predicted depth aligns with the typical depth distribution and structural features of cluttered indoor spaces, which are generally enclosed by walls, floors, and ceilings. By leveraging the distinctive vertical and horizontal patterns found in man-made indoor environments, we propose a streamlined network architecture that incorporates gravity-aligned feature flattening and specialized vision transformers. Through flattening, these transformers fully exploit the omnidirectional nature of the input without requiring patch segmentation or positional encoding. To further enhance structural consistency, we introduce a novel loss function that assesses density map consistency by projecting points from the predicted depth map onto a horizontal plane and a cylindrical proxy. This lightweight architecture requires fewer tunable parameters and computational resources than competing methods. Our comparative evaluation shows that our approach improves depth estimation accuracy while ensuring greater structural consistency compared to existing methods. For these reasons, it promises to be suitable for incorporation in real-time solutions, as well as a building block in more complex structural analysis and segmentation methods.
我们介绍了一种新的深度神经网络,用于快速和结构一致的室内单目360°深度估计。我们的模型从单个重力对齐或重力校正的等矩形图像生成球形深度图,确保预测深度与典型的深度分布和杂乱室内空间的结构特征保持一致,这些空间通常被墙壁、地板和天花板包围。通过利用人造室内环境中独特的垂直和水平模式,我们提出了一个流线型的网络架构,该架构结合了重力对齐的特征平坦化和专门的视觉变压器。通过平坦化,这些变压器充分利用了输入的全向特性,而不需要补丁分割或位置编码。为了进一步增强结构一致性,我们引入了一种新的损失函数,通过将预测深度图中的点投影到水平面和圆柱形代理上来评估密度图的一致性。与竞争方法相比,这种轻量级体系结构需要更少的可调参数和计算资源。我们的对比评估表明,与现有方法相比,我们的方法提高了深度估计精度,同时确保了更大的结构一致性。由于这些原因,它有望适用于实时解决方案的整合,以及更复杂的结构分析和分割方法的构建块。
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引用次数: 0
Sparse support path generation for multi-axis curved layer fused filament fabrication 多轴弯曲层熔丝制造的稀疏支撑路径生成
IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-11 DOI: 10.1016/j.gmod.2025.101280
Tak Yu Lau , Dong He , Yamin Li , Yihe Wang , Danjie Bi , Lulu Huang , Pengcheng Hu , Kai Tang
In recent years, multi-axis fused filament fabrication has emerged as a solution to address the limitations of the conventional 2.5D printing process. By using a curved layering strategy and varying the print direction, the final parts can be printed with reduced support structures, enhanced surface quality, and improved mechanical properties. However, support structures in the multi-axis scheme are still needed sometimes when the support-free requirement conflicts with other constraints. Currently, most support generation algorithms are for the conventional 2.5D printing, which are not applicable to multi-axis printing. To address this issue, we propose a sparse and curved support filling pattern for multi-axis printing, aiming at enhancing the material efficiency by fully utilizing the bridge technique. Firstly, the overhang regions are detected by identifying the overhang points given a multi-axis nozzle path. Then, an optimization framework for the support guide curve is proposed to minimize its total length while ensuring that overhang filaments can be stably supported. Lastly, the support layer slices and support segments that satisfy the self-supported criterion are generated for the final support printing paths. Simulation and experiments have been performed to validate the proposed methodology.
近年来,多轴熔丝制造已经成为解决传统2.5D打印工艺局限性的一种解决方案。通过使用弯曲的分层策略和改变打印方向,最终零件可以打印出更少的支撑结构,增强表面质量,改善机械性能。然而,当无支撑要求与其他约束条件发生冲突时,仍需要在多轴方案中使用支撑结构。目前,大多数支撑生成算法都是针对传统的2.5D打印,并不适用于多轴打印。为了解决这一问题,我们提出了一种稀疏弯曲的多轴打印支撑填充图案,旨在充分利用桥接技术提高材料效率。首先,在给定多轴喷管路径的情况下,通过识别喷管的悬垂点来检测喷管的悬垂区域;然后,在保证悬垂细丝稳定支撑的前提下,提出了支撑导向曲线的优化框架,使其总长度最小。最后,生成满足自支撑条件的支撑层切片和支撑段,形成最终的支撑打印路径。仿真和实验验证了所提出的方法。
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引用次数: 0
Improving the area-preserving parameterization of rational Bézier surfaces by rational bilinear transformation 利用有理双线性变换改进有理bsamzier曲面的保面积参数化
IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-03 DOI: 10.1016/j.gmod.2025.101278
Xiaowei Li , Yingjie Wu , Yaohui Sun , Xin Chen , Yanru Chen , Yi-jun Yang
To improve the area-preserving parameterization quality of rational Bézier surfaces, an optimization algorithm using bilinear reparameterization is proposed. First, the rational Bézier surface is transformed using a rational bilinear transformation, which provides greater degrees of freedom compared to Möbius transformations, while preserving the rational Bézier representation. Then, the energy function is discretized using the composite Simpson’s rule, and its gradients are computed for optimization. Finally, the optimal rational bilinear transformation is determined using the L-BFGS method. Experimental results are presented to demonstrate the reparameterization effects through the circle-packing texture map, iso-parametric curve net, and color-coded images of APP energy in the proposed approach.
为了提高有理bsamzier曲面的保面积参数化质量,提出了一种双线性再参数化优化算法。首先,使用一个有理双线性变换变换有理b逍遥曲面,与Möbius变换相比,它提供了更大的自由度,同时保留了有理b逍遥表示。然后,利用复合辛普森规则对能量函数进行离散化,并计算其梯度进行优化。最后,利用L-BFGS方法确定了最优有理双线性变换。实验结果通过圆填充纹理图、等参数曲线网和APP能量彩色编码图像验证了该方法的再参数化效果。
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引用次数: 0
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Graphical Models
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