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Dynamic Scheduling for Data-Parallel Path Tracing of Large-Scale Instanced Scenes. 大规模实例场景数据并行路径跟踪的动态调度。
IF 6.5 Pub Date : 2026-02-02 DOI: 10.1109/TVCG.2026.3659931
Xiang Xu, Huiyu Li, Linwei Fan, Lu Wang

Data-parallel ray tracing is a crucial technique for rendering large-scale scenes that exceed the memory capacity of a single compute node. It partitions scene data across multiple nodes and accesses remote data through inter-node communication. However, the resulting communication overhead remains a significant bottleneck for practical performance. Existing approaches mitigate this bottleneck by enhancing data locality through dynamic scheduling during rendering, typically employing spatial partitioning to enable access prediction. Although effective in some scenarios, these methods incur significant redundancy in base geometry when applied to large-scale instanced scenes. In this paper, we introduce the first object-space-based dynamic scheduling algorithm, which uses object groups as the scheduling units to eliminate redundant storage of base data in instanced scenes. Additionally, we propose two data access frequency prediction methods to guide asynchronous data prefetching, enhancing rendering efficiency. Compared to the state-of-the-art method, our approach achieves an average rendering speedup of 77.6%, with a maximum improvement of up to 146.1%, while incurring only a 5% increase in scene memory consumption.

数据并行光线追踪是一种重要的技术,用于渲染超过单个计算节点内存容量的大规模场景。它将场景数据划分到多个节点,并通过节点间通信访问远程数据。然而,由此产生的通信开销仍然是实际性能的一个重要瓶颈。现有的方法通过在呈现过程中动态调度增强数据局部性来缓解这一瓶颈,通常使用空间分区来实现访问预测。虽然这些方法在某些情况下是有效的,但当应用于大规模的实例场景时,这些方法会在基本几何结构中产生显著的冗余。本文首次提出了基于对象空间的动态调度算法,该算法以对象组作为调度单元,消除了实例场景中基础数据的冗余存储。此外,我们提出了两种数据访问频率预测方法来指导异步数据预取,提高了渲染效率。与最先进的方法相比,我们的方法实现了77.6%的平均渲染加速,最大改进可达146.1%,而场景内存消耗仅增加5%。
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引用次数: 0
Two-Handed Click and Tap: Expanding Input Vocabulary of Controllers for Virtual Reality Interaction. 双手点击和点击:扩展虚拟现实交互控制器的输入词汇。
IF 6.5 Pub Date : 2026-02-01 DOI: 10.1109/TVCG.2025.3624569
Huawei Tu, BoYu Gao, Yujun Lu, Weiqiang Xin, Hui Cui, Weiqi Luo, Jian Weng, Henry Been-Lirn Duh

This study explores the design space of two-handed input (i.e., clicking or tapping with the thumb) on the touchpads of controllers for virtual reality (VR) interaction. Four experiments were conducted to fulfill this purpose. Experiment 1 investigated how users employed two VR controllers to perform four representative interaction tasks in VR and identified 14 potentially usable two-handed operations that involved tapping or clicking. Experiments 2 and 3 analyzed user performance of the 14 operations, providing insights into their interaction characteristics in terms of completion time, accuracy, and subjective feedback. In Experiment 4, we designed a command-input technique based on the proposed operations. We verified its effectiveness compared to context menus and marking menus in a VR text entry scenario. Our technique generally had shorter times and similar accuracy to the two menu types. Our work contributes to the design of VR interactions using two-handed controllers.

本研究探讨了在虚拟现实(VR)交互中,在控制器的触摸板上进行双手输入(即用拇指点击或敲击)的设计空间。为了达到这个目的,进行了四个实验。实验1调查了用户如何使用两个VR控制器在VR中执行四个具有代表性的交互任务,并确定了14个潜在可用的双手操作,包括点击或点击。实验2和实验3分析了14种操作的用户表现,从完成时间、准确性和主观反馈等方面了解了这些操作的交互特征。在实验4中,我们基于提议的操作设计了一种命令输入技术。我们将其与VR文本输入场景中的上下文菜单和标记菜单进行了比较,验证了其有效性。与这两种菜单类型相比,我们的技术通常用时更短,准确性相似。我们的工作有助于设计使用双手控制器的VR交互。
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引用次数: 0
Zero-Shot Video Translation via Token Warping. 零镜头视频翻译通过令牌翘曲。
IF 6.5 Pub Date : 2026-02-01 DOI: 10.1109/TVCG.2025.3636949
Haiming Zhu, Yangyang Xu, Jun Yu, Shengfeng He

With the revolution of generative AI, video-related tasks have been widely studied. However, current state-of-the-art video models still lag behind image models in visual quality and user control over generated content. In this paper, we introduce TokenWarping, a novel framework for temporally coherent video translation. Existing diffusion-based video editing approaches rely solely on key and value patches in self-attention to ensure temporal consistency, often sacrificing the preservation of local and structural regions. Critically, these methods overlook the significance of the query patches in achieving accurate feature aggregation and temporal coherence. In contrast, TokenWarping leverages complementary token priors by constructing temporal correlations across different frames. Our method begins by extracting optical flows from source videos. During the denoising process of the diffusion model, these optical flows are used to warp the previous frame's query, key, and value patches, aligning them with the current frame's patches. By directly warping the query patches, we enhance feature aggregation in self-attention, while warping the key and value patches ensures temporal consistency across frames. This token warping imposes explicit constraints on the self-attention layer outputs, effectively ensuring temporally coherent translation. Our framework does not require any additional training or fine-tuning and can be seamlessly integrated with existing text-to-image editing methods. We conduct extensive experiments on various video translation tasks, demonstrating that TokenWarping surpasses state-of-the-art methods both qualitatively and quantitatively. Video demonstrations are available in supplementary materials.

随着生成式人工智能的革命,视频相关任务得到了广泛的研究。然而,目前最先进的视频模型在视觉质量和用户对生成内容的控制方面仍然落后于图像模型。在本文中,我们介绍了TokenWarping,一个用于时间连贯视频翻译的新框架。现有的基于扩散的视频编辑方法仅仅依靠自关注中的关键和值补丁来保证时间一致性,往往牺牲了局部和结构区域的保存。关键是,这些方法忽略了查询补丁在实现准确的特征聚合和时间相干性方面的重要性。相反,tokenwarp通过构建跨不同帧的时间相关性来利用互补的token先验。我们的方法首先从源视频中提取光流。在扩散模型去噪过程中,这些光流被用来扭曲前一帧的查询、键和值补丁,使它们与当前帧的补丁对齐。通过直接扭曲查询补丁,我们增强了自关注的特征聚合,而扭曲键和值补丁确保了帧间的时间一致性。这种令牌扭曲对自关注层输出施加了显式约束,有效地确保了暂时连贯的翻译。我们的框架不需要任何额外的培训或微调,可以与现有的文本到图像的编辑方法无缝集成。我们对各种视频翻译任务进行了广泛的实验,证明TokenWarping在定性和定量上都超过了最先进的方法。视频演示可在补充材料中找到。
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引用次数: 0
PFF-Net: Patch Feature Fitting for Point Cloud Normal Estimation. PFF-Net:点云法向估计的Patch Feature拟合。
IF 6.5 Pub Date : 2026-02-01 DOI: 10.1109/TVCG.2025.3638450
Qing Li, Huifang Feng, Kanle Shi, Yue Gao, Yi Fang, Yu-Shen Liu, Zhizhong Han

Estimating the normal of a point requires constructing a local patch to provide center-surrounding context, but determining the appropriate neighborhood size is difficult when dealing with different data or geometries. Existing methods commonly employ various parameter-heavy strategies to extract a full feature description from the input patch. However, they still have difficulties in accurately and efficiently predicting normals for various point clouds. In this work, we present a new idea of feature extraction for robust normal estimation of point clouds. We use the fusion of multi-scale features from different neighborhood sizes to address the issue of selecting reasonable patch sizes for various data or geometries. We seek to model a patch feature fitting (PFF) based on multi-scale features to approximate the optimal geometric description for normal estimation and implement the approximation process via multi-scale feature aggregation and cross-scale feature compensation. The feature aggregation module progressively aggregates the patch features of different scales to the center of the patch and shrinks the patch size by removing points far from the center. It not only enables the network to precisely capture the structure characteristic in a wide range, but also describes highly detailed geometries. The feature compensation module ensures the reusability of features from earlier layers of large scales and reveals associated information in different patch sizes. Our approximation strategy based on aggregating the features of multiple scales enables the model to achieve scale adaptation of varying local patches and deliver the optimal feature description. Extensive experiments demonstrate that our method achieves state-of-the-art performance on both synthetic and real-world datasets with fewer network parameters and running time.

估计一个点的法线需要构建一个局部补丁来提供中心周围的上下文,但是当处理不同的数据或几何形状时,确定适当的邻域大小是困难的。现有的方法通常采用各种重参数策略从输入patch中提取完整的特征描述。然而,它们在准确有效地预测各种点云的法线方面仍然存在困难。本文提出了一种用于点云鲁棒正态估计的特征提取方法。我们使用不同邻域尺寸的多尺度特征融合来解决各种数据或几何形状选择合理补丁尺寸的问题。我们试图建立一个基于多尺度特征的补丁特征拟合(PFF)模型来逼近正态估计的最优几何描述,并通过多尺度特征聚合和跨尺度特征补偿实现逼近过程。特征聚集模块将不同尺度的patch特征逐步聚集到patch的中心,并通过去除远离中心的点来缩小patch的大小。它不仅使网络能够在大范围内精确捕获结构特征,而且还可以描述非常详细的几何形状。特征补偿模块确保了早期大尺度层特征的可重用性,并在不同的补丁大小中显示相关信息。我们基于多尺度特征聚合的近似策略使模型能够实现不同局部斑块的尺度自适应,并提供最优的特征描述。大量的实验表明,我们的方法在合成和现实世界的数据集上都能以更少的网络参数和运行时间实现最先进的性能。
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引用次数: 0
DoodleAssist: Progressive Interactive Line Art Generation With Latent Distribution Alignment. DoodleAssist:具有潜在分布对齐的渐进式交互式线条艺术生成。
IF 6.5 Pub Date : 2026-02-01 DOI: 10.1109/TVCG.2025.3624800
Haoran Mo, Yulin Shen, Edgar Simo-Serra, Zeyu Wang

Creating high-quality line art in a fast and controlled manner plays a crucial role in anime production and concept design. We present DoodleAssist, an interactive and progressive line art generation system controlled by sketches and prompts, which helps both experts and novices concretize their design intentions or explore possibilities. Built upon a controllable diffusion model, our system performs progressive generation based on the last generated line art, synthesizing regions corresponding to drawn or modified strokes while keeping the remaining ones unchanged. To facilitate this process, we propose a latent distribution alignment mechanism to enhance the transition between the two regions and allow seamless blending, thereby alleviating issues of region incoherence and line discontinuity. Finally, we also build a user interface that allows the convenient creation of line art through interactive sketching and prompts. Qualitative and quantitative comparisons against existing approaches and an in-depth user study demonstrate the effectiveness and usability of our system. Our system can benefit various applications such as anime concept design, drawing assistant, and creativity support for children.

在动画制作和概念设计中,以快速和可控的方式创造高质量的线条艺术起着至关重要的作用。我们介绍DoodleAssist,这是一个由草图和提示控制的交互式渐进式线条艺术生成系统,可以帮助专家和新手具体化他们的设计意图或探索可能性。我们的系统建立在一个可控的扩散模型上,基于最后生成的线条艺术进行渐进式生成,合成与绘制或修改笔画相对应的区域,同时保持其余区域不变。为了促进这一过程,我们提出了一种潜在的分布对齐机制,以增强两个区域之间的过渡,并允许无缝混合,从而缓解区域不连贯和线不连续的问题。最后,我们还构建了一个用户界面,允许通过交互式素描和提示方便地创建线条艺术。与现有方法的定性和定量比较以及深入的用户研究证明了我们系统的有效性和可用性。本系统可用于动漫概念设计、绘画辅助、儿童创意支持等多种应用。
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引用次数: 0
AutoFDP: Automatic Force-Based Model Selection for Multicriteria Graph Drawing. AutoFDP:自动基于力的模型选择多标准图形绘制。
IF 6.5 Pub Date : 2026-02-01 DOI: 10.1109/TVCG.2025.3631659
Mingliang Xue, Yifan Wang, Zhi Wang, Lifeng Zhu, Lizhen Cui, Yueguo Chen, Zhiyu Ding, Oliver Deussen, Yunhai Wang

Traditional force-based graph layout models are rooted in virtual physics, while criteria-driven techniques position nodes by directly optimizing graph readability criteria. In this article, we systematically explore the integration of these two approaches, introducing criteria-driven force-based graph layout techniques. We propose a general framework that, based on user-specified readability criteria, such as minimizing edge crossings, automatically constructs a force-based model tailored to generate layouts for a given graph. Models derived from highly similar graphs can be reused to create initial layouts, users can further refine layouts by imposing different criteria on subgraphs. We perform quantitative comparisons between our layout methods and existing techniques across various graphs and present a case study on graph exploration. Our results indicate that our framework generates superior layouts compared to existing techniques and exhibits better generalization capabilities than deep learning-based methods.

传统的基于力的图形布局模型植根于虚拟物理,而标准驱动技术通过直接优化图形可读性标准来定位节点。在本文中,我们系统地探索了这两种方法的集成,引入了基于标准驱动的基于力的图形布局技术。我们提出了一个通用框架,该框架基于用户指定的可读性标准,例如最小化边缘交叉,自动构建一个基于力的模型,以生成给定图形的布局。从高度相似的图派生的模型可以被重用来创建初始布局,用户可以通过在子图上施加不同的标准来进一步细化布局。我们对各种图形的布局方法和现有技术进行了定量比较,并提出了图形探索的案例研究。我们的结果表明,与现有技术相比,我们的框架生成了更好的布局,并且比基于深度学习的方法表现出更好的泛化能力。
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引用次数: 0
Computational Caustic Design for Surface Light Source. 表面光源的计算焦散设计。
IF 6.5 Pub Date : 2026-02-01 DOI: 10.1109/TVCG.2025.3633081
Sizhuo Zhou, Yuou Sun, Bailin Deng, Juyong Zhang

Designing freeform surfaces to control light based on real-world illumination patterns is challenging, as existing caustic lens designs often assume oversimplified point or parallel light sources. We propose representing surface light sources using an optimized set of point sources, whose parameters are fitted to the real light source's illumination using a novel differentiable rendering framework. Our physically-based rendering approach simulates light transmission using flux, without requiring prior knowledge of the light source's intensity distribution. To efficiently explore the light source parameter space during optimization, we apply a contraction mapping that converts the constrained problem into an unconstrained one. Using the optimized light source model, we then design the freeform lens shape considering flux consistency and normal integrability. Simulations and physical experiments show our method more accurately represents real surface light sources compared to point-source approximations, yielding caustic lenses that produce images closely matching the target light distributions.

设计自由曲面来控制基于现实世界照明模式的光是具有挑战性的,因为现有的焦散透镜设计通常采用过于简化的点光源或平行光源。我们提出使用一组优化的点光源来表示表面光源,这些点光源的参数使用一种新的可微渲染框架来拟合真实光源的照明。我们基于物理的渲染方法使用通量模拟光的传输,而不需要事先了解光源的强度分布。为了在优化过程中有效地探索光源参数空间,我们采用了一种将约束问题转化为无约束问题的收缩映射。利用优化后的光源模型,考虑光通量一致性和法向可积性,设计了自由曲面透镜形状。模拟和物理实验表明,与点源近似相比,我们的方法更准确地代表了真实的表面光源,产生的焦散透镜产生的图像与目标光分布密切匹配。
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引用次数: 0
SigTime: Learning and Visually Explaining Time Series Signatures. SigTime:学习和可视化地解释时间序列签名。
IF 6.5 Pub Date : 2026-02-01 DOI: 10.1109/TVCG.2025.3644956
Yu-Chia Huang, Juntong Chen, Dongyu Liu, Kwan-Liu Ma

Understanding and distinguishing temporal patterns in time series data is essential for scientific discovery and decision-making. For example, in biomedical research, uncovering meaningful patterns in physiological signals can improve diagnosis, risk assessment, and patient outcomes. However, existing methods for time series pattern discovery face major challenges, including high computational complexity, limited interpretability, and difficulty in capturing meaningful temporal structures. To address these gaps, we introduce a novel learning framework that jointly trains two Transformer models using complementary time series representations: shapelet-based representations to capture localized temporal structures and traditional feature engineering to encode statistical properties. The learned shapelets serve as interpretable signatures that differentiate time series across classification labels. Additionally, we develop a visual analytics system-SigTime-with coordinated views to facilitate exploration of time series signatures from multiple perspectives, aiding in useful insights generation. We quantitatively evaluate our learning framework on eight publicly available datasets and one proprietary clinical dataset. Additionally, we demonstrate the effectiveness of our system through two usage scenarios along with the domain experts: one involving public ECG data and the other focused on preterm labor analysis.

理解和区分时间序列数据中的时间模式对科学发现和决策至关重要。例如,在生物医学研究中,发现生理信号中有意义的模式可以改善诊断、风险评估和患者预后。然而,现有的时间序列模式发现方法面临着重大挑战,包括高计算复杂度、有限的可解释性以及难以捕获有意义的时间结构。为了解决这些差距,我们引入了一个新的学习框架,该框架使用互补的时间序列表示来联合训练两个Transformer模型:基于形状的表示来捕获局部时间结构,传统的特征工程来编码统计属性。学习到的shapelets作为可解释的签名,用于区分不同分类标签的时间序列。此外,我们开发了一个可视化分析系统sigtime -具有协调视图,以促进从多个角度探索时间序列特征,帮助生成有用的见解。我们在八个公开可用的数据集和一个专有的临床数据集上定量评估我们的学习框架。此外,我们与领域专家一起通过两种使用场景展示了我们系统的有效性:一种涉及公共ECG数据,另一种侧重于早产分析。
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引用次数: 0
InterMamba: Efficient Human-Human Interaction Generation With Adaptive Spatio-Temporal Mamba. 曼巴:利用自适应时空曼巴产生高效的人际互动。
IF 6.5 Pub Date : 2026-02-01 DOI: 10.1109/TVCG.2025.3635116
Zizhao Wu, Yingying Sun, Yiming Chen, Xiaoling Gu, Ruyu Liu, Jiazhou Chen

Human-human interaction generation has garnered significant attention in motion synthesis due to its vital role in understanding humans as social beings. However, existing methods typically rely on transformer-based architectures, which often face challenges related to scalability and efficiency. To address these challenges, we propose InterMamba, a novel and efficient human-human interaction generation method built on the Mamba framework, designed to capture long-sequence dependencies effectively while enabling real-time feedback. Specifically, we introduce an adaptive spatio-temporal Mamba framework that utilizes two parallel SSM branches with an adaptive mechanism to integrate the spatial and temporal features of motion sequences. To further enhance the model's ability to capture dependencies within individual motion sequences and the interactions between different individual sequences, we develop two key modules: the self adaptive spatio-temporal Mamba module and the cross adaptive spatio-temporal Mamba module, enabling efficient feature learning. Extensive experiments demonstrate that our method achieves the state-of-the-art results on both two interaction datasets with remarkable quality and efficiency. Compared to the baseline method InterGen, our approach not only improves accuracy but also reduces the parameter size to just 66 M (36% of InterGen's), while achieving an average inference speed of 0.57 seconds, which is 46% of InterGen's execution time.

在运动合成中,人-人互动生成由于其在理解人类作为社会生物方面的重要作用而引起了极大的关注。然而,现有的方法通常依赖于基于转换器的体系结构,这通常面临着与可伸缩性和效率相关的挑战。为了应对这些挑战,我们提出了InterMamba,这是一种基于Mamba框架的新型高效人机交互生成方法,旨在有效捕获长序列依赖关系,同时实现实时反馈。具体来说,我们引入了一个自适应时空曼巴框架,该框架利用两个平行的SSM分支和自适应机制来整合运动序列的空间和时间特征。为了进一步增强模型捕获单个运动序列中的依赖关系和不同单个序列之间相互作用的能力,我们开发了两个关键模块:自适应时空曼巴模块和交叉适应时空曼巴模块,实现了高效的特征学习。大量的实验表明,我们的方法在两个交互数据集上都达到了最先进的结果,并且具有显著的质量和效率。与基准方法InterGen相比,我们的方法不仅提高了精度,而且将参数大小减少到仅66 M (InterGen的36%),同时实现了0.57秒的平均推理速度,这是InterGen执行时间的46%。
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引用次数: 0
2DGH: 2D Gaussian-Hermite Splatting for High-Quality Rendering and Better Geometry Features. 2DGH:用于高质量渲染和更好的几何特征的2D高斯-埃尔米特飞溅。
IF 6.5 Pub Date : 2026-02-01 DOI: 10.1109/TVCG.2025.3622157
Ruihan Yu, Tianyu Huang, Jingwang Ling, Feng Xu

2D Gaussian Splatting has recently emerged as a significant method in 3D reconstruction, enabling novel view synthesis and geometry reconstruction simultaneously. While the well-known Gaussian kernel is broadly used, its lack of anisotropy and deformation ability leads to dim and vague edges at object silhouettes, limiting the reconstruction quality of current Gaussian splatting methods. To enhance the representation power, we draw inspiration from quantum physics and propose to use the Gaussian-Hermite kernel as the new primitive in Gaussian splatting. The new kernel takes a unified mathematical form and extends the Gaussian function, which serves as the zero-rank special case in the updated general formulation. Our experiments demonstrate that the proposed Gaussian-Hermite kernel achieves improved performance over traditional Gaussian Splatting kernels on both geometry reconstruction and novel-view synthesis tasks. Specifically, on the DTU dataset, our method yields more accurate geometry reconstruction, while on datasets such as MipNeRF360 and our customized Detail dataset, it achieves better results in novel-view synthesis. These results highlight the potential of the Gaussian-Hermite kernel for high-quality 3D reconstruction and rendering.

二维高斯溅射是一种重要的三维重建方法,它可以同时实现新的视图合成和几何重建。虽然众所周知的高斯核被广泛使用,但由于其缺乏各向异性和变形能力,导致物体轮廓边缘模糊,限制了当前高斯飞溅方法的重建质量。为了提高高斯溅射的表示能力,我们从量子物理中汲取灵感,提出使用高斯-埃尔米特核作为高斯溅射的新原语。新核采用统一的数学形式,对高斯函数进行了扩展,作为更新后的一般公式中的零阶特例。我们的实验表明,所提出的高斯-埃尔米特核在几何重建和新视图合成任务上都比传统的高斯飞溅核具有更高的性能。具体来说,在DTU数据集上,我们的方法产生了更精确的几何重建,而在MipNeRF360和我们定制的Detail数据集上,它在新视图合成方面取得了更好的结果。这些结果突出了高斯-埃尔米特核在高质量3D重建和渲染方面的潜力。
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引用次数: 0
期刊
IEEE transactions on visualization and computer graphics
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