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Directly from Alpha to Omega: Controllable End-to-End Vector Floor Plan Generation. 直接从Alpha到Omega:可控的端到端矢量平面图生成。
IF 6.5 Pub Date : 2026-02-16 DOI: 10.1109/TVCG.2026.3665422
Shidong Wang, Renato Pajarola

Automated floor plan generation aims to create residential layouts by arranging rooms within a given boundary, balancing topological, geometric, and aesthetic considerations. The existing methods typically use a multi-step pipeline with intermediate representations to decompose the prediction process into several sub-tasks, limiting model flexibility and imposing predefined solution paths. This often results in unreasonable outputs when applied to data unsuitable for these predefined paths, making it challenging for these methods to match human designers, who do not restrict themselves to a specific set of design workflows. To address these limitations, we introduce CE2EPlan, a controllable end-to-end topology- and geometryenhanced diffusion model, that removes restrictions on the generative process of AI design tools. Instead, it enables the model to learn how to design floor plans directly from data, capturing a wide range of solution paths from input boundaries to complete layouts. Extensive experiments demonstrate that our method surpasses all existing approaches using the multi-step pipeline, delivering higher-quality results with enhanced user control and greater diversity in output, bringing AI design tools closer to the versatility of human designers.

自动平面图生成旨在通过在给定边界内安排房间来创建住宅布局,平衡拓扑,几何和美学方面的考虑。现有方法通常使用带有中间表示的多步骤管道将预测过程分解为几个子任务,限制了模型的灵活性并强制使用预定义的解决路径。当应用于不适合这些预定义路径的数据时,这通常会导致不合理的输出,使这些方法与人类设计师相匹配变得具有挑战性,因为人类设计师不将自己限制在特定的设计工作流集合中。为了解决这些限制,我们引入了CE2EPlan,这是一种可控的端到端拓扑和几何增强扩散模型,消除了对人工智能设计工具生成过程的限制。相反,它使模型能够学习如何直接从数据中设计平面图,捕获从输入边界到完整布局的广泛解决方案路径。大量的实验表明,我们的方法超越了使用多步骤管道的所有现有方法,通过增强用户控制和更大的输出多样性,提供更高质量的结果,使人工智能设计工具更接近人类设计师的多功能性。
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引用次数: 0
Proportional Aggregation in Hierarchical Data Visualization. 分层数据可视化中的比例聚合。
IF 6.5 Pub Date : 2026-02-13 DOI: 10.1109/TVCG.2026.3664464
Antonia Schlieder, Jan Rummel, Filip Sadlo

In the visual analysis of hierarchical data, a main challenge is comparing data attributes both within and between different levels of the hierarchy. Such tasks are typically addressed using aggregated data, where the attribute of a parent node is calculated from the attributes of its children. Our review of existing literature on visualization methods that encode the hierarchy implicitly (e.g., icicle plots, treemaps) shows that most approaches rely on additive aggregation. Proportional aggregation, where a parent is assigned a weighted average of the values of its children, remains unexplored although relevant in practice. We introduce stalactite plots, a visualization technique that displays proportional aggregation and supports visual value comparison. Our empirical evaluation (N=148, N=50) shows that, with some explanation, stalactite plots are as easily understood as established visualization techniques for hierarchical data. Furthermore, for large datasets, participants are faster and more accurate using our approach.

在分层数据的可视化分析中,一个主要的挑战是比较不同层次结构内部和之间的数据属性。这类任务通常使用聚合数据来处理,其中父节点的属性是根据其子节点的属性计算出来的。我们回顾了现有关于隐式编码层次结构的可视化方法的文献(例如,冰柱图,树状图),表明大多数方法依赖于加性聚合。比例聚合,即家长被分配其子值的加权平均值,尽管在实践中相关,但仍未被探索。我们引入钟乳石图,这是一种显示比例聚集并支持视觉值比较的可视化技术。我们的经验评估(N=148, N=50)表明,在一些解释下,钟乳石图与现有的分层数据可视化技术一样容易理解。此外,对于大型数据集,参与者使用我们的方法更快,更准确。
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引用次数: 0
One-Stage Absolute Human Mesh Recovery. 一个阶段的绝对人体网格恢复。
IF 6.5 Pub Date : 2026-02-12 DOI: 10.1109/TVCG.2026.3664111
Xinyao Liao, Wanjuan Su, Chen Zhang, Ximeng Li, Wenbing Tao

The reconstruction of realistic and precise human meshes in world coordinates is facilitated by considering scene information. Challenges related to accuracy, robustness, and computation time are faced by existing absolute human mesh recovery methods. In this paper, a one-stage model for absolute human mesh recovery with superior reconstruction precision and inference speed is presented. The proposed one-stage model is composed of two parallel branches to achieve root position estimation and human mesh regression. To effectively connect the two branches, a scene-image information aggregation module is designed. The accuracy of the estimated human meshes is improved and the end-to-end training of the whole model is facilitated by this module. Experiments are conducted on three diverse datasets, and a GMPJPE decrease of 72.3 mm/27.32% and an MPJPE reduction of 25.6 mm/27.26% are achieved by the proposed method with the lowest inference time compared to previous SOTA methods.

考虑场景信息,便于在世界坐标下重建真实、精确的人体网格。现有的绝对人体网格恢复方法在精度、鲁棒性和计算时间等方面面临挑战。本文提出了一种具有较高重建精度和推理速度的人体绝对网格恢复单阶段模型。该模型由两个平行分支组成,实现了根位置估计和网格回归。为了有效连接两个分支,设计了场景图像信息聚合模块。该模块提高了人体网格估计的精度,便于整个模型的端到端训练。在三个不同的数据集上进行了实验,与以往的SOTA方法相比,该方法的GMPJPE降低了72.3 mm/27.32%, MPJPE降低了25.6 mm/27.26%,并且推理时间最短。
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引用次数: 0
Corrections to “Perceptually Uniform Construction of Illustrative Textures” 对“说明性织体的知觉统一构造”的修正
IF 6.5 Pub Date : 2026-02-11 DOI: 10.1109/TVCG.2025.3646304
Anna Sterzik;Monique Meuschke;Douglas W. Cunningham;Kai Lawonn
This note corrects errors in Figs. 12 and 13 and the description of the parametric function in the paper ”Perceptually Uniform Construction of Illustrative Textures” published in IEEE Transactions on Visualization and Computer Graphics, Vol. 30, Issue 1, 2024.
本文更正了图12和图13中的错误,以及《IEEE可视化与计算机图形学学报》(IEEE Transactions on Visualization and Computer Graphics, Vol. 30, Issue 1, 2024)上发表的论文“perceptional Uniform Construction of Illustrative Textures”中对参数函数的描述。
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引用次数: 0
DreamBarbie: Text to Barbie-Style 3D Avatars. DreamBarbie:文本到芭比风格的3D化身。
IF 6.5 Pub Date : 2026-02-10 DOI: 10.1109/TVCG.2026.3663253
Xiaokun Sun, Zhenyu Zhang, Ying Tai, Hao Tang, Zili Yi, Jian Yang

To integrate digital humans into everyday life, there is a strong demand for generating high-quality, fine-grained disentangled 3D avatars that support expressive animation and simulation capabilities, ideally from low-cost textual inputs. Although text-driven 3D avatar generation has made significant progress by leveraging 2D generative priors, existing methods still struggle to fulfill all these requirements simultaneously. To address this challenge, we propose DreamBarbie, a novel text-driven framework for generating animatable 3D avatars with separable shoes, accessories, and simulation-ready garments, truly capturing the iconic "Barbie doll" aesthetic. The core of our framework lies in an expressive 3D representation combined with appropriate modeling constraints. Unlike prior methods, we use G-Shell to uniformly model watertight components (e.g., bodies, shoes) and non-watertight garments. By reformulating boundaries as Euclidean field intersections instead of manifold geodesics, we propose an SDF-based initialization and a hole regularization loss that together achieve a $100times$ speedup and stable open topology without image input. These disentangled 3D representations are then optimized by specialized expert diffusion models tailored to each domain, ensuring high-fidelity outputs. To mitigate geometric artifacts and texture conflicts when combining different expert models, we further propose several effective geometric losses and strategies. Extensive experiments demonstrate that DreamBarbie outperforms existing methods in both dressed human and outfit generation. Our framework further enables diverse applications, including apparel combination, editing, expressive animation, and physical simulation.

为了将数字人融入日常生活,强烈需要生成高质量的、细粒度的、无纠缠的3D化身,这些化身支持富有表现力的动画和模拟能力,理想情况下是通过低成本的文本输入。尽管通过利用2D生成先验,文本驱动的3D角色生成已经取得了重大进展,但现有的方法仍然难以同时满足所有这些要求。为了应对这一挑战,我们提出了DreamBarbie,这是一个新颖的文本驱动框架,用于生成具有可分离的鞋子、配件和模拟服装的可动画3D化身,真正捕捉了标志性的“芭比娃娃”美学。我们的框架的核心在于一个富有表现力的3D表示结合适当的建模约束。与之前的方法不同,我们使用G-Shell来统一建模水密部件(例如,身体,鞋子)和非水密服装。通过将边界重新表述为欧几里得场交叉点而不是流形测地线,我们提出了一种基于sdf的初始化和一个孔正则化损失,它们共同实现了100倍的加速和稳定的开放拓扑,而无需图像输入。然后通过针对每个领域量身定制的专业专家扩散模型对这些解纠缠的3D表示进行优化,确保高保真输出。为了减轻不同专家模型组合时的几何伪像和纹理冲突,我们进一步提出了几种有效的几何损失和策略。大量的实验表明,DreamBarbie在穿衣服的人和服装生成方面都优于现有的方法。我们的框架进一步支持多种应用,包括服装组合、编辑、表达动画和物理模拟。
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引用次数: 0
FreNTS: Neural Texture Synthesis in Frequency Domain. FreNTS:频域神经纹理合成。
IF 6.5 Pub Date : 2026-02-10 DOI: 10.1109/TVCG.2026.3663389
Dongdong Yue, Xinyi Liu, Yongjun Zhang, Jinming Zhang, Yong Luo, Zeshuang Zheng, Yi Wan

Although existing texture synthesis methods perform well in generating large images with irregularly repeated textures to avoid visually unrealistic repetitions, they still face significant challenges in synthesizing regular textures with densely interconnected structures. In this paper, we propose a novel neural texture synthesis method, FreNTS, which uses frequency domain information to enhance the texture synthesis process, synthesizing textures with continuous, complete, and visually realistic overall structures. The core idea is to perform the Discrete Cosine Transform on image patches to obtain the corresponding frequency domain rate information features, and then use the designed adaptive guided correspondence (AGC) loss to calculate the correlation difference between the source image and the target image in the frequency domain and spatial domains, thereby constraining the optimization of the target image to achieve high-quality texture synthesis. In addition, to better evaluate the effect of texture synthesis, we introduce Tile LPIPS as the metric for quantitative evaluation. Experimental results show that the proposed FreNTS can effectively accelerate the process of neural texture synthesis and use high-frequency information to capture better structural details to synthesize realistic textures.

虽然现有的纹理合成方法可以很好地生成具有不规则重复纹理的大图像,以避免视觉上不现实的重复,但在合成具有密集互连结构的规则纹理方面仍然面临重大挑战。本文提出了一种新的神经纹理合成方法FreNTS,利用频域信息增强纹理合成过程,合成整体结构连续、完整、视觉逼真的纹理。其核心思想是对图像patch进行离散余弦变换,获得相应的频域速率信息特征,然后利用设计的自适应制导对应(AGC)损失计算源图像与目标图像在频域和空间域的相关差,从而约束目标图像的优化,实现高质量的纹理合成。此外,为了更好地评价纹理合成效果,我们引入Tile LPIPS作为定量评价指标。实验结果表明,该方法可以有效地加速神经纹理合成过程,利用高频信息捕获更好的结构细节,合成逼真的纹理。
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引用次数: 0
Compendia: Automated Visual Storytelling Generation from Online Article Collection. Compendia:从在线文章收集自动视觉故事生成。
IF 6.5 Pub Date : 2026-02-10 DOI: 10.1109/TVCG.2026.3663204
Manusha Karunathilaka, Litian Lei, Yiming Gao, Yong Wang, Jiannan Li

In the digital age, readers value quantitative journalism that is clear, concise, analytical, and human-centred. To understand complex topics, they often piece together scattered facts from multiple articles. Visual storytelling can transform fragmented information into clear, engaging narratives, yet its use with unstructured online articles remains largely unexplored. To fill this gap, we present Compendia, an automated system that analyzes online articles in response to a user's query and generates a coherent data story tailored to the user's informational needs. through two modules covering addresses key challenges of storytelling from unstructured text through two modules covering: Online Article Retrieval, which gathers relevant articles; Data Fact Extraction, which identifies, validates, and refines quantitative facts; Fact Organization, which clusters and merges related facts into coherent thematic groups; and Visual Storytelling, which transforms the organized facts into narratives with visualizations in an interactive scrollytelling interface. We evaluated Compendia through a quantitative analysis, confirming the accuracy in fact extraction and organization, and through two user studies with 16 participants, demonstrating its usability, effectiveness, and ability to produce engaging visual stories for open-ended queries.

在数字时代,读者看重的是清晰、简洁、分析性强、以人为本的定量新闻。为了理解复杂的话题,他们经常把多篇文章中零散的事实拼凑在一起。视觉叙事可以将支离破碎的信息转化为清晰、引人入胜的叙事,但它在非结构化在线文章中的应用在很大程度上仍未被探索。为了填补这一空白,我们提出了Compendia,这是一个自动化系统,可以根据用户的查询分析在线文章,并根据用户的信息需求生成连贯的数据故事。通过两个模块覆盖解决了从非结构化文本讲故事的关键挑战,通过两个模块覆盖:在线文章检索,收集相关文章;数据事实提取,识别、验证和提炼定量事实;事实组织,将相关事实聚集和合并成连贯的专题组;视觉叙事(Visual Storytelling),将有组织的事实转化为具有可视化效果的叙事,通过交互式的卷轴式叙事界面呈现。我们通过定量分析对Compendia进行了评估,确认了提取和组织的准确性,并通过对16名参与者进行了两次用户研究,展示了它的可用性、有效性,以及为开放式查询生成引人入胜的视觉故事的能力。
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引用次数: 0
Robust Image Stitching with Optimal Plane. 基于最优平面的鲁棒图像拼接。
IF 6.5 Pub Date : 2026-02-10 DOI: 10.1109/TVCG.2026.3663425
Lang Nie, Yuan Mei, Kang Liao, Xunqiu Xu, Chunyu Lin, Bin Xiao

We present RopStitch, an unsupervised deep image stitching framework with both robustness and naturalness. To ensure the robustness of RopStitch, we propose to incorporate the universal prior of content perception into the image stitching model by a dual-branch architecture. It separately captures coarse and fine features and integrates them to achieve highly generalizable performance across diverse unseen real-world scenes. Concretely, the dual-branch model consists of a pretrained branch to capture semantically invariant representations and a learnable branch to extract fine-grained discriminative features, which are then merged into a whole by a controllable factor at the correlation level. Besides, considering that content alignment and structural preservation are often contradictory to each other, we propose a concept of virtual optimal planes to relieve this conflict. To this end, we model this problem as a process of estimating homography decomposition coefficients, and design an iterative coefficient predictor and minimal semantic distortion constraint to identify the optimal plane. This scheme is finally incorporated into RopStitch by warping both views onto the optimal plane bidirectionally. Extensive experiments across various datasets demonstrate that RopStitch significantly outperforms existing methods, particularly in scene robustness and content naturalness. The code is available at https://github.com/MmelodYy/RopStitch.

我们提出了RopStitch,一个无监督的深度图像拼接框架,具有鲁棒性和自然性。为了保证RopStitch的鲁棒性,我们提出通过双分支架构将内容感知的通用先验纳入图像拼接模型。它分别捕获粗特征和细特征,并将它们集成在一起,从而在各种看不见的真实场景中实现高度一般化的性能。具体而言,双分支模型由一个预训练分支和一个可学习分支组成,前者用于捕获语义不变表示,后者用于提取细粒度的判别特征,然后通过相关水平的可控因素将其合并为一个整体。此外,考虑到内容对齐和结构保存经常是相互矛盾的,我们提出了虚拟最优平面的概念来缓解这种冲突。为此,我们将该问题建模为一个估计单应分解系数的过程,并设计了一个迭代系数预测器和最小语义失真约束来识别最优平面。该方案最终通过将两个视图双向翘曲到最佳平面上纳入RopStitch。在各种数据集上进行的大量实验表明,RopStitch显著优于现有方法,特别是在场景鲁棒性和内容自然性方面。代码可在https://github.com/MmelodYy/RopStitch上获得。
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引用次数: 0
Contextualization or Rationalization? The Effect of Causal Priors on Data Visualization Interpretation. 情境化还是理性化?因果先验对数据可视化解释的影响。
IF 6.5 Pub Date : 2026-02-09 DOI: 10.1109/TVCG.2026.3663050
Arran Zeyu Wang, David Borland, Estella Calcaterra, David Gotz

Understanding how individuals interpret charts is a crucial concern for visual data communication. This imperative has motivated a number of studies, including past work demonstrating that causal priors-a priori belief about causal relationships between concepts-can have significant influences on the perceived strength of variable relationships inferred from visualizations. This paper builds on these previous results, demonstrating that causal priors can also influence the types of patterns that people perceive as the most salient within ambiguous scatterplots that have roughly equal evidence for trend and cluster patterns. Using a mixed-design approach that combines a largescale online experiment for breadth of findings with an in-person think-aloud study for analytical depth, we investigated how users' interpretations are influenced by the interplay between causal priors and the visualized data patterns. Our analysis suggests two archetypal reasoning behaviors through which people often make their observations: contextualization, in which users accept a visual pattern that aligns with causal priors and use their existing knowledge to enrich interpretation, and rationalization, in which users encounter a pattern that conflicts with causal priors and attempt to explain away the discrepancy by invoking external factors, such as positing confounding variables or data selection bias. These findings provide initial evidence highlighting the critical role of causal priors in shaping high-level visualization comprehension, and introduce a vocabulary for describing how users reason about data that either confirms or challenges prior beliefs of causality.

了解个人如何解释图表是视觉数据交流的关键问题。这一必要性激发了许多研究,包括过去的研究表明,因果先验——关于概念之间因果关系的先验信念——可以对从可视化推断的可变关系的感知强度产生重大影响。本文以这些先前的结果为基础,证明因果先验也可以影响人们认为在模糊散点图中最显著的模式类型,这些散点图对趋势和聚类模式的证据大致相等。我们采用混合设计方法,结合大规模在线实验以获得广泛的发现,以及面对面的有声思考研究以获得分析深度,研究了因果先验和可视化数据模式之间的相互作用如何影响用户的解释。我们的分析表明,人们经常通过两种原型推理行为进行观察:情境化,用户接受与因果先验一致的视觉模式,并使用他们现有的知识来丰富解释;以及合理化,用户遇到与因果先验冲突的模式,并试图通过调用外部因素来解释差异,例如假设混淆变量或数据选择偏差。这些发现提供了初步证据,突出了因果先验在塑造高级可视化理解中的关键作用,并引入了一个词汇来描述用户如何对数据进行推理,这些数据要么证实,要么挑战因果关系的先验信念。
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引用次数: 0
AnchorCrafter: Animate Cyber-Anchors Selling Your Products via Human-Object Interacting Video Generation. 动画网络主播通过人机交互视频生成销售您的产品。
IF 6.5 Pub Date : 2026-02-09 DOI: 10.1109/TVCG.2026.3662720
Ziyi Xu, Ziyao Huang, Juan Cao, Yong Zhang, Xiaodong Cun, Qing Shuai, Yuchen Wang, Linchao Bao, Fan Tang

The generation of anchor-style product promotion videos presents promising opportunities in e-commerce, advertising, and consumer engagement. Despite advancements in pose-guided human video generation, creating product promotion videos remains challenging. In addressing this challenge, we identify the integration of human-object interactions (HOI) into pose-guided human video generation as a core issue. To this end, we introduce AnchorCrafter, a novel diffusion-based system designed to generate 2D videos featuring a target human and a customized object, achieving high visual fidelity and controllable interactions. Specifically, we propose two key innovations: the HOI-appearance perception, which enhances object appearance recognition from arbitrary multi-view perspectives and disentangles object and human appearance, and the HOI-motion injection, which enables complex human-object interactions by overcoming challenges in object trajectory conditioning and inter-occlusion management. Extensive experiments show that our system improves object appearance preservation by 7.5%, and achieves the best video quality compared to existing state-of-the-art approaches. It also outperforms existing approaches in maintaining human motion consistency and high-quality video generation. Project page including data, code, and Huggingface demo: https://github.com/cangcz/AnchorCrafter.

主播式产品推广视频的产生为电子商务、广告和消费者参与提供了有希望的机会。尽管在姿势引导的人类视频生成方面取得了进步,但制作产品宣传视频仍然具有挑战性。为了应对这一挑战,我们确定将人-物交互(HOI)集成到姿势引导的人类视频生成中作为核心问题。为此,我们介绍了一种基于扩散的新型系统AnchorCrafter,该系统旨在生成具有目标人和定制对象的2D视频,实现高视觉保真度和可控交互。具体来说,我们提出了两个关键的创新:hoi -外观感知,它可以增强任意多视角下的物体外观识别,并将物体和人的外观分离出来;hoi -运动注入,通过克服物体轨迹调节和遮挡管理方面的挑战,实现复杂的人-物体交互。大量的实验表明,与现有的最先进的方法相比,我们的系统将物体的外观保存率提高了7.5%,并获得了最好的视频质量。它在保持人体运动一致性和高质量视频生成方面也优于现有方法。项目页面包括数据、代码和Huggingface演示:https://github.com/cangcz/AnchorCrafter。
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引用次数: 0
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IEEE transactions on visualization and computer graphics
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