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306篇论文
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Shaofei Wang 0001, Tomas Simon, Igor Santesteban, Timur M. Bagautdinov, Junxuan Li, Vasu Agrawal, Fabian Prada, Shoou-I Yu, Pace Nalbone, Matt Gramlich 等

We propose Relightable Full-Body Gaussian Codec Avatars, a new approach for modeling relightable full-body avatars with fine-grained details including face and hands. The unique challenge for relighting full-body avatars lies in the large deformations caused by body articulation and the resulting impact on appearance caused by light transport. Changes in body pose can dramatically change the orientation of body surfaces with respect to lights, resulting in both local appearance changes due to changes in local light transport functions, as well as non-local changes due to occlusion between body parts. To address this, we decompose the light transport into local and non-local effects. Local appearance changes are modeled using learnable zonal harmonics for diffuse radiance transfer. Unlike spherical harmonics, zonal harmonics are highly efficient to rotate under articulation. This allows us to learn diffuse radiance transfer in a local coordinate frame, which disentangles the local radiance transfer from the articulation of the body. To account for non-local appearance changes, we introduce a shadow network that predicts shadows given precomputed incoming irradiance on a base mesh. This facilitates the learning of non-local shadowing between the body parts. Finally, we use a deferred shading approach to model specular radiance transfer and better capture reflections and highlights such as eye glints. We demonstrate that our approach successfully models both the local and non-local light transport required for relightable full-body avatars, with a superior generalization ability under novel illumination conditions and unseen poses.

Howard Zhang, Yuval Alaluf, Sizhuo Ma, Achuta Kadambi, Jian Wang 0100, Kfir Aberman

Face image restoration aims to enhance degraded facial images while addressing challenges such as diverse degradation types, real-time processing demands, and, most crucially, the preservation of identity-specific features. Existing methods often struggle with slow processing times and suboptimal restoration, especially under severe degradation, failing to accurately reconstruct finer-level identity details. To address these issues, we introduce InstantRestore, a novel framework that leverages a single-step image diffusion model and an attention-sharing mechanism for fast and personalized face restoration. Additionally, InstantRestore incorporates a novel landmark attention loss, aligning key facial landmarks to refine the attention maps, enhancing identity preservation. At inference time, given a degraded input and a small (∼ 4) set of reference images, InstantRestore performs a single forward pass through the network to achieve near real-time performance. Unlike prior approaches that rely on full diffusion processes or per-identity model tuning, InstantRestore offers a scalable solution suitable for large-scale applications. Extensive experiments demonstrate that InstantRestore outperforms existing methods in quality and speed, making it an appealing choice for identity-preserving face restoration.

Gengyan Li 0001, Paulo F. U. Gotardo, Timo Bolkart, Stephan J. Garbin, Kripasindhu Sarkar, Abhimitra Meka, Alexandros Lattas, Thabo Beeler

Sparse volumetric reconstruction and rendering via 3D Gaussian splatting have recently enabled animatable 3D head avatars that are rendered under arbitrary viewpoints with impressive photorealism. Today, such photoreal avatars are seen as a key component in emerging applications in telepresence, extended reality, and entertainment. Building a photoreal avatar requires estimating the complex non-rigid motion of different facial components as seen in input video images; due to inaccurate motion estimation, animatable models typically present a loss of fidelity and detail when compared to their non-animatable counterparts, built from an individual facial expression. Also, recent state-of-the-art models are often affected by memory limitations that reduce the number of 3D Gaussians used for modeling, leading to lower detail and quality. To address these problems, we present a new high-detail 3D head avatar model that improves upon the state of the art, largely increasing the number of 3D Gaussians and modeling quality for rendering at 4K resolution. Our high-quality model is reconstructed from multiview input video and builds on top of a mesh-based 3D morphable model, which provides a coarse deformation layer for the head. Photoreal appearance is modelled by 3D Gaussians embedded within the continuous UVD tangent space of this mesh, allowing for more effective densification where most needed. Additionally, these Gaussians are warped by a novel UVD deformation field to capture subtle, localized motion. Our key contribution is the novel deformable Gaussian encoding and overall fitting procedure that allows our head model to preserve appearance detail, while capturing facial motion and other transient high-frequency features such as skin wrinkling.

Zhengming Yu, Tianye Li, Jingxiang Sun, Omer Shapira, Seonwook Park, Michael Stengel, Matthew A. Chan 0001, Xin Li 0003, Wenping Wang 0001, Koki Nagano 等

3D generative models of faces trained on in-the-wild image collections have improved greatly in recent times, offering better visual fidelity and view consistency. Making such generative models animatable is a hard yet rewarding task, with applications in virtual AI agents, character animation, and telepresence. However, it is not trivial to learn a well-behaved animation model with the generative setting, as the learned latent space aims to best capture the data distribution, often omitting details such as dynamic appearance and entangling animation with other factors that affect controllability. We present GAIA: Generative Animatable Interactive Avatars, which is able to generate high-fidelity 3D head avatars for both realistic animation and rendering. To achieve consistency during animation, we learn to generate Gaussians embedded in an underlying morphable model for human heads via a shared UV parameterization. For modeling realistic animation, we further design the generator to learn expression-conditioned details for both geometric deformation and dynamic appearance. Finally, facing an inevitable entanglement problem between facial identity and expression, we propose a novel two-branch architecture that encourages the generator to disentangle identity and expression. On existing benchmarks, GAIA achieves state-of-the-art performance in visual quality as well as realistic animation. The generated Gaussian-based avatar supports highly efficient animation and rendering, making it readily available for interactive animation and appearance editing.

Abhishek Madan, Nicholas Sharp, Francis Williams, Ken Museth, David I. W. Levin

We present a novel stochastic version of the Barnes-Hut approximation. Regarding the level-of-detail (LOD) family of approximations as control variates, we construct an unbiased estimator of the kernel sum being approximated. Through several examples in graphics applications such as winding number computation and smooth distance evaluation, we demonstrate that our method is well-suited for GPU computation, capable of outperforming a GPU-optimized implementation of the deterministic Barnes-Hut approximation by achieving equal median error in up to 9.4x less time.

Janghyeok Han, Gyujin Sim, Geonung Kim, Hyun-Seung Lee 0001, Kyuha Choi, Youngseok Han, Sunghyun Cho

Video super-resolution (VSR) aims to reconstruct a high-resolution (HR) video from a low-resolution (LR) counterpart. Achieving successful VSR requires producing realistic HR details and ensuring both spatial and temporal consistency. To restore realistic details, diffusion-based VSR approaches have recently been proposed. However, the inherent randomness of diffusion, combined with their tile-based approach, often leads to spatio-temporal inconsistencies. In this paper, we propose DC-VSR, a novel VSR approach to produce spatially and temporally consistent VSR results with realistic textures. To achieve spatial and temporal consistency, DC-VSR adopts a novel Spatial Attention Propagation (SAP) scheme and a Temporal Attention Propagation (TAP) scheme that propagate information across spatio-temporal tiles based on the self-attention mechanism. To enhance high-frequency details, we also introduce Detail-Suppression Self-Attention Guidance (DSSAG), a novel diffusion guidance scheme. Comprehensive experiments demonstrate that DC-VSR achieves spatially and temporally consistent, high-quality VSR results, outperforming previous approaches.

Zhe Kong, Le Li, Yong Zhang 0034, Feng Gao, Shaoshu Yang, Tao Wang 0052, Kaihao Zhang, Zhuoliang Kang, Xiaoming Wei, Guanying Chen 等

Real-world video super-resolution (VSR) presents significant challenges due to complex and unpredictable degradations. Although some recent methods utilize image diffusion models for VSR and have shown improved detail generation capabilities, they still struggle to produce temporally consistent frames. We attempt to use Stable Video Diffusion (SVD) combined with ControlNet to address this issue. However, due to the intrinsic image-animation characteristics of SVD, it is challenging to generate fine details using only low-quality videos. To tackle this problem, we propose DAM-VSR, an appearance and motion disentanglement framework for VSR. This framework disentangles VSR into appearance enhancement and motion control problems. Specifically, appearance enhancement is achieved through reference image super-resolution, while motion control is achieved through video ControlNet. This disentanglement fully leverages the generative prior of video diffusion models and the detail generation capabilities of image super-resolution models. Furthermore, equipped with the proposed motion-aligned bidirectional sampling strategy, DAM-VSR can conduct VSR on longer input videos. DAM-VSR achieves state-of-the-art performance on real-world data and AIGC data, demonstrating its powerful detail generation capabilities.

Youngsik Yun, Jeongmin Bae 0001, Hyun Seung Son, Seoha Kim, Hahyun Lee, Gun Bang, Youngjung Uh

Online reconstruction of dynamic scenes is significant as it enables learning scenes from live-streaming video inputs, while existing offline dynamic reconstruction methods rely on recorded video inputs. However, previous online reconstruction approaches have primarily focused on efficiency and rendering quality, overlooking the temporal consistency of their results, which often contain noticeable artifacts in static regions. This paper identifies that errors such as noise in real-world recordings affect temporal inconsistency in online reconstruction. We propose a method that enhances temporal consistency in online reconstruction from observations with temporal inconsistency which is inevitable in cameras. We show that our method restores the ideal observation by subtracting the learned error. We demonstrate that applying our method to various baselines significantly enhances both temporal consistency and rendering quality across datasets. Code, video results, and checkpoints are available at https://bbangsik13.github.io/OR2.

Xiang Zhang 0022, Yang Zhang 0003, Lukas Mehl, Markus Gross 0001, Christopher Schroers

Despite recent advances in Novel View Synthesis (NVS), generating high-fidelity views from single or sparse observations remains challenging. Existing splatting-based approaches often produce distorted geometry due to splatting errors. While diffusion-based methods leverage rich 3D priors to achieve improved geometry, they often suffer from texture hallucination. In this paper, we introduce SplatDiff, a pixel-splatting-guided video diffusion model designed to synthesize high-fidelity novel views from a single image. Specifically, we propose an aligned synthesis strategy for precise control of target viewpoints and geometry-consistent view synthesis. To mitigate texture hallucination, we design a texture bridge module that enables high-fidelity texture generation through adaptive feature fusion. In this manner, SplatDiff leverages the strengths of splatting and diffusion for geometrically consistent, high-fidelity view synthesis. Extensive experiments verify the state-of-the-art performance of SplatDiff in single-view NVS. Additionally, without extra training, SplatDiff shows remarkable zero-shot performance across diverse tasks, including sparse-view NVS and stereo video conversion.

Ben Weiss

Median filtering is a cornerstone of computational image processing. It provides an effective means of image smoothing, with minimal blurring or softening of edges, invariance to monotonic transformations such as gamma adjustment, and robustness to noise and outliers. However, known algorithms have all suffered from practical limitations: the bit depth of the image data, the size of the filter kernel, or the kernel shape itself. Square-kernel implementations tend to produce streaky cross-hatching artifacts, and nearly all known efficient algorithms are in practice limited to square kernels. We present for the first time a method that overcomes all of these limitations. Our method operates efficiently on arbitrary bit-depth data, arbitrary kernel sizes, and arbitrary convex kernel shapes, including circular shapes.

Louis Sugy

Median filtering is a non-linear smoothing technique widely used in digital image processing to remove noise while retaining sharp edges. It is particularly well suited to removing outliers (impulse noise) or granular artifacts (speckle noise). However, the high computational cost of median filtering can be prohibitive. Sorting-based algorithms excel with small kernels but scale poorly with increasing kernel diameter, in contrast to constant-time methods characterized by higher constant factors but better scalability, such as histogram-based approaches or the 2D wavelet matrix. This paper introduces a novel algorithm, leveraging the separability of the sorting problem through hierarchical tiling to minimize redundant computations. We propose two variants: a data-oblivious selection network that can operate entirely within registers, and a data-aware version utilizing random-access memory. These achieve per-pixel complexities of O(klog (k)) and O(k), respectively, for a k × k kernel — unprecedented for sorting-based methods. Our CUDA implementation is up to 5 times faster than the current state of the art on a modern GPU and is the fastest median filter in most cases for 8-, 16-, and 32-bit data types and kernels from 3 × 3 to 75 × 75.

Laurent Belcour, Alban Fichet, Pascal Barla

Fluorescent materials are characterized by a spectral reradiation toward longer wavelengths. Recent work [Fichet et al. 2024] has shown that the rendering of fluorescence in a non-spectral engine is possible through the use of appropriate reduced reradiation matrices. But the approach has limited expressivity, as it requires the storage of one reduced matrix per fluorescent material, and only works with measured fluorescent assets. In this work, we introduce an analytical approach to the editing and rendering of fluorescence in a non-spectral engine. It is based on a decomposition of the reduced reradiation matrix, and an analytically-integrable Gaussian-based model of the fluorescent component. The model reproduces the appearance of fluorescent materials accurately, especially with the addition of a UV basis. Most importantly, it grants variations of fluorescent material parameters in real-time, either for the editing of fluorescent materials, or for the dynamic spatial variation of fluorescence properties across object surfaces. A simplified one-Gaussian fluorescence model even allows for the artist-friendly creation of plausible fluorescent materials from scratch, requiring only a few reflectance colors as input.

Liwen Wu, Fujun Luan, Milos Hasan, Ravi Ramamoorthi

Detailed microstructures on specular objects often exhibit intriguing glinty patterns under high-frequency lighting, which is challenging to render using a conventional normal-mapped BRDF. In this paper, we present a manifold-based formulation of the glint normal distribution functions (NDF) that precisely captures the surface normal distributions over queried footprints. The manifold-based formulation transfers the integration for the glint NDF construction to a problem of mesh intersections. Compared to previous works that rely on complex numerical approximations, our integral solution is exact and much simpler to compute, which also allows an easy adaptation of a mesh clustering hierarchy to accelerate the NDF evaluation of large footprints. Our performance and quality analysis shows that our NDF formulation achieves similar glinty appearance compared to the baselines but is an order of magnitude faster. Within this framework, we further present a novel derivation of analytical shadow-masking for normal-mapped diffuse surfaces—a component that is often ignored in previous works.

Michael Birsak, John Femiani 0001, Biao Zhang 0005, Peter Wonka

Assigning realistic materials to 3D models remains a significant challenge in computer graphics. We propose MatCLIP, a novel method that extracts shape- and lighting-insensitive descriptors of Physically Based Rendering (PBR) materials to assign plausible textures to 3D objects based on images, such as the output of Latent Diffusion Models (LDMs) or photographs. Matching PBR materials to static images is challenging because the PBR representation captures the dynamic appearance of materials under varying viewing angles, shapes, and lighting conditions. By extending an Alpha-CLIP-based model on material renderings across diverse shapes and lighting, and encoding multiple viewing conditions for PBR materials, our approach generates descriptors that bridge the domains of PBR representations with photographs or renderings, including LDM outputs. This enables consistent material assignments without requiring explicit knowledge of material relationships between different parts of an object. MatCLIP achieves a top-1 classification accuracy of 76.6%, outperforming state-of-the-art methods such as PhotoShape and MatAtlas by over 15 percentage points on publicly available datasets. Our method can be used to construct material assignments for 3D shape datasets such as ShapeNet, 3DCoMPaT++, and Objaverse. All code and data will be released at https://birsakm.github.io/matclip/.

Jinseok Bae, Younghwan Lee, Donggeun Lim, Young Min Kim 0001

Physically simulated characters can learn highly natural full-body motion guided by motion capture datasets. However, the range of motion is limited to the existing high-quality datasets, and cannot effectively adapt to challenging scenarios. We propose a novel policy architecture that learns part-wise motion skills, where individual parts can be separately extended and combined for unobserved settings. Our method employs a set of part-specific codebooks, which robustly capture motion dynamics without catastrophic collapse or forgetting. This structured decomposition allows intuitive control over the character’s behavior and dynamic exploration for a novel combination of part-wise motion. We further incorporate a refinement network compensating for subtle discrepancies in the disjoint discrete tokens, thus improving motion quality and stability. Our extensive evaluations show that our part-wise latent token achieves superior performance in imitating motions, even those from unseen distribution. We also validate our method in challenging tasks, including body tracking, navigation on complex terrains, and point-goal navigation with damaged body parts. Finally, we introduce a part-wise expansion of motion priors, where the physically simulated character incrementally adapts partial motion and produces unique combinations of whole-body motion, significantly diversifying motions.

Michael Xu, Yi Shi 0008, KangKang Yin, Xue Bin Peng

Humans excel in navigating diverse, complex environments with agile motor skills, exemplified by parkour practitioners performing dynamic maneuvers, such as climbing up walls and jumping across gaps. Reproducing these agile movements with simulated characters remains challenging, in part due to the scarcity of motion capture data for agile terrain traversal behaviors and the high cost of acquiring such data. In this work, we introduce PARC (Physics-based Augmentation with Reinforcement Learning for Character Controllers), a framework that leverages machine learning and physics-based simulation to iteratively augment motion datasets and expand the capabilities of terrain traversal controllers. PARC begins by training a motion generator on a small dataset consisting of core terrain traversal skills. The motion generator is then used to produce synthetic data for traversing new terrains. However, these generated motions often exhibit artifacts, such as incorrect contacts or discontinuities. To correct these artifacts, we train a physics-based tracking controller to imitate the motions in simulation. The corrected motions are then added to the dataset, which is used to continue training the motion generator in the next iteration. PARC’s iterative process jointly expands the capabilities of the motion generator and tracker, creating agile and versatile models for interacting with complex environments. PARC provides an effective approach to develop controllers for agile terrain traversal, which bridges the gap between the scarcity of motion data and the need for versatile character controllers.

Jungnam Park, Euikyun Jung, Jehee Lee, Jungdam Won

We introduce MAGNET (Muscle Activation Generation Networks), a scalable framework for reconstructing full-body muscle activations across diverse human movements. Our approach employs musculoskeletal simulation with a novel two-level controller architecture trained using three-stage learning methods. Additionally, we develop distilled models tailored for solving downstream tasks or generating real-time muscle activations, even on edge devices. The efficacy of our framework is demonstrated through examples of daily life and challenging behaviors, as well as comprehensive evaluations.

András Simon, Danwu Chen, Philipp Urban, Vincent Duveiller, Henning Lübbe

The growing global demand for removable partial and full dentures, driven by an aging population and the high prevalence of edentulism, emphasizes the importance of advancing manufacturing solutions. Multi-material jetting, with newly regulatory-approved dental resins, facilitates the production of monolithic, full-color dentures, reducing manual labor and enabling advanced aesthetic customization. We propose a practical method for dental layer biomimicry and multi-spot shade matching using multi-material 3D printing. It integrates seamlessly into workflows combining dental CAD tools, which compute the outer shape of dentures, and industrial multi-material slicers. We introduce a morphable star-shape descriptor to embed enamel, dentin, and root layers with controlled thicknesses into outer tooth geometries. To compute per-layer material ratios, we first present a forward model to predict the color of printed layered slabs mimicking inner tooth structures with variable translucencies. The slab design enables reasonable color predictions on layered tooth shapes. Based on the forward model, we propose a backward model to compute per-layer material ratios for given layer-translucencies to achieve color matches at multiple points on the tooth surface. The method’s effectiveness is demonstrated by fabricating various dentures with custom layers that accurately replicate VITA classical shades, showcasing its practical and versatile application in denture manufacturing.

Aviv Segall, Jing Ren 0004, Martin Schwarz, Olga Sorkine-Hornung

Gothic microarchitecture is a design phenomenon widely observed in late medieval European art, comprising sculptural works that emulate the forms and structural composition of monumental Gothic architecture. Despite its prevalence in preserved artifacts, the design and construction methods of Gothic microarchitecture used by artisans remain a mystery, as these processes were orally transmitted and rarely documented. The Basel goldsmith drawings (“Basler Goldschmiedrisse”), a collection of over 200 late 15th-century design drawings from the Upper Rhine region, provide a rare glimpse into the workshop practices of Gothic artisans. This collection consists of unpaired 2D drawings, including top-view and side-view projections of Gothic microarchitecture, featuring nested curve networks without annotations or explicitly articulated design principles. Understanding these 2D drawings and reconstructing the 3D objects they represent has long posed a significant challenge due to the lack of documentation and the complexity of the designs. In this work, we propose a framework of simple yet expressive geometric principles to model Gothic microarchitecture as 3D curve networks, using limited input such as historical 2D drawings. Our approach formalizes a historically informed design space, constrained to tools traditionally available to artisans–namely compass and straightedge–and enables faithful reproduction of Gothic microarchitecture that conforms to physical artifacts. Our framework is intuitive and efficient, allowing users to interactively create 3D Gothic microarchitecture with minimal effort. It bridges the gap between historical artistry and modern computational design, while also shedding light on a lost chapter of Gothic craftsmanship.

Pengbin Tang, Bernhard Thomaszewski, Stelian Coros, Bernd Bickel

We present a computational approach for designing Discrete Interlocking Materials (DIMs) with desired mechanical properties. Unlike conventional elastic materials, DIMs are kinematic materials governed by internal contacts among elements. These contacts induce anisotropic deformation limits that depend on the shape and topology of the elements. To enable gradient-based design optimization of DIMs with desired deformation limits, we introduce an implicit representation of interlocking elements based on unions of tori. Using this low-dimensional representation, we simulate DIMs with smoothly evolving contacts, allowing us to predict changes in deformation limits as a function of shape parameters. With this toolset in hand, we optimize for element shape parameters to design heterogeneous DIMs that best approximate prescribed limits. We demonstrate the effectiveness of our method by designing discrete interlocking materials with diverse limit profiles for in- and out-of-plane deformation and validate our method on fabricated physical prototypes.