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8,216篇论文匹配“New Approaches”
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Lorenzo Diazzi, Daniele Panozzo, Jiacheng Dai, Marco Attene

We present an algorithm that produces high quality tetrahedral meshes conforming with input polyhedra. Our meshing algorithm is based on Ruppert's Delaunay refinement where convergence is guaranteed thanks to a novel chamfering approach that removes all acute angles from the input. On such a modified input Delaunay refinement produces a Delaunay tetrahedrization where all the faces have bounded angles. The input portions that were removed by the chamfering are re-inserted in this tetrahedrization to achieve exact conformance at the cost of a small number of bad-shaped tetrahedra near the formerly acute input angles. Numerical robustness is guaranteed along all the phases thanks to a clever use of modern indirect geometric predicates and the definition of a new type of implicit point to represent Steiner vertices on the input faces. In practice, our prototype implementation produces meshes having a quality comparable to the state-of-the-art tetgen software: while tetgen fails on 37% of the 3942 valid models in the Thingi10k dataset, our method succeeds on all of them.

Xuan Tang, Kemeng Huang, Gilbert Bernstein, Minchen LI, Tzumao Li

Incremental Potential Contact (IPC) has emerged as a robust and unifying formulation for contact-rich physical simulation by casting elasticity and collision handling as a single energy minimization problem. Achieving high performance, however, typically requires heavily specialized implementations that hard-code assumptions about energies, primitive types, and parameterizations, creating a major barrier to extensibility. Adding new energies or alternative parameterizations often requires re-deriving first and second-order derivatives, and implementing new assembly logic for the global Hessian and gradient. This challenge is further exacerbated by collision energies, where the same energy definition is often applied to mixed parameterizations, which can lead to a combinatorial explosion of parameterization-specific derivative and assembly cases. In this paper we introduce YASPS, a framework for physical simulation that resolves this limitation by making structural relationships explicit in a differentiable representation. YASPS introduces two relational operators, JOIN and UNION, which encode connectivity and heterogeneous parameterizations directly in the symbolic computation graph. Using symbolic differentiation over these operators, YASPS automatically derives local derivatives, and determines the induced sparsity and block structure of global gradients and Hessians from the same description while avoiding any code explosion induced by mixed-parameterizations. Targeting IPC workloads, YASPS compiles the resulting symbolic graphs into GPU kernels for local energy evaluation, derivative computation, and block-sparse matrix assembly, and solves the resulting Newton systems using a GPU-based iterative solver. This approach achieves performance competitive with state-of-the-art IPC implementations while enabling new energies and parameterizations to be added through localized symbolic definitions, without hand-written derivative or assembly code.

Chenxi Liu 0004, Selena Ling, Alec Jacobson

Fine-tuning-based adaptation is widely used to customize diffusion-based image generation, leading to large collections of community-created adapters that capture diverse subjects and styles. Adapters derived from the same base model can be merged linearly, enabling the synthesis of new visual results within a vast and continuous design space. To explore this space, current workflows rely on manual slider-based tuning, an approach that scales poorly and makes merging coefficient selection difficult, even when the candidate set is limited to 20–30 adapters. We propose GimmBO to support interactive exploration of adapter merging for image generation through Preferential Bayesian Optimization (PBO). Motivated by observations from real-world usage, including sparsity and constrained coefficient ranges, we introduce a two-stage BO backend that improves sampling efficiency and convergence in high-dimensional spaces. We evaluate our approach with simulated users and a user study, demonstrating improved convergence, high success rates, and consistent gains over BO and line-search baselines, and further show the flexibility of the framework through several extensions.

Ana Dodik, Ahmed H. Mahmoud, Justin Solomon 0001

We propose a system for differentiating through solutions to geometry processing problems. Our system differentiates a broad class of geometric algorithms, exploiting existing fast problem-specific schemes common to geometry processing, including local-global and ADMM solvers. It is compatible with machine learning frameworks, opening doors to new classes of inverse geometry processing applications. We marry the scatter-gather approach to mesh processing with tensor-based workflows and rely on the adjoint method applied to user-specified imperative code to generate an efficient backward pass behind the scenes. We demonstrate our approach by differentiating through mean curvature flow, spectral conformal parameterization, geodesic distance computation, and as-rigid-as-possible deformation, examining usability and performance on these applications. Our system allows practitioners to differentiate through existing geometry processing algorithms without needing to reformulate them, resulting in low implementation effort, fast runtimes, and lower memory requirements than differentiable optimization tools not tailored to geometry processing.

Yuqi Meng, Yihao Shi, Kemeng Huang, Zixuan Lu, Ning Guo, Taku Komura, Yin Yang 0002, Minchen Li

We present an efficient B-spline finite element method (FEM) for cloth simulation. While higher-order FEM has long promised higher accuracy, its adoption in cloth simulators has been limited by its larger computational costs while generating results with similar visual quality. Our contribution is a full algorithmic pipeline that makes cloth simulation using quadratic B-spline surfaces faster than standard linear FEM in practice while consistently improving accuracy and visual fidelity. Using quadratic B-spline basis functions, we obtain a globally C1-continuous displacement field that supports consistent discretization of both membrane and bending energies, effectively reducing locking artifacts and mesh dependence common to linear elements. To close the performance gap, we introduce a reduced integration scheme that separately optimizes quadrature rules for membrane and bending energies, an accelerated Hessian assembly procedure tailored to the spline structure, and an optimized linear solver based on partial factorization. Together, these optimizations make high-order, smooth cloth simulation competitive at scale, yielding an average 2× speedup over linear FEM in our tests. Extensive experiments demonstrate improved accuracy, wrinkle detail, and robustness, including contact-rich scenarios, relative to linear FEM and recent higher-order approaches. Our method enables realistic wrinkling dynamics across a wide range of material parameters and supports practical garment animation, providing a new promising spatial discretization for high-quality cloth simulation.

Xiang Chen, Bin Chen 0019, Shouyi Wang, Zahra Montazeri, Lingqi Yan 0001, Lu Wang 0007, Junqiu Zhu

We propose a complete pipeline for modeling and rendering realistic bird feathers from a single photograph, achieving both high visual fidelity and practical efficiency. Given a single input image of a feather, our approach extracts the feather's shaft curve, outline, and albedo, then reconstructs a compact hierarchical representation in a planar/curve (UV) domain. This representation encodes fine barb and barbule details procedurally, enabling continuous multiscale rendering with correct self-shadowing and masking. We analyze the appearance phenomena of different feathers and propose a new feather scattering model for non-iridescent feathers (e.g., parrot feathers), while introducing an additional sheen lobe to capture the distinctive fluffy rim-lighting effect. Our pipeline produces consistent, realistic results under arbitrary lighting and viewing conditions, and achieves real-time performance with a minimal memory footprint (0.02% of explicit-fiber geometry models), making it a practical solution for digital feather rendering without compromising realism.

Nicholas McDonald, Guillaume Cordonnier

Mountainous terrains evolve over geological timescales through erosion processes driven by the complex interplay of transported quantities such as water, sediment, and rockfall. A key challenge in erosion modeling is the simultaneous simulation of transport and erosive processes, which differ in temporal scales by several orders of magnitude. We address this challenge with a novel, parallel, stochastic particle-based method capable of simulating transport over geological timescales. Our approach relaxes the strong assumptions on velocity required by prior works (e.g., based on the Stream Power Law), enabling a new erosion model grounded in a more general form of momentum conservation. We demonstrate that our scheme accurately solves the underlying conservation laws and avoids artifacts common in previous works. Furthermore, we show that our new erosion model captures multiscale geomorphological features, producing coherent basin structures and dynamic phenomena such as braided rivers, meanders, and deltas.

Aviv Segall, Jing Ren 0004, Olga Sorkine-Hornung

We present an analytical framework for exploring the design space of hinged kirigami structures that deploy rigidly and uniformly. A hinged kirigami structure consists of rigid planar faces connected by hinges, and is deployable if the faces can rotate about the hinges without deformation. Such deployability depends on both the topology and the geometry, i.e., the combinatorial connectivity of the faces and their spatial embedding. Prior work studies geometric constraints for uniform deployability in restricted settings, most notably quadrilateral kirigami patterns and structures derived from 2-colorable planar graphs. However, existing analysis does not readily generalize to arbitrary kirigami structures, nor does it provide a systematic approach for constructing deployable kirigami from non-2-colorable planar graphs (e.g., graphs with non-manifold embeddings). Moreover, while geometric conditions for deployability have been partially investigated, the structure of the full deployable design space and its associated degrees of freedom remain largely unexplored. In this work, we propose a new framework that enables the derivation of hinged kirigami structures from arbitrary planar graphs, with the key feature that multiple distinct kirigami structures can be generated from the same graph. We derive geometric constraints that ensure uniform rigid deployability and analytically characterize the full design space of deployable embeddings, including its associated degrees of freedom. This characterization allows continuous navigation of the design space and provides a systematic foundation for the design of kirigami-based mechanical metamaterials.

Zhihao Hu, Renjie Chen 0001

Computing the Hausdorff distance between triangle meshes with guaranteed accuracy is a computationally intensive task. Conventional Branch-and-Bound (B&B) approaches are fundamentally ill-suited for massive parallelism. Their reliance on a global priority queue (PQ) for both best-first scheduling and global termination checks creates a serial bottleneck that prevents scalable performance. We introduce PQ-Free HD, a parallel B&B framework that eliminates this dependency by decoupling the algorithm's termination logic from its scheduling order. This is achieved by relaxing the culling criterion, thereby replacing the priority queue with a contention-free ring buffer, which transforms the execution model from a state-dependent serial search into a high-throughput, asynchronous batch-processing paradigm. The framework consists of four key components: (1) a parallel priority-queue-free B&B paradigm; (2) a hierarchical GPU execution architecture combining batched depth-first scheduling with fused collaborative kernels; (3) a geometrically robust seven-stage culling pipeline featuring novel tests for challenging geometries; and (4) a compact 29-byte procedural task descriptor that achieves an 83.9% memory reduction. Evaluations demonstrate substantial speedups: a median of 71.7× over the state-of-the-art CPU algorithm on general benchmarks, and exceeding 10,000× on challenging CAD models with dense planar structures. The throughput advantage scales super-linearly with problem complexity. We showcase practical value by building a strictly Hausdorff-distance-bounded mesh simplification tool entirely on the GPU. Our work provides a new method for high-throughput, tolerance-controllable B&B-based geometric queries on GPUs. Code and data are available at https://github.com/huzhihao2001/pqfree-hd.

Cedric Martens, Philip Trettner, Mikhail Bessmeltsev

Generalized winding numbers provide a robust measure of point insidedness for 3D surfaces—whether open, self-intersecting, or non-manifold—and are central to numerous geometry processing tasks. However, existing methods trade off between accuracy and computational efficiency, limiting their use in interactive and large-scale applications. We introduce a new formulation and algorithm for computing generalized winding numbers that is both fast and accurate to arbitrary precision, applicable to meshes and parametric surfaces. Our approach expresses the winding number as the sum of two intuitive geometric quantities: the signed number of ray-surface intersections and a boundary integral over the surface's projection onto the unit sphere. This insight leads to an efficient discretization that avoids expensive surface integrals and spherical arrangements. For meshes, our method achieves average speedups of 22X on a CPU compared to the fastest precise methods and 3X compared to the fastest approximation method, while maintaining full precision. On a GPU, for moderately complex meshes we reach a throughput of 109 queries per second, or 4K generalized winding number slices at 120 FPS (13X faster than a naïve GPU method). For parametric surfaces, our method is on average 5.6X faster than the state-of-the-art method, with the same precision. Our method naturally handles complex topologies and non-manifold inputs. We extensively validate its accuracy, robustness, and time performance. Our code is available at https://github.com/MartensCedric/antipodal.

Kenneth Chen, Dongyeon Kim, Yuta Asano, Alexandre Chapiro, Qi Sun 0003, Rafal K. Mantiuk

Tone mapping evaluation is difficult because of the substantial differences in absolute luminance between high dynamic range (HDR) reference and tone-mapped standard dynamic range (SDR) test content. To address this challenge, we collected a new tone mapping evaluation dataset, focused on fundamental tone mapping operations, and combined it with several existing tone mapping quality assessment datasets. Rather than introducing new specialized metrics designed for tone-mapped content, we instead developed a set of techniques to adapt existing quality metrics for tone mapping quality assessment. Our approach models the photometric differences between HDR reference and SDR test displays for accurate metric predictions. The technique consists of two steps: first, a display model converts display-encoded content to photometric values; second, these values are re-encoded using a perceptual transfer function to map both HDR and tone-mapped images to the same display-encoded color space. We systematically evaluated both general-purpose image and video quality metrics with our adaptations and those specifically designed for tone mapping. With these adjustments, general-purpose metrics perform much better for tone mapping evaluation, consistently outperforming previously established specialized techniques. Additionally, we adapted the ColorVideoVDP metric to be sensitive to absolute luminance changes, resulting in ColorVideoVDP-tm, which shows greatly improved performance and accepts photometric values as input. These results highlight the robustness of our adaptation technique and provide an improved protocol to evaluate future tone mapping quality metrics. Our datasets, code, and supplementary results can be found at kenchen10.github.io/projects/tmometric/index.html.

Congyi Zhang 0001, Nicholas Vining, Yanhong Lin, Alireza Khatami, Ziyu Sun, Xiaohu Guo, Wenping Wang 0001, Alla Sheffer

Representing complex geometry as a displacement function defined over a coarse base mesh enables compact storage and accelerated rendering. The core challenge in converting detailed triangle meshes into this representation is computing base meshes that have as few triangles as possible, while also supporting displacement functions that accurately approximate the input. Accurate approximation requires the supported displacement functions to bijectively map the input surface onto the base with low parametric distortion. We observe that this distortion can be measured by evaluating the pointwise Jacobian of the displacement functions. Our new DJM (Displacement Jacobian Metric)-based base-mesh construction method uses the Jacobian of the displacement functions to guide base mesh computation, enabling us to outperform prior approaches in terms of accuracy to size trade-off. We achieve this goal by proposing a variant of the QEM-based simplification scheme that constrains the displacement mapping between the input and the base to be bijective and low distortion (defined as satisfying a lower bound on the mapping Jacobian). When evaluating and encoding the displacement maps, we avoid unreliable ray-mesh intersections by explicitly storing the mapping between the input mesh and the base throughout the construction process, and use this mapping within a robust inverse barycentric displacement solver to obtain dense base-to-mesh correspondences to assist all computations. We demonstrate DJM to outperform alternative schemes in terms of reconstruction accuracy to size trade-off, and demonstrate its robustness and usability for micromesh based rendering and neural encoding.

Ke Chen, Joshua John Shi Kai Lee, Jianmin Zheng, Ligang Liu 0001, Peng Song 0001

Gears transmit rotary motion via meshing teeth, with circular gears commonly used to produce constant-speed rotation and non-circular gears enabling variable-speed rotation. In order to generate complex motion, gears are typically combined with other mechanical parts such as linkages, cam-followers, and belts, which often leads to complex structures and reduced transmission efficiency. To address these limitations, recent research has been investigating non-conventional gears that can transfer complex motion while preserving key properties of gears, such as compactness, high transmission efficiency, and load-bearing capability. In this paper, we present a new gear mechanism called the multi-point conjugation gear mechanism for exactly generating a user-specified 3D motion under external loads. The mechanism contains a single pair of gears modeled by a pair of conjugate surfaces with multiple conjugation points. We introduce an optimization-based approach that designs this new gear mechanism by modeling multiple sub-gear pairs that satisfy multi-point conjugation and fabricability requirements, whose load-bearing performance is quantified using a measure of dynamic form closure. We demonstrate the effectiveness of our approach by modeling various multi-point conjugation gear mechanisms that generate different kinds of motions, evaluating their kinematic performance and load-bearing performance using 3D printed prototypes, and presenting two application examples.

Michael Czekanski, Benjamin Faber, Margaret Fairborn, Adelle Wright, David Bindel

Walk on Spheres algorithms leverage properties of Brownian Motion to create Monte Carlo estimates of solutions to elliptic partial differential equations. We propose a new caching strategy that leverages the continuity of paths of Brownian Motion. Until recently, estimates were constructed pointwise and did not use the relationship between solutions at nearby points within a domain. In the case of Laplace’s equation with Dirichlet boundary conditions, our algorithm has improved asymptotic runtime compared to previous approaches. Our results are achieved by information reuse from a cache of fixed size. We also provide bounds on the performance of our algorithm and demonstrate our approach on example problems of increasing complexity.

Marcelo Sandoval-Castañeda, Fabian Caba Heilbron, Shiry Ginosar, Bryan C. Russell, Josef Sivic, Alexei A. Efros, Gregory Shakhnarovich

This work introduces FilmGPT, an autoregressive transformer designed to address the challenge of video montage – turning a collection of raw, “unwatchable” footage into coherent cinematic sequences. Inspired by language learning in modern LLMs, we train a long-context autoregressive transformer on a large corpus of movies. The aim is to implicitly capture the “grammar” of film directly from data rather than from hand-coded rules. Unlike other generative models, FilmGPT does not generate any new video frames. Instead, at inference time, we introduce a footage-constrained decoding algorithm to select the best next shot from the input raw footage according to the statistical patterns learned from films. We first evaluate these learned statistics directly by using the FilmGPT autoregressive model for next shot prediction on a standard benchmark of shot sequence ordering, outperforming the previous state of the art. We then evaluate our footage-constrained decoding algorithm on the full film editing task via a user study, and find that our FilmGPT-based editing significantly outperforms previous approaches. Finally, we demonstrate the applicability of FilmGPT to a wide range of applications in video montage, from automatic video segment trimming to human-in-the-loop film editing. Please see our supplementary material for qualitative results.

Hongsheng Ye, Anandhu Sureshkumar, Zhonghan Wang, Stefanie Hahmann, Marie-Paule Cani, Georges-Pierre Bonneau, Amal Dev Parakkat

With recent advances in VR, 3D sketches have emerged as a powerful medium for 3D model creation. However, while they already provide the user with a good perception of the intended shape, they must be surfaced before any reuse in a downstream application. This remains a challenge when sketches are unoriented, i.e., when they are simply sets of unsorted 3D strokes, without any additional normal information. We introduce NeuralSketch2Surf, the first fast and robust neural surfacing solution that processes arbitrarily unoriented sketches at interactive rates. Our approach uses S2V-Net, a new transformer network designed to mesh 3D sketches. Instead of directly inferring complex functions to represent shapes, we focus on predicting an occupancy grid, then refined using a custom smoothing function to create the desired surface. Thanks to a lightweight architecture that enables fast predictions, our method produces results in less than 2 seconds, in contrast to SOTA techniques that can take minutes or even hours. Extensive evaluations demonstrate that our method is not only fast but also generates closed surfaces with high geometric, topological, and perceptual accuracy.

Tianhao Chen, Clara Fernandez-Labrador, Marteinn Oskarsson, Chuck Tappan, Olga Sorkine-Hornung, Markus Gross 0001, Christopher Schroers, Abdelaziz Djelouah

Vectorization of line art and sketches is an important problem in computer graphics and remains an active area of research. In this paper, we leverage several recent advances in the field to introduce a new state-of-the-art method for line art vectorization. First, we show that it is possible to go beyond heuristics to extract a meaningful set of strokes from a raster image. We leverage both depth prediction and semantic feature extraction models to propose a more principled approach to split the skeleton graph of the sketch into subgraphs to initialize a set of strokes, producing results that better align with artistic intent. Second, we model strokes as Bézier curves with both geometric and appearance components, and employ 2D Gaussian splatting for fast, differentiable rendering. This formulation enables efficient fitting of strokes to the input while jointly optimizing control points and brush texture. We further demonstrate promising results on video by incorporating temporal tracking and adaptive keyframe introduction. Our evaluation shows that we achieve state-of-the-art results for image reconstruction, while being fast and producing strokes of high quality. More importantly, the fitting is highly compatible with user input, through the correction of the splines and the selection of optimization parameters.

Mingyang Song, Yang Zhang 0003, Siyu Tang 0001, Tunç Ozan Aydin

We present an empirical study of free-view video compression for dynamic scenes reconstructed with 3D Gaussian Splatting, examining how practical pipeline design choices affect reconstruction fidelity and storage efficiency. Rather than introducing new representations, we analyze how commonly used components, including temporal chunking, deformation-based reconstruction, and quantization-aware training, interact in practice. We observe that partitioning long sequences into shorter temporal segments, such as GOPs, simplifies optimization and improves reconstruction fidelity, but can introduce additional storage overhead. We further show that encouraging smooth motion vectors across both space and time produces deformation signals that are easier for standard video codecs to compress, leading to improved rate–distortion performance. When integrated into a unified pipeline, these design choices consistently benefit different deformation-based reconstruction methods. Across multiple datasets, our approach achieves 20% storage reduction compared with state-of-the-art methods while preserving or improving visual quality, and we discuss sources of variability and ambiguity in current training and evaluation protocols.

Yunfan Zeng, Li Ma, Pedro V. Sander

We present a framework for synthesizing large, richly detailed scenes from multiple Gaussian Splatting exemplars using a class-aware Wang tiling formulation, building on Gaussian Splatting Wang Tiles as the underlying representation. The method introduces a multi-class representation that supports both hard class regions and hybrid tiles that mix Gaussians from different classes at fine spatial scales, enabling smooth and organic transitions between classes. Hybrid tiles are generated at runtime by a priority-based selection scheme that selects and blends tile contents based on class importance and spatial context. To preserve real-time performance in large multi-class scenes, we introduce a CPU–GPU hybrid sorting and caching strategy that balances workload and improves frame stability. The system also includes a new interactive authoring tool for real-time editing of scene structure and class distributions. Finally, we demonstrate that the approach can be applied to arbitrary meshes with polycube mapping, turning the tiled Gaussian fields into high-frequency 3D textures with controllable, artist-directed variation, providing rich visuals and great flexibility.

Yang Liu 0239, Daxuan Ren, Yijie Ding, Jianmin Zheng, Fang Deng

Advances in large language models (LLMs) have sparked interest in automating parametric CAD modeling through natural language. Existing LLM-based approaches often treat CAD modeling as flat text generation, overlooking the hierarchical structure and geometric constraints inherent in CAD programs. We present CAD-Factory, a Text-to-CAD generation system for language-driven CAD modeling that explicitly models the structural and parametric semantics of CAD programs. Our core contribution is a new formulation of CAD generation as structured program synthesis, coupled with a learnable hierarchical CAD program representation that disentangles structural topology from parameter instantiation. Building on this formulation, CAD-Factory adopts a manager–programmer–reviewer architecture: a planning agent infers program hierarchy, a coding agent instantiates symbolic and numerical parameters, and an evaluation module enforces structural validity and geometric feasibility, which supports structure-aware reasoning, constraint-consistent generation, and interpretable program synthesis. An editor–viewer loop further enables part-aware code refinement through visual feedback, supporting iterative and controllable design workflows. We also contribute a process-oriented annotation pipeline and a Text–CAD dataset with parameter-free or partially specified descriptions that reflect real-world design expression. Extensive experiments demonstrate that CAD-Factory significantly improves structural correctness and geometric consistency across diverse CAD code generation and editing tasks, establishing a structured, interpretable, and robust framework for AI-assisted design.