图形学
Both Remotely Operated underwater Vehicles (ROVs) and Autonomous Underwater Vehicles (AUVs) are frequently deployed to acquire geometric bathymetric data. However, it is often discovered post-survey that the acquired data coverage is…
Flow matching over carefully designed latent representations has recently emerged as a powerful paradigm for topology-aware mesh generation. Existing approaches, however, model vertices and connectivity jointly in a joint latent space,…
Mesh deformation, the process of altering the vertex positions of a 3D mesh while preserving its topological structure, is a cornerstone of computer graphics. Despite the recent emergence of numerous text-guided 3D mesh deformation methods,…
Dyadic conversational motion generation is essential for realistic interactive digital humans. Existing approaches typically model conversational behaviors within unified dyadic generators. However, such holistic formulations tend to couple…
As 3D software proliferates, software artifacts now extend beyond code and 2D user interfaces to include 3D assets. Among these assets, collision meshes are critical as they define the geometry used by physics engines for collision…
Generating realistic 3D human motions in real-time within interactive applications is key for animation, simulation, and humanoid robotics. While recent offline motion generation approaches offer precise control via text and kinematic…
Standard pipelines for physics-ready 3D reconstruction rely on a decoupled two-stage paradigm: extracting surface geometry followed by an error-prone tetrahedralization process. While recent Lagrangian methods like TetSphere Splatting…
Adaptive volumetric finite element meshing is a critical step in computer-aided engineering and analysis that dictates the computational budget of a given problem. It traditionally requires iterative PDE solvers or heavily supervised,…
Sand boils on earthen levees are safety-critical defects, but pixel-level detection is limited by scarce annotations. We present a diffusion-based synthesis pipeline for low-resource sand-boil imagery. Using Stable Diffusion XL fine-tuned…
Synthesizing hand motion that matches the full body motion and the semantic labels is a difficult task due to their high degrees of freedom and the lack of semantic labels. To cope with this issue, we propose a prior-first, condition-second…
Novel View Synthesis (NVS) methods, such as 3D Gaussian Splatting (3DGS), rely heavily on the assumption of clean, multi-view consistent, posed input images. Real-world captures can violate this assumption due to screen-space…
Recent research in differentiable light transport extends the utility of computer graphics algorithms beyond traditional image generation, offering powerful tools for physical inverse design. In architectural and automotive applications,…
Facial skin dynamics are inherently challenging to simulate due to a combination of geometric, material, and anatomical complexities. Human skin is a nonlinear layered material with spatially heterogeneous attachments to the underlying…
Graphic design editing requires precise manipulation of typography, layout, and visual hierarchy under strict design constraints. Following the introduction of large language models, organizations have increasingly promoted vision-language…
Geometry-conditioned 3D scene generation enables the creation of 3D environments from user-provided geometry, offering direct control over scene structure and object layout. To generate such 3D scenes, current methods commonly adopt a…
This state-of-the-art report provides an overview of controllable 3D human avatar creation. We describe current 3D avatar systems, which typically consist of three stages: (i) learning priors of human appearance and motion, (ii) creating a…
In this work we propose an efficient deferred software rasterization pipeline for real-time rendering of strand-based hair using hair meshes. Hair plays a crucial role in creating expressive 3D characters, yet strand-based approaches are…
Challenges remain in ego-centric 3D scene generation due to limited view overlap and the dominant influence of individual perspectives on scene interpretation. These factors hinder the creation of viewpoint-consistent and semantically…
The simulation of locomotion in limbless, deformable organisms remains a challenging problem across computer graphics, soft robotics, and computational modeling. In this work, we present a novel differential-geometric framework for modeling…
Deploying 3D point cloud analysis in privacy-sensitive, resource-constrained settings faces two barriers: data cannot be centralized, and models must run on limited edge hardware. We present a multi-seed benchmark jointly evaluating…