图形学
We introduce Patchwork, a new general-purpose shape representation capable of modeling 2D and 3D geometry with a small number of parameters. Patchwork is grounded in a rigorous mathematical framework, providing provable complexity bounds…
Achieving real-time physics-based animation that generalizes across diverse 3D shapes and discretizations remains a fundamental challenge. We introduce PhysSkin, a physics-informed framework that addresses this challenge. In the spirit of…
The demand for high-resolution video generation is growing rapidly. However, the generation resolution is severely constrained by slow inference speeds. For instance, Wan2.1 requires over 50 minutes to generate a single 720p video. While…
Differentiable simulation establishes the mathematical foundation for solving challenging inverse problems in computer graphics and robotics, such as physical system identification and inverse dynamics control. However, rigor in frictional…
We present macrofacet theory to extend microfacet theory from the micro-space to the macro-space. This is achieved by transforming surfaces into volumetric representations that preserve microfacet characteristics. Therefore, we formulate a…
Generative video models are increasingly used in design animation tasks, yet no standardized evaluation framework exists for this domain. Unlike natural video generation, design animation imposes structured constraints: specific components…
Standard Gaussian splatting methods rely on heuristic densification and pruning to adaptively allocate primitives during training, and the resulting Gaussian count strongly influences both reconstruction quality and runtime. This makes…
Affine Body Dynamics (ABD) within the Incremental Potential Contact (IPC) framework provides accurate simulation of extremely stiff solids exhibiting near-rigid behavior, with strict non-penetration guarantees. However, IPC's globally…
Stipple patterns, point sets whose local density tracks a target image, are traditionally produced by per-density iterative optimizers, which are slow, non-differentiable, and must be re-run from scratch for each new target. Learned…
Recently, diffusion-based material transfer methods rely on image fine-tuning or complex architectures with auxiliary networks but face challenges such as text dependency, additional computational costs, and feature misalignment. To address…
Recent advances in 3D generative editing, particularly pipelines based on 3D Gaussian Splatting (3DGS), have achieved high-fidelity, multi-view-consistent scene manipulation from text prompts. However, we find that these pipelines also…
Unsigned distance fields (UDFs) offer broader modeling capabilities than signed distance fields (SDFs), enabling the representation of shapes with open boundaries, non-manifold structures or mixed curve and surface parts. However,…
Avatar reconstruction has traditionally relied on per-subject optimization that requires hours of computation or on expensive preprocessing that limits scalability. We introduce FFAvatar, a generalizable feed-forward framework that…
Motion-centric video editing remains difficult for large generative video models, which often respond well to appearance changes but struggle to produce specific, localized actions or state transitions in an existing clip. We introduce…
Sparse anchors provide a compact interface for human motion authoring: users specify a few root positions, planar trajectory samples, or body-point targets, while the system synthesizes the full-body motion that completes the…
Impossible objects, geometric constructions that humans can perceive but that cannot exist in real life, have been a topic of intrigue in visual arts, perception, and graphics, yet no satisfying computer representation of such objects…
Speech-driven gestures and facial animations are fundamental to expressive digital avatars in games, virtual production, and interactive media. However, existing methods are either limited to a single modality for audio motion alignment,…
Differentiable simulation of soft bodies is a foundation for system identification, trajectory optimization, and Real2Sim transfer. Yet, existing methods such as the differentiable Projective Dynamics (DiffPD) struggle when faced with…
The rapid growth of 3D content from modern reconstruction and generative pipelines, such as neural rendering and large-scale 3D asset generation, has led to an abundance of dense, noisy, and often non-manifold meshes. While these…
We present Seed3D 2.0, an advanced 3D content generation system built on Seed3D 1.0, with substantial improvements across generation fidelity, simulation-ready capabilities, and application coverage. For geometry, a coarse-to-fine two-stage…