图形学
Facial editing is an important task with applications in entertainment, virtual reality, and digital avatars. Most existing approaches rely on generative models in the 2D image domain, while in 3D the task is typically performed through…
We often aim to generate images that are both photorealistic and 3D-consistent, adhering to precise geometry, material, and viewpoint controls. Typically, this is achieved by fine-tuning an image generator, pre-trained on billions of real…
Neural preconditioners for real-time physics simulation offer promising data-driven priors, but they often fail to capture long-range couplings efficiently because they inherit local message passing or sparse-operator access patterns. We…
We present a comprehensive methodology for the large-scale photogrammetric documentation of St. John's Co-Cathedral in Valletta, Malta, a UNESCO World Heritage site renowned for its ornate Baroque architecture and Caravaggio masterpieces.…
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,…
In this work, we introduce CAD-Coder, a novel framework that reformulates text-to-CAD as the generation of CadQuery scripts - a Python-based, parametric CAD language. This representation enables direct geometric validation, a richer…
We use hierarchical procedural rules for the generation of control maps within the stable diffusion framework to produce photo-realistic architectural facade images. Starting from a single input image and its segmentation, we apply an…
We present BlitzGS, a distributed 3DGS framework that reduces active Gaussian workload for fast city-scale reconstruction. BlitzGS manages this workload at three coupled levels. At the system level, the framework shards Gaussians across…
Idle animations are essential for virtual characters, as they convey realistic behaviour during inactive states. While automatic animation generation has been widely studied, limited attention has been given to idle motion due to the…
Recent 3D generative models can synthesize high-quality assets, but their outputs are typically static: they lack the skeletal rigs, joint hierarchies, and skinning weights required for animation. This limits their use in games, film,…
Recent advances in generative models have yielded impressive progress on motion in-betweening, allowing for more complex, varied, and realistic motion transitions. However, recent methods still exhibit noticeable limitations in preserving…
We present 3D Surface Splatting (3DSS), the first differentiable surface splatting renderer for physically-based inverse rendering from multi-view images. Our central insight is that the surface separation problem at the heart of surface…
Dynamic tetrahedral simulation pipelines rebuild topology-dependent solver state after every fracture, refinement, or merge event - discarding structural continuity that survives each edit and spending global work on what are often local…
We present a novel spatio-temporal reuse framework for time-resolved light transport, enabling efficient Monte Carlo rendering of time-of-flight (ToF) phenomena such as time-gated imaging and transient light capture. Existing ToF rendering…
3D Gaussian Splatting (3DGS) enables high-quality real-time 3D rendering but faces challenges in efficiently scaling to ultra-dense scenes and high-resolution due to computational bottlenecks that limit its use in latency-sensitive…
High-quality global illumination (GI) in real-time rendering is commonly achieved using precomputed lighting techniques, with lightmap as the standard choice. To support GI for static objects in dynamic lighting environments, multiple…
End-to-end (e2e) latency in head-mounted displays (HMD) is the time delay between a physical change in the world (e.g., a user's head movement) and the moment the display updates to reflect that change. Tracking, rendering, and other…
Real-time Light Detection And Ranging (LiDAR) simulation must find, per emitted ray, the closest intersecting triangle even in dynamic scenes containing large numbers of moving and deformable objects. Dominant acceleration-structure…
We present FrameTwin, a curve-anchored Gaussian alignment framework that uses sparse-view images to close the control loop for adaptive wireframe 3D printing. Our key idea is to capture the deformation of thin wireframe structures from…
Reconstructing 3D fluid velocity fields from sparse 2D video observations is a highly ill-posed inverse problem, demanding both transport consistency with observed motion and physical validity under fluid laws. Existing methods typically…