{"title":"Hybrid Tours: A Clip-based System for Authoring Long-take Touring Shots","authors":"Xinrui Liu, Longxiulin Deng, Abe Davis","doi":"10.1145/3731423","DOIUrl":"https://doi.org/10.1145/3731423","url":null,"abstract":"Long-take touring (LTT) shots are characterized by smooth camera motion over a long distance that seamlessly connects different views of the captured scene. These shots offer a compelling way to visualize 3D spaces. However, filming LTT shots directly is very difficult, and rendering them based on a virtual reconstruction of a scene is resource-intensive and prone to many visual artifacts. We propose <jats:italic toggle=\"yes\">Hybrid Tours</jats:italic> , a hybrid approach to creating LTT shots that combines the capture of short clips representing potential tour segments with a custom interactive application that lets users filter and combine these segments into longer camera trajectories. We show that Hybrid Tours makes capturing LTT shots much easier than the traditional single-take approach, and that clip-based authoring and reconstruction leads to higher-fidelity results at a lower cost than common image-based rendering workflows.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"707 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712366","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Zhuodong Li, Fei Hou, Wencheng Wang, Xuequan Lu, Ying He
{"title":"A Divide-and-Conquer Approach for Global Orientation of Non-Watertight Scene-Level Point Clouds Using 0-1 Integer Optimization","authors":"Zhuodong Li, Fei Hou, Wencheng Wang, Xuequan Lu, Ying He","doi":"10.1145/3730923","DOIUrl":"https://doi.org/10.1145/3730923","url":null,"abstract":"Orienting point clouds is a fundamental problem in computer graphics and 3D vision, with applications in reconstruction, segmentation, and analysis. While significant progress has been made, existing approaches mainly focus on watertight, object-level 3D models. The orientation of large-scale, non-watertight 3D scenes remains an underexplored challenge. To address this gap, we propose <jats:italic toggle=\"yes\">DACPO</jats:italic> (Divide-And-Conquer Point Orientation), a novel framework that leverages a divide-and-conquer strategy for scalable and robust point cloud orientation. Rather than attempting to orient an unbounded scene at once, DACPO segments the input point cloud into smaller, manageable blocks, processes each block independently, and integrates the results through a global optimization stage. For each block, we introduce a two-step process: estimating initial normal orientations by a randomized greedy method and refining them by an adapted iterative Poisson surface reconstruction. To achieve consistency across blocks, we model inter-block relationships using an an undirected graph, where nodes represent blocks and edges connect spatially adjacent blocks. To reliably evaluate orientation consistency between adjacent blocks, we introduce the concept of the <jats:italic toggle=\"yes\">visible connected region</jats:italic> , which defines the region over which visibility-based assessments are performed. The global integration is then formulated as a 0-1 integer-constrained optimization problem, with block flip states as binary variables. Despite the combinatorial nature of the problem, DACPO remains scalable by limiting the number of blocks (typically a few hundred for 3D scenes) involved in the optimization. Experiments on benchmark datasets demonstrate DACPO's strong performance, particularly in challenging large-scale, non-watertight scenarios where existing methods often fail. The source code is available at https://github.com/zd-lee/DACPO.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"35 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712372","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Weitao You, Yinyu Lu, Zirui Ma, Nan Li, Mingxu Zhou, Xue Zhao, Pei Chen, Lingyun Sun
{"title":"DesignManager: An Agent-Powered Copilot for Designers to Integrate AI Design Tools into Creative Workflows","authors":"Weitao You, Yinyu Lu, Zirui Ma, Nan Li, Mingxu Zhou, Xue Zhao, Pei Chen, Lingyun Sun","doi":"10.1145/3730919","DOIUrl":"https://doi.org/10.1145/3730919","url":null,"abstract":"Creative design is an inherently complex and iterative process characterized by continuous exploration, evaluation, and refinement. While recent advances in generative AI have demonstrated remarkable potential in supporting specific design tasks, there remains a critical gap in understanding how these technologies can enhance the holistic design process rather than just isolated stages. This paper introduces DesignManager, a novel AI-powered design support system that aims to transform how designers collaborate with AI throughout their creative workflow. Through a formative study examining designers' current practices with generative AI, we identified key challenges and opportunities in integrating AI into the creative design process. Based on these insights, we developed DesignManager as an interactive copilot system that provides node-based visualization of design evolution, enabling designers to track, modify, and branch their design processes while maintaining meaningful dialogue-based collaboration. The system offers two collaboration modes: DesignManager-guiding and Designer-guiding. Designers can engage in conversational interactions with the DesignManager to obtain design inspiration and tool recommendations, and proactively advance the design progress. The system employs an agent framework to manage decoupled contextual information emerged during the design process, facilitating deep understanding of designers' needs and providing context-aware assistance. Our technical evaluation validated the effectiveness of context decoupling and the use of agent framework, while the open-ended user study with experts demonstrated that DesignManager successfully supports intuitive intention expression, flexible process control, and deeper creative articulation. This work contributes to the understanding of how AI can evolve from task-specific tools to collaborative partners in creative design processes.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"2 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712373","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PhysicsFC: Learning User-Controlled Skills for a Physics-Based Football Player Controller","authors":"Minsu Kim, Eunho Jung, Yoonsang Lee","doi":"10.1145/3731425","DOIUrl":"https://doi.org/10.1145/3731425","url":null,"abstract":"We propose PhysicsFC, a method for controlling physically simulated football player characters to perform a variety of football skills-such as dribbling, trapping, moving, and kicking-based on user input, while seamlessly transitioning between these skills. Our skill-specific policies, which generate latent variables for each football skill, are trained using an existing physics-based motion embedding model that serves as a foundation for reproducing football motions. Key features include a tailored reward design for the Dribble policy, a two-phase reward structure combined with projectile dynamics-based initialization for the Trap policy, and a Data-Embedded Goal-Conditioned Latent Guidance (DEGCL) method for the Move policy. Using the trained skill policies, the proposed football player finite state machine (PhysicsFC FSM) allows users to interactively control the character. To ensure smooth and agile transitions between skill policies, as defined in the FSM, we introduce the Skill Transition-Based Initialization (STI), which is applied during the training of each skill policy. We develop several interactive scenarios to showcase PhysicsFC's effectiveness, including competitive trapping and dribbling, give-and-go plays, and 11v11 football games, where multiple PhysicsFC agents produce natural and controllable physics-based football player behaviors. Quantitative evaluations further validate the performance of individual skill policies and the transitions between them, using the presented metrics and experimental designs.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"57 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712424","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Conformal First Passage for Epsilon-free Walk-on-Spheres","authors":"Paul Himmler, Tobias Günther","doi":"10.1145/3730942","DOIUrl":"https://doi.org/10.1145/3730942","url":null,"abstract":"In recent years, grid-free Monte Carlo methods have gained increasing popularity for solving fundamental partial differential equations. For a given point in the domain, the <jats:italic toggle=\"yes\">Walk-on-Spheres</jats:italic> method solves a boundary integral equation by integrating recursively over the largest possible sphere. When the walks approach boundaries with Dirichlet conditions, the number of path vertices increases considerably, since the step size becomes smaller with decreasing distance to the boundary. In practice, the walks are terminated once they reach an epsilon-shell around the boundary. This, however, introduces bias, leading to a trade-off between accuracy and performance. Instead of using spheres, we propose to utilize geometric primitives that share more than one point with the boundary to increase the likelihood of immediately terminating. Along the boundary of those new geometric primitives a sampling probability is needed, which corresponds to the exit probability of a Brownian motion. This is known as a first passage problem. Utilizing that Laplace equations are invariant under conformal maps, we transform exit points from unit circles to the exit points of our geometric primitives, for which we describe a suitable placement strategy. With this, we obtain a novel approach to solve the Laplace equation in two dimensions, which does not require an epsilon-shell, significantly reduces the number of path vertices, and reduces inaccuracies near Dirichlet boundaries.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"1 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712427","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Junkai Huang, Saswat Subhajyoti Mallick, Alejandro Amat, Marc Ruiz Olle, Albert Mosella-Montoro, Bernhard Kerbl, Francisco Vicente Carrasco, Fernando De la Torre
{"title":"Echoes of the Coliseum: Towards 3D Live streaming of Sports Events","authors":"Junkai Huang, Saswat Subhajyoti Mallick, Alejandro Amat, Marc Ruiz Olle, Albert Mosella-Montoro, Bernhard Kerbl, Francisco Vicente Carrasco, Fernando De la Torre","doi":"10.1145/3731214","DOIUrl":"https://doi.org/10.1145/3731214","url":null,"abstract":"Human-centered live events have always played a pivotal role in shaping culture and fostering social connections. Traditional 2D live transmissions fail to replicate the immersive quality of physical attendance. Addressing this gap, this paper proposes LiveSplats , a framework towards real-time, photo-realistic 3D reconstructions of live events using high-performance 3D Gaussian Splatting. Our solution capitalizes on strong geometric priors to optimize through distributed processing and load balancing, enabling interactive, freely explorable 3D experiences. By dividing scene reconstruction into actor-centric and environment-specific tasks, we employ hierarchical coarse-to-fine optimization to rapidly and accurately reconstruct human actors based on pose data, refining their geometry and appearance with photometric loss. For static environments, we focus on view-dependent appearance changes, streamlining rendering efficiency and maximizing GPU performance. To facilitate evaluation, we introduce (and distribute) a synthetic benchmark dataset of basketball games, offering high visual fidelity as ground truth. In both our synthetic benchmark and publicly available benchmarks, LiveSplats consistently outperforms existing approaches. The dataset is available at https://humansensinglab.github.io/basket-multiview.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"14 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712147","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Seonghyeon Kim, Chang Wook Seo, Kwanggyoon Seo, Seung Han Song, Junyong Noh
{"title":"A Deep Learning-based Virtual Oculoplastic Surgery Simulator","authors":"Seonghyeon Kim, Chang Wook Seo, Kwanggyoon Seo, Seung Han Song, Junyong Noh","doi":"10.1145/3731426","DOIUrl":"https://doi.org/10.1145/3731426","url":null,"abstract":"Oculoplastic surgery is a critical treatment for various eye conditions, such as ptosis, which can cause both aesthetic and functional issues. Due to the anxiety about the outcome, patients are often hesitant to undergo the necessary procedures required for the surgery. Virtual oculoplastic surgery simulation technology offers a solution to alleviate these concerns by providing realistic previews of post-surgical results. In this paper, we present a novel deep learning-based virtual oculoplastic surgery simulation system that addresses the limitations of existing methods. The proposed system aims to improve the accuracy of simulations by considering the anatomical structure and characteristics of the eye. Our method utilizes a deformable parametric mesh to enhance the controllability of the image transformation process. Furthermore, the combination of a style-based generator and a neural texture has been implemented to generate high-quality results. The proposed system is expected to facilitate better communication between doctors and patients by providing anatomically inspired high-quality simulation results. The development of this advanced virtual simulation system has the potential to enhance patient experiences and improve satisfaction with outcomes in the field of oculoplastic surgery.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"1 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712207","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Siyuan Chen, Yixin Chen, Jonathan Panuelos, Otman Benchekroun, Yue Chang, Eitan Grinspun, Zhecheng Wang
{"title":"Fast Subspace Fluid Simulation with a Temporally-Aware Basis","authors":"Siyuan Chen, Yixin Chen, Jonathan Panuelos, Otman Benchekroun, Yue Chang, Eitan Grinspun, Zhecheng Wang","doi":"10.1145/3730826","DOIUrl":"https://doi.org/10.1145/3730826","url":null,"abstract":"We present a novel reduced-order fluid simulation technique leveraging Dynamic Mode Decomposition (DMD) to achieve fast, memory-efficient, and user-controllable subspace simulation. We demonstrate that our approach combines the strengths of both spatial reduced order models (ROMs) as well as spectral decompositions. By optimizing for the operator that <jats:italic toggle=\"yes\">evolves</jats:italic> a system state from one timestep to the next, rather than the system state itself, we gain both the compressive power of spatial ROMs as well as the intuitive physical dynamics of spectral methods. The latter property is of particular interest in graphics applications, where user control of fluid phenomena is of high demand. We demonstrate this in various applications including spatial and temporal modulation tools and fluid upscaling with added turbulence. We adapt DMD for graphics applications by reducing computational overhead, incorporating user-defined force inputs, and optimizing memory usage with randomized SVD. The integration of OptDMD and DMD with Control (DMDc) facilitates noise-robust reconstruction and real-time user interaction. We demonstrate the technique's robustness across diverse simulation scenarios, including artistic editing, time-reversal, and super-resolution. Through experimental validation on challenging scenarios, such as colliding vortex rings and boundary-interacting plumes, our method also exhibits superior performance and fidelity with significantly fewer basis functions compared to existing spatial ROMs. Leveraging the inherent linearity of the DMD formulation, we demonstrate a range of diverse applications. This work establishes another avenue for developing real-time, high-quality fluid simulations, enriching the space of fluid simulation techniques in interactive graphics and animation.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"22 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712208","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Tao Huang, Haoyang Shi, Mengdi Wang, Yuxing Qiu, Yin Yang, Kui Wu
{"title":"Real-Time Knit Deformation and Rendering","authors":"Tao Huang, Haoyang Shi, Mengdi Wang, Yuxing Qiu, Yin Yang, Kui Wu","doi":"10.1145/3731184","DOIUrl":"https://doi.org/10.1145/3731184","url":null,"abstract":"The knit structure consists of interlocked yarns, with each yarn comprising multiple plies comprising tens to hundreds of twisted fibers. This intricate geometry and the large number of geometric primitives present substantial challenges for achieving high-fidelity simulation and rendering in real-time applications. In this work, we introduce the first real-time framework that takes an animated stitch mesh as input and enhances it with yarn-level simulation and fiber-level rendering. Our approach relies on a knot-based representation to model interlocked yarn contacts. The knot positions are interpolated from the underlying mesh, and associated yarn control points are optimized using a physically inspired energy formulation, which is solved through a GPU-based Gauss-Newton scheme for real-time performance. The optimized control points are sent to the GPU rasterization pipeline and rendered as yarns with fiber-level details. In real-time rendering, we introduce several decomposition strategies to enable realistic lighting effects on complex knit structures, even under environmental lighting, while maintaining computational and memory efficiency. Our simulation faithfully reproduces yarn-level structures under deformations, e.g., stretching and shearing, capturing interlocked yarn behaviors. The rendering pipeline achieves near-ground-truth visual quality while being 120,000× faster than path tracing reference with fiber-level geometries. The whole system provides real-time performance and has been evaluated through various application scenarios, including knit simulation for small patches and full garments and yarn-level relaxation in the design pipeline.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"57 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712369","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Improving Global Motion Estimation in Sparse IMU-based Motion Capture with Physics","authors":"Xinyu Yi, Shaohua Pan, Feng Xu","doi":"10.1145/3730822","DOIUrl":"https://doi.org/10.1145/3730822","url":null,"abstract":"By learning human motion priors, motion capture can be achieved by 6 inertial measurement units (IMUs) in recent years with the development of deep learning techniques, even though the sensor inputs are sparse and noisy. However, human global motions are still challenging to be reconstructed by IMUs. This paper aims to solve this problem by involving physics. It proposes a physical optimization scheme based on multiple contacts to enable physically plausible translation estimation in the full 3D space where the z-directional motion is usually challenging for previous works. It also considers gravity in local pose estimation which well constrains human global orientations and refines local pose estimation in a joint estimation manner. Experiments demonstrate that our method achieves more accurate motion capture for both local poses and global motions. Furthermore, by deeply integrating physics, we can also estimate 3D contact, contact forces, joint torques, and interacting proxy surfaces. Code is available at https://xinyu-yi.github.io/GlobalPose/.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"2 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712416","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}