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Symmetrized Poisson Reconstruction 对称泊松重构
IF 2.9 4区 计算机科学
Computer Graphics Forum Pub Date : 2025-08-28 DOI: 10.1111/cgf.70210
M. Kohlbrenner, H. Liu, M. Alexa, M. Kazhdan
{"title":"Symmetrized Poisson Reconstruction","authors":"M. Kohlbrenner,&nbsp;H. Liu,&nbsp;M. Alexa,&nbsp;M. Kazhdan","doi":"10.1111/cgf.70210","DOIUrl":"https://doi.org/10.1111/cgf.70210","url":null,"abstract":"<p>Many common approaches for reconstructing surfaces from point clouds leverage normal information to fit an implicit function to the points. Normals typically play two roles: the direction provides a planar approximation to the surface and the sign distinguishes inside from outside. When the sign is missing, reconstructing a surface with globally consistent sidedness is challenging.</p><p>In this work, we investigate the idea of squaring the Poisson Surface Reconstruction, replacing the normals with their outer products, making the approach agnostic to the signs of the input/estimated normals. Squaring results in a quartic optimization problem, for which we develop an iterative and hierarchical solver, based on setting the cubic partial derivatives to zero. We show that this technique significantly outperforms standard L-BFGS solver and demonstrate reconstruction of surfaces from unoriented noisy input in linear time.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 5","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/cgf.70210","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144914973","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Robust Construction of Polycube Segmentations via Dual Loops 基于双环的聚立方分割鲁棒构造
IF 2.9 4区 计算机科学
Computer Graphics Forum Pub Date : 2025-08-28 DOI: 10.1111/cgf.70195
Maxim Snoep, Bettina Speckmann, Kevin Verbeek
{"title":"Robust Construction of Polycube Segmentations via Dual Loops","authors":"Maxim Snoep,&nbsp;Bettina Speckmann,&nbsp;Kevin Verbeek","doi":"10.1111/cgf.70195","DOIUrl":"https://doi.org/10.1111/cgf.70195","url":null,"abstract":"<p>Polycube segmentations for 3D models effectively support a wide variety of applications such as seamless texture mapping, spline fitting, structured multi-block grid generation, and hexahedral mesh construction. However, the automated construction of valid polycube segmentations suffers from robustness issues: state-of-the-art methods are not guaranteed to find a valid solution. In this paper we present <i>DualCube</i>: an iterative algorithm which is guaranteed to return a valid polycube segmentation for 3D models of any genus. Our algorithm is based on a dual representation of polycubes. Starting from an initial simple polycube of the correct genus, together with the corresponding dual loop structure and polycube segmentation, we iteratively refine the polycube, loop structure, and segmentation, while maintaining the correctness of the solution. DualCube is robust by construction: at any point during the iterative process the current segmentation is valid. Its iterative nature furthermore facilitates a seamless trade-off between quality and complexity of the solution. DualCube can be implemented using comparatively simple algorithmic building blocks; our experimental evaluation establishes that the quality of our polycube segmentations is on par with, or exceeding, the state-of-the-art.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 5","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/cgf.70195","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144915139","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Bayesian 3D Shape Reconstruction from Noisy Points and Normals 基于噪声点和法线的贝叶斯三维形状重建
IF 2.9 4区 计算机科学
Computer Graphics Forum Pub Date : 2025-08-28 DOI: 10.1111/cgf.70201
E. Pujol, A. Chica
{"title":"Bayesian 3D Shape Reconstruction from Noisy Points and Normals","authors":"E. Pujol,&nbsp;A. Chica","doi":"10.1111/cgf.70201","DOIUrl":"https://doi.org/10.1111/cgf.70201","url":null,"abstract":"<p>Reconstructing three-dimensional shapes from point clouds remains a central challenge in geometry processing, particularly due to the inherent uncertainties in real-world data acquisition. In this work, we introduce a novel Bayesian framework that explicitly models and propagates uncertainty from both input points and their estimated normals. Our method incorporates the uncertainty of normals derived via Principal Component Analysis (PCA) from noisy input points. Building upon the Smooth Signed Distance (SSD) reconstruction algorithm, we integrate a smoothness prior based on the curvatures of the resulting implicit function following Gaussian behavior. Our method reconstructs a shape represented as a distribution, from which sampling and statistical queries regarding the shape's properties are possible. Additionally, because of the high cost of computing the variance of the resulting distribution, we develop efficient techniques for variance computation. Our approach thus combines two common steps of the geometry processing pipeline, normal estimation and surface reconstruction, while computing the uncertainty of the output of each of these steps.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 5","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/cgf.70201","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144914970","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
High-Resolution 3D Shape Matching with Global Optimality and Geometric Consistency 具有全局最优性和几何一致性的高分辨率三维形状匹配
IF 2.9 4区 计算机科学
Computer Graphics Forum Pub Date : 2025-08-28 DOI: 10.1111/cgf.70208
N. El Amrani, P. Roetzer, F. Bernard
{"title":"High-Resolution 3D Shape Matching with Global Optimality and Geometric Consistency","authors":"N. El Amrani,&nbsp;P. Roetzer,&nbsp;F. Bernard","doi":"10.1111/cgf.70208","DOIUrl":"https://doi.org/10.1111/cgf.70208","url":null,"abstract":"<p>3D shape matching plays a fundamental role in applications such as texture transfer and 3D animation. A key requirement for many scenarios is that matchings exhibit geometric consistency, which ensures that matchings preserve neighbourhood relations across shapes. Despite the importance of geometric consistency, few existing methods explicitly address it, and those that do are either local optimisation methods requiring accurate initialisation, or are severely limited in terms of shape resolution, handling shapes with only up to 3,000 triangles. In this work, we present a scalable approach for geometrically consistent 3D shape matching that, for the first time, scales to high-resolution meshes with up to 10,000 triangles. Our method follows a two-stage procedure: (i) we compute a globally optimal and geometrically consistent mapping of surface patches on the source shape to the target shape via a novel integer linear programming formulation. (ii) we find geometrically consistent matchings of corresponding surface patches which respect correspondences of boundaries of patches obtained from stage (i). With this, we obtain dense, smooth, and guaranteed geometrically consistent correspondences between high-resolution shapes. Empirical evaluations demonstrate that our method is scalable and produces high-quality, geometrically consistent correspondences across a wide range of challenging shapes. Our code is publicly available: https://github.com/NafieAmrani/SuPa-Match.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 5","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/cgf.70208","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144914975","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Resolving self-intersections in 3D meshes while preserving floating-point coordinates 在保留浮点坐标的情况下,解决3D网格中的自交
IF 2.9 4区 计算机科学
Computer Graphics Forum Pub Date : 2025-08-28 DOI: 10.1111/cgf.70197
Léo Valque, Sylvain Lazard
{"title":"Resolving self-intersections in 3D meshes while preserving floating-point coordinates","authors":"Léo Valque,&nbsp;Sylvain Lazard","doi":"10.1111/cgf.70197","DOIUrl":"https://doi.org/10.1111/cgf.70197","url":null,"abstract":"<p>We present a straightforward and robust method for resolving the mesh intersection problem. We focus specifically on the challenge caused by the intersections resulting from the conversion of the vertices coordinates from their exact mathematical values to a fixed-precision floating-point format. Our method takes as input a soup of triangles and outputs intersection-free models whose vertices coordinates are all represented with double-precision floating-point format. We evaluated our approach thoroughly, considering a large collection of meshes. In particular, we can process all the 4524 models in Thingi10K [ZJ16] that contain self-intersections. This outperforms previous state-of-the-art approaches: On the 527 models of Thingi10K for which naive rounding fails, Zhou et al.'s approach [ZGZJ16] is capable of handling 91% of them, and Valque's 94% [Val24]. In terms of time efficiency, our approach handles about 50k vertices per second on average, which is faster to that of Zhou et al. by a factor 1.4 on these non-trivial models and is faster than that of Valque by several order of magnitude.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 5","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144915223","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
One-Shot Method for Computing Generalized Winding Numbers 广义圈数的一次性计算方法
IF 2.9 4区 计算机科学
Computer Graphics Forum Pub Date : 2025-08-28 DOI: 10.1111/cgf.70194
C. Martens, M. Bessmeltsev
{"title":"One-Shot Method for Computing Generalized Winding Numbers","authors":"C. Martens,&nbsp;M. Bessmeltsev","doi":"10.1111/cgf.70194","DOIUrl":"https://doi.org/10.1111/cgf.70194","url":null,"abstract":"<p>The generalized winding number is an essential part of the geometry processing toolkit, allowing to quantify how much a given point is inside a surface, even when the surface has boundaries and noise. We propose a new universal method to compute a generalized winding number, based only on the surface boundary and the intersections of a single ray with the surface, supporting any oriented surface representations that support a ray intersection query. Due to the focus on the boundary, our algorithm has a unique set of properties. For 2D parametric curves, on a regular grid of query points, our method is up to <i>4×</i> faster than the current state of the art, maintaining the same precision. In 3D, our method can compute a winding number of a surface without discretizing it, including parametric surfaces. For some meshes with many triangles and a simple boundary, our method is faster than the hierarchical evaluation of the generalized winding number while still being precise. Similarly, on some parametric surfaces with a simple boundary, our method can be faster than adaptive quadrature. We validate our algorithms theoretically, numerically, and by demonstrating a gallery of results on a variety of parametric surfaces and meshes, as well uses in a variety of applications, including voxelizations and boolean operations.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 5","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/cgf.70194","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144914909","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Representing Animatable Avatar via Factorized Neural Fields 通过分解神经场表示可动画的化身
IF 2.9 4区 计算机科学
Computer Graphics Forum Pub Date : 2025-08-28 DOI: 10.1111/cgf.70192
Chunjin Song, Zhijie Wu, Bastian Wandt, Leonid Sigal, Helge Rhodin
{"title":"Representing Animatable Avatar via Factorized Neural Fields","authors":"Chunjin Song,&nbsp;Zhijie Wu,&nbsp;Bastian Wandt,&nbsp;Leonid Sigal,&nbsp;Helge Rhodin","doi":"10.1111/cgf.70192","DOIUrl":"https://doi.org/10.1111/cgf.70192","url":null,"abstract":"<p>For reconstructing high-fidelity human 3D models from monocular videos, it is crucial to maintain consistent large-scale body shapes along with finely matched subtle wrinkles. This paper explores how per-frame rendering results can be factorized into a pose-independent component and a corresponding pose-dependent counterpart to facilitate frame consistency at multiple scales. Pose adaptive texture features are further improved by restricting the frequency bands of these two components. Pose-independent outputs are expected to be low-frequency, while high-frequency information is linked to pose-dependent factors. We implement this with a dual-branch network. The first branch takes coordinates in the canonical space as input, while the second one additionally considers features outputted by the first branch and pose information of each frame. A final network integrates the information predicted by both branches and utilizes volume rendering to generate photo-realistic 3D human images. Through experiments, we demonstrate that our method consistently surpasses all state-of-the-art methods in preserving high-frequency details and ensuring consistent body contours. Our code is accessible at https://github.com/ChunjinSong/facavatar.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 5","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/cgf.70192","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144915140","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
An Efficient Global-to-Local Rotation Optimization Approach via Spherical Harmonics 一种基于球面谐波的全局到局部旋转优化方法
IF 2.9 4区 计算机科学
Computer Graphics Forum Pub Date : 2025-08-28 DOI: 10.1111/cgf.70185
Zihang He, Yuezhi Yang, Congyue Deng, Jiaxin Lu, Leonidas Guibas, Qixing Huang
{"title":"An Efficient Global-to-Local Rotation Optimization Approach via Spherical Harmonics","authors":"Zihang He,&nbsp;Yuezhi Yang,&nbsp;Congyue Deng,&nbsp;Jiaxin Lu,&nbsp;Leonidas Guibas,&nbsp;Qixing Huang","doi":"10.1111/cgf.70185","DOIUrl":"https://doi.org/10.1111/cgf.70185","url":null,"abstract":"<p>This paper studies the classical problem of 3D shape alignment, namely computing the relative rotation between two shapes (centered at the origin and normalized by scale) by aligning spherical harmonic coefficients of their spherical function representations. Unlike most prior work, which focuses on the regime in which the inputs have approximately the same shape, we focus on the more general and challenging setting in which the shapes may differ. Central to our approach is a stability analysis of spherical harmonic coefficients, which sheds light on how to align them for robust rotation estimation. We observe that due to symmetries, certain spherical harmonic coefficients may vanish. As a result, using a robust norm for alignment that automatically discards such coefficients offers more accurate rotation estimates than the widely used L2 norm. To enable efficient continuous optimization, we show how to analytically compute the Jacobian of spherical harmonic coefficients with respect to rotations. We also introduce an efficient approach for rotation initialization that requires only a sparse set of rotation samples. Experimental results show that our approach achieves better accuracy and efficiency compared to baseline approaches.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 5","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144914976","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
OctFusion: Octree-based Diffusion Models for 3D Shape Generation OctFusion:基于octree的3D形状生成扩散模型
IF 2.9 4区 计算机科学
Computer Graphics Forum Pub Date : 2025-08-28 DOI: 10.1111/cgf.70198
Bojun Xiong, Si-Tong Wei, Xin-Yang Zheng, Yan-Pei Cao, Zhouhui Lian, Peng-Shuai Wang
{"title":"OctFusion: Octree-based Diffusion Models for 3D Shape Generation","authors":"Bojun Xiong,&nbsp;Si-Tong Wei,&nbsp;Xin-Yang Zheng,&nbsp;Yan-Pei Cao,&nbsp;Zhouhui Lian,&nbsp;Peng-Shuai Wang","doi":"10.1111/cgf.70198","DOIUrl":"https://doi.org/10.1111/cgf.70198","url":null,"abstract":"<p>Diffusion models have emerged as a popular method for 3D generation. However, it is still challenging for diffusion models to efficiently generate diverse and high-quality 3D shapes. In this paper, we introduce OctFusion, which can generate 3D shapes with arbitrary resolutions in 2.5 seconds on a single Nvidia 4090 GPU, and the extracted meshes are guaranteed to be continuous and manifold. The key components of OctFusion are the octree-based latent representation and the accompanying diffusion models. The representation combines the benefits of both implicit neural representations and explicit spatial octrees and is learned with an octree-based variational autoencoder. The proposed diffusion model is a unified multi-scale U-Net that enables weights and computation sharing across different octree levels and avoids the complexity of widely used cascaded diffusion schemes. We verify the effectiveness of OctFusion on the ShapeNet and Objaverse datasets and achieve state-of-the-art performances on shape generation tasks. We demonstrate that OctFusion is extendable and flexible by generating high-quality color fields for textured mesh generation and high-quality 3D shapes conditioned on text prompts, sketches, or category labels. Our code and pre-trained models are available at https://github.com/octree-nn/octfusion.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 5","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144915220","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Arrange and Traverse Algorithm for Computation of Reeb Spaces of Piecewise Linear Maps 分段线性映射Reeb空间计算的排列遍历算法
IF 2.9 4区 计算机科学
Computer Graphics Forum Pub Date : 2025-08-28 DOI: 10.1111/cgf.70206
Petar Hristov, Daisuke Sakurai, Hamish Carr, Ingrid Hotz, Talha Bin Masood
{"title":"Arrange and Traverse Algorithm for Computation of Reeb Spaces of Piecewise Linear Maps","authors":"Petar Hristov,&nbsp;Daisuke Sakurai,&nbsp;Hamish Carr,&nbsp;Ingrid Hotz,&nbsp;Talha Bin Masood","doi":"10.1111/cgf.70206","DOIUrl":"https://doi.org/10.1111/cgf.70206","url":null,"abstract":"<p>We present the first combinatorial algorithm for efficiently computing the Reeb space in all dimensions. The Reeb space is a higher-dimensional generalization of the Reeb graph, which is standard practice in the analysis of scalar fields, along with other computational topology tools such as persistent homology and the Morse-Smale complex. One significant limitation of topological tools for scalar fields is that data often involves multiple variables, where joint analysis is more insightful. Generalizing topological data structures to multivariate data has proven challenging and the Reeb space is one of the few available options. However, none of the existing algorithms can efficiently compute the Reeb space in arbitrary dimensions and there are no available implementations which are robust with respect to numerical errors. We propose a new algorithm for computing the Reeb space of a generic piecewise linear map over a simplicial mesh of any dimension called arrange and traverse. We implement a robust specialization of our algorithm for tetrahedral meshes and evaluate it on real-life data.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 5","pages":""},"PeriodicalIF":2.9,"publicationDate":"2025-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/cgf.70206","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144914906","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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