ACM Transactions on Graphics最新文献

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Multi-Dimensional Procedural Wave Noise 多维程序波噪声
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3730928
Pascal Guehl, Rémi Allègre, Guillaume Gilet, Basile Sauvage, Marie-Paule Cani, Jean-Michel Dischler
{"title":"Multi-Dimensional Procedural Wave Noise","authors":"Pascal Guehl, Rémi Allègre, Guillaume Gilet, Basile Sauvage, Marie-Paule Cani, Jean-Michel Dischler","doi":"10.1145/3730928","DOIUrl":"https://doi.org/10.1145/3730928","url":null,"abstract":"While precise spectral control can be achieved through sparse convolution, corresponding state of the art noise models are typically too expensive for solid noise. We introduce an alternative, wave-based procedural noise model, fast enough to be used in any dimension. We express the noise in the spectral domain and then apply an inverse Fourier transform (FT), requiring the computation of a multidimensional integral. Our contribution is a novel, efficient way to perform this computation, using a sum of precomputed complex-valued hyperplanar wave-functions, oriented in random directions. We show that using suitable wave profiles and combination operators, our model is able to extend to 3D a number of Gaussian and non-Gaussian noises, including Gabor, by-example and Phasor noises, as well as generate novel cellular noises. Our versatile and controllable solid noise model is very compact, a key feature for complex power spectrum and animated noises. We illustrate this through the design of 2D, 3D, and 3D+t materials using color, transparency and style transfer functions.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"90 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712159","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}
引用次数: 0
Faraday Cage Estimation of Normals for Point Clouds and Ribbon Sketches 点云法线的法拉第笼估计与带状草图
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3731212
Daniel Scrivener, Daniel Cui, Ellis Coldren, S. Mazdak Abulnaga, Mikhail Bessmeltsev, Edward Chien
{"title":"Faraday Cage Estimation of Normals for Point Clouds and Ribbon Sketches","authors":"Daniel Scrivener, Daniel Cui, Ellis Coldren, S. Mazdak Abulnaga, Mikhail Bessmeltsev, Edward Chien","doi":"10.1145/3731212","DOIUrl":"https://doi.org/10.1145/3731212","url":null,"abstract":"We propose a novel method (FaCE) for normal estimation of unoriented point clouds and VR ribbon sketches that leverages a modeling of the Faraday cage effect. Input points, or a sampling of the ribbons, form a conductive cage and shield the interior from external fields. The gradient of the maximum field strength over external field scenarios is used to estimate a normal at each input point or ribbon. The electrostatic effect is modeled with a simple Poisson system, accommodating intuitive user-driven sculpting via the specification of point charges and Faraday cage points. On inputs sampled from clean, watertight meshes, our method achieves comparable normal quality to existing methods tailored for this scenario. On inputs containing interior structures and artifacts, our method produces superior surfacing output when combined with Poisson Surface Reconstruction. In the case of ribbon sketches, our method accommodates sparser ribbon input while maintaining an accurate geometry, allowing for greater flexibility in the artistic process. We demonstrate superior performance to an existing approach for surfacing ribbon sketches in this sparse setting.","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":"144712161","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}
引用次数: 0
Correct your balance heuristic: Optimizing balance-style multiple importance sampling weights 纠正你的平衡启发式:优化平衡风格的多重重要抽样权重
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3730819
Qingqin Hua, Pascal Grittmann, Philipp Slusallek
{"title":"Correct your balance heuristic: Optimizing balance-style multiple importance sampling weights","authors":"Qingqin Hua, Pascal Grittmann, Philipp Slusallek","doi":"10.1145/3730819","DOIUrl":"https://doi.org/10.1145/3730819","url":null,"abstract":"Multiple importance sampling (MIS) is a vital component of most rendering algorithms. MIS computes a weighted sum of samples from many different techniques to achieve generalization, that is, to handle a wide range of scene types and lighting effects. A key factor to the performance of MIS is the choice of weighting function. The go-to default - the balance heuristic - performs well in many cases, but prior work has shown that it can yield unsatisfactory results. A number of challenges cause this suboptimal performance, including low-variance techniques, sample correlation, and unknown sampling densities. Prior work has suggested improvements for some of these problems, but a general optimal solution has yet to be found. We propose a general and practical weight correction scheme: We optimize, on-the-fly, a set of correction factors that are multiplied into any baseline MIS heuristic (e.g., balance or power). We demonstrate that this approach yields consistently better equal-time performance on two rendering applications: bidirectional algorithms and resampled importance sampling for direct illumination.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"79 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712375","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}
引用次数: 0
Leapfrog Flow Maps for Real-Time Fluid Simulation 跨越式流动地图实时流体模拟
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3731180
Yuchen Sun, Junlin Li, Ruicheng Wang, Sinan Wang, Zhiqi Li, Bart G. van Bloemen Waanders, Bo Zhu
{"title":"Leapfrog Flow Maps for Real-Time Fluid Simulation","authors":"Yuchen Sun, Junlin Li, Ruicheng Wang, Sinan Wang, Zhiqi Li, Bart G. van Bloemen Waanders, Bo Zhu","doi":"10.1145/3731180","DOIUrl":"https://doi.org/10.1145/3731180","url":null,"abstract":"We propose Leapfrog Flow Maps (LFM) to simulate incompressible fluids with rich vortical flows in real time. Our key idea is to use a hybrid velocityimpulse scheme enhanced with leapfrog method to reduce the computational workload of impulse-based flow map methods, while possessing strong ability to preserve vortical structures and fluid details. In order to accelerate the impulse-to-velocity projection, we develop a fast matrix-free Algebraic Multigrid Preconditioned Conjugate Gradient (AMGPCG) solver with customized GPU optimization, which makes projection comparable with impulse evolution in terms of time cost. We demonstrate the performance of our method and its efficacy in a wide range of examples and experiments, such as real-time simulated burning fire ball and delta wingtip vortices.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"26 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712378","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}
引用次数: 0
ANIME-Rod: Adjustable Nonlinear Isotropic Materials for Elastic Rods 动画杆:弹性杆的可调非线性各向同性材料
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3731208
Huanyu Chen, Jiahao Wen, Jernej Barbič
{"title":"ANIME-Rod: Adjustable Nonlinear Isotropic Materials for Elastic Rods","authors":"Huanyu Chen, Jiahao Wen, Jernej Barbič","doi":"10.1145/3731208","DOIUrl":"https://doi.org/10.1145/3731208","url":null,"abstract":"We give a method to simulate large deformations of 3D elastic rods under arbitrary nonlinear isotropic 3D solid materials. Rod elastic energies in existing graphics literature are derived from volumetric models under the small-strain linearization assumptions. While the resulting equations can and are commonly applied to large deformations, the material modeling has been limited to a single material, namely linear Hooke law. Starting from any 3D solid nonlinear isotropic elastic energy density function <jats:italic toggle=\"yes\">ψ</jats:italic> , we derive our rod elastic energy by subjecting the 3D solid volumetric material to the limit process whereby rod thickness is decreased to zero. This enables us to explain rod stretching, bending and twisting in a unified model. Care must be taken to adequately model cross-sectional in-plane and out-of-plane deformations. Our key insight is to compute the three cross-sectional deformation modes corresponding to bending (in the two directions) and twisting, using linear theory. Then, given any <jats:italic toggle=\"yes\">ψ</jats:italic> , we use these modes to derive an analytical formula for a 5D \"macroscopic\" large-deformation rod elastic energy function of the local longitudinal stretch, radial scaling, the two bending curvatures and torsion. Our model matches linear theory for small deformations, including cross-sectional shrinkage due to Poisson's effect, and produces correct bending and torsional constants. Our experiments demonstrate that our energy closely matches volumetric FEM even under large stretches and curvatures, whereas commonly used methods in graphics deviate from it. We also compare to closely related work from mechanics literature; we give an explicit expansion of all energy terms in terms of the rod cross-section diameter, allowing independent adjustment of stretching, bending and twisting. Finally, we observe an inherent limitation in the ability of rod models to control nonlinear bendability and twistability. We propose to \"relax\" rod physics to more easily control nonlinear bending and twisting in computer graphics applications.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"76 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712379","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}
引用次数: 0
FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable Rendering FLoD:将灵活的细节级别集成到3D高斯飞溅中,用于可定制的渲染
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3731430
Yunji Seo, Young Sun Choi, HyunSeung Son, Youngjung Uh
{"title":"FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable Rendering","authors":"Yunji Seo, Young Sun Choi, HyunSeung Son, Youngjung Uh","doi":"10.1145/3731430","DOIUrl":"https://doi.org/10.1145/3731430","url":null,"abstract":"3D Gaussian Splatting (3DGS) has significantly advanced computer graphics by enabling high-quality 3D reconstruction and fast rendering speeds, inspiring numerous follow-up studies. However, 3DGS and its subsequent works are restricted to specific hardware setups, either on only low-cost or on only high-end configurations. Approaches aimed at reducing 3DGS memory usage enable rendering on low-cost GPU but compromise rendering quality, which fails to leverage the hardware capabilities in the case of higher-end GPU. Conversely, methods that enhance rendering quality require high-end GPU with large VRAM, making such methods impractical for lower-end devices with limited memory capacity. Consequently, 3DGS-based works generally assume a single hardware setup and lack the flexibility to adapt to varying hardware constraints. To overcome this limitation, we propose Flexible Level of Detail (FLoD) for 3DGS. FLoD constructs a multi-level 3DGS representation through level-specific 3D scale constraints, where each level independently reconstructs the entire scene with varying detail and GPU memory usage. A level-by-level training strategy is introduced to ensure structural consistency across levels. Furthermore, the multi-level structure of FLoD allows selective rendering of image regions at different detail levels, providing additional memory-efficient rendering options. To our knowledge, among prior works which incorporate the concept of Level of Detail (LoD) with 3DGS, FLoD is the first to follow the core principle of LoD by offering adjustable options for a broad range of GPU settings. Experiments demonstrate that FLoD provides various rendering options with trade-offs between quality and memory usage, enabling real-time rendering under diverse memory constraints. Furthermore, we show that FLoD generalizes to different 3DGS frameworks, indicating its potential for integration into future state-of-the-art developments.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"21 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712415","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}
引用次数: 0
The Mokume Dataset and Inverse Modeling of Solid Wood Textures 实木纹理的Mokume数据集和逆建模
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3730874
Maria Larsson, Hodaka Yamaguchi, Ehsan Pajouheshgar, I-Chao Shen, Kenji Tojo, Chia-Ming Chang, Lars Hansson, Olof Broman, Takashi Ijiri, Ariel Shamir, Wenzel Jakob, Takeo Igarashi
{"title":"The Mokume Dataset and Inverse Modeling of Solid Wood Textures","authors":"Maria Larsson, Hodaka Yamaguchi, Ehsan Pajouheshgar, I-Chao Shen, Kenji Tojo, Chia-Ming Chang, Lars Hansson, Olof Broman, Takashi Ijiri, Ariel Shamir, Wenzel Jakob, Takeo Igarashi","doi":"10.1145/3730874","DOIUrl":"https://doi.org/10.1145/3730874","url":null,"abstract":"We present the <jats:italic toggle=\"yes\">Mokume</jats:italic> dataset for solid wood texturing consisting of 190 cube-shaped samples of various hard and softwood species documented by high-resolution exterior photographs, annual ring annotations, and volumetric computed tomography (CT) scans. A subset of samples further includes photographs along slanted cuts through the cube for validation purposes. Using this dataset, we propose a three-stage inverse modeling pipeline to infer solid wood textures using only exterior photographs. Our method begins by evaluating a neural model to localize year rings on the cube face photographs. We then extend these exterior 2D observations into a globally consistent 3D representation by optimizing a procedural growth field using a novel iso-contour loss. Finally, we synthesize a detailed volumetric color texture from the growth field. For this last step, we propose two methods with different efficiency and quality characteristics: a fast inverse procedural texture method, and a neural cellular automaton (NCA). We demonstrate the synergy between the <jats:italic toggle=\"yes\">Mokume</jats:italic> dataset and the proposed algorithms through comprehensive comparisons with unseen captured data. We also present experiments demonstrating the efficiency of our pipeline's components against ablations and baselines. Our code, the dataset, and reconstructions are available via https://mokumeproject.github.io/.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"12 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712429","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}
引用次数: 0
Fast But Accurate: A Real-Time Hyperelastic Simulator with Robust Frictional Contact 快速而准确:具有鲁棒摩擦接触的实时超弹性模拟器
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3730834
Ziqiu Zeng, Siyuan Luo, Fan Shi, Zhongkai Zhang
{"title":"Fast But Accurate: A Real-Time Hyperelastic Simulator with Robust Frictional Contact","authors":"Ziqiu Zeng, Siyuan Luo, Fan Shi, Zhongkai Zhang","doi":"10.1145/3730834","DOIUrl":"https://doi.org/10.1145/3730834","url":null,"abstract":"We present a GPU-friendly framework for real-time implicit simulation of elastic material in the presence of frictional contacts. The integration of hyperelasticity, non-interpenetration contact, and friction in real-time simulations presents formidable nonlinear and non-smooth problems, which are highly challenging to solve. By incorporating nonlinear complementarity conditions within the local-global framework, we achieve rapid convergence in addressing these challenges. While the structure of local-global methods is not fully GPU-friendly, our proposal of a simple yet efficient solver with sparse presentation of the system inverse enables highly parallel computing while maintaining a fast convergence rate. Moreover, our novel splitting strategy for non-smooth indicators not only amplifies overall performance but also refines the complementarity preconditioner, enhancing the accuracy of frictional behavior modeling. Through extensive experimentation, the robustness of our framework in managing real-time contact scenarios, ranging from large-scale systems and extreme deformations to non-smooth contacts and precise friction interactions, has been validated. Compatible with a wide range of hyperelastic models, our approach maintains efficiency across both low and high stiffness materials. Despite its remarkable efficiency, robustness, and generality, our method is elegantly simple, with its core contributions grounded solely on standard matrix operations.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"38 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712430","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}
引用次数: 0
Magic Fixup: Streamlining Photo Editing by Watching Dynamic Videos 魔术修复:通过观看动态视频简化照片编辑
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-24 DOI: 10.1145/3750722
Hadi Alzayer, Zhihao Xia, Xuaner (Cecilia) Zhang, Eli Shechtman, Jia-Bin Huang, Michael Gharbi
{"title":"Magic Fixup: Streamlining Photo Editing by Watching Dynamic Videos","authors":"Hadi Alzayer, Zhihao Xia, Xuaner (Cecilia) Zhang, Eli Shechtman, Jia-Bin Huang, Michael Gharbi","doi":"10.1145/3750722","DOIUrl":"https://doi.org/10.1145/3750722","url":null,"abstract":"We propose a generative model that, given a coarsely edited image, synthesizes a photorealistic output that follows the prescribed layout. Our method transfers fine details from the original image and preserve the identity of its parts. Yet, it adapts it to the lighting and context defined by the new layout. Our key insight is that videos are a powerful source of supervision for this task: objects and camera motions provide many observations of how the world changes with viewpoint, lighting, and physical interactions. We construct an image dataset in which each sample is a pair of source and target frames extracted from the same video at randomly chosen time intervals. We warp the source frame toward the target using two motion models that mimic the expected test-time user edits. We supervise our model to translate the warped image into the ground truth, starting from a pretrained diffusion model. Our model design explicitly enables fine detail transfer from the source frame to the generated image, while closely following the user-specified layout. We show that by using simple segmentations and coarse 2D manipulations, we can synthesize a photorealistic edit faithful to the user’s input while addressing second-order effects like harmonizing the lighting and physical interactions between edited objects. Project page and code can be found at https://magic-fixup.github.io","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"20 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144701760","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}
引用次数: 0
Convection Augmented Gauss Reconstruction for Unoriented Point Clouds 无方向点云的对流增强高斯重建
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-23 DOI: 10.1145/3750723
Yueji Ma, Dong Xiao, Zuoqiang Shi, Bin Wang
{"title":"Convection Augmented Gauss Reconstruction for Unoriented Point Clouds","authors":"Yueji Ma, Dong Xiao, Zuoqiang Shi, Bin Wang","doi":"10.1145/3750723","DOIUrl":"https://doi.org/10.1145/3750723","url":null,"abstract":"Unoriented surface reconstructions based on the Gauss formula have attracted much attention due to their mathematical formulation and good experimental performance. However, the formula’s isotropy limits its capacity to leverage the directional features of point clouds. In this study, we introduce a convection augmentation term to extend the classic Gauss formula. This new term allows our method to leverage point clouds’ directional characteristics effectively. With the proper choice of the velocity field, this method could construct more equations to calculate a more precise indicator function. Furthermore, an adaptive selection strategy of the velocity field is proposed. For large-scale point clouds, we propose a CUDA-and-octree-based acceleration algorithm with <jats:italic toggle=\"yes\">O</jats:italic> ( <jats:italic toggle=\"yes\">N</jats:italic> ) space complexity and <jats:italic toggle=\"yes\">O</jats:italic> ( <jats:italic toggle=\"yes\">N</jats:italic> log <jats:italic toggle=\"yes\">N</jats:italic> ) time complexity. Our method can complete the orientation and reconstruction tasks of point clouds with up to 500K within a few seconds. Extensive experiments demonstrate that our method achieves state-of-the-art performance and manages various challenging situations, especially for models with thin structures or small holes. The source code is publicly available at <jats:italic toggle=\"yes\">https://github.com/mayueji/CAGR</jats:italic> .","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"18 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144685085","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}
引用次数: 0
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