Proceedings of the ACM on computer graphics and interactive techniques最新文献

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PACMCGIT V9N1, I3D, May 2026 Editorial 中华医学杂志V9N1, I3D, 2026年5月编辑
Benjamin Watson, Markus Billeter
{"title":"PACMCGIT V9N1, I3D, May 2026 Editorial","authors":"Benjamin Watson, Markus Billeter","doi":"10.1145/3804488","DOIUrl":"https://doi.org/10.1145/3804488","url":null,"abstract":"Welcome to the 2026 I3D PACMCGIT issue. PACMCGIT is a specialized journal in the collection of Proceedings of the ACM (PACM) that is specifically focused on publishing research of the highest quality within the broad domains of computer graphics and interactive techniques. This issue is a collection of the papers selected and presented at the 30th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) 2026. Continuing the tradition, the I3D collection of papers constitutes the first PACMCGIT issue of the year, this time marking the beginning of PACMCGIT’s ninth year presenting the publications of I3D. I3D 2026 received 41 submissions. Following a rigorous double-blind peer-reviewing process with 122 reviews, including a second review cycle by a panel of experts from the I3D 2026 international program committee, 16 papers were accepted to be presented at the conference, resulting in an acceptance rate of (39%) . This year, one paper was desk-rejected as it was clearly incomplete. Paper topics span various exciting areas, from physical simulation and animation to real-time rendering, ray-tracing, VR, and neural rendering. These papers appeared in talk presentations at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) in May 2026 at Lucasfilm in San Francisco (CA).","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"9 1","pages":"1-1"},"PeriodicalIF":0.0,"publicationDate":"2026-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147910479","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Real-Time Triangle-SDF Continuous Collision Detection 49 实时三角形- sdf连续碰撞检测
Joël Pelletier-Guénette, Alexandre Mercier-Aubin, Sheldon Andrews
{"title":"Real-Time Triangle-SDF Continuous Collision Detection 49","authors":"Joël Pelletier-Guénette, Alexandre Mercier-Aubin, Sheldon Andrews","doi":"10.1145/3747862","DOIUrl":"https://doi.org/10.1145/3747862","url":null,"abstract":"We introduce an efficient solution to the problem of continuous collision detection (CCD) between triangle geometry and signed distance fields (SDFs). We formulate the triangle-SDF collision problem as a novel spatio-temporal local optimization that solves for the first time of impact between a triangle and an SDF isosurface. Our method offers improved robustness over point sampling methods, and outperforms recent triangle-SDF discrete collision detection (DCD) algorithms. Furthermore, a novel method for adaptively refining the potential collision points on large triangles is proposed for robust triangle-SDF collision detection with coarse meshes. This enables the use of reduced geometry for efficient simulations. We demonstrate the benefits of our approach by comparing to state-of-the-art algorithms for triangle-SDF collision detection, and showcase its effectiveness through simulations involving complex collision scenarios.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"8 4","pages":"1-22"},"PeriodicalIF":0.0,"publicationDate":"2025-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147910979","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Two-Pass Shock Propagation for Stable Stacking with Gauss-Seidel 46 高斯-塞德尔稳定叠加的两道激波传播
Ziyan Xiong, Andrew Leach, G. Thomas, Shinjiro Sueda
{"title":"Two-Pass Shock Propagation for Stable Stacking with Gauss-Seidel 46","authors":"Ziyan Xiong, Andrew Leach, G. Thomas, Shinjiro Sueda","doi":"10.1145/3747867","DOIUrl":"https://doi.org/10.1145/3747867","url":null,"abstract":"Rigid body simulators using the Gauss–Seidel method have been widely adopted for their simplicity, efficiency, and robustness. However, these methods struggle when simulating stable stacking with frictional contact because, unlike global methods, local methods, such as Gauss–Seidel, resolve constraints individually, leading to slow information propagation between bodies. To address this limitation, we introduce two-pass shock propagation, a technique that preserves the advantages of local methods while achieving stable and efficient simulation of frictional stacking without the need to rely on global approaches. The core idea behind two-pass shock propagation is that the upward pass leaves unused impulses on the bottom body, which can be stored and effectively applied during the downward pass. Through extensive experiments, we demonstrate that two-pass shock propagation significantly improves both performance and accuracy.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"8 4","pages":"1-18"},"PeriodicalIF":0.0,"publicationDate":"2025-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147921442","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Interactive Facial Animation: Enhancing Facial Rigs With Real-Time Shell And Contact Simulation 58 交互式面部动画:增强面部钻机与实时壳和接触模拟
José Antonio Fernández-Fernández, Ryan Goldade, Ladislav Kavan, Jan Bender, Philipp Herholz
{"title":"Interactive Facial Animation: Enhancing Facial Rigs With Real-Time Shell And Contact Simulation 58","authors":"José Antonio Fernández-Fernández, Ryan Goldade, Ladislav Kavan, Jan Bender, Philipp Herholz","doi":"10.1145/3747860","DOIUrl":"https://doi.org/10.1145/3747860","url":null,"abstract":"Demand for high-quality virtual 3D characters continues to grow in both entertainment and communication, and with it, the desire for interactive avatars. This presents unique challenges for high-fidelity interactive solutions that must be quick to set up, efficient to run in real-time on consumer hardware, and work well, not only on human characters, but also on fantastical and heavily stylized ones. We present Interactive Facial Animation (IFA), a novel approach to augment facial animation rigs with shell simulation and contact without requiring anatomical priors or artist intervention. Our method uses an efficient shell model that tracks the output of a face rig in real-time and incorporates realistic contact. By designing our shell model to be differentiable, we can use inverse simulation to reconstruct realistic non-uniform stiffness that captures both stiff (ears, nose) and soft (cheeks, lips) areas, based on the rig’s deformation space. The reconstruction process imposes hard limits on acceptable errors, which ensures that IFA preserves the resolution and expressiveness of the source material, a common shortcoming in many face simulation pipelines. With performance in mind, we demonstrate IFA using a variant of the Fast Mass-Springs method. However, the presented concept can be realized with any differentiable physics solver that provides reliable convergence. We showcase our method in four different character rigs, achieving simulation update runtimes between 0.39 and 1.27 milliseconds (787-2564 FPS) on a single CPU thread. Unlike existing methods that require lengthy preparation times, our pipeline can be ready to use within minutes, also on the CPU.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"8 4","pages":"1-21"},"PeriodicalIF":0.0,"publicationDate":"2025-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147919149","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Dress Anyone : Automatic Physically-Based Garment Pattern Refitting 56 给任何人穿衣服:自动的基于物理的服装图案调整
Hsiao-yu Chen, Egor Larionov, Ladislav Kavan, Gene Wei-Chin Lin, Doug Roble, Olga Sorkine‐Hornung, Tuur Stuyck
{"title":"Dress Anyone : Automatic Physically-Based Garment Pattern Refitting 56","authors":"Hsiao-yu Chen, Egor Larionov, Ladislav Kavan, Gene Wei-Chin Lin, Doug Roble, Olga Sorkine‐Hornung, Tuur Stuyck","doi":"10.1145/3747858","DOIUrl":"https://doi.org/10.1145/3747858","url":null,"abstract":"Well-fitted clothing is essential for both real and virtual garments to enable self-expression and accurate representation for a large variety of body types. Common practice in the industry is to provide a pre-made selection of distinct garment sizes such as small, medium and large. While these may cater to certain groups of individuals that fall within this distribution, they often exclude large sections of the population. In contrast, individually tailored clothing offers a solution to obtain custom-fit garments that are tailored to each individual. However, manual tailoring is time-consuming and requires specialized knowledge, prohibiting the approach from being applied to produce fitted clothing at scale. To address this challenge, we propose a novel method leveraging differentiable simulation for refitting and draping 3D garments and their corresponding 2D pattern panels onto a new body shape. This enables a workflow where garments only need to be designed once, in a single size, and they can be automatically refitted to support numerous body size and shape variations. Our method enables downstream applications, where our optimized 3D drape can be directly ingested into game engines or other applications. Our 2D sewing patterns allow for accurate physics-based simulations and enables manufacturing clothing for the real world.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"8 4","pages":"1-17"},"PeriodicalIF":0.0,"publicationDate":"2025-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147903323","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
PHA: Part-wise Heterogeneous Agents with Reusable Policy Priors for Physics-Based Motion Synthesis 63 基于物理的运动合成中具有可重用策略先验的部分智能异构代理[j]
Luis E. Carranza, Oscar Argudo, Carlos Andújar
{"title":"PHA: Part-wise Heterogeneous Agents with Reusable Policy Priors for Physics-Based Motion Synthesis 63","authors":"Luis E. Carranza, Oscar Argudo, Carlos Andújar","doi":"10.1145/3747870","DOIUrl":"https://doi.org/10.1145/3747870","url":null,"abstract":"Performing everyday tasks requires both large-scale body movements driven by the arms, legs, and torso, and fine motor skills, particularly in the hands. However, existing reinforcement learning approaches often struggle to efficiently acquire these diverse motion skills from scratch, leading to slow convergence or suboptimal policies. We observed that the motor skills of distinct body parts exhibit a certain level of independence. This suggests the potential advantage of independently pretraining specific dexterous limbs prior to their integration in full-body motion tasks. Inspired by this, we present Part-wise Heterogeneous Agents (PHA) , a cooperative multi-agent reinforcement learning approach where body parts are treated as independent agents, allowing for specialized skill acquisition and cooperative execution of complex full-body tasks. Furthermore, our method enables the pretraining of fine motor skills, such as gripping a bar or grabbing a climbing hold, before integrating them with other body parts for complex whole-body coordination, thus introducing part-wise Reusable Policy Priors . We tested our technique on challenging tasks such as rope climbing, rock bouldering and traversing a horizontal ladder. Our approach not only accelerates convergence, but also improves overall policy quality, achieving motion tasks that single-agent approaches struggle to solve. Our results also demonstrate adaptability, enabling Reusable Policy Priors to adjust their policies to successfully perform complex tasks in scenarios not seen during training.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"8 4","pages":"1-22"},"PeriodicalIF":0.0,"publicationDate":"2025-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147891327","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
FLAMEFORGE: Combustion Simulation of Wooden Structures 50 FLAMEFORGE:木结构燃烧模拟
Daoming Liu, Jonathan Klein, Florian Rist, Wojtek Pałubicki, Sören Pirk, Dominik L. Michels
{"title":"FLAMEFORGE: Combustion Simulation of Wooden Structures 50","authors":"Daoming Liu, Jonathan Klein, Florian Rist, Wojtek Pałubicki, Sören Pirk, Dominik L. Michels","doi":"10.1145/3747855","DOIUrl":"https://doi.org/10.1145/3747855","url":null,"abstract":"We propose a unified volumetric combustion simulator that supports general wooden structures capturing the multi-phase combustion of charring materials. Complex geometric structures are represented in a voxel grid for the efficient evaluation of volumetric effects. In addition, a signed distance field is introduced to query the surface information required to compute the insulating effect caused by the char layer. Non-charring materials such as acrylic glass or non-combustible materials such as stone can also be modeled in the simulator. Adaptive data structures are utilized to enable memory-efficient computations within our multiresolution approach. The simulator is qualitatively validated by showcasing the numerical simulation of a variety of scenes covering different kinds of structural configurations and materials. Two-way coupling of our combustion simulator and position-based dynamics is demonstrated capturing characteristic mechanical deformations caused by the combustion process. The volumetric combustion process of wooden structures is further quantitatively assessed by comparing our simulated results to sub-surface measurements of a real-world combustion experiment.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"8 4","pages":"1-19"},"PeriodicalIF":0.0,"publicationDate":"2025-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://dl.acm.org/doi/pdf/10.1145/3747855","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147911339","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Singularity-free Twist Limit Constraints for the Ball Joint 47 球关节的无奇异扭转极限约束[j]
Yitong Dai, Mykhailo Potomkin, Tamar Shinar
{"title":"Singularity-free Twist Limit Constraints for the Ball Joint 47","authors":"Yitong Dai, Mykhailo Potomkin, Tamar Shinar","doi":"10.1145/3747857","DOIUrl":"https://doi.org/10.1145/3747857","url":null,"abstract":"Ball joints are commonly used in graphics and robotics in the simulation of articulated rigid body systems. The ball joint orientation can be decomposed, non-uniquely, into swing and twist components. In modeling with ball joints, it can be advantageous to include limit constraints on the swing, twist, or both. While many physics engines include such limit constraints, we have found that twist limit constraints, when present, are lacking in robustness, typically due to unhandled singularities in commonly employed swing-twist decompositions, where the twist state is undefined. In this paper, we introduce two novel, robust models of the ball joint twist limit constraint. The first utilizes the Euler angle decomposition of the orientation, which has two singularity points. To robustly handle the twist limit constraint, we propose a novel treatment at singularities based on the physical behavior of a three-hinge system. Thus, our model significantly reduces the dramatic motion that can occur around the singularities, eliminating the need to directly avoid them. Second, we introduce an alternative incremental model that avoids singularities altogether during simulations. In this model, the twist is quantified by integrating the instantaneous twist velocity in time, ensuring that the singularity shifts from one time step to the next and remains far from the current state. We investigate the properties of both proposed models. We demonstrate that both models offer robust and practical solutions to common issues encountered in constraining the motion of ball joints.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"8 4","pages":"1-25"},"PeriodicalIF":0.0,"publicationDate":"2025-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147910503","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Policy-space Interpolation for Physics-based Characters 61 基于物理的字符策略空间插值
Michele Rocca, Sheldon Andrews, Kenny Erleben
{"title":"Policy-space Interpolation for Physics-based Characters 61","authors":"Michele Rocca, Sheldon Andrews, Kenny Erleben","doi":"10.1145/3747863","DOIUrl":"https://doi.org/10.1145/3747863","url":null,"abstract":"Controllers for physics-based humanoids often rely on reference animations to synthesize plausible motion trajectories for task-driven control. When the controller is a deep reinforcement learning policy, the output of several controllers can be combined to enhance controller robustness and synthesize new motion variations. However, this requires evaluating several policies at each timestep and combining their outputs, which can be computationally costly. In this work, we propose an alternative approach that combines individual controllers using linear interpolation of network parameters, thereby requiring only a single policy evaluation per timestep. Our method employs a graph-based weight regularization strategy to ensure that similar motions generate similar policy weights during training. We show that this technique produces visually indistinguishable outcomes compared to blending controller outputs, and that the approach easily integrates new control policies without retraining existing ones. We further demonstrate that interpolating or perturbing individual layers results in novel variations of the internal motion pattern that cannot be easily achieved by operating on the actions. This opens a path toward improved variability in controller networks by manipulating their weights. Several compelling use cases demonstrate the benefits of our approach, including interactive control and synthesizing motion variations.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"8 4","pages":"1-22"},"PeriodicalIF":0.0,"publicationDate":"2025-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://dl.acm.org/doi/pdf/10.1145/3747863","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147916538","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Simulating Ant Swarm Aggregations Dynamics 55 模拟蚁群聚集动力学
Matthew Loges, Tomer Weiss
{"title":"Simulating Ant Swarm Aggregations Dynamics 55","authors":"Matthew Loges, Tomer Weiss","doi":"10.1145/3747868","DOIUrl":"https://doi.org/10.1145/3747868","url":null,"abstract":"Ants exhibit unique abilities to self-assemble into animate, living structures. Such structures display properties of both fluid and solid-like, deformable materials. Despite much progress in our understanding of ant aggregation dynamics, simulating such phenomena has been largely overlooked in real-time graphics and animation applications. We present a constraints-based approach for simulating the collective dynamics of ants interactively with compelling physical realism. Through several experiments and comparisons, we demonstrate that our method can efficiently capture the underlying physical rules of such aggregations, which can inform further research into living structures that can morph and self-repair.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"8 4","pages":"1-16"},"PeriodicalIF":0.0,"publicationDate":"2025-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://dl.acm.org/doi/pdf/10.1145/3747868","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147911484","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","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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