Jielin Feng, Xuan Chen, Xinwu Ye, Jun-Hsiang Yao, Zhuoheng Li, Laura Koesten, Xingyu Lan, Torsten Moller, Siming Chen
{"title":"Gen-lyph: A Human-AI Collaboration System for Creating Figurative Glyph-Based Visualizations.","authors":"Jielin Feng, Xuan Chen, Xinwu Ye, Jun-Hsiang Yao, Zhuoheng Li, Laura Koesten, Xingyu Lan, Torsten Moller, Siming Chen","doi":"10.1109/TVCG.2026.3730177","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3730177","url":null,"abstract":"<p><p>Figurative glyph-based visualizations (FGVs) convey data through recognizable visual objects, but their creation is labor-intensive and conceptually demanding. A central challenge lies in enabling figurative mapping of data variables onto distinct components of a generated visual object while ensuring that automatically produced designs remain aligned with the user intent. We present Gen-lyph, a human-AI collaboration system that combines generative models with interactive refinement to support semantically rich FGV design. Informed by formative interviews and an analysis of existing FGVs, we developed a fourphase generative pipeline comprising ideation, decomposition, encoding, and placement, integrating automated generation with user control. Gen-lyph allows users to guide figurative glyph generation iteratively, segment and assign data attributes, and progressively refine encodings and arrangements. Gen-lyph was evaluated through an expert review, a free exploration study, and a usage scenario.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148889843","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}
{"title":"Controllable Music-to-Dance Generation with Hierarchical Motion Representation Learning.","authors":"Mengqi Liu, Hao Gao, Haolun Li, Jiu-Cheng Xie, Jian Xiong, Mingliang Zhai, Chi-Man Pun, Feng Xu","doi":"10.1109/TVCG.2026.3730373","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3730373","url":null,"abstract":"<p><p>Current music-to-dance generation methods mainly rely on musical features, limiting precise control over generated movements. In particular, most existing methods with control mechanisms do not support example-based control, in which a user provides a reference motion sequence and the generated dances follow its fine-grained motion patterns while adapting to different musical pieces. While several motion-guided editing methods incorporate reference motion, they impose it as sparse positional constraints that capture local poses without modeling the reference's overall motion characteristics or adapting them to the target music. To tackle this limitation, we propose a novel framework that integrates reference motions as additional guidance for controllable dance generation while maintaining music synchronization. Our approach employs a hierarchical motion representation learning framework to capture both global characteristics and temporally coherent local details from reference sequences. A motion-music integration approach is then applied to combine the extracted motion features with a pretrained music to-dance diffusion model through efficient fine-tuning. Addition ally, cycle consistency regularization is incorporated to ensure robust generalization across diverse motion-music pairs. Extensive experiments demonstrate that our framework achieves effective controllability while maintaining high-quality motion generation comparable to state-of-the-art music-to-dance methods. The code is available at https://anonymous.4open.science/r/Controllable Music-to-Dance-FF76/.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-09-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148883107","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}
Alexios Mylordos, Jose Luis Ponton, Nuria Pelechano, Andreas Aristidou
{"title":"Cross-Morphology Motion Transfer with Semantic Style Alignment.","authors":"Alexios Mylordos, Jose Luis Ponton, Nuria Pelechano, Andreas Aristidou","doi":"10.1109/TVCG.2026.3729292","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3729292","url":null,"abstract":"<p><p>Transferring animations between characters with diverse skeletal structures is challenging. Traditional retargeting pipelines rely on fixed correspondences, canonical skeletons, or human-centric datasets, which can lead to artifacts when applied across heterogeneous morphologies. We introduce a framework for cross-morphology motion transfer with semantic style alignment that uses morphology-agnostic control signals (e.g., velocity, angular velocity, relative height) to align behaviors across species. Our method supports all-to-all retargeting: motions from any source can be mapped to any trained target while preserving target-specific style. For each target morphology, we train a Vector Quantized VAE and an autoregressive sequence model to construct a compact, morphology-specific codebook that captures stylistic priors. This modular design scales to new morphologies without retraining existing models and allows optional user control (e.g., phase, velocity scaling) for fine-grained alignment. Experiments across bipeds and quadrupeds demonstrate accurate, plausible, and style-faithful motion transfer, establishing a scalable approach to retargeting across arbitrary skeletal topologies.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148876984","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}
Ligeng Chen, Zhenyang Zhu, Kentaro Go, Xiaodiao Chen, Xiaoyang Mao
{"title":"ColorAdaptNet: A Novel Generative Model for Personalized Color Vision Deficiency Compensation.","authors":"Ligeng Chen, Zhenyang Zhu, Kentaro Go, Xiaodiao Chen, Xiaoyang Mao","doi":"10.1109/TVCG.2026.3728587","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3728587","url":null,"abstract":"<p><p>Individuals with Color Vision Deficiency (CVD) face difficulties in accurately distinguishing between colors due to reduced perceptual contrast. To address this issue, various image recoloring methods have been proposed. They perform recoloring either by using a CVD simulation model or by training deep learning models on images generated with such simulation models. These simulation models are based on assumed severity levels of color vision deficiency. However, in reality, there is currently no reliable way to measure the actual severity, and human color perception is highly complex and subjective. As a result, existing methods may not fully capture individual perceptual characteristics or user-specific preferences.To address this, we adopt an end-to-end learning approach based on each user's subjective evaluation. A major challenge with such approaches is the large amount of training data typically required. To overcome this limitation, we propose a new model and training strategy, along with a dataset specifically designed to capture key features of individual color perception. This enables us to train a personalized model for each user using only a very small amount of teacher data. In addition, we will release the source code and an anonymized dataset comprising data from 20 protan and deutan CVD users to support reproducibility and future research on personalized color compensation.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148877045","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}
{"title":"Solver-Integrated Deformation-Aware BVH Updates for Real-Time Soft-Body Simulation.","authors":"Mohammed Alaa Ala'anzy, Olzhas Bazarkhan","doi":"10.1109/TVCG.2026.3729180","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3729180","url":null,"abstract":"<p><p>Real-time deformable simulation relies on bounding volume hierarchies (BVHs) that must be updated continuously under mesh deformation. Existing BVH maintenance strategies are executed as separate post-processing stages, requiring repeated global scans of mesh geometry regardless of deformation locality. This design introduces unnecessary computational overhead and limits scalability in interactive applications. We revisit this design assumption and propose a solver-integrated BVH framework that embeds hierarchical maintenance directly into the physics solver's per-vertex update loop. By performing lightweight boundary checks during vertex updates and propagating changes only when bounds are violated, the method eliminates redundant full-mesh traversals and restricts recomputation to deformation-affected regions. We establish the correctness of the update for triangle meshes with shared vertices through a one-to-many vertex-to-leaf mapping, and we evaluate the approach across meshes ranging from a few thousand to 7.2 million triangles, multiple deformation regimes, a real XPBD cloth solver, baked skeletal character animation, parallel multi-core CPU execution, and a GPU compute implementation. Under static and localized deformation the method reduces BVH update cost by up to roughly 20 times relative to the refitting, kinetic, and dynamic fat-bound baselines, for example from 19 to 62 ms down to 2.9 ms on an 871 thousand triangle mesh at rest, while preserving collision-detection correctness on every frame. We further report end-to-end collision cost and identify the globally contact-rich regime in which a dynamic fat-bound hierarchy remains competitive, giving a clear account of where solver-integrated maintenance helps and where it does not. These results show that integrating acceleration-structure maintenance into the simulation loop is a more efficient and scalable alternative to traditional post-processing pipelines for real-time deformable systems.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148868215","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}
{"title":"ECGS: Extinction Coordination for Enhanced Gaussian Splatting.","authors":"Haochen Sun, Rui Xu, Zhiyang Dou, Tianyang Xue, Changhe Tu, Taku Komura, Lin Lu, Shiqing Xin","doi":"10.1109/TVCG.2026.3728436","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3728436","url":null,"abstract":"<p><p>Gaussian Splatting has emerged as a prominent technique in computer vision and graphics, enabling high-fidelity scene reconstruction from a vast collection of 3D Gaussian primitives. Each primitive's appearance is governed by a viewindependent opacity parameter and a view-dependent color derived from spherical harmonics. A fundamental challenge, however, lies in the non-unique and heterogeneous nature of this parameterization, which limits physical plausibility and degrades expressiveness. To address this, we introduce the Extinction Coordinator for Gaussian Splattings (ECGS), which enforces a crucial consistency: a Gaussian's intrinsic opacity must align with its maximum alpha blending weight observed across all views. This constraint effectively encourages primitives to distribute along thin, surface-like shells, thereby enhancing the representation's expressiveness. Furthermore, we propose an anisotropic morphology regularization to promote planar Gaussian shapes while suppressing elongated, needle-like artifacts, leading to a more compact model. Extensive experiments on multiple benchmarks demonstrate that our approach reduces the Gaussian count by up to 75% while simultaneously boosting geometric accuracy and rendering speed. As a lightweight and modular component, ECGS can be seamlessly integrated into existing Gaussian Splatting pipelines. Code is available at: https://anonymous.4open.science/r/ECGS-F774.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148851647","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}
{"title":"PACG: Prior-Guided Sparse Surface Reconstruction With Complementary Densification-Pruning Based on Gaussian Splatting.","authors":"Yibin Zhao, Jianjun Yi, Yihan Pan, Jun Nan","doi":"10.1109/TVCG.2026.3727349","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3727349","url":null,"abstract":"<p><p>Gaussian Splatting has emerged as a new trend in surface reconstruction methods due to its camera-level novel view synthesis and accurate reconstruction. However, existing approaches mainly rely on dense views, often suffering from overfitting of Gaussian primitives that generate catastrophic floaters in sparse-view scenes, significantly degrading reconstruction accuracy. In this work, we propose PACG, a novel sparse-view surface reconstruction framework that integrates prior models with complementary densification-pruning. Specifically, PACG leverages the robust priors of Diffusion model and Feedforward model to initialize reconstruction. A coarse-to-fine geometry-aware loss ensures optimization stability, while gradient-uncollision densification and contribution-based pruning are employed during optimization to suppress floaters. PACG demonstrates superior performance over existing methods, achieving SOTA results on widely used DTU, Replica and BlendedMVS datasets.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148835742","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}
{"title":"BH-tsNET, FIt-tsNET, and L-tsNET: Fast tsNET Algorithms for Large Graph Drawing.","authors":"Amyra Meidiana, Seok-Hee Hong, Kwan-Liu Ma","doi":"10.1109/TVCG.2026.3727643","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3727643","url":null,"abstract":"<p><p>The tsNET algorithm utilizes t-SNE to compute high-quality graph drawings, preserving the neighborhood and clustering structure of vertices. In this paper, we present three fast algorithms for reducing the time complexity of tsNET algorithm from O(nm) time to O(nlogn) time and O(n) time. To reduce the runtime of tsNET, there are three components that need to be reduced: (C0) computation of high-dimensional probabilities, (C1) computation of KL divergence, and (C2) entropy computation. Specifically, we integrate our new fast approaches for C0 and C2 with fast t-SNE algorithms for C1. We first present O(nlogn)-time BH-tsNET, based on (C0) new O(n)-time partial BFS-based high-dimensional probability com putation and (C2) new O(nlogn)-time quadtree-based entropy computation, integrated with (C1) O(nlogn)-time quadtree based KL divergence computation of BH-SNE. We next present faster O(nlogn)-time FIt-tsNET, using (C0) O(n)-time partial BFS-based high-dimensional probability computation and (C2) quadtree-based O(nlogn)-time entropy computation, integrated with (C1) O(n)-time interpolation-based KL divergence com putation of FIt-SNE. Finally, we present the fastest O(n) time L-tsNET, integrating (C2) new O(n)-time FFT-accelerated interpolation-based entropy computation with (C0) O(n)-time partial BFS-based high-dimensional probability computation, and (C1) O(n)-time interpolation-based KL divergence com putation of FIt-SNE. Extensive experiments using benchmark data sets confirm that BH-tsNET, FIt-tsNET, and L-tsNET outperform tsNET, running 93.5%, 96%, and 98.6% faster while computing similar quality drawings in terms of quality metrics (neighborhood preservation, stress, edge crossing, and shape-based metrics) and visual comparison. We also present a comparison between our algorithms and DRGraph, another dimension reduction-based graph drawing algorithm.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148820716","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}
{"title":"Dynamic View Synthesis from Monocular Videos via Motion-aware Gaussian Splatting.","authors":"Chuyue Zhao, Xue Wang, Guoqing Zhou, Qing Wang","doi":"10.1109/TVCG.2026.3727639","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3727639","url":null,"abstract":"<p><p>This paper tackles the challenge of novel view synthesis in complex scenes with under-constrained motion, as captured in monocular videos. Existing methods mainly focus on handling motion restricted within a bounded 3D volume, relying on spatio-temporal information to drive dynamic Gaussian deformations. However, due to the inherent motion ambiguities in monocular dynamic 3D representations and the limited observations, these methods face challenges in handling such scenes, often leading to incomplete geometry and boundary artifacts. To mitigate these issues, we propose a semantics-guided scene decoupling module that separates Gaussian primitives into static and dynamic components based on motion vectors. Further more, to enhance the capability in modeling non-rigid motions, we introduce a motion-aware densification module for motion compensation, which alleviates the incomplete rendering of dynamic objects caused by insufficient spatio-temporal information. Experimental results on real-world datasets demonstrate that our approach outperforms state-of-the-art methods in preserving both the integrity and detailed appearance of moving objects in dynamic scenes.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148820726","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}
{"title":"Geometry-Informed Auxiliary Priors for Consistent 3D Content Generation.","authors":"Huizhi Zhu, Yanping Fu, Xiangqian Shen, Yusen Wang, Tuo Cao, Chunxia Xiao","doi":"10.1109/TVCG.2026.3726924","DOIUrl":"https://doi.org/10.1109/TVCG.2026.3726924","url":null,"abstract":"<p><p>Despite recent advancements in single-view 3D re construction leveraging multi-view diffusion (MVD), they still suffer from multi-view inconsistency and low-fidelity reconstruction. Existing solutions often introduce priors through prolonged, large-scale training, which is costly, and they struggle with aligning features with conditioning signals. In this work, we propose GeometryAP, a training-free framework for consistent 3D content generation via geometry-informed auxiliary priors in a two-stage \"generate-then-reconstruct\" pipeline. Our approach consists of two critical components: (1) To enhance cross-view consistency, we design the Auxiliary Prior-guided Attention Mechanism (APAM), which uses the MVD's own pseudo-normal noise features as an auxiliary prior. APAM fuses this 3D prior information to activate crucial attention regions, ensuring the 3D consistency of generated multi-view images. (2) To achieve robust reconstruction from the generated multi view images, we propose the 3D Gaussian-based Global-to-Local Mesh optimizer (GaussGLMeshizer). It leverages 3DGS as an intermediate representation to generate normal maps from both auxiliary and basic views, which serve as auxiliary priors. The global optimizer uses normal maps from auxiliary views to ensure high-fidelity detail on unknown views, while the local optimizer refines existing details using basic view normals. Moreover, a top-k mechanism is applied at different stages to mitigate prior errors, further enhancing robustness. Experiments on single view inputs demonstrate that GeometryAP outperforms state of-the-art baselines in geometry consistency, detail integrity, and structure fidelity without data training.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":6.5,"publicationDate":"2026-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148815049","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}