{"title":"Real-Time Neural Homogeneous Translucent Material Rendering Using Diffusion Blocks.","authors":"Di An, Liangfu Kang, Kun Xu","doi":"10.1109/TVCG.2025.3548442","DOIUrl":"https://doi.org/10.1109/TVCG.2025.3548442","url":null,"abstract":"<p><p>Rendering realistic appearances of homogeneous translucent materials, such as milk and marble, poses challenges due to the complexity of subsurface scattering. In this paper, we present a neural method for real-time rendering of homogeneous translucent objects. Based on the observation that light propagation inside a highly scattered media is like a diffusion process [1], we propose a neural data structure named diffusion block to mimic the behavior of the diffusion process. The diffusion block is built upon a recent network structure named DiffusionNet [2] with a few modifications to adapt to our problem of translucent rendering. Our network is lightweight and efficient, leading to a real-time rendering method. Furthermore, our method supports dynamic material properties and diverse lighting conditions. Comparisons with state-of-the-art real-time translucent rendering methods demonstrate the superiority of our method in rendering quality.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2025-03-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143574755","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":"Retraction Notice: iMetaTown: A Metaverse System with Multiple Interactive Functions Based on Virtual Reality.","authors":"Zhihan Lyu, Mikael Fridenfalk","doi":"10.1109/TVCG.2025.3546144","DOIUrl":"10.1109/TVCG.2025.3546144","url":null,"abstract":"<p><p>This work aims to pioneer the development of a real-time interactive and immersive Metaverse Human-Computer Interaction (HCI) system leveraging Virtual Reality (VR). The system incorporates a three-dimensional (3D) face reconstruction method, grounded in weakly supervised learning, to enhance player-player interactions within the Metaverse. The proposed method, two-dimensional (2D) face images, are effectively employed in a 2D Self-Supervised Learning (2DASL) approach, significantly optimizing 3D model learning outcomes and improving the quality of 3D face alignment in HCI systems. The work outlines the functional modules of the system, encompassing user interactions such as hugs and handshakes and communication through voice and text via blockchain. Solutions for managing multiple simultaneous online users are presented. Performance evaluation of the HCI system in a 3D reconstruction scene indicates that the 2DASL face reconstruction method achieves noteworthy results, enhancing the system's interaction capabilities by aiding 3D face modeling through 2D face images. The experimental system achieves a maximum processing speed of 18 frames of image data on a personal computer, meeting real-time processing requirements. User feedback regarding social acceptance, action interaction usability, emotions, and satisfaction with the VR interactive system reveals consistently high scores. The designed VR HCI system exhibits outstanding performance across diverse applications.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2025-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143545417","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}
Yinghao Li, Yue Liu, Zhiyuan Dong, Linjun Jiang, Yusong Lin
{"title":"Unsupervised Non-Rigid Human Point Cloud Registration Based on Deformation Field Fusion.","authors":"Yinghao Li, Yue Liu, Zhiyuan Dong, Linjun Jiang, Yusong Lin","doi":"10.1109/TVCG.2025.3547778","DOIUrl":"https://doi.org/10.1109/TVCG.2025.3547778","url":null,"abstract":"<p><p>Human point cloud registration is a critical problem in the fields of computer vision and computer graphics applications. Currently, due to the presence of joint hinges and limb occlusions in human point clouds, point cloud alignment is challenging. To address these two limits, this paper proposes an unsupervised non-rigid human point cloud registration method based on deformation field fusion. The method mainly consists of the deep dynamic link deformation field estimation module and the probabilistic alignment deformation field estimation module. The deep dynamic link deformation field estimation module uses a time series network to convert non-rigid deformation into multiple rigid deformations. Then, feature extraction is performed to estimate the deformation field based on the rigid deformations. The probabilistic alignment deformation field estimation module builds on a Gaussian mixture model and adds local and global constraint conditions for deformation field estimation. Finally, the two deformation fields are fused into the total deformed field by aligning them, which enhances the sensitivity to both global and local feature information. The experimental results on public datasets and real private datasets demonstrate that the proposed method has higher accuracy and better robustness under joint hinges and limb adhesion conditions.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2025-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143568982","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}
Esen Kucuktutuncu, Francisco Macia-Varela, Joan Llobera, Mel Slater
{"title":"The Role of Sensorimotor Contingencies and Eye Scanpath Entropy in Presence in Virtual Reality: a Reinforcement Learning Paradigm.","authors":"Esen Kucuktutuncu, Francisco Macia-Varela, Joan Llobera, Mel Slater","doi":"10.1109/TVCG.2025.3547241","DOIUrl":"https://doi.org/10.1109/TVCG.2025.3547241","url":null,"abstract":"<p><p>Sensorimotor contingencies (SC) refer to the rules by which we use our body to perceive. It has been argued that to the extent that a virtual reality (VR) application affords natural SC so the greater likelihood that participants will experience Place Illusion (PI), the illusion of 'being there' (a component of presence) in the virtual environment. However, notwithstanding numerous studies this only has anecdotal support. Here we used a reinforcement learning (RL) paradigm where 26 participants experienced a VR scenario where the RL agent could sequentially propose changes to 5 binary factors: mono or stereo vision, 3 or 6 degrees of freedom head tracking, mono or spatialised sound, low or high display resolution, or one of two color schemes. The first 4 are SC, whereas the last is not. Participants could reject or accept each change proposed by the RL, until convergence. Participants were more likely to accept changes from low to high SC than changes to the color. Additionally, theory suggests that increased PI should be associated with lower eye scanpath entropy. Our results show that mean entropy did decrease over time and the final level of entropy was negatively correlated with a post exposure questionnaire-based assessment of PI.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2025-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143560449","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":"Deep Point Cloud Edge Reconstruction Via Surface Patch Segmentation.","authors":"Yuanqi Li, Hongshen Wang, Yansong Liu, Jingcheng Huang, Shun Liu, Chenyu Huang, Jianwei Guo, Jie Guo, Yanwen Guo","doi":"10.1109/TVCG.2025.3547411","DOIUrl":"10.1109/TVCG.2025.3547411","url":null,"abstract":"<p><p>Parametric edge reconstruction for point cloud data is a fundamental problem in computer graphics. Existing methods first classify points as either edge points (including corners) or non-edge points, and then fit parametric edges to the edge points. However, few points are exactly sampled on edges in practical scenarios, leading to significant fitting errors in the reconstructed edges. Prominent deep learning-based methods also primarily emphasize edge points, overlooking the potential of non-edge areas. Given that sparse and non-uniform edge points cannot provide adequate information, we address this challenge by leveraging neighboring segmented patches to supply additional cues. We introduce a novel two-stage framework that reconstructs edges precisely and completely via surface patch segmentation. First, we propose PCER-Net, a Point Cloud Edge Reconstruction Network that segments surface patches, detects edge points, and predicts normals simultaneously. Second, a joint optimization module is designed to reconstruct a complete and precise 3D wireframe by fully utilizing the predicted results of the network. Concretely, the segmented patches enable accurate fitting of parametric edges, even when sparse points are not precisely distributed along the model's edges. Corners can also be naturally detected from the segmented patches. Benefiting from fitted edges and detected corners, a complete and precise 3D wireframe model with topology connections can be reconstructed by geometric optimization. Finally, we present a versatile patch-edge dataset, including CAD and everyday models (furniture), to generalize our method. Extensive experiments and comparisons against previous methods demonstrate our effectiveness and superiority. We will release the code and dataset to facilitate future research.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2025-03-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143545406","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}
Shuichang Lai, Letian Huang, Jie Guo, Kai Cheng, Bowen Pan, Xiaoxiao Long, Jiangjing Lyu, Chengfei Lv, Yanwen Guo
{"title":"GlossyGS: Inverse Rendering of Glossy Objects With 3D Gaussian Splatting.","authors":"Shuichang Lai, Letian Huang, Jie Guo, Kai Cheng, Bowen Pan, Xiaoxiao Long, Jiangjing Lyu, Chengfei Lv, Yanwen Guo","doi":"10.1109/TVCG.2025.3547063","DOIUrl":"10.1109/TVCG.2025.3547063","url":null,"abstract":"<p><p>Reconstructing objects from posed images is a crucial and complex task in computer graphics and computer vision. While NeRF-based neural reconstruction methods have exhibited impressive reconstruction ability, they tend to be time-comsuming. Recent strategies have adopted 3D Gaussian Splatting (3D-GS) for inverse rendering, which have led to quick and effective outcomes. However, these techniques generally have difficulty in producing believable geometries and materials for glossy objects, a challenge that stems from the inherent ambiguities of inverse rendering. To address this, we introduce GlossyGS, an innovative 3D-GS-based inverse rendering framework that aims to precisely reconstruct the geometry and materials of glossy objects by integrating material priors. The key idea is the use of micro-facet geometry segmentation prior, which helps to reduce the intrinsic ambiguities and improve the decomposition of geometries and materials. Additionally, we introduce a normal map prefiltering strategy to more accurately simulate the normal distribution of reflective surfaces. These strategies are integrated into a hybrid geometry and material representation that employs both explicit and implicit methods to depict glossy objects. We demonstrate through quantitative analysis and qualitative visualization that the proposed method is effective to reconstruct high-fidelity geometries and materials of glossy objects, and performs favorably against state-of-the-arts.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2025-03-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143545119","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":"AttributionScanner: A Visual Analytics System for Model Validation with Metadata-Free Slice Finding.","authors":"Xiwei Xuan, Jorge Piazentin Ono, Liang Gou, Kwan-Liu Ma, Liu Ren","doi":"10.1109/TVCG.2025.3546644","DOIUrl":"https://doi.org/10.1109/TVCG.2025.3546644","url":null,"abstract":"<p><p>Data slice finding is an emerging technique for validating machine learning (ML) models by identifying and analyzing subgroups in a dataset that exhibit poor performance, often characterized by distinct feature sets or descriptive metadata. However, in the context of validating vision models involving unstructured image data, this approach faces significant challenges, including the laborious and costly requirement for additional metadata and the complex task of interpreting the root causes of underperformance. To address these challenges, we introduce AttributionScanner, an innovative human-in-the-loop Visual Analytics (VA) system, designed for metadata-free data slice finding. Our system identifies interpretable data slices that involve common model behaviors and visualizes these patterns through an Attribution Mosaic design. Our interactive interface provides straightforward guidance for users to detect, interpret, and annotate predominant model issues, such as spurious correlations (model biases) and mislabeled data, with minimal effort. Additionally, it employs a cutting-edge model regularization technique to mitigate the detected issues and enhance the model's performance. The efficacy of AttributionScanner is demonstrated through use cases involving two benchmark datasets, with qualitative and quantitative evaluations showcasing its substantial effectiveness in vision model validation, ultimately leading to more reliable and accurate models.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2025-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143545387","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}
Minzhe Xu, Xin Ding, You Yang, Yinqiang Zheng, Qiong Liu
{"title":"A Serial Perspective on Photometric Stereo of Filtering and Serializing Spatial Information.","authors":"Minzhe Xu, Xin Ding, You Yang, Yinqiang Zheng, Qiong Liu","doi":"10.1109/TVCG.2025.3546657","DOIUrl":"https://doi.org/10.1109/TVCG.2025.3546657","url":null,"abstract":"<p><p>In this paper, we introduce a novel method of Filtering and Serializing Spatial Information to tackle uncalibrated photometric stereo tasks, termed FSSI-PS. Photometric stereo aims to recover surface normals from images with varying lighting and is crucial for tasks like 3D reconstruction and defect detection. Current methods in complex surface reconstruction are costly and inaccurate due to redundant feature representations from GCN or Transformer modules, caused by the weak global information extraction capability of GCNs or the large computational cost of Transformers. Furthermore, the trainset's lack of richness in texture complexity makes reconstruction more difficult. We address these issues by optimizing feature maps and dataset richness through serializing and filtering. Firstly, we use Mamba-RNN to optimize feature representation by directly fusing feature maps, which reduces redundancy and uses minimal computational resources. Specifically, we treat input spatial information as a sequence and serialize it by sorting. Furthermore, we introduce the Mean Angular Variation metric to assess reconstruction difficulty by measuring texture complexity. It classifies PS-Sculpture and PS-Blobby into three categories: Difficult, Normal, and Simple. We use this to construct DNS-S+B, a photometric stereo training set with rich complexity levels. Our method is compared with state-of-the-art methods on the DiLiGenT and LUCES benchmarks to highlight effectiveness.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2025-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143545380","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}
Chaochao Liu;Shining Ma;Yue Liu;Yongtian Wang;Weitao Song
{"title":"Errata to “Depth Perception in Optical See-Through Augmented Reality: Investigating the Impact of Texture Density, Luminance Contrast, and Color Contrast”","authors":"Chaochao Liu;Shining Ma;Yue Liu;Yongtian Wang;Weitao Song","doi":"10.1109/TVCG.2025.3531019","DOIUrl":"https://doi.org/10.1109/TVCG.2025.3531019","url":null,"abstract":"In This paper, the information regarding the corresponding authors is missing. The corresponding authors of the paper should be Shining Ma and Weitao Song.","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"31 4","pages":"2257-2257"},"PeriodicalIF":0.0,"publicationDate":"2025-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10907809","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143513000","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}
{"title":"RGAvatar: Relightable 4D Gaussian Avatar From Monocular Videos.","authors":"Zhe Fan, Shi-Sheng Huang, Yichi Zhang, Dachao Shang, Juyong Zhang, Yudong Guo, Hua Huang","doi":"10.1109/TVCG.2025.3543603","DOIUrl":"https://doi.org/10.1109/TVCG.2025.3543603","url":null,"abstract":"<p><p>Relightable 4D avatar reconstruction which enables high fidelity and real-time rendering continues to be a crucial but challenging problem, especially from monocular videos. Previous NeRF-based 4D avatars enable photo-realistic relighting but are too slow for rendering, while point-based or mesh-based 4D avatars are efficient but have limited rendering quality. The recent success of 3D Gaussian Splatting, i.e., 3DGS, has inspired a series of impressive 4D Gaussian avatars, however, most of which only focus on faithful appearance reconstruction but are not relightable. To address such issues, this paper proposes a new Relightable 4D Gaussian Avatar, i.e., RGAvatar, tailored for high fidelity relightable rendering from monocular videos. Our key idea is to introduce a new relightable 4D Gaussian representation, based on which we can directly perform high fidelity Physically Based Rendering, and an effective joint learning mechanism for compact 4D Gaussian reconstruction with SDF regulation and accurate materials and lighting decomposition. By comparing with previous state-of-the-art approaches, RGAvatar can significantly outperform previous approaches in relightable rendering quality and speed. To our best knowledge, RGAvatar contributes a new state-of-the-art 4D Gaussian avatar from monocular videos, which enables high fidelity relightable rendering in a quite efficient manner.</p>","PeriodicalId":94035,"journal":{"name":"IEEE transactions on visualization and computer graphics","volume":"PP ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2025-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143545418","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}