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    17121 research outputs found

    Hi3DFace: High-Realistic 3D Face Reconstruction From a Single Occluded Image

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    We propose Hi3DFace, a novel framework for simultaneous de-occlusion and high-fidelity 3D face reconstruction. To address real-world occlusions, we construct a diverse facial dataset by simulating common obstructions and present TMANet, a transformer-based multi-scale attention network that effectively removes occlusions and restores clean face images. For the 3D face reconstruction stage, we propose a coarse-medium-fine self-supervised scheme. In the coarse reconstruction pipeline, we adopt a face regression network to predict 3DMM coefficients for generating a smooth 3D face. In the medium-scale reconstruction pipeline, we propose a novel depth displacement network, DDFTNet, to remove noise and restore rich details to the smooth 3D geometry. In the fine-scale reconstruction pipeline, we design a GCN (graph convolutional network) refiner to enhance the fidelity of 3D textures. Additionally, a light-aware network (LightNet) is proposed to distil lighting parameters, ensuring illumination consistency between reconstructed 3D faces and input images. Extensive experimental results demonstrate that the proposed Hi3DFace significantly outperforms state-of-the-art reconstruction methods on four public datasets, and five constructed occlusion-type datasets. Hi3DFace achieves robustness and effectiveness in removing occlusions and reconstructing 3D faces from real-world occluded facial images.Computer Graphics ForumOriginal Article44

    The collaborative Basilica Iulia Project: A Digital Knowledge Ecosystem for Integrated Archaeological Research

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    The Basilica Iulia Project addresses the challenge of integrating heterogeneous archaeological data through a collaborative digital ecosystem based on the Extended Matrix (EM) framework and s3Dgraphy ontology. By transforming traditional disconnected workflows into an integrated environment aligned with CIDOC-CRM standards, the project enables seamless collaboration across architectural, archaeological, and conservation domains. The implementation demonstrates how open- source tools developed through a project-driven approach can create sustainable ''Living Lab'' environments for complex archaeological sites. Key innovations include the Data Transformation Chain (DTC) or process documentation and intuitive interfaces for multidisciplinary teams. The resulting framework, validated through the Basilica Iulia case study, provides a scalable model for digital archaeology that maintains scientific rigor while fostering cross-domain collaboration.Digital HeritageCollaborative Cloud for CH (ECHOES SESSION

    Cloth Animation with Time-dependent Persistent Wrinkles

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    Persistent wrinkles are often observed on crumpled garments e.g., the wrinkles around the knees after sitting for a while. Such wrinkles can be easily recovered if not deformed for long, and otherwise be persistent. Since they are vital to the visual realism of cloth animation, we aim to simulate realistic looking persistent wrinkles. To this end, we present a physics-inspired finegrained wrinkle model. Different from existing methods, we recognize the importance of the interplay between internal friction and plasticity during wrinkle formation. Furthermore, we model their time dependence for persistent wrinkles. Our model is capable of not only simulating realistic wrinkle patterns, but also their time-dependent changes according to how long the deformation is maintained. Through extensive experiments, we show that our model is effective in simulating realistic spatial and temporal varying wrinkles, versatile in simulating different materials, and capable of generating more fine-grained wrinkles than the state of the art.Computer Graphics ForumSoft Bodies, Strands, and Silks44

    GreenCloud: Volumetric Gradient Filtering via Regularized Green's Functions

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    Gradient-based optimization is a fundamental tool in geometry processing, but it is often hampered by geometric distortion arising from noisy or sparse gradients. Existing methods mitigate these issues by filtering (i.e., diffusing) gradients over a surface mesh, but they require explicit mesh connectivity and solving large linear systems, making them unsuitable for point-based representation. In this work, we introduce a gradient filtering method tailored for point-based geometry. Our method bypasses explicit connectivity by leveraging regularized Green's functions to directly compute the filtered gradient field from discrete spatial points. Additionally, our approach incorporates elastic deformation based on Green's function of linear elasticity (known as Kelvinlets), reproducing various elastic behaviors such as smoothness and volume preservation while improving robustness in affine transformations. We further accelerate computation using a hierarchical Barnes-Hut style approximation, enabling scalable optimization of one million points. Our method significantly improves convergence across a wide range of applications, including reconstruction, editing, stylization, and simplified optimization experiments with Gaussian splatting.Computer Graphics ForumFields on Meshes44

    Physically Based Real-Time Rendering of Eclipses

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    We present a novel approach for simulating eclipses, incorporating effects of light scattering and refraction in the occluder's atmosphere. Our approach not only simulates the eclipse shadow, but also allows for watching the Sun being eclipsed by the occluder. The latter is a spectacular sight which has never been seen by human eyes: For an observer on the lunar surface, the atmosphere around Earth turns into a glowing red ring as sunlight is refracted around the planet. To simulate this, we add three key contributions: First, we extend the Bruneton atmosphere model to simulate refraction. This allows light rays to be bent into the shadow cone. Refraction also adds realism to the atmosphere as it deforms and displaces the Sun during sunrise and sunset. Second, we show how to precompute the eclipse shadow using this extended atmosphere model. Third, we show how to efficiently visualize the glowing atmosphere ring around the occluder. Our approach produces visually accurate results suited for scientific visualizations, science communication, and video games. It is not limited to the Earth-Moon system, but can also be used to simulate the shadow of Mars and potentially other bodies. We demonstrate the physical soundness of our approach by comparing the results to reference data. Because no data is available for eclipses beyond the Earth-Moon system, we predict how an eclipse on a Martian moon will look like. Our implementation is available under the terms of the MIT license.Computer Graphics ForumEclipsing the Ordinary in Visualization44

    A Solver-Aided Hierarchical Language for LLM-Driven CAD Design

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    Parametric CAD systems use domain-specific languages (DSLs) to represent geometry as programs, enabling both flexible modeling and structured editing. With the rise of large language models (LLMs), there is growing interest in generating such programs from natural language. This raises a key question: what kind of DSL best supports both CAD generation and editing, whether performed by a human or an AI? In this work, we introduce AIDL, a hierarchical, solver-aided DSL designed to align with the strengths of LLMs while remaining interpretable and editable by humans. AIDL enables high-level reasoning by breaking problems into abstract components and structural relationships, while offloading low-level geometric reasoning to a constraint solver. We evaluate AIDL in a 2D text-to-CAD setting using a zero-shot prompt-based interface and compare it to OpenSCAD, a widely used CAD DSL that appears in LLM training data. AIDL produces results that are visually competitive and significantly easier to edit. Our findings suggest that language design is a powerful complement to model training and prompt engineering for building collaborative AI-human tools in CAD. Code is available at https://github.com/deGravity/aidl.Computer Graphics ForumSynthetizing 3D shapes44

    Preconditioned Single-step Transforms for Non-rigid ICP

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    Non-rigid iterative closest point (ICP) is a popular framework for shape alignment, typically formulated as alternating iteration of correspondence search and shape transformation. A common approach in the shape transformation stage is to solve a linear least squares problem to find a smoothness-regularized transform that fits the target shape. However, completely solving the linear least squares problem to obtain a transform is wasteful because the correspondences used for constructing the problem are imperfect, especially at early iterations. In this work, we design a novel framework to compute a transform in single step without the exact linear solve. Our key idea is to use only a single step of an iterative linear system solver, conjugate gradient, at each shape transformation stage. For this single-step scheme to be effective, appropriate preconditioning of the linear system is required. We design a novel adaptive Sobolev-Jacobi preconditioning method for our single-step transform to produce a large and regularized shape update suitable for correspondence search in the next iteration. We demonstrate that our preconditioned single-step transform stably accelerates challenging 3D surface registration tasks.Computer Graphics ForumGeometrically, Parametrically Speaking44

    Namako 2: Unity Plugin for Stress Visualization, Deformation Prediction and Haptic Rendering of Soft Objects

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    Developing real-time deformable-body simulation with physical accuracy inside game engines remains challenging due to limited official support and integration complexity. To address this, we present Namako 2, an extended version of our previous Unity plugin that enables real-time finite element simulation with automatic mesh generation, 3D model embedding, robust contact handling, and built-in stress visualization. We demonstrate several example scenes of surgical simulation using Namako 2. The plugin is publicly available at https://github.com/sasekazu/NamakoICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and DemosPosters and Demo

    Symmetrized Poisson Reconstruction

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    Many common approaches for reconstructing surfaces from point clouds leverage normal information to fit an implicit function to the points. Normals typically play two roles: the direction provides a planar approximation to the surface and the sign distinguishes inside from outside. When the sign is missing, reconstructing a surface with globally consistent sidedness is challenging. In this work, we investigate the idea of squaring the Poisson Surface Reconstruction, replacing the normals with their outer products, making the approach agnostic to the signs of the input/estimated normals. Squaring results in a quartic optimization problem, for which we develop an iterative and hierarchical solver, based on setting the cubic partial derivatives to zero. We show that this technique significantly outperforms standard L-BFGS solver and demonstrate reconstruction of surfaces from unoriented noisy input in linear time.Computer Graphics ForumReconstruction44

    Facial Expression Reconstruction with Photo-Reflective Sensors Embedded in a Head-Mounted Display

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    Reconstructing the 3D facial expressions of head-mounted display (HMD) wearers is essential for natural avatar communication in virtual reality (VR). Camera-based methods achieve high fidelity but involve heavy processing and privacy risks, whereas non-imaging sensors are lightweight and privacy-preserving but provide only sparse features. We propose a reconstruction system that learns high-dimensional 3D facial representations from camera images during training, but performs inference using only compact photo-reflective sensors embedded in the HMD. This design integrates the expressiveness of camera-based supervision with the efficiency and privacy of sensor-based operation. Experimental results show that our method accurately reconstructs 3D facial expressions from the sensor data, training with diverse wearing conditions is more effective than collecting more data under a single condition, and accuracy further improves with a dedicated mouth-shape predictor and lightweight personalization using small wearer-specific datasets.ICAT-EGVE 2025 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual EnvironmentsMultisensory and Olfactory Interactio

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