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17121 research outputs found
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Neural Facial Deformation Transfer
We address the practical problem of generating facial blendshapes and reference animations for a new 3D character in production environments where blendshape expressions and reference animations are readily available on a pre-defined template character. We propose Neural Facial Deformation Transfer (NFDT); a data-driven approach to transfer facial expressions from such a template character to new target characters given only the target's neutral shape. To accomplish this, we first present a simple data generation strategy to automatically create a large training dataset consisting of pairs of template and target character shapes in the same expression. We then leverage this dataset through a decoder-only transformer that transfers facial expressions from the template character to a target character in high fidelity. Through quantitative evaluations and a user study, we demonstrate that NFDT surpasses the previous state-of-the-art in facial expression transfer. NFDT provides good results across varying mesh topologies, generalizes to humanoid creatures, and can save time and cost in facial animation workflows.Eurographics 2025 - Short PapersShort Paper
Neural Shadow Art
Shadow art is a captivating form of sculptural expression where the projection of a sculpture in a specific direction reveals a desired shape with high precision. In this work, we introduce Neural Shadow Art, which leverages implicit occupancy function representation to significantly expand the possibilities of shadow art. This representation enables the design of high-quality, 3D-printable geometric models with arbitrary topologies at any resolution, surpassing previous voxel- and mesh-based methods. Our method provides a more flexible framework, enabling projections to match input binary images under various light directions and screen orientations, without requiring light sources to be perpendicular to the screens. Furthermore, we allow rigid transformations of the projected geometries relative to the input binary images and simultaneously optimize light directions and screen orientations to ensure that the projections closely resemble the target images, especially when dealing with inputs of complex topologies. In addition, our model promotes surface smoothness and reduces material usage. This is particularly advantageous for efficient industrial production and enhanced artistic effect by generating compelling shadow art that avoids trivial, intersecting cylindrical structures. In summary, we propose a more flexible representation for shadow art, significantly improving projection accuracy while simultaneously meeting industrial requirements and delivering awe-inspiring artistic effects.Pacific Graphics Conference Papers, Posters, and DemosFabrication & Artistic design
Fused Collapsing for Wide BVH Construction
We propose a novel approach for constructing wide bounding volume hierarchies on the GPU by integrating a simple bottom-up collapsing procedure within an existing binary bottom-up BVH builder. Our approach directly constructs a wide BVH without traversing a temporary binary BVH as done by previous approaches and achieves 1.4−1.6× lower build times. We demonstrate the ability of our algorithm to output compressed wide BVHs using existing compressed representations. We analyze the impact of our method on software raytracing performance and show that it reduces the overall frame time on complex dynamic scenes where rebuilding the BVH every frame is the limiting factor on rendering performance.Computer Graphics ForumBounding Volume Hierarchies44
Beyond Complete Shapes: A Benchmark for Quantitative Evaluation of 3D Shape Matching Algorithms
Finding correspondences between 3D deformable shapes is an important and long-standing problem in geometry processing, computer vision, graphics, and beyond. While various shape matching datasets exist, they are mostly static or limited in size, restricting their adaptation to different problem settings, including both full and partial shape matching. In particular the existing partial shape matching datasets are small (fewer than 100 shapes) and thus unsuitable for data-hungry machine learning approaches. Moreover, the type of partiality present in existing datasets is often artificial and far from realistic. To address these limitations, we introduce a generic and flexible framework for the procedural generation of challenging full and partial shape matching datasets. Our framework allows the propagation of custom annotations across shapes, making it useful for various applications. By utilising our framework and manually creating cross-dataset correspondences between seven existing (complete geometry) shape matching datasets, we propose a new large benchmark BeCoS with a total of 2543 shapes. Based on this, we offer several challenging benchmark settings, covering both full and partial matching, for which we evaluate respective state-of-the-art methods as baselines. Visualisations and code of our benchmark can be found at: https://nafieamrani.github.io/BeCoS/.Computer Graphics ForumShape Analysis44
Atomizer: Beyond Non-Planar Slicing for Fused Filament Fabrication
Fused filament fabrication (FFF) enables users to quickly design and fabricate parts with unprecedented geometric complexity, fine-tuning both the structural and aesthetic properties of each object. Nevertheless, the full potential of this technology has yet to be realized, as current slicing methods fail to fully exploit the deposition freedom offered by modern 3D printers. In this work, we introduce a novel approach to toolpath generation that moves beyond the traditional layer-based concept. We use frames, referred to as atoms, as solid elements instead of slices. We optimize the distribution of atoms within the part volume to ensure even spacing and smooth orientation while accurately capturing the part's geometry. Although these atoms collectively represent the complete object, they do not inherently define a fabrication plan. To address this, we compute an extrusion toolpath as an ordered sequence of atoms that, when followed, provides a collision-free fabrication strategy. This general approach is robust, requires minimal user intervention compared to existing techniques, and integrates many of the best features into a unified framework: precise deposition conforming to non-planar surfaces, effective filling of narrow features - down to a single path - and the capability to locally print vertical structures before transitioning elsewhere. Additionally, it enables entirely new capabilities, such as anisotropic appearance fabrication on curved surfaces.Computer Graphics ForumFabrication44
Revisiting Analog Stereoscopic Film
We present approaches for the simulation of an analog autostereoscopic (glasses-free) display and the visualization of analog color film at micro scales. These techniques were developed during an artistic research project and the creation of an accompanying art installation, which exhibits an analog stereo short film projected on a re-creation of a cyclostéréoscope, a historic device developed around 1952. We describe how computer graphics helped to understand the cyclostéréoscope, supported its physical re-creation, and enabled the visualization of the projection and material structure of analog film using physically based Monte Carlo light simulation.ACM/EG Expressive Symposium - WICED: Eurographics Workshop on Intelligent Cinematography and EditingImmersive Renderin
Neural Geometry Processing via Spherical Neural Surfaces
Neural surfaces (e.g., neural map encoding, deep implicit, and neural radiance fields) have recently gained popularity because of their generic structure (e.g., multi-layer perceptron) and easy integration with modern learning-based setups. Traditionally, we have a rich toolbox of geometry processing algorithms designed for polygonal meshes to analyze and operate on surface geometry. Without an analogous toolbox, neural representations are typically discretized and converted into a mesh, before applying any geometry processing algorithm. This is unsatisfactory and, as we demonstrate, unnecessary. In this work, we propose a spherical neural surface representation for genus-0 surfaces and demonstrate how to compute core geometric operators directly on this representation. Namely, we estimate surface normals and first and second fundamental forms of the surface, as well as compute surface gradient, surface divergence and Laplace Beltrami operator on scalar/vector fields defined on the surface. Our representation is fully seamless, overcoming a key limitation of similar explicit representations such as Neural Surface Maps [MAKM21]. These operators, in turn, enable geometry processing directly on the neural representations without any unnecessary meshing. We demonstrate illustrative applications in (neural) spectral analysis, heat flow and mean curvature flow, and evaluate robustness to isometric shape variations. We propose theoretical formulations and validate their numerical estimates, against analytical estimates, mesh-based baselines, and neural alternatives, where available. By systematically linking neural surface representations with classical geometry processing algorithms, we believe this work can become a key ingredient in enabling neural geometry processing. Code is available via the project webpage.Computer Graphics ForumShape It Til You Make It: Programs for 3D Synthesis44
Incorporating 3D-Rendered Materials in Visualization
We investigate how 3D-rendered materials can support expressive forms of information visualization. We introduce an early snapshot of our design space, describing how inherent material properties and their state or structural transformations can be used as visual channels or simply as contextual attributes for sensory activation. We explore the potential of rendered materials to evoke emotional engagement, curiosity, aesthetic pleasure, and crossmodal sensory experiences.EuroVis 2025 - PostersPoster
Mixed Reality as a Tool for the Design and Implementation of Virtual Exhibits
This work aims to use Mixed Reality (MR) as a method for the creation of virtual exhibitions. With the rise of digital content being used in GLAMA (Galleries, Libraries, Archives, Museums, and Academia), there is a gap in the literature surrounding MR approaches to assist in the exhibition creation pipeline. For this, we propose a novel approach that uses MR to spatially map out environments and have produced a bespoke toolkit called ''Exhibit-MR''. This uses Microsoft HoloLens 2, and was created in the Unity games engine. This application provides an accessible way to create exhibitions without the need of external software or technical experience, which has limited many frameworks in the past. This is due to its semantic understanding of environments paired with the development environment. This approach will be validated in a future user based study outlined in this work utilising the System Usability Scale to gain an understanding from the GLAMA sector to whether this approach could be adopted, and streamline virtual exhibition creation in the future.Computer Graphics and Visual Computing (CGVC)Short Papers Session: VR and M