PG: Pacific Graphics Conference Papers (Short Papers, Posters, Demos etc.)
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Item 3D Curve Development with Crossing and Twisting from 2D Drawings(The Eurographics Association, 2025) Setiadi, Aurick Daniel Franciskus; Lean, Jeng Wen Joshua; Kao, Hao-Che; Hung, Shih-Hsuan; Christie, Marc; Han, Ping-Hsuan; Lin, Shih-Syun; Pietroni, Nico; Schneider, Teseo; Tsai, Hsin-Ruey; Wang, Yu-Shuen; Zhang, EugeneDesigning 3D curves with specified crossings and twistings often requires tedious view adjustments. We present a 3D curve development from 2D drawing with controlled crossings and twistings. We introduce a two-strand 2D diagram that lets users sketch with explicit crossing and twisting assignments. The system extracts feature points from the 2D diagram and uses them as 3D control points. It assigns the heights and over/under relationships of the control points via an optimization and then generates twisted 3D curves using B-splines. An interactive interface links the 2D diagram to the evolving 3D curves, enabling real-time iteration. We validate our method on diverse sketches, compare it with traditional 3D curve construction, and demonstrate its utility for elastic wire art via physics-based animation.Item 3D Human Body Skeleton Extraction from Consecutive Surfaces(The Eurographics Association, 2019) Zhang, Yong; Tan, Fei; Wang, Shaofan; Kong, Dehui; Yin, Baocai; Lee, Jehee and Theobalt, Christian and Wetzstein, GordonExtracting human body skeletons from consecutive surfaces is an important research topic in the fields of computer graphics and human computer interaction, especially in posture estimation and skeleton animation. Current approaches mainly suffer from following problems: insufficient time and space continuity, not robust to background, ambient noise, etc. Our approach is to improve against these shortcomings. This paper proposes a 3D human body skeleton extraction method from consecutive meshes. We extract the consistent skeletons from consecutive surfaces based on shape segmentation and construct skeleton sequences, then we use the continuous frame skeleton point optimization model we proposed to optimize the skeleton sequences, generating the final skeleton point sequences which are more accurate. Finally, we verify that our method can obtain more complete and accurate skeletons compared to other methods through many experiments.Item 3D VAE-Attention Network: A Parallel System for Single-view 3D Reconstruction(The Eurographics Association, 2018) Hu, Fei; Yang, Xinyan; Zhong, Wei; Ye, Long; Zhang, Qin; Fu, Hongbo and Ghosh, Abhijeet and Kopf, Johannes3D object reconstruction from single view image is a challenge task. Due to the fact that the information contained in one isolated image is not sufficient for reasonable 3D shape reconstruction, the existing results on single-view 3D reconstruction always lack marginal voxels. To tackle this problem, we propose a parallel system named 3D VAE-attention network (3VAN) for single view 3D reconstruction. Distinct from the common encoder-decoder structure, the proposed network consists of two parallel branches, 3D-VAE and Attention Network. 3D-VAE completes the general shape reconstruction by an extension of standard VAE model, and Attention Network supplements the missing details by a 3D reconstruction attention network. In the experiments, we verify the feasibility of our 3VAN on the ShapeNet and PASCAL 3D+ datasets. By comparing with the state-of-art methods, the proposed 3VAN can produce more precise 3D object models in terms of both qualitative and quantitative evaluation.Item 3D-CariNet: End-to-end 3D Caricature Generation from Natural Face Images with Differentiable Renderer(The Eurographics Association, 2021) Huang, Meijia; Dai, Ju; Pan, Junjun; Bai, Junxuan; Qin, Hong; Lee, Sung-Hee and Zollmann, Stefanie and Okabe, Makoto and Wünsche, BurkhardCaricatures are an artistic representation of human faces to express satire and humor. Caricature generation of human faces is a hotspot in CG research. Previous work mainly focuses on 2D caricatures generation from face photos or 3D caricature reconstruction from caricature images. In this paper, we propose a novel end-to-end method to directly generate personalized 3D caricatures from a single natural face image. It can create not only exaggerated geometric shapes, but also heterogeneous texture styles. Firstly, we construct a synthetic dataset containing matched data pairs composed of face photos, caricature images, and 3D caricatures. Then, we design a graph convolutional autoencoder to build a non-linear colored mesh model to learn the shape and texture of 3D caricatures. To make the network end-to-end trainable, we incorporate a differentiable renderer to render 3D caricatures into caricature images inversely. Experiments demonstrate that our method can achieve 3D caricature generation with various texture styles from face images while maintaining personality characteristics.Item 3D-SSGAN: Lifting 2D Semantics for 3D-Aware Compositional Portrait Synthesis(The Eurographics Association, 2024) Liu, Ruiqi; Zheng, Peng; Wang, Ye; Ma, Rui; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyExisting 3D-aware portrait synthesis methods can generate impressive high-quality images while preserving strong 3D consistency. However, most of them cannot support the fine-grained part-level control over synthesized images. Conversely, some GAN-based 2D portrait synthesis methods can achieve clear disentanglement of facial regions, but they cannot preserve view consistency due to a lack of 3D modeling abilities. To address these issues, we propose 3D-SSGAN, a novel framework for 3D-aware compositional portrait image synthesis. First, a simple yet effective depth-guided 2D-to-3D lifting module maps the generated 2D part features and semantics to 3D. Then, a volume renderer with a novel 3D-aware semantic mask renderer is utilized to produce the composed face features and corresponding masks. The whole framework is trained end-to-end by discriminating between real and synthesized 2D images and their semantic masks. Quantitative and qualitative evaluations demonstrate the superiority of 3D-SSGAN in controllable part-level synthesis while preserving 3D view consistency.Item 3DStyleGLIP: Part-Tailored Text-Guided 3D Neural Stylization(The Eurographics Association, 2024) Chung, SeungJeh; Park, JooHyun; Kang, HyeongYeop; Chen, Renjie; Ritschel, Tobias; Whiting, Emily3D stylization, the application of specific styles to three-dimensional objects, offers substantial commercial potential by enabling the creation of uniquely styled 3D objects tailored to diverse scenes. Recent advancements in artificial intelligence and textdriven manipulation methods have made the stylization process increasingly intuitive and automated. While these methods reduce human costs by minimizing reliance on manual labor and expertise, they predominantly focus on holistic stylization, neglecting the application of desired styles to individual components of a 3D object. This limitation restricts the fine-grained controllability. To address this gap, we introduce 3DStyleGLIP, a novel framework specifically designed for text-driven, parttailored 3D stylization. Given a 3D mesh and a text prompt, 3DStyleGLIP utilizes the vision-language embedding space of the Grounded Language-Image Pre-training (GLIP) model to localize individual parts of the 3D mesh and modify their appearance to match the styles specified in the text prompt. 3DStyleGLIP effectively integrates part localization and stylization guidance within GLIP's shared embedding space through an end-to-end process, enabled by part-level style loss and two complementary learning techniques. This neural methodology meets the user's need for fine-grained style editing and delivers high-quality part-specific stylization results, opening new possibilities for customization and flexibility in 3D content creation. Our code and results are available at https://github.com/sj978/3DStyleGLIP.Item Accelerating Graph-based Path Planning Through Waypoint Clustering(The Eurographics Association, 2015) Wardhana, Nicholas Mario; Johan, Henry; Seah, Hock-Soon; Stam, Jos and Mitra, Niloy J. and Xu, KunModern Computer Graphics applications commonly feature very large virtual environments and diverse characters which perform different kinds of motions. To accelerate path planning in such scenario, we propose subregion graph data structure. It consists of subregions, which are clusters of locally connected waypoints inside a region, as well as their connectivities. We also present a fast algorithm to automatically generate subregion graph from enhanced waypoint graph map representation, which also supports various motion types and can be created from large virtual environments. Nevertheless, subregion graph can also be generated from any graph-based map representation. Our experiments showed that subregion graph is very compact relative to the input waypoint graph. By firstly planning subregion path, and then limiting waypoint-level planning to the subregion path, up to 8 times average speedup can be achieved, while average length ratios are maintained at as low as 102.5%.Item Adaptive and Dynamic Regularization for Rolling Guidance Image Filtering(The Eurographics Association, 2022) Fukatsu, Miku; Yoshizawa, Shin; Takemura, Hiroshi; Yokota, Hideo; Yang, Yin; Parakkat, Amal D.; Deng, Bailin; Noh, Seung-TakSeparating shapes and textures of digital images at different scales is useful in computer graphics. The Rolling Guidance (RG) filter, which removes structures smaller than a specified scale while preserving salient edges, has attracted considerable attention. Conventional RG-based filters have some drawbacks, including smoothness/sharpness quality dependence on scale and non-uniform convergence. This paper proposes a novel RG-based image filter that has more stable filtering quality at varying scales. Our filtering approach is an adaptive and dynamic regularization for a recursive regression model in the RG framework to produce more edge saliency and appropriate scale convergence. Our numerical experiments demonstrated filtering results with uniform convergence and high accuracy for varying scales.Item Adaptive Hierarchical Shape Matching(The Eurographics Association, 2015) Tian, Yuan; Yang, Yin; Guo, Xiaohu; Prabhakaran, Balakrishnan; Stam, Jos and Mitra, Niloy J. and Xu, KunIn this paper, we present an adaptive hierarchical method allowing users to interact with geometrically complex 3D deformable objects based on an extended shape matching approach. Our method extends the existing multiresolution shape matching methods with improved energy convergence rate. This is achieved by using adaptive integration strategies to avoid insignificant shape matching iterations during the simulation. As demonstrated in our experimental results, the proposed method provides an efficient yet stable deformable simulation of complex models in real-time.Item Adaptive Measurement of Anisotropic Material Appearance(The Eurographics Association, 2017) Vávra, Radomir; Filip, Jiri; Jernej Barbic and Wen-Chieh Lin and Olga Sorkine-HornungWe present a practical adaptive method for acquisition of the anisotropic BRDF. It is based on a sparse adaptive measurement of the complete four-dimensional BRDF space by means of one-dimensional slices which form a sparse four-dimensional structure in the BRDF space and which can be measured by continuous movements of a light source and a sensor. Such a sampling approach is advantageous especially for gonioreflectometer-based measurement devices where the mechanical travel of a light source and a sensor creates a significant time constraint. In order to evaluate our method, we perform adaptive measurements of three materials and we simulate adaptive measurements of ten others. We achieve a four-times lower reconstruction error in comparison with the regular non-adaptive BRDF measurements given the same count of measured samples. Our method is almost twice better than a previous adaptive method, and it requires from two- to five-times less samples to achieve the same results as alternative approaches.Item An Adaptive Particle Fission-Fusion Approach for Dual-Particle SPH Fluid(The Eurographics Association, 2025) Liu, Shusen; Guo, Yuzhong; Qiao, Ying; He, Xiaowei; Christie, Marc; Han, Ping-Hsuan; Lin, Shih-Syun; Pietroni, Nico; Schneider, Teseo; Tsai, Hsin-Ruey; Wang, Yu-Shuen; Zhang, EugeneSmoothed Particle Hydrodynamics (SPH) is a classical and popular method for fluid simulation, yet it is inherently susceptible to instabilities under tension or compression, which leads to significant visual artifacts. To overcome the limitation, an adaptive particle fission-fusion approach is proposed within the Dual-particle SPH framework. Specifically, in tension-dominant regions (e.g., fluid splashing), the velocity and pressure calculation points are decoupled to enhance tension stability, while in compression-dominant regions (e.g., fluid interiors), the velocity and pressure points are colocated to preserve compression stability. This adaptive configuration, together with modifications to the Dual-particle projection solver, allows for a unified treatment of fluid behavior across different stress regimes. Additionally, due to the reduced number of virtual particles and an optimized solver initialization, the proposed method achieves significant performance improvements compared to the original Dual-particle SPH method.Item Aesthetic Enhancement via Color Area and Location Awareness(The Eurographics Association, 2022) Yang, Bailin; Wang, Qingxu; Li, Frederick W. B.; Liang, Xiaohui; Wei, Tianxiang; Zhu, Changrui; Yang, Yin; Parakkat, Amal D.; Deng, Bailin; Noh, Seung-TakChoosing a suitable color palette can typically improve image aesthetic, where a naive way is choosing harmonious colors from some pre-defined color combinations in color wheels. However, color palettes only consider the usage of color types without specifying their amount in an image. Also, it is still challenging to automatically assign individual palette colors to suitable image regions for maximizing image aesthetic quality. Motivated by these, we propose to construct a contribution-aware color palette from images with high aesthetic quality, enabling color transfer by matching the coloring and regional characteristics of an input image. We hence exploit public image datasets, extracting color composition and embedded color contribution features from aesthetic images to generate our proposed color palettes. We consider both image area ratio and image location as the color contribution features to extract. We have conducted quantitative experiments to demonstrate that our method outperforms existing methods through SSIM (Structural SIMilarity) and PSNR (Peak Signal to Noise Ratio) for objective image quality measurement and no-reference image assessment (NIMA) for image aesthetic scoring.Item Album Quickview in Comic-like Layout via Quartet Analysis(The Eurographics Association, 2014) Zheng, Zhibin; Zhang, Yan; Miao, Zheng; Sun, Zhengxing; John Keyser and Young J. Kim and Peter WonkaFor clear summary and efficient search of images for album, which carries a story of life record, we propose a new approach for quickview of album in comic-like layout via quartet analysis. How to organize the images in album and in what way to display images in collage are two key problems for album quickview. For the first problem, we take the idea of model organization method based on quartet analysis to construct categorization tree to organize the images; while for the second problem, we utilize the topological structure of categorization tree to decompose it into multiple groups of images and extract representative image from each group for subsequent collage. For the collage part, we choose comic-like layout to present collage because comic provides a concise way for storytelling and it has variablitiy in layout styles, which is suitable for album summary. Experiments demonstrate that our method could organize the images effectively and present images in collage with diverse styles as well.Item Animating Multi-Vehicle Interactions in Traffic Conflict Zones Using Operational Plans(The Eurographics Association, 2025) Chang, Feng-Jui; Wong, Sai-Keung; Huang, Bo-Rui; Lin, Wen-Chieh; Christie, Marc; Han, Ping-Hsuan; Lin, Shih-Syun; Pietroni, Nico; Schneider, Teseo; Tsai, Hsin-Ruey; Wang, Yu-Shuen; Zhang, EugeneThis paper introduces an agent-based method for generating animations of intricate vehicle interactions by regulating behaviors in conflict zones on non-signalized road segments. As vehicles move along their paths, they create sweeping regions representing the areas they may occupy. The method assigns operation plans to vehicles, regulating their crossing and yielding strategies within intersecting or merging conflict zones. This approach enables various vehicle interactions, combining basic actions such as acceleration, deceleration, keeping speed, and stopping. Experimental results demonstrate that our method generates plausible interaction behaviors in diverse road structures, including intersections, Y-junctions, and midblocks. This method could be beneficial for applications in traffic scenario planning, self-driving vehicles, driving training, and education.Item Animating Vehicles Risk-Aware Interaction with Pedestrians Using Deep Reinforcement Learning(The Eurographics Association, 2025) Tsai, Hao-Ming; Wong, Sai-Keung; Christie, Marc; Han, Ping-Hsuan; Lin, Shih-Syun; Pietroni, Nico; Schneider, Teseo; Tsai, Hsin-Ruey; Wang, Yu-Shuen; Zhang, EugeneThis paper introduces a deep reinforcement learning-based system for ego vehicle control, enabling interaction with dynamic objects like pedestrians and animals. These objects display varied crossing behaviors, including sudden stops and directional shifts. The system uses a perception module to identify road structures, key pedestrians, inner wheel difference zones, and object movements. This allows the vehicle to make context-aware decisions, such as yielding, turning, or maintaining speed. The training process includes reward terms for speed, time, time-to-collision, and cornering to refine policy learning. Experiments show ego vehicles can adjust their behavior, such as decelerating or yielding, to avoid collisions. Ablation studies highlighted the importance of specific reward terms and state components. Animation results show that ego vehicles could safely interact with pedestrians or animals that exhibited sudden acceleration, mid-crossing directional changes, and abrupt stops.Item Anisotropic Spectral Manifold Wavelet Descriptor for Deformable Shape Analysis and Matching(The Eurographics Association, 2018) Li, Qinsong; Liu, Shengjun; Hu, Ling; Liu, Xinru; Fu, Hongbo and Ghosh, Abhijeet and Kopf, JohannesIn this paper, we present a novel framework termed Anisotropic Spectral Manifold Wavelet Transform (ASMWT) for shape analysis. ASMWT comprehensively analyzes the signals from multiple directions on local manifold regions of the shape with a series of low-pass and band-pass frequency filters in each direction. Using the ASMWT coefficients of a very simple function, we efficiently construct a localizable and discriminative multiscale point descriptor, named as the Anisotropic Spectral Manifold Wavelet Descriptor (ASMWD). Since the filters used in our descriptor are direction-sensitive and able to robustly reconstruct the signals with a finite number of scales, it makes our descriptor be intrinsic-symmetry unambiguous, compact as well as efficient. The extensive experimental results demonstrate that our method achieves significant performance than several state-of-the-art methods when applied in vertex-wise shape matching.Item Art-directing Appearance using an Environment Map Latent Space(The Eurographics Association, 2021) Petikam, Lohit; Chalmers, Andrew; Anjyo, Ken; Rhee, Taehyun; Lee, Sung-Hee and Zollmann, Stefanie and Okabe, Makoto and Wünsche, BurkhardIn look development, environment maps (EMs) are used to verify 3D appearance in varied lighting (e.g., overcast, sunny, and indoor). Artists can only assign one fixed material, making it laborious to edit appearance uniquely for all EMs. Artists can artdirect material and lighting in film post-production. However, this is impossible in dynamic real-time games and live augmented reality (AR), where environment lighting is unpredictable. We present a new workflow to customize appearance variation across a wide range of EM lighting, for live applications. Appearance edits can be predefined, and then automatically adapted to environment lighting changes. We achieve this by learning a novel 2D latent space of varied EM lighting. The latent space lets artists browse EMs in a semantically meaningful 2D view. For different EMs, artists can paint different material and lighting parameter values directly on the latent space. We robustly encode new EMs into the same space, for automatic look-up of the desired appearance. This solves a new problem of preserving art-direction in live applications, without any artist intervention.Item Attention-Guided Multi-scale Neural Dual Contouring(The Eurographics Association, 2025) Wu, Fuli; Hu, Chaoran; Li, Wenxuan; Hao, Pengyi; Christie, Marc; Han, Ping-Hsuan; Lin, Shih-Syun; Pietroni, Nico; Schneider, Teseo; Tsai, Hsin-Ruey; Wang, Yu-Shuen; Zhang, EugeneReconstructing high-quality meshes from binary voxel data is a fundamental task in computer graphics. However, existing methods struggle with low information density and strong discreteness, making it difficult to capture complex geometry and long-range boundary features, often leading to jagged surfaces and loss of sharp details.We propose an Attention-Guided Multiscale Neural Dual Contouring (AGNDC) method to address this challenge. AGNDC refines surface reconstruction through a multi-scale framework, using a hybrid feature extractor that combines global attention and dynamic snake convolution to enhance perception of long-range and high-curvature features. A dynamic feature fusion module aligns multi-scale predictions to improve local detail continuity, while a geometric postprocessing module further refines mesh boundaries and suppresses artifacts. Experiments on the ABC dataset demonstrate the superior performance of AGNDC in both visual and quantitative metrics. It achieves a Chamfer Distance (CD×105) of 9.013 and an F-score of 0.440, significantly reducing jaggedness and improving surface smoothness.Item Audio-Driven Speech Animation with Text-Guided Expression(The Eurographics Association, 2024) Jung, Sunjin; Chun, Sewhan; Noh, Junyong; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyWe introduce a novel method for generating expressive speech animations of a 3D face, driven by both audio and text descriptions. Many previous approaches focused on generating facial expressions using pre-defined emotion categories. In contrast, our method is capable of generating facial expressions from text descriptions unseen during training, without limitations to specific emotion classes. Our system employs a two-stage approach. In the first stage, an auto-encoder is trained to disentangle content and expression features from facial animations. In the second stage, two transformer-based networks predict the content and expression features from audio and text inputs, respectively. These features are then passed to the decoder of the pre-trained auto-encoder, yielding the final expressive speech animation. By accommodating diverse forms of natural language, such as emotion words or detailed facial expression descriptions, our method offers an intuitive and versatile way to generate expressive speech animations. Extensive quantitative and qualitative evaluations, including a user study, demonstrate that our method can produce natural expressive speech animations that correspond to the input audio and text descriptions.Item Automatic 3D Posing from 2D Hand-Drawn Sketches(The Eurographics Association, 2014) Gouvatsos, Alexandros; Xiao, Zhidong; Marsden, Neil; Zhang, Jian J.; John Keyser and Young J. Kim and Peter WonkaInferring the 3D pose of a character from a drawing is a non-trivial and under-constrained problem. Solving it may help automate various parts of an animation production pipeline such as pre-visualisation. In this paper, a novel way of inferring the 3D pose from a monocular 2D sketch is proposed. The proposed method does not make any external assumptions about the model, allowing it to be used on different types of characters. The 3D pose inference is formulated as an optimisation problem and a parallel variation of the Particle Swarm Optimisation algorithm called PARAC-LOAPSO is utilised for searching the minimum. Testing in isolation as well as part of a larger scene, the presented method is evaluated by posing a lamp and a horse character. The results show that this method is robust and is able to be extended to various types of models.