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Shiqing Xin

Publications and source records attributed to Shiqing Xin.

At least 19 recordsLinked to original sources

Manifold k-NN: Accelerated k-NN Queries for Manifold Point Clouds

k-nearest neighbor (k-NN) search is a fundamental primitive in geometry processing and computer graphics. While spatial partitioning structures such as kd-trees are standard, they are often manifold-blind, failing to exploit the intrinsic low-dimensional structure of points sampled from 2-manifolds. Recent advances in dynamic programming-based nearest neighbor search (DP-NNS) leverage incrementally constructed Voronoi diagrams to accelerate queries, where each site p maintains a list of successors that progressively refine its Voronoi cell. However, DP-NNS is restricted to single nearest neighbor (k=1) searches, precluding their adoption in applications that require local neighborhood statistics. In this paper, we generalize the DP-NNS framework to support arbitrary k-NN queries for manifold-aligned data. Our approach is founded on the geometric observation that if p_i is the nearest neighbor of a query q in P, then the second nearest neighbor of q must reside either within the prefix set P_{1:i-1} = {p_1, \dots, p_{i-1}} or within p_i's successor list. By recursively extending this principle, we introduce Manifold k-NN, a recursive algorithmic scheme that significantly outperforms conventional kd-trees for manifold-aligned data. Our method achieves a 1\times--10\times speedup in volume-to-surface query scenarios and inherently supports dynamic prefix queries -- enabling k-NN searches within any subset P_{1:m} (m \leq n) with zero overhead. Furthermore, we extend the framework to support point deletion via local Delaunay updates, providing a complete suite of dynamic operations for point set modification. Comprehensive experiments on diverse geometric datasets demonstrate the efficiency and broad applicability of our approach for modern graphics pipelines. Source code is available at https://github.com/sssomeone/manifold-knn.

cs.CG

Structural MAT: Clean and Scalable Medial Axis Simplification via Explicit Surface Correspondence

The Medial Axis Transform (MAT) is a complete shape descriptor capable of reconstructing the geometry of the original domain. A high-quality MAT should not only facilitate high-fidelity reconstruction but also capture structural features -- for instance, by aligning the MAT boundary with the locus of rolling ball centers within fillet regions. However, computing such an ideal MAT remains a significant challenge, particularly when the input is a discrete triangle mesh. In this paper, we follow the established technical pipeline of initializing the MAT via a 3D Voronoi diagram of surface samples and subsequently simplifying the Voronoi structure through a QEM-like scheme. Our key insight is to explicitly track the correspondence between MAT vertices and surface regions throughout the progressive simplification process, ensuring that the resulting MAT triangles accurately reflect the intrinsic symmetries between surface patches. We translate these geometric requirements into a suite of priority control strategies that govern the sequencing of edge collapses. Through extensive evaluation against state-of-the-art MAT algorithms, we validate the strong performance of our approach regarding runtime efficiency, structural alignment, boundary regularity, triangle quality, and robustness to noise. Our resulting MATs remain highly expressive for both articulated shapes and CAD models, even under extreme simplification -- effectively capturing the global structure of complex geometries with only a few hundred vertices.

cs.GR

P2M++: Enhanced Solver for Point-to-Mesh Distance Queries

Point-to-mesh distance queries are fundamental in computer graphics and geometric modeling. While the state-of-the-art P2M method achieves high-speed queries via Voronoi-based localization, it suffers from prohibitive precomputation costs. Its iterative Voronoi sweep for interference detection leads to redundant predicate evaluations and scales poorly on rotationally symmetric structures (e.g., spheres, cones or cylinders), where candidate counts grow quadratically. We propose P2M++ to address these limitations through three key contributions. First, we adaptively augment the set of mesh vertices with auxiliary sites in regions of high Voronoi vertex density to localize complex interference within minimal spatial regions. Second, we reformulate interference detection as a series of sphere-triangle collision tests centered at Voronoi cell corners, which are efficiently resolved using the base mesh's BVH. Finally, we enhance runtime performance by replacing the standard kd-tree search with a faster recursive dynamic programming implementation. Experimental results demonstrate that P2M++ is 3x-10x faster than the original P2M during preprocessing and 1.5x faster in queries, with even more pronounced gains on rotationally symmetric geometries.

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Joint Orientation and Weight Optimization for Robust Watertight Surface Reconstruction via Dirichlet-Regularized Winding Fields

We propose Dirichlet Winding Reconstruction (DiWR), a robust method for reconstructing watertight surfaces from unoriented point clouds with non-uniform sampling, noise, and outliers. Our method uses the generalized winding number (GWN) field as the target implicit representation and jointly optimizes point orientations, per-point area weights, and confidence coefficients in a single pipeline. The optimization minimizes the Dirichlet energy of the induced winding field together with additional GWN-based constraints, allowing DiWR to compensate for non-uniform sampling, reduce the impact of noise, and downweight outliers during reconstruction, with no reliance on separate preprocessing. We evaluate DiWR on point clouds from 3D Gaussian Splatting, a computer-vision pipeline, and corrupted graphics benchmarks. Experiments show that DiWR produces plausible watertight surfaces on these challenging inputs and outperforms both traditional multi-stage pipelines and recent joint orientation-reconstruction methods.

cs.CV

Filmsticking++: Rapid Film Sticking for Explicit Surface Reconstruction

Explicit surface reconstruction aims to generate a surface mesh that exactly interpolates a given point cloud. This requirement is crucial when the point cloud must lie non-negotiably on the final surface to preserve sharp features and fine geometric details. However, the task becomes substantially challenging with low-quality point clouds, due to inherent reconstruction ambiguities compounded by combinatorial complexity. A previous method using filmsticking technique by iteratively compute restricted Voronoi diagram to address these issues, ensures to produce a watertight manifold, setting a new benchmark as the state-of-the-art (SOTA) technique. Unfortunately, RVD-based filmsticking is inability to interpolate all points in the case of deep internal cavities, resulting in very likely is the generation of faulty topology. The cause of this issue is that RVD-based filmsticking has inherent limitations due to Euclidean distance metrics. In this paper, we extend the filmsticking technique, named Filmsticking++. Filmsticking++ reconstructing an explicit surface from points without normals. On one hand, Filmsticking++ break through the inherent limitations of Euclidean distance by employing a weighted-distance-based Restricted Power Diagram, which guarantees that all points are interpolated. On the other hand, we observe that as the guiding surface increasingly approximates the target shape, the external medial axis is gradually expelled outside the guiding surface. Building on this observation, we propose placing virtual sites inside the guiding surface to accelerate the expulsion of the external medial axis from its interior. To summarize, contrary to the SOTA method, Filmsticking++ demonstrates multiple benefits, including decreases computational cost, improved robustness and scalability.

cs.GR

Recovering 3D Shapes from Ultra-Fast Motion-Blurred Images

We consider the problem of 3D shape recovery from ultra-fast motion-blurred images. While 3D reconstruction from static images has been extensively studied, recovering geometry from extreme motion-blurred images remains challenging. Such scenarios frequently occur in both natural and industrial settings, such as fast-moving objects in sports (e.g., balls) or rotating machinery, where rapid motion distorts object appearance and makes traditional 3D reconstruction techniques like Multi-View Stereo (MVS) ineffective. In this paper, we propose a novel inverse rendering approach for shape recovery from ultra-fast motion-blurred images. While conventional rendering techniques typically synthesize blur by averaging across multiple frames, we identify a major computational bottleneck in the repeated computation of barycentric weights. To address this, we propose a fast barycentric coordinate solver, which significantly reduces computational overhead and achieves a speedup of up to 4.57x, enabling efficient and photorealistic simulation of high-speed motion. Crucially, our method is fully differentiable, allowing gradients to propagate from rendered images to the underlying 3D shape, thereby facilitating shape recovery through inverse rendering. We validate our approach on two representative motion types: rapid translation and rotation. Experimental results demonstrate that our method enables efficient and realistic modeling of ultra-fast moving objects in the forward simulation. Moreover, it successfully recovers 3D shapes from 2D imagery of objects undergoing extreme translational and rotational motion, advancing the boundaries of vision-based 3D reconstruction. Project page: https://maxmilite.github.io/rec-from-ultrafast-blur/

cs.CV

Voronoi-Assisted Optimization for Diffusing Unsigned Distance Fields from Unoriented Points

Unsigned Distance Fields (UDFs) provide a flexible representation for 3D shapes with arbitrary topology, including open and closed surfaces, orientable and non-orientable geometries, and non-manifold structures. While recent neural approaches have shown promise in learning UDFs, they often suffer from numerical instability, high computational cost, and limited controllability. We present a lightweight, network-free method, Voronoi-Assisted Optimization for Diffusing (VAD), to compute UDFs directly from unoriented point clouds. Our approach begins by assigning bi-directional normals to input points, guided by two Voronoi-based geometric criteria encoded in an energy function for optimal alignment. The aligned normals are then diffused to form an approximate UDF gradient field, which is subsequently integrated to recover the final UDF. Experiments demonstrate that VAD robustly handles watertight and open surfaces, as well as complex non-manifold and non-orientable geometries, while remaining computationally efficient and stable.

cs.CV

GaussEdit: Adaptive 3D Scene Editing with Text and Image Prompts

This paper presents GaussEdit, a framework for adaptive 3D scene editing guided by text and image prompts. GaussEdit leverages 3D Gaussian Splatting as its backbone for scene representation, enabling convenient Region of Interest selection and efficient editing through a three-stage process. The first stage involves initializing the 3D Gaussians to ensure high-quality edits. The second stage employs an Adaptive Global-Local Optimization strategy to balance global scene coherence and detailed local edits and a category-guided regularization technique to alleviate the Janus problem. The final stage enhances the texture of the edited objects using a sophisticated image-to-image synthesis technique, ensuring that the results are visually realistic and align closely with the given prompts. Our experimental results demonstrate that GaussEdit surpasses existing methods in editing accuracy, visual fidelity, and processing speed. By successfully embedding user-specified concepts into 3D scenes, GaussEdit is a powerful tool for detailed and user-driven 3D scene editing, offering significant improvements over traditional methods.

cs.GR

Diff-3DCap: Shape Captioning with Diffusion Models

The task of 3D shape captioning occupies a significant place within the domain of computer graphics and has garnered considerable interest in recent years. Traditional approaches to this challenge frequently depend on the utilization of costly voxel representations or object detection techniques, yet often fail to deliver satisfactory outcomes. To address the above challenges, in this paper, we introduce Diff-3DCap, which employs a sequence of projected views to represent a 3D object and a continuous diffusion model to facilitate the captioning process. More precisely, our approach utilizes the continuous diffusion model to perturb the embedded captions during the forward phase by introducing Gaussian noise and then predicts the reconstructed annotation during the reverse phase. Embedded within the diffusion framework is a commitment to leveraging a visual embedding obtained from a pre-trained visual-language model, which naturally allows the embedding to serve as a guiding signal, eliminating the need for an additional classifier. Extensive results of our experiments indicate that Diff-3DCap can achieve performance comparable to that of the current state-of-the-art methods.

cs.GR

StrucADT: Generating Structure-controlled 3D Point Clouds with Adjacency Diffusion Transformer

In the field of 3D point cloud generation, numerous 3D generative models have demonstrated the ability to generate diverse and realistic 3D shapes. However, the majority of these approaches struggle to generate controllable 3D point cloud shapes that meet user-specific requirements, hindering the large-scale application of 3D point cloud generation. To address the challenge of lacking control in 3D point cloud generation, we are the first to propose controlling the generation of point clouds by shape structures that comprise part existences and part adjacency relationships. We manually annotate the adjacency relationships between the segmented parts of point cloud shapes, thereby constructing a StructureGraph representation. Based on this StructureGraph representation, we introduce StrucADT, a novel structure-controllable point cloud generation model, which consists of StructureGraphNet module to extract structure-aware latent features, cCNF Prior module to learn the distribution of the latent features controlled by the part adjacency, and Diffusion Transformer module conditioned on the latent features and part adjacency to generate structure-consistent point cloud shapes. Experimental results demonstrate that our structure-controllable 3D point cloud generation method produces high-quality and diverse point cloud shapes, enabling the generation of controllable point clouds based on user-specified shape structures and achieving state-of-the-art performance in controllable point cloud generation on the ShapeNet dataset.

cs.GR

DFG-PCN: Point Cloud Completion with Degree-Flexible Point Graph

Point cloud completion is a vital task focused on reconstructing complete point clouds and addressing the incompleteness caused by occlusion and limited sensor resolution. Traditional methods relying on fixed local region partitioning, such as k-nearest neighbors, which fail to account for the highly uneven distribution of geometric complexity across different regions of a shape. This limitation leads to inefficient representation and suboptimal reconstruction, especially in areas with fine-grained details or structural discontinuities. This paper proposes a point cloud completion framework called Degree-Flexible Point Graph Completion Network (DFG-PCN). It adaptively assigns node degrees using a detail-aware metric that combines feature variation and curvature, focusing on structurally important regions. We further introduce a geometry-aware graph integration module that uses Manhattan distance for edge aggregation and detail-guided fusion of local and global features to enhance representation. Extensive experiments on multiple benchmark datasets demonstrate that our method consistently outperforms state-of-the-art approaches.

cs.GR

MeshMosaic: Scaling Artist Mesh Generation via Local-to-Global Assembly

Scaling artist-designed meshes to high triangle numbers remains challenging for autoregressive generative models. Existing transformer-based methods suffer from long-sequence bottlenecks and limited quantization resolution, primarily due to the large number of tokens required and constrained quantization granularity. These issues prevent faithful reproduction of fine geometric details and structured density patterns. We introduce MeshMosaic, a novel local-to-global framework for artist mesh generation that scales to over 100K triangles--substantially surpassing prior methods, which typically handle only around 8K faces. MeshMosaic first segments shapes into patches, generating each patch autoregressively and leveraging shared boundary conditions to promote coherence, symmetry, and seamless connectivity between neighboring regions. This strategy enhances scalability to high-resolution meshes by quantizing patches individually, resulting in more symmetrical and organized mesh density and structure. Extensive experiments across multiple public datasets demonstrate that MeshMosaic significantly outperforms state-of-the-art methods in both geometric fidelity and user preference, supporting superior detail representation and practical mesh generation for real-world applications.

cs.GR

Swept Volume Computation with Enhanced Geometric Detail Preservation

Swept volume computation, the determination of regions occupied by moving objects, is essential in graphics, robotics, and manufacturing. Existing approaches either explicitly track surfaces, suffering from robustness issues under complex interactions, or employ implicit representations that trade off geometric fidelity and face optimization difficulties. We propose a novel inversion of motion perspective: rather than tracking object motion, we fix the object and trace spatial points backward in time, reducing complex trajectories to efficiently linearizable point motions. Based on this, we introduce a multi field tetrahedral framework that maintains multiple distance fileds per element, preserving fine geometric details at trajectory intersections where single field methods fail. Our method robustly computes swept volumes for diverse motions, including translations and screw motions, and enables practical applications in path planning and collision detection.

cs.CG

Toward Precise Curve Offsetting Constrained to Parametric Surfaces

Computing offsets of curves on parametric surfaces is a fundamental yet challenging operation in computer aided design and manufacturing. Traditional analytical approaches suffer from time-consuming geodesic distance queries and complex self intersection handling, while discrete methods often struggle with precision. In this paper, we propose a totally different algorithm paradigm. Our key insight is that by representing the source curve as a sequence of line segment primitives, the Voronoi decomposition constrained to the parametric surface enables localized offset computation. Specifically, the offsetting process can be efficiently traced by independently visiting the corresponding Voronoi cells. To address the challenge of computing the Voronoi decomposition on parametric surfaces, we introduce two key techniques. First, we employ intrinsic triangulation in the parameter space to accurately capture geodesic distances. Second, instead of directly computing the surface-constrained Voronoi decomposition, we decompose the triangulated parameter plane using a series of plane cutting operations. Experimental results demonstrate that our algorithm achieves superior accuracy and runtime performance compared to existing methods. We also present several practical applications enabled by our approach.

cs.CG

OffsetCrust: Variable-Radius Offset Approximation with Power Diagrams

Offset surfaces, defined as the Minkowski sum of a base surface and a rolling ball, play a crucial role in geometry processing, with applications ranging from coverage motion planning to brush modeling. While considerable progress has been made in computing constant-radius offset surfaces, computing variable-radius offset surfaces remains a challenging problem. In this paper, we present OffsetCrust, a novel framework that efficiently addresses the variable-radius offsetting problem by computing a power diagram. Let $R$ denote the radius function defined on the base surface $S$. The power diagram is constructed from contributing sites, consisting of carefully sampled base points on $S$ and their corresponding off-surface points, displaced along $R$-dependent directions. In the constant-radius case only, these displacement directions align exactly with the surface normals of $S$. Moreover, our method mitigates the misalignment issues commonly seen in crust-based approaches through a lightweight fine-tuning procedure. We validate the accuracy and efficiency of OffsetCrust through extensive experiments, and demonstrate its practical utility in applications such as reconstructing original boundary surfaces from medial axis transform (MAT) representations.

cs.GR

NeuVAS: Neural Implicit Surfaces for Variational Shape Modeling

Neural implicit shape representation has drawn significant attention in recent years due to its smoothness, differentiability, and topological flexibility. However, directly modeling the shape of a neural implicit surface, especially as the zero-level set of a neural signed distance function (SDF), with sparse geometric control is still a challenging task. Sparse input shape control typically includes 3D curve networks or, more generally, 3D curve sketches, which are unstructured and cannot be connected to form a curve network, and therefore more difficult to deal with. While 3D curve networks or curve sketches provide intuitive shape control, their sparsity and varied topology pose challenges in generating high-quality surfaces to meet such curve constraints. In this paper, we propose NeuVAS, a variational approach to shape modeling using neural implicit surfaces constrained under sparse input shape control, including unstructured 3D curve sketches as well as connected 3D curve networks. Specifically, we introduce a smoothness term based on a functional of surface curvatures to minimize shape variation of the zero-level set surface of a neural SDF. We also develop a new technique to faithfully model G0 sharp feature curves as specified in the input curve sketches. Comprehensive comparisons with the state-of-the-art methods demonstrate the significant advantages of our method.

cs.GR

Power Diagram Enhanced Adaptive Isosurface Extraction from Signed Distance Fields

Extracting high-fidelity mesh surfaces from Signed Distance Fields has become a fundamental operation in geometry processing. Despite significant progress over the past decades, key challenges remain namely, how to automatically capture the intricate geometric and topological structures encoded in the zero level set of SDFs. In this paper, we present a novel isosurface extraction algorithm that introduces two key innovations: 1. An incrementally constructed power diagram through the addition of sample points, which enables repeated updates to the extracted surface via its dual regular Delaunay tetrahedralization; and 2. An adaptive point insertion strategy that identifies regions exhibiting the greatest discrepancy between the current mesh and the underlying continuous surface. As the teaser figure shows, our framework progressively refines the extracted mesh with minimal computational cost until it sufficiently approximates the underlying surface. Experimental results demonstrate that our approach outperforms sofa methods, particularly for models with intricate geometric variations and complex topologies.

cs.CG

CrossGen: Learning and Generating Cross Fields for Quad Meshing

Cross fields play a critical role in various geometry processing tasks, especially for quad mesh generation. Existing methods for cross field generation often struggle to balance computational efficiency with generation quality, using slow per-shape optimization. We introduce CrossGen, a novel framework that supports both feed-forward prediction and latent generative modeling of cross fields for quad meshing by unifying geometry and cross field representations within a joint latent space. Our method enables extremely fast computation of high-quality cross fields of general input shapes, typically within one second without per-shape optimization. Our method assumes a point-sampled surface, also called a {\em point-cloud surface}, as input, so we can accommodate various surface representations by a straightforward point sampling process. Using an auto-encoder network architecture, we encode input point-cloud surfaces into a sparse voxel grid with fine-grained latent spaces, which are decoded into both SDF-based surface geometry and cross fields(see the teaser figure). We also contribute a dataset of models with both high-quality signed distance fields (SDFs) representations and their corresponding cross fields, and use it to train our network. Once trained, the network is capable of computing a cross field of an input surface in a feed-forward manner, ensuring high geometric fidelity, noise resilience, and rapid inference. Furthermore, leveraging the same unified latent representation, we incorporate a diffusion model for computing cross fields of new shapes generated from partial input, such as sketches. To demonstrate its practical applications, we validate CrossGen on the quad mesh generation task for a large variety of surface shapes. Experimental results...

cs.GR