@article{18565,
  abstract     = {We present a computational approach for unfolding 3D shapes isometrically into the plane as a single patch without overlapping triangles. This is a hard, sometimes impossible, problem, which existing methods are forced to soften by allowing for map distortions or multiple patches. Instead, we propose a geometric relaxation of the problem: We modify the input shape until it admits an overlap‐free unfolding. We achieve this by locally displacing vertices and collapsing edges, guided by the unfolding process. We validate our algorithm quantitatively and qualitatively on a large dataset of complex shapes and show its proficiency by fabricating real shapes from paper.},
  author       = {Bhargava, Manas and Schreck, Camille and Freire, M. and Hugron, P. A. and Lefebvre, S. and Sellán, S. and Bickel, Bernd},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  keywords     = {fabrication, single patch unfolding, mesh simplification},
  number       = {1},
  publisher    = {Wiley},
  title        = {{Mesh simplification for unfolding}},
  doi          = {10.1111/cgf.15269},
  volume       = {44},
  year         = {2025},
}

@article{10922,
  abstract     = {We study structural rigidity for assemblies with mechanical joints. Existing methods identify whether an assembly is structurally rigid by assuming parts are perfectly rigid. Yet, an assembly identified as rigid may not be that “rigid” in practice, and existing methods cannot quantify how rigid an assembly is. We address this limitation by developing a new measure, worst-case rigidity, to quantify the rigidity of an assembly as the largest possible deformation that the assembly undergoes for arbitrary external loads of fixed magnitude. Computing worst-case rigidity is non-trivial due to non-rigid parts and different joint types. We thus formulate a new computational approach by encoding parts and their connections into a stiffness matrix, in which parts are modeled as deformable objects and joints as soft constraints. Based on this, we formulate worst-case rigidity analysis as an optimization that seeks the worst-case deformation of an assembly for arbitrary external loads, and solve the optimization problem via an eigenanalysis. Furthermore, we present methods to optimize the geometry and topology of various assemblies to enhance their rigidity, as guided by our rigidity measure. In the end, we validate our method on a variety of assembly structures with physical experiments and demonstrate its effectiveness by designing and fabricating several structurally rigid assemblies.},
  author       = {Liu, Zhenyuan and Hu, Jingyu and Xu, Hao and Song, Peng and Zhang, Ran and Bickel, Bernd and Fu, Chi-Wing},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  number       = {2},
  pages        = {507--519},
  publisher    = {Wiley},
  title        = {{Worst-case rigidity analysis and optimization for assemblies with mechanical joints}},
  doi          = {10.1111/cgf.14490},
  volume       = {41},
  year         = {2022},
}

@article{11432,
  abstract     = {This paper proposes a method for simulating liquids in large bodies of water by coupling together a water surface wave simulator with a 3D Navier-Stokes simulator. The surface wave simulation uses the equivalent sources method (ESM) to efficiently animate large bodies of water with precisely controllable wave propagation behavior. The 3D liquid simulator animates complex non-linear fluid behaviors like splashes and breaking waves using off-the-shelf simulators using FLIP or the level set method with semi-Lagrangian advection.
We combine the two approaches by using the 3D solver to animate localized non-linear behaviors, and the 2D wave solver to animate larger regions with linear surface physics. We use the surface motion from the 3D solver as boundary conditions for 2D surface wave simulator, and we use the velocity and surface heights from the 2D surface wave simulator as boundary conditions for the 3D fluid simulation. We also introduce a novel technique for removing visual artifacts caused by numerical errors in 3D fluid solvers: we use experimental data to estimate the artificial dispersion caused by the 3D solver and we then carefully tune the wave speeds of the 2D solver to match it, effectively eliminating any differences in wave behavior across the boundary. To the best of our knowledge, this is the first time such a empirically driven error compensation approach has been used to remove coupling errors from a physics simulator.
Our coupled simulation approach leverages the strengths of each simulation technique, animating large environments with seamless transitions between 2D and 3D physics.},
  author       = {Schreck, Camille and Wojtan, Christopher J},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  number       = {2},
  pages        = {343--353},
  publisher    = {Wiley},
  title        = {{Coupling 3D liquid simulation with 2D wave propagation for large scale water surface animation using the equivalent sources method}},
  doi          = {10.1111/cgf.14478},
  volume       = {41},
  year         = {2022},
}

@article{11993,
  abstract     = {Moulding refers to a set of manufacturing techniques in which a mould, usually a cavity or a solid frame, is used to shape a liquid or pliable material into an object of the desired shape. The popularity of moulding comes from its effectiveness, scalability and versatility in terms of employed materials. Its relevance as a fabrication process is demonstrated by the extensive literature covering different aspects related to mould design, from material flow simulation to the automation of mould geometry design. In this state-of-the-art report, we provide an extensive review of the automatic methods for the design of moulds, focusing on contributions from a geometric perspective. We classify existing mould design methods based on their computational approach and the nature of their target moulding process. We summarize the relationships between computational approaches and moulding techniques, highlighting their strengths and limitations. Finally, we discuss potential future research directions.},
  author       = {Alderighi, Thomas and Malomo, Luigi and Auzinger, Thomas and Bickel, Bernd and Cignoni, Paulo and Pietroni, Nico},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  keywords     = {Computer Graphics and Computer-Aided Design},
  number       = {6},
  pages        = {435--452},
  publisher    = {Wiley},
  title        = {{State of the art in computational mould design}},
  doi          = {10.1111/cgf.14581},
  volume       = {41},
  year         = {2022},
}

@article{10404,
  abstract     = {While convolutional neural networks (CNNs) have found wide adoption as state-of-the-art models for image-related tasks, their predictions are often highly sensitive to small input perturbations, which the human vision is robust against. This paper presents Perturber, a web-based application that allows users to instantaneously explore how CNN activations and predictions evolve when a 3D input scene is interactively perturbed. Perturber offers a large variety of scene modifications, such as camera controls, lighting and shading effects, background modifications, object morphing, as well as adversarial attacks, to facilitate the discovery of potential vulnerabilities. Fine-tuned model versions can be directly compared for qualitative evaluation of their robustness. Case studies with machine learning experts have shown that Perturber helps users to quickly generate hypotheses about model vulnerabilities and to qualitatively compare model behavior. Using quantitative analyses, we could replicate users’ insights with other CNN architectures and input images, yielding new insights about the vulnerability of adversarially trained models.},
  author       = {Sietzen, Stefan and Lechner, Mathias and Borowski, Judy and Hasani, Ramin and Waldner, Manuela},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  number       = {7},
  pages        = {253--264},
  publisher    = {Wiley},
  title        = {{Interactive analysis of CNN robustness}},
  doi          = {10.1111/cgf.14418},
  volume       = {40},
  year         = {2021},
}

@article{9547,
  abstract     = {With the wider availability of full-color 3D printers, color-accurate 3D-print preparation has received increased attention. A key challenge lies in the inherent translucency of commonly used print materials that blurs out details of the color texture. Previous work tries to compensate for these scattering effects through strategic assignment of colored primary materials to printer voxels. To date, the highest-quality approach uses iterative optimization that relies on computationally expensive Monte Carlo light transport simulation to predict the surface appearance from subsurface scattering within a given print material distribution; that optimization, however, takes in the order of days on a single machine. In our work, we dramatically speed up the process by replacing the light transport simulation with a data-driven approach. Leveraging a deep neural network to predict the scattering within a highly heterogeneous medium, our method performs around two orders of magnitude faster than Monte Carlo rendering while yielding optimization results of similar quality level. The network is based on an established method from atmospheric cloud rendering, adapted to our domain and extended by a physically motivated weight sharing scheme that substantially reduces the network size. We analyze its performance in an end-to-end print preparation pipeline and compare quality and runtime to alternative approaches, and demonstrate its generalization to unseen geometry and material values. This for the first time enables full heterogenous material optimization for 3D-print preparation within time frames in the order of the actual printing time.},
  author       = {Rittig, Tobias and Sumin, Denis and Babaei, Vahid and Didyk, Piotr and Voloboy, Alexey and Wilkie, Alexander and Bickel, Bernd and Myszkowski, Karol and Weyrich, Tim and Křivánek, Jaroslav},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  number       = {2},
  pages        = {205--219},
  publisher    = {Wiley},
  title        = {{Neural acceleration of scattering-aware color 3D printing}},
  doi          = {10.1111/cgf.142626},
  volume       = {40},
  year         = {2021},
}

@article{8765,
  abstract     = {This paper introduces a simple method for simulating highly anisotropic elastoplastic material behaviors like the dissolution of fibrous phenomena (splintering wood, shredding bales of hay) and materials composed of large numbers of irregularly‐shaped bodies (piles of twigs, pencils, or cards). We introduce a simple transformation of the anisotropic problem into an equivalent isotropic one, and we solve this new “fictitious” isotropic problem using an existing simulator based on the material point method. Our approach results in minimal changes to existing simulators, and it allows us to re‐use popular isotropic plasticity models like the Drucker‐Prager yield criterion instead of inventing new anisotropic plasticity models for every phenomenon we wish to simulate.},
  author       = {Schreck, Camille and Wojtan, Christopher J},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  keywords     = {Computer Networks and Communications},
  number       = {2},
  pages        = {89--99},
  publisher    = {Wiley},
  title        = {{A practical method for animating anisotropic elastoplastic materials}},
  doi          = {10.1111/cgf.13914},
  volume       = {39},
  year         = {2020},
}

@article{18246,
  abstract     = {Adversarial attacks have demonstrated remarkable efficacy in altering the output of a learning model by applying a minimal perturbation to the input data. While increasing attention has been placed on the image domain, however, the study of adversarial perturbations for geometric data has been notably lagging behind. In this paper, we show that effective adversarial attacks can be concocted for surfaces embedded in 3D, under weak smoothness assumptions on the perceptibility of the attack. We address the case of deformable 3D shapes in particular, and introduce a general model that is not tailored to any specific surface representation, nor does it assume access to a parametric description of the 3D object. In this context, we consider targeted and untargeted variants of the attack, demonstrating compelling results in either case. We further show how discovering adversarial examples, and then using them for adversarial training, leads to an increase in both robustness and accuracy. Our findings are confirmed empirically over multiple datasets spanning different semantic classes and deformations.},
  author       = {Mariani, G. and Cosmo, L. and Bronstein, Alexander and Rodolà, E.},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  number       = {5},
  pages        = {253--264},
  publisher    = {Wiley},
  title        = {{Generating adversarial surfaces via band‐limited perturbations}},
  doi          = {10.1111/cgf.14083},
  volume       = {39},
  year         = {2020},
}

@article{18263,
  abstract     = {We consider the tasks of representing, analysing and manipulating maps between shapes. We model maps as densities over the product manifold of the input shapes; these densities can be treated as scalar functions and therefore are manipulable using the language of signal processing on manifolds. Being a manifold itself, the product space endows the set of maps with a geometry of its own, which we exploit to define map operations in the spectral domain; we also derive relationships with other existing representations (soft maps and functional maps). To apply these ideas in practice, we discretize product manifolds and their Laplace–Beltrami operators, and we introduce localized spectral analysis of the product manifold as a novel tool for map processing. Our framework applies to maps defined between and across 2D and 3D shapes without requiring special adjustment, and it can be implemented efficiently with simple operations on sparse matrices.},
  author       = {Rodolà, E. and Lähner, Z. and Bronstein, Alexander and Bronstein, M. M. and Solomon, J.},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  number       = {1},
  pages        = {678--689},
  publisher    = {Wiley},
  title        = {{Functional maps representation on product manifolds}},
  doi          = {10.1111/cgf.13598},
  volume       = {38},
  year         = {2019},
}

@article{135,
  abstract     = {The Fluid Implicit Particle method (FLIP) reduces numerical dissipation by combining particles with grids. To improve performance, the subsequent narrow band FLIP method (NB‐FLIP) uses a FLIP‐based fluid simulation only near the liquid surface and a traditional grid‐based fluid simulation away from the surface. This spatially‐limited FLIP simulation significantly reduces the number of particles and alleviates a computational bottleneck. In this paper, we extend the NB‐FLIP idea even further, by allowing a simulation to transition between a FLIP‐like fluid simulation and a grid‐based simulation in arbitrary locations, not just near the surface. This approach leads to even more savings in memory and computation, because we can concentrate the particles only in areas where they are needed. More importantly, this new method allows us to seamlessly transition to smooth implicit surface geometry wherever the particle‐based simulation is unnecessary. Consequently, our method leads to a practical algorithm for avoiding the noisy surface artifacts associated with particle‐based liquid simulations, while simultaneously maintaining the benefits of a FLIP simulation in regions of dynamic motion.},
  author       = {Sato, Takahiro and Wojtan, Christopher J and Thuerey, Nils and Igarashi, Takeo and Ando, Ryoichi},
  issn         = {0167-7055},
  journal      = {Computer Graphics Forum},
  number       = {2},
  pages        = {169 -- 177},
  publisher    = {Wiley},
  title        = {{Extended narrow band FLIP for liquid simulations}},
  doi          = {10.1111/cgf.13351},
  volume       = {37},
  year         = {2018},
}

@article{6003,
  abstract     = {Digital fabrication devices are powerful tools for creating tangible reproductions of 3D digital models. Most available printing technologies aim at producing an accurate copy of a tridimensional shape. However, fabrication technologies can also be used to create a stylistic representation of a digital shape. We refer to this class of methods as ‘stylized fabrication methods’. These methods abstract geometric and physical features of a given shape to create an unconventional representation, to produce an optical illusion or to devise a particular interaction with the fabricated model. In this state‐of‐the‐art report, we classify and overview this broad and emerging class of approaches and also propose possible directions for future research.},
  author       = {Bickel, Bernd and Cignoni, Paolo and Malomo, Luigi and Pietroni, Nico},
  issn         = {0167-7055},
  journal      = {Computer Graphics Forum},
  number       = {6},
  pages        = {325--342},
  publisher    = {Wiley},
  title        = {{State of the art on stylized fabrication}},
  doi          = {10.1111/cgf.13327},
  volume       = {37},
  year         = {2018},
}

@article{18427,
  abstract     = {We propose an efficient procedure for calculating partial dense intrinsic correspondence between deformable shapes performed entirely in the spectral domain. Our technique relies on the recently introduced partial functional maps formalism and on the joint approximate diagonalization (JAD) of the Laplace-Beltrami operators previously introduced for matching non-isometric shapes. We show that a variant of the JAD problem with an appropriately modified coupling term (surprisingly) allows to construct quasi-harmonic bases localized on the latent corresponding parts. This circumvents the need to explicitly compute the unknown parts by means of the cumbersome alternating minimization used in the previous approaches, and allows performing all the calculations in the spectral domain with constant complexity independent of the number of shape vertices. We provide an extensive evaluation of the proposed technique on standard non-rigid correspondence benchmarks and show state-of-the-art performance in various settings, including partiality and the presence of topological noise.},
  author       = {Litany, O. and Rodolà, E. and Bronstein, Alexander and Bronstein, M. M.},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  number       = {2},
  pages        = {247--258},
  publisher    = {Wiley},
  title        = {{Fully spectral partial shape matching}},
  doi          = {10.1111/cgf.13123},
  volume       = {36},
  year         = {2017},
}

@article{18426,
  abstract     = {Shape correspondence is a fundamental problem in computer graphics and vision, with applications in various problems including animation, texture mapping, robotic vision, medical imaging, archaeology and many more. In settings where the shapes are allowed to undergo non-rigid deformations and only partial views are available, the problem becomes very challenging. To this end, we present a non-rigid multi-part shape matching algorithm. We assume to be given a reference shape and its multiple parts undergoing a non-rigid deformation. Each of these query parts can be additionally contaminated by clutter, may overlap with other parts, and there might be missing parts or redundant ones. Our method simultaneously solves for the segmentation of the reference model, and for a dense correspondence to (subsets of) the parts. Experimental results on synthetic as well as real scans demonstrate the effectiveness of our method in dealing with this challenging matching scenario.},
  author       = {Litany, O. and Rodolà, E. and Bronstein, Alexander and Bronstein, M. M. and Cremers, D.},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  number       = {5},
  pages        = {135--143},
  publisher    = {Wiley},
  title        = {{Non‐rigid puzzles}},
  doi          = {10.1111/cgf.12970},
  volume       = {35},
  year         = {2016},
}

@article{18424,
  abstract     = {We present a fast algorithm for global rigid symmetry detection with approximation guarantees. The algorithm is guaranteed to find the best approximate symmetry of a given shape, to within a user-specified threshold, with very high probability. Our method uses a carefully designed sampling of the transformation space, where each transformation is efficiently evaluated using a sublinear algorithm. We prove that the density of the sampling depends on the total variation of the shape, allowing us to derive formal bounds on the algorithm's complexity and approximation quality. We further investigate different volumetric shape representations (in the form of truncated distance transforms), and in such a way control the total variation of the shape and hence the sampling density and the runtime of the algorithm. A comprehensive set of experiments assesses the proposed method, including an evaluation on the eight categories of the COSEG data set. This is the first large-scale evaluation of any symmetry detection technique that we are aware of.},
  author       = {Korman, Simon and Litman, Roee and Avidan, Shai and Bronstein, Alexander},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  number       = {1},
  pages        = {2--13},
  publisher    = {Wiley},
  title        = {{Probably approximately symmetric: Fast rigid symmetry detection with global guarantees}},
  doi          = {10.1111/cgf.12454},
  volume       = {34},
  year         = {2015},
}

@article{18425,
  abstract     = {The recent introduction of 3D shape analysis frameworks able to quantify the deformation of a shape into another in terms of the variation of real functions yields a new interpretation of the 3D shape similarity assessment and opens new perspectives. Indeed, while the classical approaches to similarity mainly quantify it as a numerical score, map-based methods also define (dense) shape correspondences. After presenting in detail the theoretical foundations underlying these approaches, we classify them by looking at their most salient features, including the kind of structure and invariance properties they capture, as well as the distances and the output modalities according to which the similarity between shapes is assessed and returned. We also review the usage of these methods in a number of 3D shape application domains, ranging from matching and retrieval to annotation and segmentation. Finally, the most promising directions for future research developments are discussed.},
  author       = {Biasotti, S. and Cerri, A. and Bronstein, Alexander and Bronstein, M.},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  number       = {6},
  pages        = {87--119},
  publisher    = {Wiley},
  title        = {{Recent trends, applications, and perspectives in 3D shape similarity assessment}},
  doi          = {10.1111/cgf.12734},
  volume       = {35},
  year         = {2015},
}

@article{18423,
  abstract     = {We present a method for supervised learning of shape descriptors for shape retrieval applications. Many content-based shape retrieval approaches follow the bag-of-features (BoF) paradigm commonly used in text and image retrieval by first computing local shape descriptors, and then representing them in a ‘geometric dictionary’ using vector quantization. A major drawback of such approaches is that the dictionary is constructed in an unsupervised manner using clustering, unaware of the last stage of the process (pooling of the local descriptors into a BoF, and comparison of the latter using some metric). In this paper, we replace the clustering with dictionary learning, where every atom acts as a feature, followed by sparse coding and pooling to get the final BoF descriptor. Both the dictionary and the sparse codes can be learned in the supervised regime via bi-level optimization using a task-specific objective that promotes invariance desired in the specific application. We show significant performance improvement on several standard shape retrieval benchmarks.},
  author       = {Litman, Roee and Bronstein, Alexander and Bronstein, Michael and Castellani, Umberto},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  number       = {5},
  pages        = {127--136},
  publisher    = {Wiley},
  title        = {{Supervised learning of bag‐of‐features shape descriptors using sparse coding}},
  doi          = {10.1111/cgf.12438},
  volume       = {33},
  year         = {2014},
}

@article{18421,
  abstract     = {The use of Laplacian eigenbases has been shown to be fruitful in many computer graphics applications. Today, state-of-the-art approaches to shape analysis, synthesis, and correspondence rely on these natural harmonic bases that allow using classical tools from harmonic analysis on manifolds. However, many applications involving multiple shapes are obstacled by the fact that Laplacian eigenbases computed independently on different shapes are often incompatible with each other. In this paper, we propose the construction of common approximate eigenbases for multiple shapes using approximate joint diagonalization algorithms, taking as input a set of corresponding functions (e.g. indicator functions of stable regions) on the two shapes. We illustrate the benefits of the proposed approach on tasks from shape editing, pose transfer, correspondence, and similarity.},
  author       = {Kovnatsky, A. and Bronstein, M. M. and Bronstein, Alexander and Glashoff, K. and Kimmel, R.},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  number       = {2pt4},
  pages        = {439--448},
  publisher    = {Wiley},
  title        = {{Coupled quasi‐harmonic bases}},
  doi          = {10.1111/cgf.12064},
  volume       = {32},
  year         = {2013},
}

@article{18422,
  abstract     = {We present a novel sparse modeling approach to non-rigid shape matching using only the ability to detect repeatable regions. As the input to our algorithm, we are given only two sets of regions in two shapes; no descriptors are provided so the correspondence between the regions is not know, nor we know how many regions correspond in the two shapes. We show that even with such scarce information, it is possible to establish very accurate correspondence between the shapes by using methods from the field of sparse modeling, being this, the first non-trivial use of sparse models in shape correspondence. We formulate the problem of permuted sparse coding, in which we solve simultaneously for an unknown permutation ordering the regions on two shapes and for an unknown correspondence in functional representation. We also propose a robust variant capable of handling incomplete matches. Numerically, the problem is solved efficiently by alternating the solution of a linear assignment and a sparse coding problem. The proposed methods are evaluated qualitatively and quantitatively on standard benchmarks containing both synthetic and scanned objects.},
  author       = {Pokrass, J. and Bronstein, Alexander and Bronstein, M. M. and Sprechmann, P. and Sapiro, G.},
  issn         = {1467-8659},
  journal      = {Computer Graphics Forum},
  number       = {2pt4},
  pages        = {459--468},
  publisher    = {Wiley},
  title        = {{Sparse modeling of intrinsic correspondences}},
  doi          = {10.1111/cgf.12066},
  volume       = {32},
  year         = {2013},
}

@inproceedings{3123,
  abstract     = {We introduce the idea of using an explicit triangle mesh to track the air/fluid interface in a smoothed particle hydrodynamics (SPH) simulator. Once an initial surface mesh is created, this mesh is carried forward in time using nearby particle velocities to advect the mesh vertices. The mesh connectivity remains mostly unchanged across time-steps; it is only modified locally for topology change events or for the improvement of triangle quality. In order to ensure that the surface mesh does not diverge from the underlying particle simulation, we periodically project the mesh surface onto an implicit surface defined by the physics simulation. The mesh surface gives us several advantages over previous SPH surface tracking techniques. We demonstrate a new method for surface tension calculations that clearly outperforms the state of the art in SPH surface tension for computer graphics. We also demonstrate a method for tracking detailed surface information (like colors) that is less susceptible to numerical diffusion than competing techniques. Finally, our temporally-coherent surface mesh allows us to simulate high-resolution surface wave dynamics without being limited by the particle resolution of the SPH simulation.},
  author       = {Yu, Jihun and Wojtan, Christopher J and Turk, Greg and Yap, Chee},
  booktitle    = {Computer Graphics Forum},
  issn         = {1467-8659},
  location     = {Cagliari, Sardinia, Italy},
  number       = {2},
  pages        = {815 -- 824},
  publisher    = {Wiley},
  title        = {{Explicit mesh surfaces for particle based fluids}},
  doi          = {10.1111/j.1467-8659.2012.03062.x},
  volume       = {31},
  year         = {2012},
}

