This page tracks the new paper links made to our list of SIGGRAPH 2025 papers.
Page maintained by Ke-Sen Huang.
If you have additions or changes, send an e-mail.
September 5, 2025
- DesignManager: An Agent-Powered Copilot for Designers to Integrate AI Design Tools into Creative Workflows
(SIG/TOG)
- Kinematic Motion Retargeting for Contact-Rich Anthropomorphic Manipulations
(SIG/TOG)
- Revisiting Tradition and Beyond: A Customized Bilateral Filtering Framework for Point Cloud Denoising
(SIG/TOG)
- A Divide-and-Conquer Approach for Global Orientation of Non-Watertight Scene-Level Point Clouds with 0-1 Integer Optimization
(SIG/TOG)
- Light Pipe Holographic Display: Bandwidth-preserved Kaleidoscopic Guiding for AR Glasses
(SIG/TOG)
- HoloChrome: Polychromatic Illumination for Speckle Reduction in Holographic Near-Eye Displays
(TOG)
- Noise-Coded Illumination for Forensic and Photometric Video Analysis
(TOG)
- Collaborative On-Sensor Array Cameras
(SIG/TOG)
- A Monte Carlo Rendering Framework for Simulating Optical Heterodyne Detection
(SIG/TOG)
- LAM: Large Avatar Model for One-shot Animatable Gaussian Head
(SIG)
- SOAP: Style-Omniscient Animatable Portraits
(SIG)
- 3DGH: 3D Head Generation with Composable Hair and Face
(SIG/TOG)
- Facial Microscopic Structures Synthesis from a Single Unconstrained Image
(SIG)
- Towards Comprehensive Neural Materials: Dynamic Structure-Preserving Synthesis with Accurate Silhouette at Instant Inference Speed
(SIG)
- NAM: Neural Adjoint Maps for refining shape correspondences
(SIG/TOG)
- GenAnalysis: Joint Shape Analysis by Learning Man-Made Shape Generators with Deformation Regularizations
(SIG/TOG)
- Unsupervised Decomposition of 3D Shapes into Expressive and Editable Extruded Profile Primitives
(SIG)
- OctGPT: Octree-based Multiscale Autoregressive Models for 3D Shape Generation
(SIG)
- BANG: Dividing 3D Assets via Generative Exploded Dynamics
(SIG/TOG)
- Spherical Lighting with Spherical Harmonics Hessian
(SIG)
September 3, 2025
- StructRe: Rewriting for Structured Shape Modeling
(TOG)
- Designing 3D Anisotropic Frame Fields with Odeco Tensors
(SIG/TOG)
- Patch-Grid: An Efficient and Feature-Preserving Neural Implicit Surface Representation
(SIG/TOG)
- PDT: Point Distribution Transformation with Diffusion Models
(SIG)
- CMD: Controllable Multiview Diffusion for 3D Editing and Progressive Generation
(SIG)
- DeFillet: Detection and Removal of Fillet Regions in Polygonal CAD Models
(SIG/TOG)
- GAIA: Generative Animatable Interactive Avatars with Expression-conditioned Gaussians
(SIG)
- Feature-Preserving Mesh Repair via Restricted Power Diagram
(SIG)
August 28, 2025
- Order Matters: Learning Element Ordering for Graphic Design Generation
(SIG/TOG)
- Transformer IMU Calibrator: Dynamic On-body IMU Calibration for Inertial Motion Capture
(SIG/TOG)
- A Platform for Interactive AI Character Experiences
(SIG)
- Reenact Anything: Semantic Video Motion Transfer Using Motion-Textual Inversion
(SIG)
- Spline Deformation Field
(SIG)
- High-Fidelity Novel View Synthesis via Splatting-Guided Diffusion
(SIG)
- Controllable Tracking-Based Video Frame Interpolation
(SIG)
- Learning to Draw Is Learning to See: Analyzing Eye Tracking Patterns for Assisted Observational Drawing
(SIG)
- HOIGaze: Gaze Estimation During Hand-Object Interactions in Extended Reality Exploiting Eye-Hand-Head Coordination
(SIG)
- ForceGrip: Reference-Free Curriculum Learning for Realistic Grip Force Control in VR Hand Manipulation
(SIG)
- VirCHEW Reality: On-Face Kinesthetic Feedback for Enhancing Food-Intake Experience in Virtual Reality
(SIG)
- Splat and Replace: 3D Reconstruction with Repetitive Elements
(SIG)
- SpotLessSplats: Ignoring Distractors in 3D Gaussian Splatting
(SIG/TOG)
- Echoes of the Coliseum: Towards 3D Live streaming of Sports Events
(SIG/TOG)
- NeST: Neural Stress Tensor Tomography by leveraging 3D Photoelasticity
(TOG)
- A Closest Point Method for PDEs on Manifolds with Interior Boundary Conditions for Geometry Processing
(TOG)
- Faraday Cage Estimation of Normals for Point Clouds and Ribbon Sketches
(SIG/TOG)
- A Polyhedral Construction of Empty Spheres in Discrete Distance Fields
(SIG)
- Progressive Dynamics++: A Framework for Stable, Continuous, and Consistent Animation Across Resolution and Time
(SIG/TOG)
- Lifting the Winding Number: Precise Discontinuities in Neural Fields for Physics Simulation
(SIG)
- Shape Space Spectra
(SIG/TOG)
August 24, 2025
- TokenVerse: Versatile Multi-concept Personalization in Token Modulation Space
- FlexiAct: Towards Flexible Action Control in Heterogeneous Scenarios
- Fast Subspace Fluid Simulation with a Temporally-Aware Basis
- Gaussian Fluids: A Grid-Free Fluid Solver based on Gaussian Spatial Representation
- Quadtree Tall Cells for Eulerian Liquid Simulation
August 21, 2025
- Hybrid Tours: A Clip-based System for Authoring Long-take Touring Shots
- Multi-Dimensional Procedural Wave Noise
- Neurally Integrated Finite Elements for Differentiable Elasticity on Evolving Domains
- Lightning-fast Boundary Element Method
- Conformal First Passage for Epsilon-free Walk-on-Spheres
- Guiding-Based Importance Sampling for Walk on Stars
- Image-space Adaptive Sampling for Fast Inverse Rendering
- Unbiased Differential Visibility Using Fixed-Step Walk-on-Spherical-Caps And Closest Silhouettes
- Appearance-Preserving Scene Aggregation for Level-of-Detail Rendering
- Reservoir Splatting for Temporal Path Resampling and Motion Blur
- GaVS: 3D-Grounded Video Stabilization via Temporally-Consistent Local Reconstruction and Rendering
August 14, 2025
- Model See Model Do: Speech-Driven Facial Animation with Style Control
- Generative detail enhancement for physically based materials
- Physically Controllable Relighting of Photographs
- Neural Co-Optimization of Structural Topology, Manufacturable Layers, and Path Orientations for Fiber-Reinforced Composites
- StreamME: Simplify 3D Gaussian Avatar within Live Stream
- EditDuet: A Multi-Agent System for Video Non-Linear Editing
- Style Customization of Text-to-Vector Generation with Image Diffusion Priors
- Motion Inversion for Video Customization
- RigAnything: Template-Free Autoregressive Rigging for Diverse 3D Assets
- Automated Task Scheduling for Cloth and Deformable Body Simulations in Heterogeneous Computing Environments
- Physics-inspired Estimation of Optimal Cloth Mesh Resolution
- Fast Physics-Based Modeling of Knots and Ties using Templates
- Intersection-Free Garment Retargeting
- Geometric Contact Potential
- Painless Differentiable Rotation Dynamics
- MiSo: A DSL for Robust and Efficient Solve and Minimize Problems
- Topological Offsets
- Feature-Aligned Parametrization in Penner Coordinates
July 17, 2025
- Large-Scale Multi-Character Interaction Synthesis
July 10, 2025
- Quadric-Based Silhouette Sampling for Differentiable Rendering
- Moment Bounds are Differentiable: Efficiently Approximating Measures in Inverse Rendering
- Instant Self-Intersection Repair for 3D Meshes
- DC-VSR: Spatially and Temporally Consistent Video Super-Resolution with Video Diffusion Prior
- The Mokume Dataset and Inverse Modeling of Solid Wood Textures
- GarmentImage: Raster Encoding of Garment Sewing Patterns with Diverse Topologies
- Rags2Riches: Computational Garment Reuse
- Motion Control via Metric-Aligning Motion Matching
- Computational Modeling of Gothic Microarchitecture
- Closed-form Generalized Winding Numbers of Rational Parametric Curves for Robust Containment Queries
- Polynomial 2D Biharmonic Coordinates for High-order Cages
- Field Smoothness-Controlled Partition for Quadrangulation
- MASH: Masked Anchored SpHerical Distances for 3D Shape Representation and Generation
July 3, 2025
- Controllable Complex Freezing Dynamics Simulation on Thin Films
- Fast Isotropic Median Filtering
- Texture Size Reduction Through Symmetric Overlap and Texture Carving
- Single Edge Collapse Quad-Dominant Mesh Reduction
- Neural Importance Sampling of Many Lights
- MoVer: Motion Verification for Motion Graphics Animations
- Instance Segmentation of Scene Sketches Using Natural Image Priors
- MotionCanvas: Cinematic Shot Design with Controllable Image-to-Video Generation
- Hand-Shadow Poser
- MonetGPT: Solving Puzzles Enhances MLLMs’ Image Retouching Skills
- PartEdit: Fine-Grained Image Editing using Pre-Trained Diffusion Models
- MatCLIP: Light- and Shape-Insensitive Assignment of PBR Material Models
- PS-CAD: Local Geometry Guidance via Prompting and Selection for CAD Reconstruction
June 26, 2025
- AnyTop: Character Animation Diffusion with Any Topology
- SwiftSketch: A Diffusion Model for Image-to-Vector Sketch Generation
- Be Decisive: Noise-Induced Layouts for Multi-Subject Generation
- HoLa: B-Rep Generation using a Holistic Latent Representation
- pOps: Photo-Inspired Diffusion Operators
- IP-Composer: Semantic Composition of Visual Concepts
- Nested Attention: Semantic-aware Attention Values for Concept Personalization
- Dynamic Concepts Personalization from Single Videos
- CLR-Wire: Towards Continuous Latent Representations for 3D Curve Wireframe Generation
- Aerial Path Online Planning for Urban Scene Updation
- Modeling and Rendering Glow Discharge
- Vector-Valued Monte Carlo Integration Using Ratio Control Variates
- Transforming Unstructured Hair Strands into Procedural Hair Grooms
- Generative Neural Materials
- Neural BRDF Importance Sampling by Reparameterization
- Position-Normal Manifold for Efficient Glint Rendering on High-Resolution Normal Maps
- RNA: Relightable Neural Assets
- MaterialPicker: Multi-Modal DiT-Based Material Generation
- IntrinsicEdit: Precise generative image manipulation in intrinsic space
- 3D-Fixup: Advancing Photo Editing with 3D Priors
- Elastic Locomotion with Mixed Second-order Differentiation
- Leapfrog Flow Maps for Real-Time Fluid Simulation
- Fluid Simulation on Compressible Flow Maps
- EDGE: Epsilon-Difference Gradient Evolution for Buffer-Free Flow Maps
- Clebsch Gauge Fluid on Particle Flow Maps
- Cirrus: Adaptive Hybrid Particle-Grid Flow Maps on GPU
- Fluid Simulation on Vortex Particle Flow Maps
- A Neural Particle Level Set Method for Dynamic Interface Tracking
- JGS2: Near Second-order Converging Jacobi/Gauss-Seidel for GPU Elastodynamics
- Dress-1-to-3: Single Image to Simulation-Ready 3D Outfit with Diffusion Prior and Differentiable Physics
- 3DGS2: Near Second-order Converging 3D Gaussian Splatting
- High-performance CPU Cloth Simulation Using Domain-decomposed Projective Dynamics
- Offset Geometric Contact
- Stable Cosserat Rods
- Augmented Vertex Block Descent
- Real-Time Knit Deformation and Rendering
- Curl Quantization for Automatic Placement of Knit Singularities
June 21, 2025
June 19, 2025
- Hyper-Dimensional Deformation Simulation
- Optimal r-Adaptive In-Timestep Remeshing for Elastodynamics
- AssetDropper: Asset Extraction via Diffusion Models with Reward-Driven Optimization
June 12, 2025
- Adaptive Phase-Field-FLIP for Very Large Scale Two-Phase Fluid Simulation
- Stressful Tree Modeling: Breaking Branches with Strands
- Arenite: A Physics-based Sandstone Simulator
- DeepMill: Neural Accessibility Learning for Subtractive Manufacturing
- NeurCross: A Neural Approach to Computing Cross Fields for Quad Mesh Generation
- Facial Appearance Capture at Home with Patch-Level Reflectance Prior
June 5, 2025
- EVA: Expressive Virtual Avatars from Multi-view Videos
- TeGA: Texture Space Gaussian Avatars for High-Resolution DynamicHead Modeling
- Virtualized 3D Gaussians: Flexible Cluster-based Level-of-Detail System for Real-Time Rendering of Composed Scenes
- Gaussian Wave Splatting for Computer Generated Holography
- Compensating Spatiotemporally Inconsistent Observations for Online Dynamic 3D Gaussian Splatting
- On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images
- Adaptive Algebraic Reuse of Reordering in Cholesky Factorizations with Dynamic Sparsity Patterns
- Optimal r-Adaptive In-Timestep Remeshing for Elastodynamics
- ANIME-Rod: Adjustable Nonlinear Isotropic Materials for Elastic Rods
- Progressive Dynamics++: A Framework for Stable, Continuous, and Consistent Animation Across Resolution and Time
- When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Rendering
- ReStyle3D: Scene-Level Appearance Transfer with Semantic Correspondences
- VR-Doh: Hands-on 3D Modeling in Virtual Reality
- CK-MPM: A Compact-Kernel Material Point Method
- StiffGIPC: Advancing GPU IPC for stiff affine-deformable simulation
- Diffusion as Shader: 3D-aware Video Diffusion for Versatile Video Generation Control
June 3, 2025
- Dynamic Mesh Processing on the GPU
- Differentiable Geometric Acoustic Path Tracing using Time-Resolved Path Replay Backpropagation
- Bernstein Bounds for Caustics
- Multiple Importance Reweighting for Path Guiding
- Monocular Online Reconstruction with Enhanced Detail Preservation
- Towards Comprehensive Neural Materials: Dynamic Structure-Preserving Synthesis with Accurate Silhouette at Instant Inference Speed
- HexHex: Highspeed Extraction of Hexahedral Meshes
- PARC: Physics-based Augmentation with Reinforcement Learning for Character Controllers
- Sphere Carving: Bounding Volumes for Signed Distance Fields
- RenderFormer: Transformer-based Neural Rendering of Triangle Meshes with Global Illumination
May 25, 2025
- C-Tubes: Design and Optimization of Tubular Structures Composed of Developable Strips
- Differentiable Geometric Acoustic Path Tracing using Time-Resolved Path Replay Backpropagation
- TransparentGS: Fast Inverse Rendering of Transparent Objects with Gaussians
- LayerPano3D: Layered 3D Panorama for Hyper-Immersive Scene Generation
- Semantically Consistent Text-to-Motion with Unsupervised Styles
- AutoKeyframe: Autoregressive Keyframe Generation for Human Motion Synthesis and Editing
- Text-based Animatable 3D Avatars with Morphable Model Alignment
- AlignTex: Pixel-Precise Texture Generation from Multi-view Artwork
May 22, 2025
- TetWeave: Isosurface Extraction using On-The-Fly Delaunay Tetrahedral Grids for Gradient-Based Mesh Optimization
- Uncertainty for SVBRDF Acquisition using Frequency Analysis
- Inverse Geometric Locomotion
- Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Medias
- PhysicsFC: Learning User-Controlled Skills for a Physics-Based Football Player Controller
- Towards Understanding Depth Perception in Foveated Rendering
- Single View Garment Reconstruction Using Diffusion Mapping Via Pattern Coordinates
- Deformable Beta Splatting
- Solving partial differential equations in participating media
- Rectangular Surface Parameterization
- Putting Rigid Bodies to Rest
May 15, 2025
- Linear-Time Transport with Rectified Flows
- Sobol' Sequences with Guaranteed-Quality 2D Projections
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