This page tracks the new paper links made to my list of Eurographics 2026 papers.
Page maintained by Ke-Sen Huang.
If you have additions or changes, send an e-mail.
April 5 2026
- CANRIG: Cross-Attention Neural Face Rigging with Variable Local Control
- VQ-Style: Disentangling Style and Content in Motion with Residual Quantized Representations
- A Discrete Polydisperse Porous BSDF Model based on the Micrograin Framework
March 26 2026
- Real-time by-example texture synthesis and filtering using local statistics exchange
- Conversational Gesture Model (CGM): Extending Speaker-Centric Audio-Driven Motion Generation to Full Conversation Gestures
March 20 2026
- Wave Tracing: Generalizing The Path Integral To Wave Optics
- Stochastic Pairwise MIS for Fast Many-Candidate Resampling
- Convex Primitive Decomposition for Collision Detection
- Story2Board: A Training‑Free Approach for Expressive Storyboard Generation
- See4D: Pose-Free 4D Generation via Auto-Regressive Video Inpainting
- Mixed Super-Circles
- Vector sketch animation generation with differentialable motion trajectories
- STAGED: Stress-Tensor Assisted Global-local-global solver for interactive Elastic shape Design
- Interpolated Adaptive Linear Reduced Order Modeling for Deformation Dynamics
- Progressively Projected Newton’s Method
- Affinification: A Fine Approximation of Deformations
- DexterCap: Affordable and Automated Capture of Complex Hand-Object Interactions
- Improving Facial Rig Semantics for Tracking and Retargeting
- HiMat: DiT-based Ultra-High Resolution SVBRDF Generation
- LeafFit: Plant Assets Generation from 3D Gaussian Splatting
- TreeON: Reconstructing 3D Tree Point Clouds from Orthophotos and Heightmaps
- HeatMat: Simulation of City Material Impact on Urban Heat Island Effect
- Neural Progressive Photon Mapping
- Real-time Rendering with a Neural Irradiance Volume
- BRDF Importance Baking: A Lightweight Neural Solution to Importance Sampling General Parametric BRDFs
(CGF)
- Differentiable variable fonts
- Robo-Saber: Generating and Simulating Virtual Reality Players
- Real-Time Neural Materials on Mobile VR
- ML-PEA: Machine Learning-Based Perceptual Algorithms for Display Power Optimization
- ProjectiveShading: Inserting 3D Objects into Indoor Images with Complex Shadows
- Volume Quantization with Flexible Singularities for Hexahedral Meshing
- DiskScissors: Cutting Arbitrary-Topology Solids for Bijective Mapping
- Multi-Spectral Gaussian Splatting with Neural Color Representation
- OUGS: Active View Selection via Object-aware Uncertainty Estimation in 3DGS
March 19 2026
- Variable-Rate Texture Compression: Real-Time Rendering with JPEG
- ProcTex: Consistent and Interactive Text-to-texture Synthesis for Part-based Procedural Models
- CADrawer: Autoregressive CAD Generation from 3D Sketches
- SAGE: Structure-Aware Generative Video Transitions between Diverse Clips
- Lightmap Compression with Color-Coherent UV Clustering and Cascade Texture Optimization
- Controllable Intrinsic Surface Pattern Generation Using Slime Mold Simulations
- Mesh Processing Non-Meshes via Neural Displacement Fields
- TLC-Plan: A Two-Level Codebook Based Network for End-to-End Vector Floorplan Generation
- Fluid Composer: Fluid Detail Composition and Rendering Using Video Diffusion Models
(CGF)
- A Particle-Based Approach to Extract Dynamic 3D FTLE Ridge Geometry
(CGF)
- Field-Aligned Surface-Filling Curve via Implicit Stitching
- Strain-Field Based Segmentation for Fabric Formwork
- DeepFracture: A Generative Approach for Predicting Brittle Fractures with Neural Discrete Representation Learning
(CGF)
- ZeroScene: A Zero-Shot Framework for 3D Scene Generation from a Single Image and Controllable Texture Editing
- GS-2M: Material-aware Gaussian Splatting for High-fidelity Mesh Reconstruction
- Physics-Based Motion Tracking of Contact-Rich Interacting Characters
- Herds from Video: Learning a Microscopic Herd Model from Macroscopic Motion Data
(CGF)
- MPACT: Mesoscopic Profiling and Abstraction of Crowd Trajectories
(CGF)
March 17 2026
- Skeletal-Driven Animation of Anatomical Humans via Neural Deformation Gradients
- Dance Like a Chicken: Low-Rank Stylization for Human Motion Diffusion
- SkinCells: Sparse Skinning using Voronoi Cells
- Neuralocks: Real-Time Dynamic Neural Hair Simulation
- VQ-Style: Disentangling Style and Content in Motion with Residual Quantized Representations
- Palette Aligned Image Diffusion
- Edge-preserving noise for diffusion models
- TextFlux: An OCR-Free DiT Model for High-Fidelity Multilingual Scene Text Synthesis
- Real-Time Rendering of Dynamic Line Sets using Voxel Ray Tracing
- NePO: Neural Point Octrees for Large-scale Novel View Synthesis
(CGF)
- NAADF: Globally Illuminated Voxel Worlds Accelerated with Nested Axis-Aligned Distance Fields
March 14 2026
- Bridging Gaussian Splatting and Texture Mapping for Relightable and Editable Gaussian Avatars
- TABI: Tight and Balanced Interactive Atlas Packing
March 13 2026
- MultiCOIN: Multi-Modal COntrollable Video INbetweening
- Adaptive Optical Layers: Efficient Tall Cell Grids for Liquid Simulation
March 12 2026
- EBOAT: Error-Bounded Adaptive Tessellation of Singularities for Real-Time Catmull-Clark Subdivision Surfaces Rendering
- Floorplan Generation by Alternating Geometry and Semantics Optimization
- High-Gloss SVBRDF Capture Using Bounce Light
March 7 2026
- Self-supervised Learning of Fine-to-Coarse Cuboid Shape Abstraction
- Embedding Optimization of Layouts via Distortion Minimization
March 6 2026
- Dripping Thin Films for Real-time Digital Painting
March 5, 2026
- 3D Character Reconstruction from Hand-drawn Model Sheets
- Neural Local Inter-reflection Modeling for Garment Fold Rendering
- Step2Motion: Locomotion Reconstruction from Pressure Sensing Insoles
- GeoFusionLRM: Geometry-Aware Self-Correction for Consistent 3D Reconstruction
- Gradient-domain ReSTIR Path Tracing
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