EG 2025 - Full Papers - CGF 44-Issue 2
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Browsing EG 2025 - Full Papers - CGF 44-Issue 2 by Subject "CCS Concepts: Computing methodologies → Collision detection"
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Item SHLUT: Efficient Image Enhancement using Spatial-Aware High-Light Compensation Look-up Tables(The Eurographics Association and John Wiley & Sons Ltd., 2025) Chen, Xin; Li, Linge; Mu, Linhong; Chen, Yan; Guan, Jingwei; Bousseau, Adrien; Day, AngelaRecently, the look-up table (LUT)-based method has achieved remarkable success in image enhancement tasks with its high efficiency and lightweight nature. However, when considering edge scenarios with limited computational resources, most existing methods fail to meet practical requirements due to their costly floating-point operations on convolution layers, which limit their general use. Moreover, most LUT-based methods may not perform well in handling high-light regions. To address these issues, we propose SHLUT, an efficient and practical image enhancement method by using spatial-aware high-light compensation look-up tables (LUTs), which comprise two parts. Firstly, we propose a spatial-aware weight predictor to reduce the computational burden. A lightweight network is trained to predict spatial-aware weight values, and then we transfer the values to the LUTs. Additionally, to correct overexposure in high-light regions, we propose a high-light compensation 3D LUT. Our proposed method allows us to directly retrieve the values from the LUTs to achieve efficient image enhancement at test time. Extensive experimental results demonstrate that SHLUT exhibits competitive performance compared to other LUT-based methods both quantitatively and qualitatively in a more efficient manner. For instance, SHLUT significantly reduces computational resources (at least 18 times in GFLOPs compared to other LUT-based methods), while excelling in high-light region handling.Item A Unified Discrete Collision Framework for Triangle Primitives(The Eurographics Association and John Wiley & Sons Ltd., 2025) Kikuchi, Tomoyo; Kanai, Takashi; Bousseau, Adrien; Day, AngelaWe present a unified, primitive-first framework with DCD for collision response in physics-based simulations. Previous methods do not provide sufficient solutions on a framework that resolves edge-triangle and edge-edge collisions when handling selfcollisions and inter-object collisions in a unified manner. We define a scalar function and its gradient, representing the distance between two triangles and the movement direction for collision response, respectively. The resulting method offers an effective solution for collisions with minor computational overhead and robustness for any type of deformable object, such as solids or cloth. The algorithm is conceptually simple and easy to implement. When using PBD/XPBD, it is straightforward to incorporate our method into a collision constraint.