EG 2025 - STARs (CGF 44-2)

Permanent URI for this collection

State of the Art Reports
A Survey on Computational Solutions for Reconstructing Complete Objects by Reassembling Their Fractured Parts
Jiaxin Lu, Yongqing Liang, Hunjun Han, Jiacheng Hua, Junfeng Jiang, Xin Li, and Qixing Huang
Survey on Modeling of Human-made Articulated Objects
Jiayi Liu, Manolis Savva, and Ali Mahdavi-Amiri
Multiphysics Simulation Methods in Computer Graphics
Daniel Holz, Stefan Rhys Jeske, Fabian Löschner, Jan Bender, Yin Yang, and Sheldon Andrews
Terrain Descriptors for Landscape Synthesis, Analysis and Simulation
Oscar Argudo, Eric Guérin, Hugo Schott, and Eric Galin
State-of-the-art Report in Sketch Processing
Chenxi Liu and Mikhail Bessmeltsev
3DGS.zip: A survey on 3D Gaussian Splatting Compression Methods
Milena T. Bagdasarian, Paul Knoll, Yi-Hsin Li, Florian Barthel, Anna Hilsmann, Peter Eisert, and Wieland Morgenstern

BibTeX (EG 2025 - STARs (CGF 44-2))
                
@article{
10.1111:cgf.70078,
journal = {Computer Graphics Forum}, title = {{
3DGS.zip: A survey on 3D Gaussian Splatting Compression Methods}},
author = {
Bagdasarian, Milena T.
and
Knoll, Paul
and
Li, Yi-Hsin
and
Barthel, Florian
and
Hilsmann, Anna
and
Eisert, Peter
and
Morgenstern, Wieland
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70078}
}
                
@article{
10.1111:cgf.70079,
journal = {Computer Graphics Forum}, title = {{
State-of-the-art Report in Sketch Processing}},
author = {
Liu, Chenxi
and
Bessmeltsev, Mikhail
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70079}
}
                
@article{
10.1111:cgf.70080,
journal = {Computer Graphics Forum}, title = {{
Terrain Descriptors for Landscape Synthesis, Analysis and Simulation}},
author = {
Argudo, Oscar
and
Guérin, Eric
and
Schott, Hugo
and
Galin, Eric
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70080}
}
                
@article{
10.1111:cgf.70081,
journal = {Computer Graphics Forum}, title = {{
A Survey on Computational Solutions for Reconstructing Complete Objects by Reassembling Their Fractured Parts}},
author = {
Lu, Jiaxin
and
Liang, Yongqing
and
Han, Hunjun
and
Hua, Jiacheng
and
Jiang, Junfeng
and
Li, Xin
and
Huang, Qixing
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70081}
}
                
@article{
10.1111:cgf.70082,
journal = {Computer Graphics Forum}, title = {{
Multiphysics Simulation Methods in Computer Graphics}},
author = {
Holz, Daniel
and
Jeske, Stefan Rhys
and
Löschner, Fabian
and
Bender, Jan
and
Yang, Yin
and
Andrews, Sheldon
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70082}
}
                
@article{
10.1111:cgf.70092,
journal = {Computer Graphics Forum}, title = {{
Survey on Modeling of Human-made Articulated Objects}},
author = {
Liu, Jiayi
and
Savva, Manolis
and
Mahdavi-Amiri, Ali
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70092}
}
                
@article{
10.1111:cgf.70090,
journal = {Computer Graphics Forum}, title = {{
EUROGRAPHICS 2025: CGF 44-2 STARs Frontmatter}},
author = {
Memari, Pooran
and
Gryaditskaya, Yulia
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70090}
}

Browse

Recent Submissions

Now showing 1 - 7 of 7
  • Item
    3DGS.zip: A survey on 3D Gaussian Splatting Compression Methods
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Bagdasarian, Milena T.; Knoll, Paul; Li, Yi-Hsin; Barthel, Florian; Hilsmann, Anna; Eisert, Peter; Morgenstern, Wieland; Memari, Pooran; Gryaditskaya, Yulia
    3D Gaussian Splatting (3DGS) has emerged as a cutting-edge technique for real-time radiance field rendering, offering state-ofthe- art performance in terms of both quality and speed. 3DGS models a scene as a collection of three-dimensional Gaussians, with additional attributes optimized to conform to the scene's geometric and visual properties. Despite its advantages in rendering speed and image fidelity, 3DGS is limited by its significant storage and memory demands. These high demands make 3DGS impractical for mobile devices or headsets, reducing its applicability in important areas of computer graphics. To address these challenges and advance the practicality of 3DGS, this state-of-the-art report (STAR) provides a comprehensive and detailed examination of two complementary yet fundamentally distinct strategies: compression and compaction. Compression techniques focus on reducing the file size by encoding Gaussian attributes more efficiently. In contrast, compaction methods directly optimize the scene's structure by optimizing the number of Gaussian primitives. Notably, while methods in both categories aim to maintain or improve quality, each while minimizing its respective attributes-file size for compression and the number of Gaussians for compaction-compaction does not necessarily lead to smaller file sizes; it specifically targets improved efficiency during rendering, making it distinct from compression. We introduce the basic mathematical concepts underlying the analyzed methods, as well as key implementation details and design choices. Our report thoroughly discusses similarities and differences among the methods, as well as their respective advantages and disadvantages. We establish a consistent framework for comparing the surveyed methods based on key performance metrics and datasets. Specifically, since these methods have been developed in parallel and over a short period of time, currently, no comprehensive comparison exists. This survey, for the first time, presents a unified framework to evaluate 3DGS compression techniques. To facilitate the continuous monitoring of emerging methodologies, we maintain a dedicated website that will be regularly updated with new techniques and revisions of existing findings. Overall, this STAR provides an intuitive starting point for researchers interested in exploring the rapidly growing field of 3DGS compression. By comprehensively categorizing and evaluating existing compression and compaction strategies, our work advances the understanding and practical application of 3DGS in computationally constrained environments.
  • Item
    State-of-the-art Report in Sketch Processing
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Liu, Chenxi; Bessmeltsev, Mikhail; Memari, Pooran; Gryaditskaya, Yulia
    Sketches are a powerful and natural form of communication and are used in numerous systems for modelling, animation, shape retrieval, and editing. Despite their popularity, rough sketches - whether raster or vector, 2D or 3D - are often too complex and imprecise to be used directly and thus need special processing. For instance, many downstream applications, such as shape reconstruction, have strict requirements for cleanliness and accuracy of the input sketch. Alternatively, if a drawing is the final result, users might want to further process the sketch through tasks such as vectorization, beautification, cleanup, flat colorization, and more. In this state-of-the-art report, we identify core geometrical and topological challenges shared by many processing methods, such as identifying endpoints, strokes, and junctions. Building upon that analysis, we then survey sketch processing methods in each task category. Furthermore, we outline the commonly used sketch datasets and promising avenues for future research in sketch processing.
  • Item
    Terrain Descriptors for Landscape Synthesis, Analysis and Simulation
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Argudo, Oscar; Guérin, Eric; Schott, Hugo; Galin, Eric; Memari, Pooran; Gryaditskaya, Yulia
    Synthetic landscape generation is an active research area within Computer Graphics. Algorithms for terrain synthesis and ecosystem simulations often rely on simple descriptors such as slope, light accessibility, and drainage area. Typically, the results are assessed from a perceptual standpoint, focusing primarily on visual plausibility. Other fields, such as Geomorphology and Earth Sciences, have already proposed several analytical descriptors to measure various terrain properties. This work aims to bridge the gap between these disciplines and Computer Graphics. We provide a comprehensive review of commonly used terrain metrics that may be relevant for landscape synthesis, analysis, or simulations. Additionally, we compare the approaches used in Computer Graphics to see if these metrics, or similar ones, have already been introduced. Moreover, we report feedback from a preliminary study conducted with a group of artists to evaluate the potential applications of previously unused metrics. By implementing all these metrics, we enable performance comparisons. Together with the provided correlation matrix, this helps identify instances where a simpler and faster metric can serve as a proxy for a more computationally intensive one.
  • Item
    A Survey on Computational Solutions for Reconstructing Complete Objects by Reassembling Their Fractured Parts
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Lu, Jiaxin; Liang, Yongqing; Han, Hunjun; Hua, Jiacheng; Jiang, Junfeng; Li, Xin; Huang, Qixing; Memari, Pooran; Gryaditskaya, Yulia
    Reconstructing a complete object from its parts is a fundamental problem in many scientific domains. The purpose of this article is to provide a systematic survey on this topic. This reassembly problem requires understanding the attributes of individual pieces and establishing matches between different pieces. Many approaches also model priors of the underlying complete object. Existing approaches are tightly connected problems of shape segmentation, shape matching, and learning shape priors. We provide existing algorithms in this context and emphasize their similarities and differences to general-purpose approaches. We also survey the trends from early procedural approaches to more recent deep learning approaches. In addition to algorithms, this survey will also describe existing datasets, open-source software packages, and applications. To the best of our knowledge, this is the first comprehensive survey on this topic in computer graphics.
  • Item
    Multiphysics Simulation Methods in Computer Graphics
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Holz, Daniel; Jeske, Stefan Rhys; Löschner, Fabian; Bender, Jan; Yang, Yin; Andrews, Sheldon; Memari, Pooran; Gryaditskaya, Yulia
    Physics simulation is a cornerstone of many computer graphics applications, ranging from video games and virtual reality to visual effects and computational design. The number of techniques for physically-based modeling and animation has thus skyrocketed over the past few decades, facilitating the simulation of a wide variety of materials and physical phenomena. This report captures the state-of-the-art of multiphysics simulation for computer graphics applications. Although a lot of work has focused on simulating individual phenomena, here we put an emphasis on methods developed by the computer graphics community for simulating various physical phenomena and materials, as well as the interactions between them. These include combinations of discretization schemes, mathematical modeling frameworks, and coupling techniques. For the most commonly used methods we provide an overview of the state-of-the-art and deliver valuable insights into the various approaches. A selection of software frameworks that offer out-of-the-box multiphysics modeling capabilities is also presented. Finally, we touch on emerging trends in physics-based animation that affect multiphysics simulation, including machine learning-based methods which have become increasingly popular in recent years.
  • Item
    Survey on Modeling of Human-made Articulated Objects
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Liu, Jiayi; Savva, Manolis; Mahdavi-Amiri, Ali; Memari, Pooran; Gryaditskaya, Yulia
    3D modeling of articulated objects is a research problem within computer vision, graphics, and robotics. Its objective is to understand the shape and motion of the articulated components, represent the geometry and mobility of object parts, and create realistic models that reflect articulated objects in the real world. This survey provides a comprehensive overview of the current state-of-the-art in 3D modeling of articulated objects, with a specific focus on the task of articulated part perception and articulated object creation (reconstruction and generation). We systematically review and discuss the relevant literature from two perspectives: geometry modeling (i.e., structure and shape of articulated parts) and articulation modeling (i.e., dynamics and motion of parts). Through this survey, we highlight the substantial progress made in these areas, outline the ongoing challenges, and identify gaps for future research. Our survey aims to serve as a foundational reference for researchers and practitioners in computer vision and graphics, offering insights into the complexities of articulated object modeling.
  • Item
    EUROGRAPHICS 2025: CGF 44-2 STARs Frontmatter
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Memari, Pooran; Gryaditskaya, Yulia; Memari, Pooran; Gryaditskaya, Yulia