SIGGRAPH 2024 论文列表

ACM SIGGRAPH Conference

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CNS-Edit: 3D Shape Editing via Coupled Neural Shape Optimization

Jingyu Hu, Ka-Hei Hui, Zhengzhe Liu, Hao Zhang, Chi-Wing Fu

展开摘要

This paper introduces a new approach based on a coupled representation and a neural volume optimization to implicitly perform 3D shape editing in latent space. This work has three innovations. First, we design the coupled neural shape (CNS) representation for supporting 3D shape editing. This representation includes a latent code, which captures high-level global semantics of the shape, and a 3D neural feature volume, which provides a spatial context to associate with the local shape changes given by the editing. Second, we formulate the coupled neural shape optimization procedure to co-optimize the two coupled components in the representation subject to the editing operation. Last, we offer various 3D shape editing operators, i.e., copy, resize, delete, and drag, and derive each into an objective for guiding the CNS optimization, such that we can iteratively co-optimize the latent code and neural feature volume to match the editing target. With our approach, we can achieve a rich variety of editing results that are not only aware of the shape semantics but are also not easy to achieve by existing approaches. Both quantitative and qualitative evaluations demonstrate the strong capabilities of our approach over the state-of-the-art solutions.

Technical Paper
CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets

Longwen Zhang, Ziyu Wang, Qixuan Zhang, Qiwei Qiu, Anqi Pang, Haoran Jiang, Wei Yang, Lan Xu, Jingyi Yu

展开摘要

In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.

Technical Paper
BrepGen: A B-rep Generative Diffusion Model With Structured Latent Geometry

Xiang Xu, Joseph Lambourne, Pradeep Jayaraman, Zhengqing Wang, Karl Willis, Yasutaka Furukawa

展开摘要

This paper presents BrepGen , a diffusion-based generative approach that directly outputs a Boundary representation (B-rep) Computer-Aided Design (CAD) model. BrepGen represents a B-rep model as a novel structured latent geometry in a hierarchical tree. With the root node representing a whole CAD solid, each element of a B-rep model (i.e., a face, an edge, or a vertex) progressively turns into a child-node from top to bottom. B-rep geometry information goes into the nodes as the global bounding box of each primitive along with a latent code describing the local geometric shape. The B-rep topology information is implicitly represented by node duplication. When two faces share an edge, the edge curve will appear twice in the tree, and a T-junction vertex with three incident edges appears six times in the tree with identical node features. Starting from the root and progressing to the leaf, BrepGen employs Transformer-based diffusion models to sequentially denoise node features while duplicated nodes are detected and merged, recovering the B-Rep topology information. Extensive experiments show that BrepGen advances the task of CAD B-rep generation, surpassing existing methods on various benchmarks. Results on our newly collected furniture dataset further showcase its exceptional capability in generating complicated geometry. While previous methods were limited to generating simple prismatic shapes, BrepGen incorporates free-form and doubly-curved surfaces for the first time. Additional applications of BrepGen include CAD autocomplete and design interpolation. The code, pretrained models, and dataset are available at https://github.com/samxuxiang/BrepGen.

Technical Paper
BoostMVSNeRFs: Boosting MVS-based NeRFs to Generalizable View Synthesis in Large-scale Scenes

Chih-Hai Su, Chih-Yao Hu, Shr-Ruei Tsai, Jie-Ying Lee, Chin-Yang Lin, Yu-Lun Liu

展开摘要

While Neural Radiance Fields (NeRFs) have demonstrated exceptional quality, their protracted training duration remains a limitation. Generalizable and MVS-based NeRFs, although capable of mitigating training time, often incur tradeoffs in quality. This paper presents a novel approach called BoostMVSNeRFs to enhance the rendering quality of MVS-based NeRFs in large-scale scenes. We first identify limitations in MVS-based NeRF methods, such as restricted viewport coverage and artifacts due to limited input views. Then, we address these limitations by proposing a new method that selects and combines multiple cost volumes during volume rendering. Our method does not require training and can adapt to any MVS-based NeRF methods in a feed-forward fashion to improve rendering quality. Furthermore, our approach is also end-to-end trainable, allowing fine-tuning on specific scenes. We demonstrate the effectiveness of our method through experiments on large-scale datasets, showing significant rendering quality improvements in large-scale scenes and unbounded outdoor scenarios. We release the source code of BoostMVSNeRFs at https://su-terry.github.io/BoostMVSNeRFs/.

Technical Paper
Blue Noise for Diffusion Models

Xingchang Huang, Corentin Salaun, Cristina Vasconcelos, Christian Theobalt, Cengiz Oztireli, Gurprit Singh

展开摘要

Most of the existing diffusion models use Gaussian noise for training and sampling across all time steps, which may not optimally account for the frequency contents reconstructed by the denoising network. Despite the diverse applications of correlated noise in computer graphics, its potential for improving the training process has been underexplored. In this paper, we introduce a novel and general class of diffusion models taking correlated noise within and across images into account. More specifically, we propose a time-varying noise model to incorporate correlated noise into the training process, as well as a method for fast generation of correlated noise mask. Our model is built upon deterministic diffusion models and utilizes blue noise to help improve the generation quality compared to using Gaussian white (random) noise only. Further, our framework allows introducing correlation across images within a single mini-batch to improve gradient flow. We perform both qualitative and quantitative evaluations on a variety of datasets using our method, achieving improvements on different tasks over existing deterministic diffusion models in terms of FID metric. Code will be available at https://github.com/xchhuang/bndm.

Technical Paper
BlockFusion: Expandable 3D Scene Generation Using Latent Tri-plane Extrapolation

Zhennan Wu, Yang Li, Han Yan, Taizhang Shang, Weixuan Sun, Senbo Wang, Ruikai Cui, Weizhe Liu, Hiroyuki Sato, Hongdong Li, Pan Ji

展开摘要

We present BlockFusion, a diffusion-based model that generates 3D scenes as unit blocks and seamlessly incorporates new blocks to extend the scene. BlockFusion is trained using datasets of 3D blocks that are randomly cropped from complete 3D scene meshes. Through per-block fitting, all training blocks are converted into the hybrid neural fields: with a tri-plane containing the geometry features, followed by a Multi-layer Perceptron (MLP) for decoding the signed distance values. A variational auto-encoder is employed to compress the tri-planes into the latent tri-plane space, on which the denoising diffusion process is performed. Diffusion applied to the latent representations allows for high-quality and diverse 3D scene generation. To expand a scene during generation, one needs only to append empty blocks to overlap with the current scene and extrapolate existing latent tri-planes to populate new blocks. The extrapolation is done by conditioning the generation process with the feature samples from the overlapping tri-planes during the denoising iterations. Latent tri-plane extrapolation produces semantically and geometrically meaningful transitions that harmoniously blend with the existing scene. A 2D layout conditioning mechanism is used to control the placement and arrangement of scene elements. Experimental results indicate that BlockFusion is capable of generating diverse, geometrically consistent and unbounded large 3D scenes with unprecedented high-quality shapes in both indoor and outdoor scenarios.

Technical Paper
Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-based View Synthesis

Christian Reiser, Stephan Garbin, Pratul Srinivasan, Dor Verbin, Richard Szeliski, Ben Mildenhall, Jonathan Barron, Peter Hedman, Andreas Geiger

展开摘要

While surface-based view synthesis algorithms are appealing due to their low computational requirements, they often struggle to reproduce thin structures. In contrast, more expensive methods that model the scene's geometry as a volumetric density field (e.g. NeRF) excel at reconstructing fine geometric detail. However, density fields often represent geometry in a "fuzzy" manner, which hinders exact localization of the surface. In this work, we modify density fields to encourage them to converge towards surfaces, without compromising their ability to reconstruct thin structures. First, we employ a discrete opacity grid representation instead of a continuous density field, which allows opacity values to discontinuously transition from zero to one at the surface. Second, we anti-alias by casting multiple rays per pixel, which allows occlusion boundaries and subpixel structures to be modelled without using semi-transparent voxels. Third, we minimize the binary entropy of the opacity values, which facilitates the extraction of surface geometry by encouraging opacity values to binarize towards the end of training. Lastly, we develop a fusion-based meshing strategy followed by mesh simplification and appearance model fitting. The compact meshes produced by our model can be rendered in real-time on mobile devices and achieve significantly higher view synthesis quality compared to existing mesh-based approaches. Our interactive webdemo is available at https://binary-opacity-grid.github.io.

Technical Paper
Bilateral Guided Radiance Field Processing

Yuehao Wang, Chaoyi Wang, Bingchen Gong, Tianfan Xue

展开摘要

Neural Radiance Fields (NeRF) achieves unprecedented performance in synthesizing novel view synthesis, utilizing multi-view consistency. When capturing multiple inputs, image signal processing (ISP) in modern cameras will independently enhance them, including exposure adjustment, color correction, local tone mapping, etc. While these processings greatly improve image quality, they often break the multi-view consistency assumption, leading to "floaters" in the reconstructed radiance fields. To address this concern without compromising visual aesthetics, we aim to first disentangle the enhancement by ISP at the NeRF training stage and re-apply user-desired enhancements to the reconstructed radiance fields at the finishing stage. Furthermore, to make the re-applied enhancements consistent between novel views, we need to perform imaging signal processing in 3D space (i.e. "3D ISP"). For this goal, we adopt the bilateral grid, a locally-affine model, as a generalized representation of ISP processing. Specifically, we optimize per-view 3D bilateral grids with radiance fields to approximate the effects of camera pipelines for each input view. To achieve user-adjustable 3D finishing, we propose to learn a low-rank 4D bilateral grid from a given single view edit, lifting photo enhancements to the whole 3D scene. We demonstrate our approach can boost the visual quality of novel view synthesis by effectively removing floaters and performing enhancements from user retouching. The source code and our data are available at: https://bilarfpro.github.io.

Technical Paper
Biharmonic Coordinates and Their Derivatives for Triangular 3D Cages

Jean-Marc THIERY, Elie Michel, Jiong Chen

展开摘要

As a natural extension to the harmonic coordinates, the biharmonic coordinates have been found superior for planar shape and image manipulation with an enriched deformation space. However, the 3D biharmonic coordinates and their derivatives have remained unexplored. In this work, we derive closed-form expressions for biharmonic coordinates and their derivatives for 3D triangular cages. The core of our derivation lies in computing the closed-form expressions for the integral of the Euclidean distance over a triangle and its derivatives. The derived 3D biharmonic coordinates not only fill a missing component in methods of generalized barycentric coordinates but also pave the way for various interesting applications in practice, including producing a family of biharmonic deformations, solving variational shape deformations, and even unlocking the closed-form expressions for recently-introduced Somigliana coordinates for both fast and accurate evaluations.

Technical Paper
Automatic Digital Garment Initialization From Sewing Patterns

Chen Liu, Weiwei Xu, Yin Yang, Huamin Wang

展开摘要

The rapid advancement of digital fashion and generative AI technology calls for an automated approach to transform digital sewing patterns into well-fitted garments on human avatars. When given a sewing pattern with its associated sewing relationships, the primary challenge is to establish an initial arrangement of sewing pieces that is free from folding and intersections. This setup enables a physics-based simulator to seamlessly stitch them into a digital garment, avoiding undesirable local minima. To achieve this, we harness AI classification, heuristics, and numerical optimization. This has led to the development of an innovative hybrid system that minimizes the need for user intervention in the initialization of garment pieces. The seeding process of our system involves the training of a classification network for selecting seed pieces, followed by solving an optimization problem to determine their positions and shapes. Subsequently, an iterative selection-arrangement procedure automates the selection of pattern pieces and employs a phased initialization approach to mitigate local minima associated with numerical optimization. Our experiments confirm the reliability, efficiency, and scalability of our system when handling intricate garments with multiple layers and numerous pieces. According to our findings, 68 percent of garments can be initialized with zero user intervention, while the remaining garments can be easily corrected through user operations.

Technical Paper
Audio Matters Too! Enhancing Markerless Motion Capture With Audio Signals for String Performance Capture

Yitong Jin, Zhiping Qiu, Yi Shi, Shuangpeng Sun, Chongwu Wang, Donghao Pan, Jiachen Zhao, Zhenghao Liang, Yuan Wang, Xiaobing Li, Feng Yu, Tao Yu, Qionghai Dai

展开摘要

In this paper, we touch on the problem of markerless multi-modal human motion capture especially for string performance capture which involves inherently subtle hand-string contacts and intricate movements. To fulfill this goal, we first collect a dataset, named String Performance Dataset (SPD), featuring cello and violin performances. The dataset includes videos captured from up to 23 different views, audio signals, and detailed 3D motion annotations of the body, hands, instrument, and bow. Moreover, to acquire the detailed motion annotations, we propose an audio-guided multi-modal motion capture framework that explicitly incorporates hand-string contacts detected from the audio signals for solving detailed hand poses. This framework serves as a baseline for string performance capture in a completely markerless manner without imposing any external devices on performers, eliminating the potential of introducing distortion in such delicate movements. We argue that the movements of performers, particularly the sound-producing gestures, contain subtle information often elusive to visual methods but can be inferred and retrieved from audio cues. Consequently, we refine the vision-based motion capture results through our innovative audio-guided approach, simultaneously clarifying the contact relationship between the performer and the instrument, as deduced from the audio. We validate the proposed framework and conduct ablation studies to demonstrate its efficacy. Our results outperform current state-of-the-art vision-based algorithms, underscoring the feasibility of augmenting visual motion capture with audio modality. To the best of our knowledge, SPD is the first dataset for musical instrument performance, covering fine-grained hand motion details in a multi-modal, large-scale collection. It holds significant implications and guidance for string instrument pedagogy, animation, and virtual concerts, as well as for both musical performance analysis and generation. Our code and SPD dataset are available at https://github.com/Yitongishere/string_performance.

Technical Paper
Area ReSTIR: Resampling for Real-time Defocus and Antialiasing

Song Zhang, Daqi Lin, Markus Kettunen, Chris Wyman, Cem Yuksel

展开摘要

Recent advancements in spatiotemporal reservoir resampling (ReSTIR) leverage sample reuse from neighbors to efficiently evaluate the path integral. Like rasterization, ReSTIR methods implicitly assume a pinhole camera and evaluate the light arriving at a pixel through a single predetermined subpixel location at a time (e.g., the pixel center). This prevents efficient path reuse in and near pixels with high-frequency details. We introduce Area ReSTIR , extending ReSTIR reservoirs to also integrate each pixel's 4D ray space, including 2D areas on the film and lens. We design novel subpixel-tracking temporal reuse and shift mappings that maximize resampling quality in such regions. This robustifies ReSTIR against high-frequency content, letting us importance sample subpixel and lens coordinates and efficiently render antialiasing and depth of field.

Technical Paper
Aperture-aware Lens Design

Arjun Teh, Ioannis Gkioulekas, Matthew O'Toole

展开摘要

Optics designers use simulation tools to assist them in designing lenses for various applications. Commercial tools rely on finite differencing and sampling methods to perform gradient-based optimization of lens design objectives. Recently, differentiable rendering techniques have enabled more efficient gradient calculation of these objectives. However, these techniques are unable to optimize for light throughput, often an important metric for many applications.

Technical Paper
Analogist: Out-of-the-box Visual In-context Learning With Image Diffusion Model

Zheng Gu, Shiyuan Yang, Jing Liao, Jing Huo, Yang Gao

展开摘要

Visual In-Context Learning (ICL) has emerged as a promising research area due to its capability to accomplish various tasks with limited example pairs through analogical reasoning. However, training-based visual ICL has limitations in its ability to generalize to unseen tasks and requires the collection of a diverse task dataset. On the other hand, existing methods in the inference-based visual ICL category solely rely on textual prompts, which fail to capture fine-grained contextual information from given examples and can be time-consuming when converting from images to text prompts. To address these challenges, we propose Analogist, a novel inference-based visual ICL approach that exploits both visual and textual prompting techniques using a text-to-image diffusion model pretrained for image inpainting. For visual prompting, we propose a self-attention cloning (SAC) method to guide the fine-grained structural-level analogy between image examples. For textual prompting, we leverage GPT-4V's visual reasoning capability to efficiently generate text prompts and introduce a cross-attention masking (CAM) operation to enhance the accuracy of semantic-level analogy guided by text prompts. Our method is out-of-the-box and does not require fine-tuning or optimization. It is also generic and flexible, enabling a wide range of visual tasks to be performed in an in-context manner. Extensive experiments demonstrate the superiority of our method over existing approaches, both qualitatively and quantitatively. Our project webpage is available at https://analogist2d.github.io.

Technical Paper
An Induce-on-Boundary Magnetostatic Solver for Grid-based Ferrofluids

Xingyu Ni, Ruicheng Wang, Bin Wang, Baoquan Chen

展开摘要

This paper introduces a novel Induce-on-Boundary (IoB) solver designed to address the magnetostatic governing equations of ferrofluids. The IoB solver is based on a single-layer potential and utilizes only the surface point cloud of the object, offering a lightweight, fast, and accurate solution for calculating magnetic fields. Compared to existing methods, it eliminates the need for complex linear system solvers and maintains minimal computational complexities. Moreover, it can be seamlessly integrated into conventional fluid simulators without compromising boundary conditions. Through extensive theoretical analysis and experiments, we validate both the convergence and scalability of the IoB solver, achieving state-of-the-art performance. Additionally, a straightforward coupling approach is proposed and executed to showcase the solver's effectiveness when integrated into a grid-based fluid simulation pipeline, allowing for realistic simulations of representative ferrofluid instabilities.

Technical Paper
Alignment Conditions for NURBS-based Design of Mixed Tension-compression Grid Shells

Masaaki Miki, Toby Mitchell

展开摘要

In architecture, shapes of surfaces that can withstand gravity with no bending action are considered ideal for shell structures. Those shells have special geometries through which they can stream gravitational force toward the ground via stresses strictly tangent to the surface, making them highly efficient. The process of finding these special forms is called form-finding. Recently, [Miki and Mitchell 2022] presented a method to reliably produce mixed tension-compression continuum shells, a type of shells known to be especially difficult to form-find. The key to this method was to use the concept of the Airy stress function to derive a valid bending-free shell shape by iterating on both the shell shape and the Airy stress function; this turns a problem that is over-constrained in general into a problem with many solutions. In [Miki and Mitchell 2022], it was proposed that the method could also be used to design grid shells by tracing curves on a continuum shell such that the resulting grid has bars that are both bending-free and form flat panels, a property useful for construction of real grid shells made of glass and steel. However, this special type of grid is not guaranteed to exist in general on a mixed-tension compression shell, even when the shell is in bending-free equilibrium [Miki and Mitchell 2023]. Additional conditions must be imposed on the shell shape to guarantee the existence of simultaneously bending-free and conjugate grid directions. The current study resolves the existence issue by adding alignment conditions. We consider several practical curve alignment conditions: alignment with the lines of curvature of the shell, approximate alignment with a bidirectional set of user-prescribed guide curves, and exact alignment with a single direction of user-prescribed guide curves. We report that the variable projection method originally used to solve the form-finding problem in the work of [Miki and Mitchell 2022] can be successfully extended to solve the newly introduced alignment conditions, and conclude with results for several practical design examples. To our knowledge, this is the first method that can take a user-input grid and find a "nearby" grid that is both flat-panelled and in bending-free equilibrium for the general case of mixed tension-compression grid shells.

Technical Paper
Adaptive Grid Generation for Discretizing Implicit Complexes

Yiwen Ju, Xingyi Du, Qingnan Zhou, Nathan Carr, Tao Ju

展开摘要

We present a method for generating a simplicial (e.g., triangular or tetrahedral) grid to enable adaptive discretization of implicit shapes defined by a vector function. Such shapes, which we call implicit complexes, are generalizations of implicit surfaces and useful for representing non-smooth and non-manifold structures. While adaptive grid generation has been extensively studied for polygonizing implicit surfaces, few methods are designed for implicit complexes. Our method can generate adaptive grids for several implicit complexes, including arrangements of implicit surfaces, CSG shapes, material interfaces, and curve networks. Importantly, our method adapts the grid to the geometry of not only the implicit surfaces but also their lower-dimensional intersections. We demonstrate how our method enables efficient and detail-preserving discretization of non-trivial implicit shapes.

Technical Paper
Accelerating Saccadic Response Through Spatial and Temporal Cross-modal Misalignments

Daniel Jiménez Navarro, Xi Peng, Yunxiang Zhang, Karol Myszkowski, Hans-Peter Seidel, Qi Sun, Ana Serrano

展开摘要

Human senses and perception are our mechanisms to explore the external world. In this context, visual saccades –rapid and coordinated eye movements– serve as a primary tool for awareness of our surroundings. Typically, our perception is not limited to visual stimuli alone but is enriched by cross-modal interactions, such as the combination of sight and hearing. In this work, we investigate the temporal and spatial relationship of these interactions, focusing on how auditory cues that precede visual stimuli influence saccadic latency –the time that it takes for the eyes to react and start moving towards a visual target. Our research, conducted within a virtual reality environment, reveals that auditory cues preceding visual information can significantly accelerate saccadic responses, but this effect plateaus beyond certain temporal thresholds. Additionally, while the spatial positioning of visual stimuli influences the speed of these eye movements, as reported in previous research, we find that the location of auditory cues with respect to their corresponding visual stimulus does not have a comparable effect. To validate our findings, we implement two practical applications: first, a basketball training task set in a more realistic environment with complex audiovisual signals, and second, an interactive farm game that explores previously untested values of our key factors. Lastly, we discuss various potential applications where our model could be beneficial.

Technical Paper
AONeuS: A Neural Rendering Framework for Acoustic-optical Sensor Fusion

Mohamad Qadri, Kevin Zhang, Akshay Hinduja, Michael Kaess, Adithya Pediredla, Christopher Metzler

展开摘要

Underwater perception and 3D surface reconstruction are challenging problems with broad applications in construction, security, marine archaeology, and environmental monitoring. Treacherous operating conditions, fragile surroundings, and limited navigation control often dictate that submersibles restrict their range of motion and, thus, the baseline over which they can capture measurements. In the context of 3D scene reconstruction, it is well-known that smaller baselines make reconstruction more challenging. Our work develops a physics-based multimodal acoustic-optical neural surface reconstruction framework (AONeuS) capable of effectively integrating high-resolution RGB measurements with low-resolution depth-resolved imaging sonar measurements. By fusing these complementary modalities, our framework can reconstruct accurate high-resolution 3D surfaces from measurements captured over heavily-restricted baselines. Through extensive simulations and in-lab experiments, we demonstrate that AONeuS dramatically outperforms recent RGB-only and sonar-only inverse-differentiable-rendering–based surface reconstruction methods.

Technical Paper
A Vortex Particle-on-mesh Method for Soap Film Simulation

Ningxiao Tao, Liangwang Ruan, Yitong Deng, Bo Zhu, Bin Wang, Baoquan Chen

展开摘要

This paper introduces a novel physically-based vortex fluid model for films, aimed at accurately simulating cascading vortical structures on deforming thin films. Central to our approach is a novel mechanism decomposing the film's tangential velocity into circulation and dilatation components. These components are then evolved using a hybrid particle-mesh method, enabling the effective reconstruction of three-dimensional tangential velocities and seamlessly integrating surfactant and thickness dynamics into a unified framework. By coupling with its normal component and surface-tension model, our method is particularly adept at depicting complex interactions between in-plane vortices and out-of-plane physical phenomena, such as gravity, surfactant dynamics, and solid boundary, leading to highly realistic simulations of complex thin-film dynamics, achieving an unprecedented level of vortical details and physical realism.

Technical Paper