Related papers: Virtual Texturing
This paper addresses the concept of materiality in virtual environments, which we define as being composed of objects that can influence user experience actively. Such virtual materiality is closely related to its physical counterpart,…
We present a Virtual Element Method (VEM) for possibly nonlinear elastic and inelastic problems, mainly focusing on a small deformation regime. The numerical scheme is based on a low-order approximation of the displacement field, as well as…
We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we…
We introduce HexaLab: a WebGL application for real time visualization, exploration and assessment of hexahedral meshes. HexaLab can be used by simply opening www.hexalab.net. Our visualization tool targets both users and scholars.…
Existing neural radiance field-based methods can achieve real-time rendering of small scenes on the web platform. However, extending these methods to large-scale scenes still poses significant challenges due to limited resources in…
The correct insertion of virtual objects in images of real-world scenes requires a deep understanding of the scene's lighting, geometry and materials, as well as the image formation process. While recent large-scale diffusion models have…
The need for efficient computational screening of molecular candidates that possess desired properties frequently arises in various scientific and engineering problems, including drug discovery and materials design. However, the large size…
Viscous streaming flows generated by objects of constant curvature (circular cylinders, infinite plates) have been well understood. Yet, characterization and understanding of such flows when multiple body length-scales are involved has not…
Today there is a high variety of haptic devices capable of providing tactile feedback. Although most of existing designs are aimed at realistic simulation of the surface properties, their capabilities are limited in attempts of displaying…
This study introduces a new framework for 3D person re-identification (re-ID) that leverages readily available high-resolution texture data in 3D reconstruction to improve the performance and explainability of the person re-ID task. We…
We present AvatarTex, a high-fidelity facial texture reconstruction framework capable of generating both stylized and photorealistic textures from a single image. Existing methods struggle with stylized avatars due to the lack of diverse…
Given a 3D mesh, we aim to synthesize 3D textures that correspond to arbitrary textual descriptions. Current methods for generating and assembling textures from sampled views often result in prominent seams or excessive smoothing. To tackle…
We introduce one-shot texture segmentation: the task of segmenting an input image containing multiple textures given a patch of a reference texture. This task is designed to turn the problem of texture-based perceptual grouping into an…
Simplified proxy models are commonly used to represent architectural structures, reducing storage requirements and enabling real-time rendering. However, the geometric simplifications inherent in proxies result in a loss of fine color and…
Visual geometry transformers have become powerful architectures for multi-view 3D reconstruction, enabling joint prediction of multiple 3D attributes in a feed-forward manner. However, their computational cost grows quadratically with the…
In this paper, the dynamics of heuristic algorithms for constructing small vertex covers (or independent sets) of finite-connectivity random graphs is analysed. In every algorithmic step, a vertex is chosen with respect to its vertex…
We explore total scene capture -- recording, modeling, and rerendering a scene under varying appearance such as season and time of day. Starting from internet photos of a tourist landmark, we apply traditional 3D reconstruction to register…
Stroking a path is one of the two basic rendering operations in vector graphics standards (e.g., PostScript, PDF, SVG). We survey path stroking rendering results from real-world software implementations of path stroking for anecdotal…
Computing the gradients of a rendering process is paramount for diverse applications in computer vision and graphics. However, accurate computation of these gradients is challenging due to discontinuities and rendering approximations,…
This work describes and demonstrates the operation of a virtual X-ray algorithm operating on finite-element post-processing results which allows for higher polynomial orders in geometry representation as well as density distribution. A…