Related papers: Coding and Compression of Three Dimensional Meshes…
As the most common representation for 3D shapes, mesh is often stored discretely with arrays of vertices and faces. However, 3D shapes in the real world are presented continuously. In this paper, we propose to learn a continuous…
We present a novel compression framework for 3D Gaussian splatting (3DGS) data that leverages transform coding tools originally developed for point clouds. Contrary to existing 3DGS compression methods, our approach can produce compressed…
Folding is emerging as a promising manufacturing process to transform flat materials into functional structures, offering efficiency by reducing the need for welding, gluing, and molding, while minimizing waste and enabling automation.…
3D generation has witnessed significant advancements, yet efficiently producing high-quality 3D assets from a single image remains challenging. In this paper, we present a triplane autoencoder, which encodes 3D models into a compact…
Overparameterized models have proven to be powerful tools for solving various machine learning tasks. However, overparameterization often leads to a substantial increase in computational and memory costs, which in turn requires extensive…
A new parametric surface representation is proposed that interpolates the vertices of a given closed mesh of arbitrary topology. Smoothly connecting quadrilateral patches are created by blending local, multi-sided quadratic interpolants. In…
This paper introduces a novel hierarchical autoencoder that maps 3D models into a highly compressed latent space. The hierarchical autoencoder is specifically designed to tackle the challenges arising from large-scale datasets and…
The automatic semantic segmentation of the huge amount of acquired remote sensing data has become an important task in the last decade. Images and Point Clouds (PCs) are fundamental data representations, particularly in urban mapping…
We introduce the concept of compressed convolution, a technique to convolve a given data set with a large number of non-orthogonal kernels. In typical applications our technique drastically reduces the effective number of computations. The…
We present a novel methodology based on geometric approach to simulate magnification lens effects. Our aim is to promote new applications of powerful geometric modeling techniques in visual computing. Conventional image…
We present a unified framework tackling two problems: class-specific 3D reconstruction from a single image, and generation of new 3D shape samples. These tasks have received considerable attention recently; however, existing approaches rely…
When three-dimensional bodies contain thin features, non-trivial topology, or scan-derived surfaces, volumetric meshing can become the dominant bottleneck in simulation workflows. We replace this step with a learned geometric…
The construction of highly incoherent frames, sequences of vectors placed on the unit hyper sphere of a finite dimensional Hilbert space with low correlation between them, has proven very difficult. Algorithms proposed in the past have…
In this paper we present a novel approach for bottom-up multi-person 3D human pose estimation from monocular RGB images. We propose to use high resolution volumetric heatmaps to model joint locations, devising a simple and effective…
This paper presents a simple yet powerful method for 3D human mesh reconstruction from a single RGB image. Most recently, the non-local interactions of the whole mesh vertices have been effectively estimated in the transformer while the…
Tutte's embedding theorem states that every 3-connected graph without a $K_5$ or $K_{3,3}$ minor (i.e. a planar graph) is embedded in the plane if the outer face is in convex position and the interior vertices are convex combinations of…
High-dimensional visual computer models are poised to revolutionize the space mission design process. The circular restricted three-body problem (CR3BP) gives rise to high-dimensional toroidal manifolds that are of immense interest to…
It plays a fundamental role to compactly represent the visual information towards the optimization of the ultimate utility in myriad visual data centered applications. With numerous approaches proposed to efficiently compress the texture…
In texture-plus-depth representation of a 3D scene, depth maps from different camera viewpoints are typically lossily compressed via the classical transform coding / coefficient quantization paradigm. In this paper we propose to reduce…
Existing works on motion deblurring either ignore the effects of depth-dependent blur or work with the assumption of a multi-layered scene wherein each layer is modeled in the form of fronto-parallel plane. In this work, we consider the…