Related papers: GPU-based visualization of domain-coloured algebra…
The availability of low cost sensors has led to an unprecedented growth in the volume of spatial data. However, the time required to evaluate even simple spatial queries over large data sets greatly hampers our ability to interactively…
In a previous work of the authors, a result to algorithmically compute the topology types of the level curves of an algebraic surface, is given. From this result, here we derive applications based on level curves to determine some…
Learning-based 3D reconstruction methods have shown impressive results. However, most methods require 3D supervision which is often hard to obtain for real-world datasets. Recently, several works have proposed differentiable rendering…
The encoding of input parameters is one of the fundamental building blocks of neural network algorithms. Its goal is to map the input data to a higher-dimensional space, typically supported by trained feature vectors. The mapping is crucial…
The advancements in neural rendering have increased the need for techniques that enable intuitive editing of 3D objects represented as neural implicit surfaces. This paper introduces a novel neural algorithm for parameterizing neural…
Reconstructing general dynamic scenes is important for many computer vision and graphics applications. Recent works represent the dynamic scene with neural radiance fields for photorealistic view synthesis, while their surface geometry is…
The reconstruction of object surfaces from multi-view images or monocular video is a fundamental issue in computer vision. However, much of the recent research concentrates on reconstructing geometry through implicit or explicit methods. In…
We present TopoGaussian, a holistic, particle-based pipeline for inferring the interior structure of an opaque object from easily accessible photos and videos as input. Traditional mesh-based approaches require tedious and error-prone mesh…
Adaptive stochastic gradient algorithms in the Euclidean space have attracted much attention lately. Such explorations on Riemannian manifolds, on the other hand, are relatively new, limited, and challenging. This is because of the…
We describe an algorithm for computing certain characteristic numbers of surface scrolls using degenerations. As a corollary we obtain a method for computing the corresponding Gromov-Witten invariants of Grassmannians.
We propose a new Riemannian gradient descent method for computing spherical area-preserving mappings of topological spheres using a Riemannian retraction-based framework with theoretically guaranteed convergence. The objective function is…
We present a GPU-native mesh adaptation procedure that incorporates a complex geometry represented with a triangle mesh within a primary Cartesian computational grid organized as a forest of octrees. A C++/CUDA program implements the…
This paper proposes a method for computing the visible occluding contours of subdivision surfaces. The paper first introduces new theory for contour visibility of smooth surfaces. Necessary and sufficient conditions are introduced for when…
We present a technique for dense 3D reconstruction of objects using an imaging sonar, also known as forward-looking sonar (FLS). Compared to previous methods that model the scene geometry as point clouds or volumetric grids, we represent…
The analysis of manifold-valued data requires efficient tools from Riemannian geometry to cope with the computational complexity at stake. This complexity arises from the always-increasing dimension of the data, and the absence of…
Restricted solid on solid surface growth models can be mapped onto binary lattice gases. We show that efficient simulation algorithms can be realized on GPUs either by CUDA or by OpenCL programming. We consider a deposition/evaporation…
A simple but empirically efficient heuristic algorithm for the edge-coloring of graphs is presented. Its basic idea is the displacement of "conflicts" (repeated colors in the edges incident to a vertex) along paths of adjacent vertices…
We introduce an approach for the real-time (2Hz) creation of a dense map and alignment of a moving robotic agent within that map by rendering using a Graphics Processing Unit (GPU). This is done by recasting the scan alignment part of the…
Reconstructing 2D curves from sample points has long been a critical challenge in computer graphics, finding essential applications in vector graphics. The design and editing of curves on surfaces has only recently begun to receive…
Neural surfaces (e.g., neural map encoding, deep implicits and neural radiance fields) have recently gained popularity because of their generic structure (e.g., multi-layer perceptron) and easy integration with modern learning-based setups.…