Related papers: Reversible Harmonic Maps between Discrete Surfaces
Although shape correspondence is a central problem in geometry processing, most methods for this task apply only to two-dimensional surfaces. The neglected task of volumetric correspondence--a natural extension relevant to shapes extracted…
The question of representation of 3D geometry is of vital importance when it comes to leveraging the recent advances in the field of machine learning for geometry processing tasks. For common unstructured surface meshes state-of-the-art…
Motivated by geometry processing for surfaces with non-trivial topology, we study discrete harmonic maps between closed surfaces of genus at least two. Harmonic maps provide a natural framework for comparing surfaces by minimizing…
In this paper we propose an approach for computing multiple high-quality near-isometric dense correspondences between a pair of 3D shapes. Our method is fully automatic and does not rely on user-provided landmarks or descriptors. This…
We present a novel shape-approximating anisotropic re-meshing algorithm as a geometric generalization of the adaptive moving mesh method. Conventional moving mesh methods reduce the interpolation error of a mesh that discretizes a given…
Meshes are commonly used as 3D maps since they encode the topology of the scene while being lightweight. Unfortunately, 3D meshes are mathematically difficult to handle directly because of their combinatorial and discrete nature. Therefore,…
We propose a novel meshless method to compute harmonic maps and conformal maps for surfaces embedded in the Euclidean 3-space, using point cloud data only. Given a surface, or a point cloud approximation, we simply use the standard cubic…
The generation of triangle meshes from point clouds, i.e. meshing, is a core task in computer graphics and computer vision. Traditional techniques directly construct a surface mesh using local decision heuristics, while some recent methods…
Finding correspondences between 3D shapes is a crucial problem in computer vision and graphics, which is for example relevant for tasks like shape interpolation, pose transfer, or texture transfer. An often neglected but essential property…
Triangle meshes remain the most popular data representation for surface geometry. This ubiquitous representation is essentially a hybrid one that decouples continuous vertex locations from the discrete topological triangulation.…
Visualization of implicit surfaces is an actively researched topic. While raytracing can produce high quality images, it is not well suited for creating a quick preview of the surface. Indirect algorithms (e.g. Marching Cubes) create an…
We show how shadows can be efficiently generated in differentiable rendering of triangle meshes. Our central observation is that pre-filtered shadow mapping, a technique for approximating shadows based on rendering from the perspective of a…
We propose a novel Moebius interpolator that takes as an input a discrete map between the vertices of two planar triangle meshes, and outputs a smooth map on the input domain. The output map interpolates the discrete map, is continuous…
Since their introduction in the shape analysis community, functional maps have met with considerable success due to their ability to compactly represent dense correspondences between deformable shapes, with applications ranging from shape…
In computer graphics, smooth data reconstruction on 2D or 3D manifolds usually refers to subdivision problems. Such a method is only valid based on dense sample points. The manifold usually needs to be triangulated into meshes (or patches)…
We present the first utterly self-supervised network for dense correspondence mapping between non-isometric shapes. The task of alignment in non-Euclidean domains is one of the most fundamental and crucial problems in computer vision. As 3D…
In this work, we present a general, efficient, and provably robust representation for intrinsic triangulations. These triangulations have emerged as a powerful tool for robust geometry processing of surface meshes, taking a low-quality mesh…
Normal integration reconstructs 3D surfaces from normal maps obtained e.g. by photometric stereo. These normal maps capture surface details down to the pixel level but require large computational resources for integration at high…
Geometric rounding of a mesh is the task of approximating its vertex coordinates by floating point numbers while preserving mesh structure. Geometric rounding allows algorithms of computational geometry to interface with numerical…
We describe a simple geometric transformation of triangles which leads to an efficient and effective algorithm to smooth triangle and tetrahedral meshes. Our focus lies on the convergence properties of this algorithm: we prove the…