Related papers: Approximating Surfaces in $R^3$ by Meshes with Gua…
Triangles are everywhere in the virtual world. The surface of nearly every graphical object is saved as a triangular mesh on a computer. Light effects and movements of virtual objects are computed on the basis of triangulations. Besides…
Given a function f defined on a bidimensional bounded domain and a positive integer N, we study the properties of the triangulation that minimizes the distance between f and its interpolation on the associated finite element space, over all…
Deep neural networks (DNNs) have shown great success in many machine learning tasks. Their training is challenging since the loss surface of the network architecture is generally non-convex, or even non-smooth. How and under what…
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…
In the near-field context, the Fresnel approximation is typically employed to mathematically represent solvable functions of spherical waves. However, these efforts may fail to take into account the significant increase in the lower limit…
This paper proposes three-filters-to-normal (3F2N), an accurate and ultrafast surface normal estimator (SNE), which is designed for structured range sensor data, e.g., depth/disparity images. 3F2N SNE computes surface normals by simply…
A Frontal-Delaunay refinement algorithm for mesh generation in piecewise smooth domains is described. Built using a restricted Delaunay framework, this new algorithm combines a number of novel features, including: (i) an unweighted,…
Motivated by conforming finite element methods for elliptic problems of second order, we analyze the approximation of the gradient of a target function by continuous piecewise polynomial functions over a simplicial mesh. The main result is…
We consider the Max-$3$-Section problem, where we are given an undirected graph $ G=(V,E)$ equipped with non-negative edge weights $w :E\rightarrow \mathbb{R}_+$ and the goal is to find a partition of $V$ into three equisized parts while…
We present surface normal estimation using a single near infrared (NIR) image. We are focusing on fine-scale surface geometry captured with an uncalibrated light source. To tackle this ill-posed problem, we adopt a generative adversarial…
We present a novel algorithm to compute multi-scale curvature fields on triangle meshes. Our algorithm is based on finding robust mean curvatures using the ball neighborhood, where the radius of a ball corresponds to the scale of the…
Let G be a planar graph and F a set of additional edges not yet in G. The multiple edge insertion problem (MEI) asks for a drawing of G+F with the minimum number of pairwise edge crossings, such that the subdrawing of G is plane. Finding an…
In this note we shall introduce a simple, effective numerical method for solving partial differential equations for scalar and vector-valued data defined on surfaces. Even though we shall follow the traditional way to approximate the…
This paper introduces a novel method for the efficient and accurate computation of volume fractions on unstructured polyhedral meshes, where the phase boundary is an orientable hypersurface, implicitly given as the iso-contour of a…
The quasicontinuum approximation is a method to reduce the atomistic degrees of freedom of a crystalline solid by piecewise linear interpolation from representative atoms that are nodes for a finite element triangulation. In regions of the…
This paper describes a method for fast simplification of surface meshes. Whereas past methods focus on visual appearance, our goal is to solve equations on the surface. Hence, rather than approximate the extrinsic geometry, we construct a…
Point clouds and polygonal meshes are widely used when modeling real-world scenarios. Here, point clouds arise, for instance, from acquisition processes applied in various surroundings, such as reverse engineering, rapid prototyping, or…
We present SuperNormal, a fast, high-fidelity approach to multi-view 3D reconstruction using surface normal maps. With a few minutes, SuperNormal produces detailed surfaces on par with 3D scanners. We harness volume rendering to optimize a…
Computing the Fr\'{e}chet distance for surfaces is a surprisingly hard problem and the only known algorithm is limited to computing it between flat surfaces. We adapt this algorithm to create one for computing the Fr\'{e}chet distance for a…
Normal surface theory is a central tool in algorithmic three-dimensional topology, and the enumeration of vertex normal surfaces is the computational bottleneck in many important algorithms. However, it is not well understood how the number…