Related papers: Non-Euclidean Virtual Reality III: Nil
Neural Radiance Fields (NeRFs) have remodeled 3D scene representation since release. NeRFs can effectively reconstruct complex 3D scenes from 2D images, advancing different fields and applications such as scene understanding, 3D content…
A Scene, represented visually using different formats such as RGB-D, LiDAR scan, keypoints, rectangular, spherical, multi-views, etc., contains information implicitly embedded relevant to applications such as scene indexing, vision-based…
The underwater 3D scene reconstruction is a challenging, yet interesting problem with applications ranging from naval robots to VR experiences. The problem was successfully tackled by fully volumetric NeRF-based methods which can model both…
Higher-dimensional spaces are ubiquitous in applications of mathematics. Yet, as we live in a three-dimensional space, visualizing, say, a four-dimensional space is challenging. We introduce a novel method of interactive visualization of…
Humans have a strong intuitive understanding of physical processes such as fluid falling by just a glimpse of such a scene picture, i.e., quickly derived from our immersive visual experiences in memory. This work achieves such a…
Modeling, simulation and visualization of three-dimension complex bodies widely use mathematical model of curves and surfaces. The most important curves and surfaces for these purposes are curves and surfaces in Hermite and Bezier forms,…
This paper is focused on the question of simulation and visualiza- tion of 3D gel and paste dynamic effects. In a first part, we introduce a 3D physically based particle (or mass-interaction) model, with a small number of masses and few…
This paper presents an illumination estimation method for virtual objects in real environment by learning. While previous works tackled this problem by reconstructing high dynamic range (HDR) environment maps or the corresponding spherical…
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…
Editing and manipulating graph-based models within immersive environments is largely unexplored and certain design activities could benefit from using those technologies. For example, in the case study of architectural modelling, the 3D…
I begin with a brief history of N-body simulation and visualization and then go on to describe various methods for creating images and animations of modern simulations in cosmology and galactic dynamics. These techniques are incorporated…
Three-dimensional reconstruction of events recorded on images has been a common challenge between computer vision and computer graphics for a long time. Estimating the real position of objects and surfaces using vision as an input is no…
This chapter asks if a virtual space-time could appear to those within it as our space-time does to us. A processing grid network is proposed to underlie not just matter and energy, but also space and time. The suggested "screen" for our…
A data structure and toolkit are presented here that allow for the description and manipulation of mathematical models of three-manifolds and their interactive display from multiple viewpoints via the OpenGL 3D graphics package. The data…
The motion of noncircular two-dimensional vortices is shown to depend on a form of coupling between vortex ellipticity and the gradient of fluid density. The approach is based on the perspective that an elliptic vortex can be described as…
Neural volume rendering enables photo-realistic renderings of a human performer in free-view, a critical task in immersive VR/AR applications. But the practice is severely limited by high computational costs in the rendering process. To…
We introduce a novel urban visualization system that integrates 3D urban model (CityGML) and 360{\deg} walkthrough videos. By aligning the videos with the model and dynamically projecting relevant video frames onto the geometries, our…
In the era of foundation models and Large Language Models (LLMs), Euclidean space is the de facto geometric setting of our machine learning architectures. However, recent literature has demonstrated that this choice comes with fundamental…
NVidia RTX platform has been changing and extending the possibilities for real time Computer Graphics applications. It is the first time in history that retail graphics cards have full hardware support for ray tracing primitives. It still a…
The human hand is the main medium through which we interact with our surroundings, making its digitization an important problem. While there are several works modeling the geometry of hands, little attention has been paid to capturing…