Related papers: Global Illumination of non-Euclidean spaces
Searching for a unified scene representation remains a research challenge in computer graphics. Traditional mesh-based representations are unsuitable for dense, fuzzy elements, and introduce additional complexity for filtering and…
This paper presents a 3D Gaussian Inverse Rendering (GIR) method, employing 3D Gaussian representations to effectively factorize the scene into material properties, light, and geometry. The key contributions lie in three-fold. We compute…
3D Gaussian Splatting (3DGS) is a process that enables the direct creation of 3D objects from 2D images. This representation offers numerous advantages, including rapid training and rendering. However, a significant limitation of 3DGS is…
Global localization is an important and widely studied problem for many robotic applications. Place recognition approaches can be exploited to solve this task, e.g., in the autonomous driving field. While most vision-based approaches match…
We present a new non-parametric deprojection algorithm DOPING (Deprojection of Observed Photometry using and INverse Gambit), that is designed to extract the three dimensional luminosity density distribution $\rho$, from the observed…
Non-line-of-sight (NLOS) imaging has recently attracted a lot of interest from the scientific community. The goal of this paper is to provide the basis for a comprehensive mathematical framework for NLOS imaging that is directly derived…
We prove a local support theorem for the radiation fields on asymptotically Euclidean manifolds that partly generalizes the local support theorem for the Radon transform.
Conventional cloaking based on Euclidean transformation optics requires that the speed of light should tend to infinity on the inner surface of the cloak. Non-Euclidean cloaking still needed media with superluminal propagation. Here we show…
The semiclassical approximation of the worldline path integral is a powerful tool to study nonperturbative electron-positron pair creation in spacetime-dependent background fields. Finding solutions of the classical equations of motion,…
We present a new power spectrum emulator named EuclidEmulator that estimates the nonlinear correction to the linear dark matter power spectrum. It is based on a spectral decomposition method called polynomial chaos expansion. All steps in…
In this paper we describe an algorithm and deduce the related mathematical formulae that allows the computation of observed fluxes in stellar and planetary systems with arbitrary number of bodies being part of a transit or occultation…
This paper introduces a novel $k$-cell decomposition method for pursuit-evasion problems in polygonal environments, where a searcher is equipped with a $k$-modem: a device capable of seeing through up to $k$ walls. The proposed…
Layout estimation and 3D object detection are two fundamental tasks in indoor scene understanding. When combined, they enable the creation of a compact yet semantically rich spatial representation of a scene. Existing approaches typically…
Running time of the light field depth estimation algorithms is typically high. This assessment is based on the computational complexity of existing methods and the large amounts of data involved. The aim of our work is to develop a simple…
Ray tracing is a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of high-quality global illumination at a heavy computational cost. Because of the high computation…
A non-Euclidean generalization of conditional expectation is introduced and characterized as the minimizer of expected intrinsic squared-distance from a manifold-valued target. The computational tractable formulation expresses the…
Recently a scheme has been proposed for detection of the structured light by measuring the transmission of a vortex beam through a cloud of cold rubidium atoms with energy levels of the $\Lambda$-type configuration {[}N. Radwell et al.,…
We present algorithms to compute the topology of 2D and 3D hyperelliptic curves. The algorithms are based on the fact that 2D and 3D hyperelliptic curves can be seen as the image of a planar curve (the Weierstrass form of the curve), whose…
Rendering diffuse global illumination in real-time is often approximated by pre-computing and storing irradiance in a 3D grid of probes. As long as most of the scene remains static, probes approximate irradiance for all surfaces immersed in…
We propose a method for estimating high-definition spatially-varying lighting, reflectance, and geometry of a scene from 360$^{\circ}$ stereo images. Our model takes advantage of the 360$^{\circ}$ input to observe the entire scene with…