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Differentiable rendering enables efficient optimization by allowing gradients to be computed through the rendering process, facilitating 3D reconstruction, inverse rendering and neural scene representation learning. To ensure…
Current AI code generation systems suffer from significant latency bottlenecks due to CPU-GPU data transfers during compilation, execution, and testing phases. We establish theoretical foundations for three complementary approaches to…
We present a voxel-based rendering pipeline for large 3D line sets that employs GPU ray-casting to achieve scalable rendering including transparency and global illumination effects that cannot be achieved with GPU rasterization. Even for…
Generation of optimal codes is a well known problem in coding theory. Many computational approaches exist in the literature for finding record breaking codes. However generating codes with long lengths $n$ using serial algorithms is…
Generating a 3D point cloud from a single 2D image is of great importance for 3D scene understanding applications. To reconstruct the whole 3D shape of the object shown in the image, the existing deep learning based approaches use either…
We report a novel application of graphics processing units (GPUs) for the purpose of accelerating the search pipelines for gravitational waves from coalescing binaries of compact objects. A speed-up of 16 fold has been achieved compared…
Volume approximation is an important problem found in many applications of computer graphics, vision, and image processing. The problem is about computing an accurate and compact approximate representation of 3D volumes using some simple…
Vision-language models (VLMs) exhibit a striking paradox: they can generate executable code that reconstructs a 3D scene from geometric primitives with correct object counts, classes, and approximate positions, yet the same models fail at…
The graphics processing unit (GPU) has emerged as a powerful and cost effective processor for general performance computing. GPUs are capable of an order of magnitude more floating-point operations per second as compared to modern central…
The Gaussian reconstruction kernels have been proposed by Westover (1990) and studied by the computer graphics community back in the 90s, which gives an alternative representation of object 3D geometry from meshes and point clouds. On the…
Computational fluid dynamic simulations often produce large clusters of finite elements with non-trivial, non-convex boundaries and uneven distributions among compute nodes, posing challenges to compositing during interactive volume…
3D Gaussian splatting (3DGS) is a state-of-the-art representation for real-time photorealistic novel-view synthesis, yet a single high-fidelity scene typically occupies hundreds of megabytes to several gigabytes, exceeding the budgets of…
When obtaining interior 3D voxel data from triangular meshes, most existing methods fail to handle low quality meshes which happens to take up a big portion on the internet. In this work we present a robust voxelization method that is based…
With the growth of 3D applications and the rapid increase in sensor-collected 3D point cloud data, there is a rising demand for efficient compression algorithms. Most existing learning-based compression methods handle geometry and color…
Existing point cloud completion methods, which typically depend on predefined synthetic training datasets, encounter significant challenges when applied to out-of-distribution, real-world scans. To overcome this limitation, we introduce a…
3D animation is central to modern visual media, yet traditional production pipelines remain labor-intensive, expertise-demanding, and computationally expensive. Recent AIGC-based approaches partially automate asset creation and rigging, but…
In recent years, 3D generation has made great strides in both academia and industry. However, generating 3D scenes from a single RGB image remains a significant challenge, as current approaches often struggle to ensure both object…
We present a framework to interactively volume-render three-dimensional data cubes using distributed ray-casting and volume bricking over a cluster of workstations powered by one or more graphics processing units (GPUs) and a multi-core…
We propose a method for constructing generative models of 3D objects from a single 3D mesh and improving them through unsupervised low-shot learning from 2D images. Our method produces a 3D morphable model that represents shape and albedo…
Geometric Semantic Genetic Programming (GSGP) is a state-of-the-art machine learning method based on evolutionary computation. GSGP performs search operations directly at the level of program semantics, which can be done more efficiently…