Related papers: Ray-marching Thurston geometries
The space complexity of functional programs is not well understood. In particular, traditional implementation techniques are tailored to time efficiency, and space efficiency induces time inefficiencies, as it prefers re-computing to…
This is a problem list in the theory of foliations and laminations of 3-manifolds. The focus is on the relationship of foliations and laminations with other aspects of 3-manifold topology, especially with the Thurston theory of geometric…
Light scattering from self-affine homogeneous isotropic random rough surfaces is studied using the ray-optics approximation. Numerical methods are developed to accelerate the first-order scattering simulations from surfaces represented as…
3D Gaussian Splatting has gained widespread adoption across diverse applications due to its exceptional rendering performance and visual quality. While most existing methods rely on rasterization to render Gaussians, recent research has…
Taking photographs ''in-the-wild'' is often hindered by fence obstructions that stand between the camera user and the scene of interest, and which are hard or impossible to avoid. De-fencing is the algorithmic process of automatically…
Modeling of microlensing events poses computational challenges for the resolution of the lens equation and the high dimensionality of the parameter space. In particular, numerical noise represents a severe limitation to fast and efficient…
Computational methods for electromagnetic and light scattering can be used for the calculation of optical forces and torques. Since typical particles that are optically trapped or manipulated are on the order of the wavelength in size,…
Detection of pedestrians in aerial imagery captured by drones has many applications including intersection monitoring, patrolling, and surveillance, to name a few. However, the problem is involved due to continuouslychanging camera…
Lidar-based SLAM systems perform well in a wide range of circumstances by relying on the geometry of the environment. However, even mature and reliable approaches struggle when the environment contains structureless areas such as long…
We present a new point-based approach for modeling the appearance of real scenes. The approach uses a raw point cloud as the geometric representation of a scene, and augments each point with a learnable neural descriptor that encodes local…
We introduce abstract rendering, a method for computing a set of images by rendering a scene from a continuously varying range of camera positions. The resulting abstract image-which encodes an infinite collection of possible renderings-is…
This paper has three parts. The first part is a general introduction to rigidity and to rigid actions of mapping class group actions on various spaces. In the second part, we describe in detail four rigidity results that concern actions of…
In this chapter, we identify fundamental geometric structures that underlie the problems of sampling, optimisation, inference and adaptive decision-making. Based on this identification, we derive algorithms that exploit these geometric…
High-dimensional representations, such as radial basis function networks or tile coding, are common choices for policy evaluation in reinforcement learning. Learning with such high-dimensional representations, however, can be expensive,…
Recently neural scene representations have provided very impressive results for representing 3D scenes visually, however, their study and progress have mainly been limited to visualization of virtual models in computer graphics or scene…
Constructing 3D representations of object geometry is critical for many robotics tasks, particularly manipulation problems. These representations must be built from potentially noisy partial observations. In this work, we focus on the…
Consider the problem of inverse scattering of time-harmonic point sources from an infinite, penetrable rough interface with bounded obstacles buried in the lower half-space, where the interface is assumed to be a local perturbation of a…
We propose a deep representation of appearance, i. e., the relation of color, surface orientation, viewer position, material and illumination. Previous approaches have useddeep learning to extract classic appearance representationsrelating…
We present a method for recovering the shape and radiance of a scene consisting of multiple people given solely a few images. Multi-human scenes are complex due to additional occlusion and clutter. For single-human settings, existing…
While ray tracing has become increasingly common and path tracing is well understood by now, a major challenge lies in crafting an easy-to-use and efficient system implementing these technologies. Following a purely physically-based…