Related papers: Rendering Layered Materials with Diffuse Interface…
We propose a sharp-interface model for solid-state dewetting of thin films with wetting potential, where the wetting effect is incorporated through a thickness-dependent surface energy. The model is governed by surface diffusion together…
This paper proposes a diffuse-interface model for simulating gas-liquid-solid multiphase flows involving solid-liquid phase change, solute transport, and the Marangoni effect. In this model, a phase-field method is employed to capture the…
This work outlines a new multi-physics-compatible immersed rigid body method for Eulerian finite-volume simulations. To achieve this, rigid bodies are represented as a diffuse scalar field and an interface seeding method is employed to…
Achieving 3D understanding of non-Lambertian objects is an important task with many useful applications, but most existing algorithms struggle to deal with such objects. One major obstacle towards progress in this field is the lack of…
In this paper, we use a straightforward numerical method to solve scattering models in one-dimensional lattices based on a tight-binding band structure. We do this by using the wave packet approach to scattering, which presents a more…
Integrating technology with the distinctive characteristics of craftsmanship has become a key issue in the field of digital craftsmanship. This paper introduces Layered Interactions, a design approach that seamlessly merges Human-Computer…
Accurately reconstructing a 3D scene including explicit geometry information is both attractive and challenging. Geometry reconstruction can benefit from incorporating differentiable appearance models, such as Neural Radiance Fields and 3D…
We introduce a new general-purpose approach to deep learning on 3D surfaces, based on the insight that a simple diffusion layer is highly effective for spatial communication. The resulting networks are automatically robust to changes in…
We present Neural Microfacet Fields, a method for recovering materials, geometry, and environment illumination from images of a scene. Our method uses a microfacet reflectance model within a volumetric setting by treating each sample along…
A new diffuse interface model for a two-phase flow of two incompressible fluids with different densities is introduced using methods from rational continuum mechanics. The model fulfills local and global dissipation inequalities and is…
We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes…
Classically, rasterization techniques are performed for real-time rendering to meet the constraint of interactive frame rates. However, such techniques do not produce realistic results as compared to ray tracing approaches. Hence, hybrid…
We present a physics-based inverse rendering method that learns the illumination, geometry, and materials of a scene from posed multi-view RGB images. To model the illumination of a scene, existing inverse rendering works either completely…
We present a method that tackles the challenge of predicting color and depth behind the visible content of an image. Our approach aims at building up a Layered Depth Image (LDI) from a single RGB input, which is an efficient representation…
We present Intrinsic Image Diffusion, a generative model for appearance decomposition of indoor scenes. Given a single input view, we sample multiple possible material explanations represented as albedo, roughness, and metallic maps.…
Texture and material blending is one of the leading methods for adding variety to rendered virtual worlds, creating composite materials, and generating procedural content. When done naively, it can introduce either visible seams or contrast…
This study introduces an approximation for rendering one bounce glossy interreflection in real time. The solution is based on the most representative point (MRP) and extends to a sampling disk near the MRP. Our algorithm represents geometry…
We show for the first time that a multilayer perceptron (MLP) can serve as the only scene representation in a real-time SLAM system for a handheld RGB-D camera. Our network is trained in live operation without prior data, building a dense,…
Text-to-texture generation has recently attracted increasing attention, but existing methods often suffer from the problems of view inconsistencies, apparent seams, and misalignment between textures and the underlying mesh. In this paper,…
We introduce Material Coating, a novel image editing task that simulates applying a thin material layer onto an object while preserving its underlying coarse and fine geometry. Material coating is fundamentally different from existing…