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3D Gaussian splatting (3DGS) has recently demonstrated promising advancements in RGB-D online dense mapping. Nevertheless, existing methods excessively rely on per-pixel depth cues to perform map densification, which leads to significant…
Octree-based point cloud representation and compression have been adopted by the MPEG G-PCC standard. However, it only uses handcrafted methods to predict the probability that a leaf node is non-empty, which is then used for entropy coding.…
Rendering large point clouds ordinarily requires building a hierarchical data structure for accessing the points that best represent the object for a given viewing frustum and level-of-detail. The building of such data structures frequently…
Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin…
Edge computing enables data processing closer to the source, significantly reducing latency, an essential requirement for real-time vision-based analytics such as object detection in surveillance and smart city environments. However, these…
Harnessing the full potential of visually-rich documents requires retrieval systems that understand not just text, but intricate layouts, a core challenge in Visual Document Retrieval (VDR). The prevailing multi-vector architectures, while…
New web technologies have enabled the deployment of powerful GPU-based computational pipelines that run entirely in the web browser, opening a new frontier for accessible scientific visualization applications. However, these new…
We introduce a novel distributed rendering approach to generate high-quality graphics in thin-client games and VR applications. Many mobile devices have limited computational power to achieve ray tracing in real-time. Hence,…
We present a differentiable volume rendering solution that provides differentiability of all continuous parameters of the volume rendering process. This differentiable renderer is used to steer the parameters towards a setting with an…
Determining the occupancy status of locations in the environment is a fundamental task for safety-critical robotic applications. Traditional occupancy grid mapping methods subdivide the environment into a grid of voxels, each associated…
Bounding volume hierarchies are ubiquitous acceleration structures in graphics, scientific computing, and data analytics. Their performance depends critically on data layout choices that affect cache utilization, memory bandwidth, and…
Multi-camera perception tasks have gained significant attention in the field of autonomous driving. However, existing frameworks based on Lift-Splat-Shoot (LSS) in the multi-camera setting cannot produce suitable dense 3D features due to…
With the advent of deep neural networks, learning-based approaches for 3D reconstruction have gained popularity. However, unlike for images, in 3D there is no canonical representation which is both computationally and memory efficient yet…
We consider the problem of representing multidimensional data where the domain of each dimension is organized hierarchically, and the queries require summary information at a different node in the hierarchy of each dimension. This is the…
Voxels are a geometric representation used for rendering volumes, multi-resolution models, and indirect lighting effects. Since the memory consumption of uncompressed voxel volumes scales cubically with resolution, past works have…
Efficient exploitation of exascale architectures requires rethinking of the numerical algorithms used in many large-scale applications. These architectures favor algorithms that expose ultra fine-grain parallelism and maximize the ratio of…
GPUs are now used for a wide range of problems within HPC. However, making efficient use of the computational power available with multiple GPUs is challenging. The main challenges in achieving good performance are memory layout, affecting…
We introduce an algorithm that performs a one-directional mesh overset of a parallel forest of octrees with another distributed mesh of unrelated partition. The forest mesh consists of several adaptively refined octrees. Individual smooth…
High-resolution simulations often rely on the Adaptive Mesh Resolution (AMR) technique to optimize memory consumption versus attainable precision. While this technique allows for dramatic improvements in terms of computing performance, the…
We propose ODTE, a new ensemble that uses oblique decision trees as base classifiers. Additionally, we introduce STree, the base algorithm for growing oblique decision trees, which leverages support vector machines to define hyperplanes…