Related papers: TriMe++: Multi-threaded triangular meshing in two …
In this work, we present a general, efficient, and provably robust representation for intrinsic triangulations. These triangulations have emerged as a powerful tool for robust geometry processing of surface meshes, taking a low-quality mesh…
Geometric predicates are at the core of many algorithms, such as the construction of Delaunay triangulations, mesh processing and spatial relation tests. These algorithms have applications in scientific computing, geographic information…
The concept of creating digital twins, connected digital models of physical systems, is gaining increasing attention for modeling and simulation of whole cities. The basis for building a digital twin of a city is the generation of a 3D city…
This article presents new properties of the mesh array for matrix multiplication. In contrast to the standard array that requires 3n-2 steps to complete its computation, the mesh array requires only 2n-1 steps. Symmetries of the mesh array…
Although deep models have been widely explored in solving partial differential equations (PDEs), previous works are primarily limited to data only with up to tens of thousands of mesh points, far from the million-point scale required by…
We present the design and implementation details of a geometric multigrid method on adaptively refined meshes for massively parallel computations. The method uses local smoothing on the refined part of the mesh. Partitioning is achieved by…
Recently, deep generative adversarial networks for image generation have advanced rapidly; yet, only a small amount of research has focused on generative models for irregular structures, particularly meshes. Nonetheless, mesh generation and…
We present a novel algorithm to compute multi-scale curvature fields on triangle meshes. Our algorithm is based on finding robust mean curvatures using the ball neighborhood, where the radius of a ball corresponds to the scale of the…
We present shared-memory parallel methods for Maximal Clique Enumeration (MCE) from a graph. MCE is a fundamental and well-studied graph analytics task, and is a widely used primitive for identifying dense structures in a graph. Due to its…
An interface preserving moving mesh algorithm in two or higher dimensions is presented. It resolves a moving $(d-1)$-dimensional manifold directly within the $d$-dimensional mesh, which means that the interface is represented by a subset of…
This paper presents a new algorithm for the fast, shared memory, multi-core computation of augmented contour trees on triangulations. In contrast to most existing parallel algorithms our technique computes augmented trees, enabling the full…
The isometric embedding of surfaces in three-dimensional space is fundamental to various physical systems, from elastic sheets to programmable materials. While continuous surfaces typically admit unique solutions under suitable boundary…
We introduce MeshGPT, a new approach for generating triangle meshes that reflects the compactness typical of artist-created meshes, in contrast to dense triangle meshes extracted by iso-surfacing methods from neural fields. Inspired by…
Point-to-mesh distance queries are fundamental in computer graphics and geometric modeling. While the state-of-the-art P2M method achieves high-speed queries via Voronoi-based localization, it suffers from prohibitive precomputation costs.…
In this paper, we present PARTIME, a software library written in Python and based on PyTorch, designed specifically to speed up neural networks whenever data is continuously streamed over time, for both learning and inference. Existing…
We propose a new two-dimensional meshing algorithm called PINW able to generate meshes that accurately approximate the distance between any two domain points by paths composed only of cell edges. This technique is based on an extension of…
Anisotropic mesh adaptation is a powerful way to directly minimise the computational cost of mesh based simulation. It is particularly important for multi-scale problems where the required number of floating-point operations can be reduced…
Several classic problems in graph processing and computational geometry are solved via incremental algorithms, which split computation into a series of small tasks acting on shared state, which gets updated progressively. While the…
We describe the implementation of algorithms to construct and maintain three-dimensional dynamic Delaunay triangulations with kinetic vertices using a three-simplex data structure. The code is capable of constructing the geometric dual, the…
We introduce Mirage, the first multi-level superoptimizer for tensor programs. A key idea in Mirage is $\mu$Graphs, a uniform representation of tensor programs at the kernel, thread block, and thread levels of the GPU compute hierarchy.…