Related papers: Robust Biharmonic Skinning Using Geometric Fields
4D modeling of human-object interactions is critical for numerous applications. However, efficient volumetric capture and rendering of complex interaction scenarios, especially from sparse inputs, remain challenging. In this paper, we…
3D printing of surfaces has become an established method for prototyping and visualisation. However, surfaces often contain certain degenerations, such as self-intersecting faces or non-manifold parts, which pose problems in obtaining a 3D…
Triangulated meshes have become ubiquitous discrete-surface representations. In this paper we address the problem of how to maintain the manifold properties of a surface while it undergoes strong deformations that may cause topological…
Harmonic surface deformation is a well-known geometric modeling method that creates plausible deformations in an interactive manner. However, this method is susceptible to artifacts, in particular close to the deformation handles. These…
For designing a wide range of everyday objects, the design process should be aware of both the human body and the underlying semantics of the design specification. However, these two objectives present significant challenges to the current…
Meshes are commonly used as 3D maps since they encode the topology of the scene while being lightweight. Unfortunately, 3D meshes are mathematically difficult to handle directly because of their combinatorial and discrete nature. Therefore,…
Mimicking the perceptual functions of human cutaneous mechanoreceptors, artificial skins or flexible pressure sensors can transduce tactile stimuli to quantitative electrical signals. Conventional methods to design such devices follow a…
Muscle-based systems have the potential to provide both anatomical accuracy and semantic interpretability as compared to blendshape models; however, a lack of expressivity and differentiability has limited their impact. Thus, we propose…
Designing robot morphologies and kinematics has traditionally relied on human intuition, with little systematic foundation. Motion-design co-optimization offers a promising path toward automation, but two major challenges remain: (i) the…
Kirigami metamaterial sheets and tubes, owing to their capacity to undergo large elastic deformations while developing three-dimensional surface textures, have enormous potential as skins for soft robots. Here, we propose to use kirigami…
We develop a computational framework that leverages the features of sophisticated software tools and numerics to tackle some of the pressing issues in the realm of earth sciences. The algorithms to handle the physics of multiphase flow,…
We present a computational approach for unfolding 3D shapes isometrically into the plane as a single patch without overlapping triangles. This is a hard, sometimes impossible, problem, which existing methods are forced to soften by allowing…
Nowadays, it is possible to scan faces and automatically register them with high quality. However, the resulting face meshes often need further processing: we need to stabilize them to remove unwanted head movement. Stabilization is…
Recent years have seen the development of mature solutions for reconstructing deformable surfaces from a single image, provided that they are relatively well-textured. By contrast, recovering the 3D shape of texture-less surfaces remains an…
Modeling arbitrarily large deformations of surfaces smoothly embedded in three-dimensional space is challenging. The difficulties come from two aspects: the existing geometry processing or forward simulation methods penalize the difference…
Most 3D shape analysis methods use triangular meshes to discretize both the shape and functions on it as piecewise linear functions. With this representation, shape analysis requires fine meshes to represent smooth shapes and geometric…
Hand-drawn character animation is a vibrant field in computer graphics, presenting challenges in achieving geometric consistency while conveying expressive motion. Traditional skeletal animation methods maintain geometric consistency but…
While surface-based view synthesis algorithms are appealing due to their low computational requirements, they often struggle to reproduce thin structures. In contrast, more expensive methods that model the scene's geometry as a volumetric…
We present a novel framework for reconstructing animatable human avatars from multiple images, termed CanonicalFusion. Our central concept involves integrating individual reconstruction results into the canonical space. To be specific, we…
We present a practical approach for constructing meshes of general rough surfaces with given autocorrelation functions based on the unstructured meshes of nominally smooth surfaces. The approach builds on a well-known method to construct…