Related papers: An Adaptive Screen-Space Meshing Approach for Norm…
Normal integration reconstructs 3D surfaces from normal maps obtained e.g. by photometric stereo. These normal maps capture surface details down to the pixel level but require large computational resources for integration at high…
Surface normal integration is a fundamental problem in computer vision, dealing with the objective of reconstructing a surface from its corresponding normal map. Existing approaches require an iterative global optimization to jointly…
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…
Surface reconstruction with preservation of geometric features is a challenging computer vision task. Despite significant progress in implicit shape reconstruction, state-of-the-art mesh extraction methods often produce aliased,…
In this paper a fast triangular mesh based registration method is proposed. Having Template and Reference images as inputs, the template image is triangulated using a content adaptive mesh generation algorithm. Considering the pixel values…
High-fidelity 3D reconstruction of common indoor scenes is crucial for VR and AR applications. 3D Gaussian splatting, a novel differentiable rendering technique, has achieved state-of-the-art novel view synthesis results with high rendering…
We embark in a program of studying the problem of better approximating surfaces by triangulations(triangular meshes) by considering the approximating triangulations as finite metric spaces and the target smooth surface as their…
The integration of surface normals for the purpose of computing the shape of a surface in 3D space is a classic problem in computer vision. However, even nowadays it is still a challenging task to devise a method that combines the…
We introduce an algorithm to remesh triangle meshes representing developable surfaces to planar quad dominant meshes. The output of our algorithm consists of planar quadrilateral (PQ) strips that are aligned to principal curvature…
This paper proposes improvements to the physically-based surface triangulation method, bubble meshing. The method simulates physical bubbles to automatically generate mesh vertices, resulting in high-quality Delaunay triangles. Despite its…
The generation of triangle meshes from point clouds, i.e. meshing, is a core task in computer graphics and computer vision. Traditional techniques directly construct a surface mesh using local decision heuristics, while some recent methods…
Recent advancements in Radiance Fields have significantly improved novel-view synthesis. However, in many real-world applications, the more advanced challenge lies in inverse rendering, which seeks to derive the physical properties of a…
This paper describes a method for fast simplification of surface meshes. Whereas past methods focus on visual appearance, our goal is to solve equations on the surface. Hence, rather than approximate the extrinsic geometry, we construct a…
Differentiable 3D Gaussian splatting has emerged as an efficient and flexible rendering technique for representing complex scenes from a collection of 2D views and enabling high-quality real-time novel-view synthesis. However, its reliance…
Information transfer between triangle meshes is of great importance in computer graphics and geometry processing. To facilitate this process, a smooth and accurate map is typically required between the two meshes. While such maps can…
Achieving high-fidelity 3D surface reconstruction while preserving fine details remains challenging, especially in the presence of materials with complex reflectance properties and without a dense-view setup. In this paper, we introduce a…
Previous multi-view normal integration methods typically sample a single ray per pixel, without considering the spatial area covered by each pixel, which varies with camera intrinsics and the camera-to-object distance. Consequently, when…
Recovering a 3D surface from its surface normal map, a problem known as normal integration, is a key component for photometric shape reconstruction techniques such as shape-from-shading and photometric stereo. The vast majority of existing…
Reducing the triangle count in complex 3D models is a basic geometry preprocessing step in graphics pipelines such as efficient rendering and interactive editing. However, most existing mesh simplification methods exhibit a few issues.…
In this paper we consider finite element approaches to computing the mean curvature vector and normal at the vertices of piecewise linear triangulated surfaces. In particular, we adopt a stabilization technique which allows for first order…