Related papers: An Improved Physically-Based Surface Triangulation…
The dynamical perspectives of bubble in a liquid droplet on smooth solid substrate can be revealed by investigating interfacial self-assembly phenomena. Moreover, the complexity in such system can be scaled down into a transparent immobile…
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…
Reconstructions of sea level prior to the satellite altimeter era are usually derived from tide gauge records; however most algorithms for this assume that modes of sea level variability are stationary which is not true over several…
In this paper, we introduce a definition of discrete conformality for triangulated surfaces with flat cone metrics and describe an algorithm for solving the problem of prescribing curvature, that is to deform the metric discrete conformally…
In this work we present a novel bulk-surface virtual element method (BSVEM) for the numerical approximation of elliptic bulk-surface partial differential equations (BSPDEs) in three space dimensions. The BSVEM is based on the discretisation…
A common representation of a three dimensional object in computer applications, such as graphics and design, is in the form of a triangular mesh. In many instances, individual or groups of triangles in such representation need to satisfy…
In this paper, we propose the differentiable voxelization of 3D meshes via the winding number and solid angles. The proposed approach achieves fast, flexible, and accurate voxelization of 3D meshes, admitting the computation of gradients…
We present a topology-informed inverse rendering approach for reconstructing high-genus surface meshes from multi-view images. Compared to 3D representations like voxels and point clouds, mesh-based representations are preferred as they…
We show that all hyperbolic surfaces admit an ideal triangulation with bounded shear parameters. This upper bound depends logarithmically on the topology of the surface.
We investigate discrete spin transformations, a geometric framework to manipulate surface meshes by controlling mean curvature. Applications include surface fairing -- flowing a mesh onto say, a reference sphere -- and mesh extrusion --…
We present a learning based framework for mesh quality improvement on unstructured triangular and quadrilateral meshes. Our model learns to improve mesh quality according to a prescribed objective function purely via self-play reinforcement…
Spherical symmetry is ubiquitous in nature. It's therefore unfortunate that spherical system simulations are so hard, and require complete spheres with millions of interacting particles. Here we introduce an approach to model spherical…
In this work, we make two improvements on the staggered grid hydrodynamics (SGH) Lagrangian scheme for modeling 2-dimensional compressible multi-material flows on triangular mesh. The first improvement is the construction of a dynamic local…
This paper explores the problem of reconstructing temporally consistent surfaces from a 3D point cloud sequence without correspondence. To address this challenging task, we propose DynoSurf, an unsupervised learning framework integrating a…
Motivated by recent work on Delaunay triangulations of hyperbolic surfaces, we consider the minimal number of vertices of such triangulations. First, we will show that every hyperbolic surface of genus $g$ has a simplicial Delaunay…
This article presents the formal proof of correctness for a plane Delaunay triangulation algorithm. It consists in repeating a sequence of edge flippings from an initial triangulation until the Delaunay property is achieved. To describe…
Mesh processing pipelines are mature, but adapting them to newer non-mesh surface representations -- which enable fast rendering with compact file size -- requires costly meshing or transmitting bulky meshes, negating their core benefits…
When obtaining interior 3D voxel data from triangular meshes, most existing methods fail to handle low quality meshes which happens to take up a big portion on the internet. In this work we present a robust voxelization method that is based…
We present ManifoldPlus, a method for robust and scalable conversion of triangle soups to watertight manifolds. While many algorithms in computer graphics require the input mesh to be a watertight manifold, in practice many meshes designed…
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…