Related papers: Surface Triangulation -- The Metric Approach
We define the notion of an approximate triangulation for a manifold $M$ embedded in euclidean space. The basic idea is to build a nested family of simplicial complexes whose vertices lie in $M$ and use persistent homology to find a complex…
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…
A few recent works explored incorporating geometric priors to regularize the optimization of Gaussian splatting, further improving its performance. However, those early studies mainly focused on the use of low-order geometric priors (e.g.,…
We solve the problem of prescribing different types of curvatures (principal, mean or Gaussian) on rotational surfaces in terms of arbitrary continuous functions depending on the distance from the surface to the axis of revolution. In this…
In this note, we derive an approximation for the mean curvature normal vector on vertices of triangulated surface meshes from the Young-Laplace equation and the force balance principle. We then demonstrate that the approximation expression…
For a surface immersed in a three-dimensional space endowed with a norm instead of an inner product, one can define analogous concepts of curvature and metric. With these concepts in mind, various questions immediately appear. The aim of…
We investigate a dynamically triangulated random surface action that consists of a gaussian term plus the modulus of the intrinsic scalar curvature. We find that the flips are frozen out and the internal geometry is regularized as the…
This paper introduces a general method to approximate the convolution of an arbitrary program with a Gaussian kernel. This process has the effect of smoothing out a program. Our compiler framework models intermediate values in the program…
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…
Triangles are everywhere in the virtual world. The surface of nearly every graphical object is saved as a triangular mesh on a computer. Light effects and movements of virtual objects are computed on the basis of triangulations. Besides…
We give a metric characterization of the scalar curvature of a smooth Riemannian manifold, analyzing the maximal distance between $(n+1)$ points in infinitesimally small neighborhoods of a point. Since this characterization is purely in…
A photorealistic and controllable 3D caricaturization framework for faces is introduced. We start with an intrinsic Gaussian curvature-based surface exaggeration technique, which, when coupled with texture, tends to produce over-smoothed…
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…
We study randomized sketching methods for approximately solving least-squares problem with a general convex constraint. The quality of a least-squares approximation can be assessed in different ways: either in terms of the value of the…
We develop a global theory for complete hypersurfaces in $\mathbb{R}^{n+1}$ whose mean curvature is given as a prescribed function of its Gauss map. This theory extends the usual one of constant mean curvature hypersurfaces in…
We propose a method to allow precise and extremely fast mesh extraction from 3D Gaussian Splatting. Gaussian Splatting has recently become very popular as it yields realistic rendering while being significantly faster to train than NeRFs.…
3D Gaussian Splatting is crucial for real-time novel view synthesis due to its efficiency and ability to render photorealistic images. However, building a 3D Gaussian is guided solely by photometric loss, which can result in inconsistencies…
We propose a computation of curvature of arbitrary two-dimensional surfaces of three-dimensional objects, which is a contribution to discrete gravity with potential applications in network geometry. We begin by linking each point of the…
The aim of this paper is to investigate the differential geometry of immersed surfaces in three-dimensional normed spaces from the viewpoint of affine differential geometry. We endow the surface with a useful Riemannian metric which is…
3D Gaussian Splatting (3DGS) has emerged as a powerful technique for generating photorealistic renderings of a scene in real-time. However, the volumetric nature of 3DGS limits its ability to accurately capture surface geometry. To address…