图形学
Ray tracing is an essential operation for realistic image synthesis. The acceleration of ray tracing has been studied for a long period of time because algorithms such as light transport simulations require a large amount of ray tracing.…
We propose an end-to-end deep-learning approach for automatic rigging and retargeting of 3D models of human faces in the wild. Our approach, called Neural Face Rigging (NFR), holds three key properties: (i) NFR's expression space maintains…
The evaluation of material networks is a relatively resource-intensive process in the rendering pipeline. Modern production scenes can contain hundreds or thousands of complex materials with massive networks, so there is a great demand for…
2D texture maps and 3D voxel arrays are widely used to add rich detail to the surfaces and volumes of rendered scenes, and filtered texture lookups are integral to producing high-quality imagery. We show that filtering textures after…
Grid-free Monte Carlo methods such as walk on spheres can be used to solve elliptic partial differential equations without mesh generation or global solves. However, such methods independently estimate the solution at every point, and hence…
Grid-free Monte Carlo methods based on the walk on spheres (WoS) algorithm solve fundamental partial differential equations (PDEs) like the Poisson equation without discretizing the problem domain or approximating functions in a finite…
This paper introduces a novel approach leveraging objective image quality assessment (IQA) metrics to optimize the outcomes of traditional bicubic (BIC) image interpolation and interpolated scan conversion algorithms. Specifically, feature…
A recent trend in real-time rendering is the utilization of the new hardware ray tracing capabilities. Often, usage of a distance field representation is proposed as an alternative when hardware ray tracing is deemed too costly, and the two…
Image- and data-parallel rendering across multiple nodes on high-performance computing systems is widely used in visualization to provide higher frame rates, support large data sets, and render data in situ. Specifically for in situ…
Online crowdsourcing platforms have made it increasingly easy to perform evaluations of algorithm outputs with survey questions like "which image is better, A or B?", leading to their proliferation in vision and graphics research papers.…
We present a novel technique for implicit neural representation of light fields at continuously defined viewpoints with high quality and fidelity. Our implicit neural representation maps 4D coordinates defining two-plane parameterization of…
We present a technique to optimize the reflectivity of a surface while preserving its overall shape. The naive optimization of the mesh vertices using the gradients of reflectivity simulations results in undesirable distortion. In contrast,…
A simple motion amplification algorithm suitable for real-time applications on mobile devices, including smartphones, is presented. It is based on motion enhancement by moving average differencing (MEMAD), a temporal high-pass filter for…
Programs are an increasingly popular representation for visual data, exposing compact, interpretable structure that supports manipulation. Visual programs are usually written in domain-specific languages (DSLs). Finding "good" programs,…
Existing digital human models approximate the human skeletal system using rigid bodies connected by rotational joints. While the simplification is considered acceptable for legs and arms, it significantly lacks fidelity to model rich torso…
Over the past decade, 3D graphics have become highly detailed to mimic the real world, exploding their size and complexity. Certain applications and device constraints necessitate their simplification and/or lossy compression, which can…
We present a semi-sparsity model for 3D triangular mesh denoising, which is motivated by the success of semi-sparsity regularization in image processing applications. We demonstrate that such a regularization model can be also applied for…
Many graphics rendering algorithms used in both real-time games and virtual reality applications can get performance boosts by temporally reusing previous computations. However, algorithms based on temporal reuse are typically measured…
Significant advancements have been made in developing parametric models for digital humans, with various approaches concentrating on parts such as the human body, hand, or face. Nevertheless, connectors such as the neck have been overlooked…
Physical systems ranging from elastic bodies to kinematic linkages are defined on high-dimensional configuration spaces, yet their typical low-energy configurations are concentrated on much lower-dimensional subspaces. This work addresses…