图形学
In this paper, we introduce FastPoints, a state-of-the-art point cloud renderer for the Unity game development platform. Our program supports standard unprocessed point cloud formats with non-programmatic, drag-and-drop support, and creates…
The imminent impact of immersive technologies in society urges for active research in real-time and interactive physics simulation for virtual worlds to be realistic. In this context, realistic means to be compliant to the laws of physics.…
Ellipsometry techniques allow to measure polarization information of materials, requiring precise rotations of optical components with different configurations of lights and sensors. This results in cumbersome capture devices, carefully…
Polycube-maps are used as base-complexes in various fields of computational geometry, including the generation of regular all-hexahedral meshes free of internal singularities. However, the strict alignment constraints behind polycube-based…
Movement is how people interact with and affect their environment. For realistic character animation, it is necessary to synthesize such interactions between virtual characters and their surroundings. Despite recent progress in character…
Speech-driven gesture synthesis is a field of growing interest in virtual human creation. However, a critical challenge is the inherent intricate one-to-many mapping between speech and gestures. Previous studies have explored and achieved…
We present LM-GAN, an HDR sky model that generates photorealistic environment maps with weathered skies. Our sky model retains the flexibility of traditional parametric models and enables the reproduction of photorealistic all-weather skies…
Horizon-based indirect illumination efficiently estimates a diffuse light bounce in screen space by analytically integrating the horizon angle difference between samples along a given direction. Like other horizon-based methods, this…
Image interpolation algorithms pervade many modern image processing and analysis applications. However, when their weighting schemes inefficiently generate very unrealistic estimates, they may negatively affect the performance of the end…
In-situ processing has widely been recognized as an effective approach for the visualization and analysis of large-scale simulation outputs from modern HPC systems. One of the most common approaches for batch-based in-situ visualization is…
In recent years, implicit surface representations through neural networks that encode the signed distance have gained popularity and have achieved state-of-the-art results in various tasks (e.g. shape representation, shape reconstruction,…
The IRMA project aims to design innovative methodologies for research in the field of historical and archaeological heritage based on a combination of medical imaging technologies and interactive 3D restitution modalities (virtual reality,…
In this talk we review the problem of constructing a developable surface patch bounded by two rational or NURBS (Non-Uniform Rational B-spline) curves.
Rig inversion is the problem of creating a method that can find the rig parameter vector that best approximates a given input mesh. In this paper we propose to solve this problem by first obtaining a differentiable rig function by training…
Virtual Reality headsets enable users to explore the environment by performing self-induced movements. The retinal velocity produced by such motion reduces the visual system's ability to resolve fine detail. We measured the impact of…
Computationally weak systems and demanding graphical applications are still mostly dependent on linear blendshapes for facial animations. The accompanying artifacts such as self-intersections, loss of volume, or missing soft tissue…
In this work, we propose MAGES 4.0, a novel Software Development Kit (SDK) to accelerate the creation of collaborative medical training applications in VR/AR. Our solution is essentially a low-code metaverse authoring platform for…
We introduce a new Eulerian simulation framework for liquid animation that leverages both finite element and finite volume methods. In contrast to previous methods where the whole simulation domain is discretized either using the finite…
In animation, style can be considered as a distinctive layer over the content of a motion, allowing a character to achieve the same gesture in various ways. Editing existing animation to modify the style while keeping the same content is an…
We present a novel audio-driven facial animation approach that can generate realistic lip-synchronized 3D facial animations from the input audio. Our approach learns viseme dynamics from speech videos, produces animator-friendly viseme…