图形学
The article proposes a new method for finding the triangle-triangle intersection in 3D space, based on the use of computer graphics algorithms -- cutting off segments on the plane when moving and rotating the beginning of the coordinate…
An effective 3D stepping control algorithm that is computationally fast, robust, and easy to implement is extremely important and valuable to character animation research. In this paper, we present a novel technique for generating dynamic,…
Procedural terrain generation is the process of generating a digital representation of terrain using a computer program or procedure, with little to no human guidance. This paper proposes a procedural terrain generation algorithm based on a…
We propose a novel framework for computing the medial axis transform of 3D shapes while preserving their medial features via restricted power diagram (RPD). Medial features, including external features such as the sharp edges and corners of…
We address the problem of indoor layout synthesis, which is a topic of continuing research interest in computer graphics. The newest works made significant progress using data-driven generative methods; however, these approaches rely on…
We analyze the performance of a reduced-order simulation of geometric meta-materials based on zigzag patterns using a simplified representation. As geometric meta-materials we denote planar cellular structures which can be fabricated in 2d…
In this paper, we present a powerful differentiable surface fitting technique to derive a compact surface representation for a given dense point cloud or mesh, with application in the domains of graphics and CAD/CAM. We have chosen the Loop…
Mesh generation remains a key technology in many areas where numerical simulations are required. As numerical algorithms become more efficient and computers become more powerful, the percentage of time devoted to mesh generation becomes…
We present MoRig, a method that automatically rigs character meshes driven by single-view point cloud streams capturing the motion of performing characters. Our method is also able to animate the 3D meshes according to the captured point…
In this paper, we propose a wavelet-based video codec specifically designed for VR displays that enables real-time playback of high-resolution 360{\deg} videos. Our codec exploits the fact that only a fraction of the full 360{\deg} video…
The axes ordering in PCP presents a particular story from the data based on the user perception of PCP polylines. Existing works focus on directly optimizing for PCP axes ordering based on some common analysis tasks like clustering,…
Modern-day display systems demand high-quality rendering. However, rendering at higher resolution requires a large number of data samples and is computationally expensive. Recent advances in deep learning-based image and video…
We introduce a novel differentiable hybrid traffic simulator, which simulates traffic using a hybrid model of both macroscopic and microscopic models and can be directly integrated into a neural network for traffic control and flow…
We present and discuss the results of a two-year qualitative analysis of images published in IEEE Visualization (VIS) papers. Specifically, we derive a typology of 13 visualization image types, coded to distinguish visualizations and…
An intuitive design method is proposed for generating developable ruled B-spline surfaces from a sequence of straight line segments indicating the surface shape. The first and last line segments are enforced to be the head and tail ruling…
Signed distance fields (SDFs) are a form of surface representation widely used in computer graphics, having applications in rendering, collision detection and modelling. In interactive media such as games, high-resolution SDFs are commonly…
Motion blur is commonly used in game cinematics to achieve photorealism by modelling the behaviour of the camera shutter and simulating its effect associated with the relative motion of scene objects. A common real-time post-process…
Real-time depth of field in game cinematics tends to approximate the semi-transparent silhouettes of out-of-focus objects through post-processing techniques. We leverage ray tracing hardware acceleration and spatio-temporal reconstruction…
We present a novel semantic model for human head defined with neural radiance field. The 3D-consistent head model consist of a set of disentangled and interpretable bases, and can be driven by low-dimensional expression coefficients. Thanks…
In this paper, we introduce ControlVAE, a novel model-based framework for learning generative motion control policies based on variational autoencoders (VAE). Our framework can learn a rich and flexible latent representation of skills and a…