图形学
We introduce a novel distributed rendering approach to generate high-quality graphics in thin-client games and VR applications. Many mobile devices have limited computational power to achieve ray tracing in real-time. Hence,…
For a foreground object in motion, details of its background which would otherwise be hidden are uncovered through its inner blur. This paper presents a novel hybrid motion blur rendering technique combining post-process image filtering and…
The concept of creating digital twins, connected digital models of physical systems, is gaining increasing attention for modeling and simulation of whole cities. The basis for building a digital twin of a city is the generation of a 3D city…
Shortest paths play an important role in mathematical modeling and image processing. Usually, shortest path problems are formulated on planar graphs that consist of vertices and weighted arcs. In this context, one is interested in finding a…
Depth of Field (DoF) in games is usually achieved as a post-process effect by blurring pixels in the sharp rasterized image based on the defined focus plane. This paper describes a novel real-time DoF technique that uses ray tracing with…
Signed Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid surface…
We present a novel traffic trajectory editing method which uses spatio-temporal keyframes to control vehicles during the simulation to generate desired traffic trajectories. By taking self-motivation, path following and collision avoidance…
We propose an approach to simulate and render realistic water animation from a single still input photograph. We first segment the water surface, estimate rendering parameters, and compute water reflection textures with a combination of…
Recent advances in differentiable rendering have enabled high-quality reconstruction of 3D scenes from multi-view images. Most methods rely on simple rendering algorithms: pre-filtered direct lighting or learned representations of…
Engineering design research integrating artificial intelligence (AI) into computer-aided design (CAD) and computer-aided engineering (CAE) is actively being conducted. This study proposes a deep learning-based CAD/CAE framework in the…
Computational fluid dynamic simulations often produce large clusters of finite elements with non-trivial, non-convex boundaries and uneven distributions among compute nodes, posing challenges to compositing during interactive volume…
This paper presents a new representation of curve dynamics, with applications to vortex filaments in fluid dynamics. Instead of representing these filaments with explicit curve geometry and Lagrangian equations of motion, we represent…
Cellular structures manifest their outstanding mechanical properties in many biological systems. One key challenge for designing and optimizing these geometrically complicated structures lies in devising an effective geometric…
There currently exist two main approaches to reproducing visual appearance using Machine Learning (ML): The first is training models that generalize over different instances of a problem, e.g., different images of a dataset. As one-shot…
Recent successes in generative modeling have accelerated studies on this subject and attracted the attention of researchers. One of the most important methods used to achieve this success is Generative Adversarial Networks (GANs). It has…
Fluidic devices are crucial components in many industrial applications involving fluid mechanics. Computational design of a high-performance fluidic system faces multifaceted challenges regarding its geometric representation and physical…
We present ZeroEGGS, a neural network framework for speech-driven gesture generation with zero-shot style control by example. This means style can be controlled via only a short example motion clip, even for motion styles unseen during…
We propose a simple and practical approach for incorporating the effects of muscle inertia, which has been ignored by previous musculoskeletal simulators in both graphics and biomechanics. We approximate the inertia of the muscle by…
When we move on snow, sand, or mud, the ground deforms under our feet, immediately affecting our gait. We propose a physically based model for computing such interactions in real time, from only the kinematic motion of a virtual character.…
Real-time character animation in dynamic environments requires the generation of plausible upper-body movements regardless of the nature of the environment, including non-rigid obstacles such as vegetation. We propose a flexible model for…