图形学
Modern unified programming models (such as CUDA and SYCL) that combine host (CPU) code and GPU code into the same programming language, same file, and same lexical scope lack adequate support for GPU code specialization, which is a key…
Cloth simulation has wide applications in computer animation, garment design, and robot-assisted dressing. This work presents a differentiable cloth simulator whose additional gradient information facilitates cloth-related applications. Our…
We present Piko, a framework for designing, optimizing, and retargeting implementations of graphics pipelines on multiple architectures. Piko programmers express a graphics pipeline by organizing the computation within each stage into…
Quantization has proven effective in high-resolution and large-scale simulations, which benefit from bit-level memory saving. However, identifying a quantization scheme that meets the requirement of both precision and memory efficiency…
We analyze the problem of quadrangulating a $n$-sided patch, each side at its boundary subdivided into a given number of edges, using a single irregular vertex (or none, when $n = 4$) that breaks the otherwise fully regular lattice. We…
Adaptive representations are increasingly indispensable for reducing the in-memory and on-disk footprints of large-scale data. Usual solutions are designed broadly along two themes: reducing data precision, e.g., through compression, or…
We introduce per-halfedge texturing (Htex) a GPU-friendly method for texturing arbitrary polygon-meshes without an explicit parameterization. Htex builds upon the insight that halfedges encode an intrinsic triangulation for polygon meshes,…
Based on the seminal work on Array-RQMC methods and rank-1 lattice sequences by Pierre L'Ecuyer and collaborators, we introduce efficient deterministic algorithms for image synthesis. Enumerating a low discrepancy sequence along the Hilbert…
We propose an efficient method for rendering complex luminaires using a high-quality octree-based representation of the luminaire emission. Complex luminaires are a particularly challenging problem in rendering, due to their caustic light…
Mathematically representing the shape of an object is a key ingredient for solving inverse rendering problems. Explicit representations like meshes are efficient to render in a differentiable fashion but have difficulties handling topology…
This paper presents Motion Puzzle, a novel motion style transfer network that advances the state-of-the-art in several important respects. The Motion Puzzle is the first that can control the motion style of individual body parts, allowing…
Multi-sided surfaces are often defined by side interpolants (also called ribbons), i.e. the surface has to connect to the ribbons with a prescribed degree of smoothness. The I-patch is such a family of implicit surfaces capable of…
In this technical report, we improve the DVGO framework (called DVGOv2), which is based on Pytorch and uses the simplest dense grid representation. First, we re-implement part of the Pytorch operations with cuda, achieving 2-3x speedup. The…
Drawing a direct analogy with the well-studied vibration or elastic modes, we introduce an object's fracture modes, which constitute its preferred or most natural ways of breaking. We formulate a sparsified eigenvalue problem, which we…
Despite the ubiquitousness of materials maps in modern rendering pipelines, their editing and control remains a challenge. In this paper, we present an example-based material control method to augment input material maps based on…
Holographic displays promise to deliver unprecedented display capabilities in augmented reality applications, featuring a wide field of view, wide color gamut, spatial resolution, and depth cues all in a compact form factor. While emerging…
Procedural modeling is now the de facto standard of material modeling in industry. Procedural models can be edited and are easily extended, unlike pixel-based representations of captured materials. In this paper, we present a semi-automatic…
Type "a sea otter with a pearl earring by Johannes Vermeer" or "a photo of a teddy bear on a skateboard in Times Square" into OpenAI's DALL-E-2 paint-by-text synthesis engine and you will not be disappointed by the delightful and eerily…
This contribution presents a brief survey of clipping and intersection algorithms in E2 and E3 with a nearly complete list of relevant references. Some algorithms use the projective extension of the Euclidean space and vector-vector…
In this work, we explore a change of paradigm to build Precomputed Radiance Transfer (PRT) methods in a data-driven way. This paradigm shift allows us to alleviate the difficulties of building traditional PRT methods such as defining a…