图形学
We propose a novel deep learning framework for animation video resequencing. Our system produces new video sequences by minimizing a perceptual distance of images from an existing animation video clip. To measure perceptual distance, we…
Recent advances in localized implicit functions have enabled neural implicit representation to be scalable to large scenes. However, the regular subdivision of 3D space employed by these approaches fails to take into account the sparsity of…
Physics-based simulation has been actively employed in generating offline visual effects in the film and animation industry. However, the computations required for high-quality scenarios are generally immense, deterring its adoption in…
Digital human animation relies on high-quality 3D models of the human face -- rigs. A face rig must be accurate and, at the same time, fast to compute. One of the most common rigging models is the blendshape model. We present a novel…
Geometric metrology includes one or two-dimensional (1D or 2D) distance or plane measurements, as well as the three-dimensional (3D) scanning. The 1D or 2D measuring system is unable to obtain advanced 3D feature, while the 3D scanning…
Edge bundling techniques cluster edges with similar attributes (i.e. similarity in direction and proximity) together to reduce the visual clutter. All edge bundling techniques to date implicitly or explicitly cluster groups of individual…
Inspired by cartographic generalization principles, we present a generalization technique for rendering line charts at different sizes, preserving the important semantics of the data at that display size. The algorithm automatically…
Photorealistic rendering effects are common in films, but most real time graphics today still rely on scan-line based multi-pass rendering to deliver rich visual experiences. While there have been prior works in distributed path tracing for…
The modern supervised approaches for human image relighting rely on training data generated from 3D human models. However, such datasets are often small (e.g., Light Stage data with a small number of individuals) or limited to diffuse…
Skeleton creation is an important phase in the character animation pipeline. However, handcrafting skeleton takes extensive labor time and domain knowledge. Automatic skeletonization provides a solution. However, most of the current…
Despite recent advances in geometric modeling, 3D mesh modeling still involves a considerable amount of manual labor by experts. In this paper, we introduce Mesh Draping: a neural method for transferring existing mesh structure from one…
Transparent objects are a very challenging problem in computer vision. They are hard to segment or classify due to their lack of precise boundaries, and there is limited data available for training deep neural networks. As such, current…
We introduce Neural Radiosity, an algorithm to solve the rendering equation by minimizing the norm of its residual similar as in traditional radiosity techniques. Traditional basis functions used in radiosity techniques, such as piecewise…
Current trends in the computer graphics community propose leveraging the massive parallel computational power of GPUs to accelerate physically based simulations. Collision detection and solving is a fundamental part of this process. It is…
In this paper, we explore how to augment shared 3D model repositories, such as Thingiverse, with slicing results that are readily available to all users. By having print time and material consumption for different print resolution profiles…
We introduce a large scale benchmark for continuous collision detection (CCD) algorithms, composed of queries manually constructed to highlight challenging degenerate cases and automatically generated using existing simulators to cover…
Modern CAD tools represent 3D designs not only as geometry, but also as a program composed of geometric operations, each of which depends on a set of parameters. Program representations enable meaningful and controlled shape variations via…
We propose a robust normal estimation method for both point clouds and meshes using a low rank matrix approximation algorithm. First, we compute a local feature descriptor for each point and find similar, non-local neighbors that we…
Creating realistic characters that can react to the users' or another character's movement can benefit computer graphics, games and virtual reality hugely. However, synthesizing such reactive motions in human-human interactions is a…
Higher-dimensional spaces are ubiquitous in applications of mathematics. Yet, as we live in a three-dimensional space, visualizing, say, a four-dimensional space is challenging. We introduce a novel method of interactive visualization of…