图形学
Video generation models have shown their superior ability to generate photo-realistic video. However, how to accurately control (or edit) the video remains a formidable challenge. The main issues are: 1) how to perform direct and accurate…
Many geometry processing techniques require the solution of partial differential equations (PDEs) on manifolds embedded in $\mathbb{R}^2$ or $\mathbb{R}^3$, such as curves or surfaces. Such manifold PDEs often involve boundary conditions…
Numerical simulation serves as a cornerstone in scientific modeling, yet the process of fine-tuning simulation parameters poses significant challenges. Conventionally, parameter adjustment relies on extensive numerical simulations, data…
Autostereoscopic display, despite decades of development, has not achieved extensive application, primarily due to the daunting challenge of 3D content creation for non-specialists. The emergence of Radiance Field as an innovative 3D…
We present SENC, a novel self-supervised neural cloth simulator that addresses the challenge of cloth self-collision. This problem has remained unresolved due to the gap in simulation setup between recent collision detection and response…
This paper presents a unified differentiable boolean operator for implicit solid shape modeling using Constructive Solid Geometry (CSG). Traditional CSG relies on min, max operators to perform boolean operations on implicit shapes. But…
Battery-constrained power consumption, compute limitations, and high frame rate requirements in head-mounted displays present unique challenges in the drive to present increasingly immersive and comfortable imagery in virtual reality.…
Differentiable rasterization changes the standard formulation of primitive rasterization -- by enabling gradient flow from a pixel to its underlying triangles -- using distribution functions in different stages of rendering, creating a…
An increasing number of virtual reality applications require environments that emulate real-world conditions. These environments often involve dynamic virtual humans showing realistic behaviors. Understanding user perception and navigation…
Dance, as an art form, fundamentally hinges on the precise synchronization with musical beats. However, achieving aesthetically pleasing dance sequences from music is challenging, with existing methods often falling short in controllability…
We propose a novel Neural Radiance Field (NeRF) representation for non-opaque scenes that enables fast inference by utilizing textured polygons. Despite the high-quality novel view rendering that NeRF provides, a critical limitation is that…
Data driven and learning based solutions for modeling dynamic garments have significantly advanced, especially in the context of digital humans. However, existing approaches often focus on modeling garments with respect to a fixed…
We introduce time-varying extremum graph (TVEG), a topological structure to support visualization and analysis of a time-varying scalar field. The extremum graph is a substructure of the Morse-Smale complex. It captures the adjacency…
We present a new method to bake classical facial animation blendshapes into a fast linear blend skinning representation. Previous work explored skinning decomposition methods that approximate general animated meshes using a dense set of…
3D Gaussian Splatting (3DGS) has shown remarkable success in synthesizing novel views given multiple views of a static scene. Yet, 3DGS faces challenges when applied to dynamic scenes because 3D Gaussian parameters need to be updated per…
In this work, we present a boundary and hole detection approach that traverses all the boundaries of an edge-manifold triangular mesh, irrespectively of the presence of singular vertices, and subsequently determines and labels all holes of…
A concurrent binary tree (CBT) is a GPU-friendly data-structure suitable for the generation of bisection based terrain tessellations, i.e., adaptive triangulations over square domains. In this paper, we expand the benefits of this…
Mesh generation is a crucial step in numerical simulations, significantly impacting simulation accuracy and efficiency. However, generating meshes remains time-consuming and requires expensive computational resources. In this paper, we…
We propose and discuss a paradigm that allows for expressing \emph{data-parallel} rendering with the classically non-parallel ANARI API. We propose this as a new standard for data-parallel sci-vis rendering, describe two different…
Vector graphics includes both filled and stroked paths as the main primitives. While there are many techniques for rendering filled paths on GPU, stroked paths have proved more elusive. This paper presents a technique for performing stroke…