图形学
In the field of volumetric data processing and analysis, extracting mid-surfaces from thinly bounded compartments is crucial for tasks such as surface area estimation and accurate modeling of biological structures, yet it has lacked a…
One of the key advantages of 3D rendering is its ability to simulate intricate scenes accurately. One of the most widely used methods for this purpose is Gaussian Splatting, a novel approach that is known for its rapid training and…
There is no settled universal 3D representation for geometry with many alternatives such as point clouds, meshes, implicit functions, and voxels to name a few. In this work, we present a new, compelling alternative for representing shapes…
Well-fitted clothing is essential for both real and virtual garments to enable self-expression and accurate representation for a large variety of body types. Common practice in the industry is to provide a pre-made selection of distinct…
Neural rendering provides a fundamentally new way to render photorealistic images. Similar to traditional light-baking methods, neural rendering utilizes neural networks to bake representations of scenes, materials, and lights into latent…
Traditional character animation specializes in characters with a rigidly articulated skeleton and a bipedal/quadripedal morphology. This assumption simplifies many aspects for designing physically based animations, like locomotion, but…
Exploratory analysis of scalar fields on surface meshes presents significant challenges in identifying and visualizing important regions, particularly on the surface's backside. Previous visualization methods achieved only a limited…
The fidelity of relighting is bounded by both geometry and appearance representations. For geometry, both mesh and volumetric approaches have difficulty modeling intricate structures like 3D hair geometry. For appearance, existing…
Unoriented surface reconstructions based on the Gauss formula have attracted much attention due to their elegant mathematical formulation and excellent performance. However, the isotropic characteristics of the formulation limit their…
2D diffusion model, which often contains unwanted baked-in shading effects and results in unrealistic rendering effects in the downstream applications. Generating Physically Based Rendering (PBR) materials instead of just RGB textures would…
Recently, the emergence of diffusion models has opened up new opportunities for single-view reconstruction. However, all the existing methods represent the target object as a closed mesh devoid of any structural information, thus neglecting…
Neural representations have shown spectacular ability to compress complex signals in a fraction of the raw data size. In 3D computer graphics, the bulk of a scene's memory usage is due to polygons and textures, making them ideal candidates…
This paper explores the burgeoning field of 3D content generation within the landscape of Artificial Intelligence Generated Content (AIGC) and large-scale models. It investigates innovative methods like Text-to-3D and Image-to-3D, which…
Learning-based approaches to cloth simulation have started to show their potential in recent years. However, handling collisions and intersections in neural simulations remains a largely unsolved problem. In this work, we present…
Bounding volumes are an established concept in computer graphics and vision tasks but have seen little change since their early inception. In this work, we study the use of neural networks as bounding volumes. Our key observation is that…
We present a new technique for visualizing high-dimensional data called cluster MDS (cl-MDS), which addresses a common difficulty of dimensionality reduction methods: preserving both local and global structures of the original sample in a…
We present a framework of elastic locomotion, which allows users to enliven an elastic body to produce interesting locomotion by prescribing its high-level kinematics. We formulate this problem as an inverse simulation problem and seek the…
Measured Bidirectional Texture Function (BTF) can faithfully reproduce a realistic appearance but is costly to acquire and store due to its 6D nature (2D spatial and 4D angular). Therefore, it is practical and necessary for rendering to…
We propose a reduced space mixed finite element method (MFEM) built on a Skinning Eigenmode subspace and material-aware cubature scheme. Our solver is well-suited for simulating scenes with large material and geometric heterogeneities in…
Finding valid light paths that involve specular vertices in Monte Carlo rendering requires solving many non-linear, transcendental equations in high-dimensional space. Existing approaches heavily rely on Newton iterations in path space,…