图形学
Visual design relies on seeing things in different ways, acting on them, and seeing results to act again. Parametric design tools are often not robust to design changes that result from sketching over the visualization of their output. We…
We address the problem of modifying a given well-designed 2D sewing pattern to accommodate garment edits in the 3D space. Existing methods usually adjust the sewing pattern by applying uniform flattening to the 3D garment. The problems are…
A smooth T-surface can be thought of as a generalization of a surface of revolution in such a way that the axis of rotation is not fixed at one point but rather traces a smooth path on the base plane. Furthermore, the action, by which the…
Coordinate based implicit neural representations have gained rapid popularity in recent years as they have been successfully used in image, geometry and scene modeling tasks. In this work, we present a novel use case for such implicit…
In this paper, we present a simulation and control framework for generating biomechanically plausible motion for muscle-actuated characters. We incorporate a fatigue dynamics model, the 3CC-r model, into the widely-adopted Hill-type muscle…
Ray tracing has long been the holy grail of real time rendering. This technique, commonly used for photo realism, simulates the physical behavior of light, at the cost of being computationally heavy. With the introduction of Nvidia RTX…
Stereoscopic, head-tracked display systems can show users realistic, world-locked virtual objects and environments. However, discrepancies between the rendering pipeline and physical viewing conditions can lead to perceived instability in…
This paper proposes the simulation of structured behaviors in a crowd of virtual agents by extending the BioCrowds simulation model. Three behaviors were simulated and evaluated, a queue as a generic case and two specific behaviors observed…
We present an algorithm for creating an n-level ray-space hierarchy (RSH) of coherent rays that runs on the GPU. Our algorithm uses rasterization to process the primary rays, then uses those results as the inputs for a RSH, that processes…
In this work, we present a method for turning Chinese still-life paintings with global illumination effects into dynamic paintings with moving lights. Our goal is to preserve the original look and feel of still-life paintings with moving…
In this paper, we present a unified framework to simulate non-Newtonian behaviors. We combine viscous and elasto-plastic stress into a unified particle solver to achieve various non-Newtonian behaviors ranging from fluid-like to solid-like.…
Recent advancements in technology have brought forth new forms of interactive applications, such as the social metaverse, where end users interact with each other through their virtual avatars. In such applications, precise full-body…
Personalizing generative models offers a way to guide image generation with user-provided references. Current personalization methods can invert an object or concept into the textual conditioning space and compose new natural sentences for…
We present a quasi-static finite element simulator for human face animation. We model the face as an actuated soft body, which can be efficiently simulated using Projective Dynamics (PD). We adopt Incremental Potential Contact (IPC) to…
We propose a method to allow precise and extremely fast mesh extraction from 3D Gaussian Splatting. Gaussian Splatting has recently become very popular as it yields realistic rendering while being significantly faster to train than NeRFs.…
Adaptive Mesh Refinement (AMR) is becoming a prevalent data representation for scientific visualization. Resulting from large fluid mechanics simulations, the data is usually cell centric, imposing a number of challenges for high quality…
Inspired by the success of WaveNet in multi-subject speech synthesis, we propose a novel neural network based on causal convolutions for multi-subject motion modeling and generation. The network can capture the intrinsic characteristics of…
We introduce MoCA, a Motion-Conditioned Image Animation approach for video editing. It leverages a simple decomposition of the video editing problem into image editing followed by motion-conditioned image animation. Furthermore, given the…
This research pioneers a method for generating immersive worlds, drawing inspiration from elements of vintage adventure games like Myst and employing modern text-to-image models. We explore the intricate conversion of 2D panoramas into 3D…
We study the problem of creating high-fidelity and animatable 3D avatars from only textual descriptions. Existing text-to-avatar methods are either limited to static avatars which cannot be animated or struggle to generate animatable…