相关论文: Reduced Representation of Deformation Fields for E…
Neural representations are popular for representing shapes, as they can be learned form sensor data and used for data cleanup, model completion, shape editing, and shape synthesis. Current neural representations can be categorized as either…
While neural radiance fields (NeRF) have shown promise in novel view synthesis, their implicit representation limits explicit control over object manipulation. Existing research has proposed the integration of explicit geometric proxies to…
Mesh processing pipelines are mature, but adapting them to newer non-mesh surface representations -- which enable fast rendering with compact file size -- requires costly meshing or transmitting bulky meshes, negating their core benefits…
Very recently neural implicit rendering techniques have been rapidly evolved and shown great advantages in novel view synthesis and 3D scene reconstruction. However, existing neural rendering methods for editing purposes offer limited…
The same type of objects in different images may vary in their shapes because of rigid and non-rigid shape deformations, occluding foreground as well as cluttered background. The problem concerned in this work is the shape extraction in…
We present a novel formulation for mesh-free, reduced-order simulation of deformable hyperelastic objects. Existing work in reduced-order elastodynamic simulation represents the input geometry by either meshes, which can be difficult to…
Dense 3D shape correspondence remains a central challenge in computer vision and graphics as many deep learning approaches still rely on intermediate geometric features or handcrafted descriptors, limiting their effectiveness under…
Example-based mesh deformation methods are powerful tools for realistic shape editing. However, existing techniques typically combine all the example deformation modes, which can lead to overfitting, i.e. using a overly complicated model to…
The superior performance of Deformable Convolutional Networks arises from its ability to adapt to the geometric variations of objects. Through an examination of its adaptive behavior, we observe that while the spatial support for its neural…
In recent years, substantial progress has been achieved in learning-based reconstruction of 3D objects. At the same time, generative models were proposed that can generate highly realistic images. However, despite this success in these…
With the increase in computational power for the available hardware, the demand for high-resolution data in computer graphics applications increases. Consequently, classical geometry processing techniques based on linear algebra solutions…
Deformable shape representations, parameterized by deformations relative to a given template, have proven effective for improved image analysis tasks. However, their broader applicability is hindered by two major challenges. First, existing…
Capturing contextual dependencies has proven useful to improve the representational power of deep neural networks. Recent approaches that focus on modeling global context, such as self-attention and non-local operation, achieve this goal by…
To be suitable for film-quality animation, rigs for character deformation must fulfill a broad set of requirements. They must be able to create highly stylized deformation, allow a wide variety of controls to permit artistic freedom, and…
Neural shape models can represent complex 3D shapes with a compact latent space. When applied to dynamically deforming shapes such as the human hands, however, they would need to preserve temporal coherence of the deformation as well as the…
Discontinuities in spatial derivatives appear in a wide range of physical systems, from creased thin sheets to materials with sharp stiffness transitions. Accurately modeling these features is essential for simulation but remains…
Implicit neural rendering, especially Neural Radiance Field (NeRF), has shown great potential in novel view synthesis of a scene. However, current NeRF-based methods cannot enable users to perform user-controlled shape deformation in the…
We propose a method for authoring non-realistic 3D objects (represented as either 3D Gaussian Splats or meshes), that comply with 2D edits from specific viewpoints. Namely, given a 3D object, a user chooses different viewpoints and…
Unregistered surface meshes, especially raw 3D scans, present significant challenges for automatic computation of plausible deformations due to the lack of established point-wise correspondences and the presence of noise in the data. In…
In this paper, we aim to create physical digital twins of deformable objects under interaction. Existing methods focus more on the physical learning of current state modeling, but generalize worse to future prediction. This is because…