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Quasi-Newton Methods for Real-Time Simulation of Hyperelastic Materials
Tiantian Liu, Sofien Bouaziz, Ladislav Kavan
Article No.: 23
We present a new method for real-time physics-based simulation supporting many different types of hyperelastic materials. Previous methods such as Position-Based or Projective Dynamics are fast but support only a limited selection of materials;...
BundleFusion: Real-Time Globally Consistent 3D Reconstruction Using On-the-Fly Surface Reintegration
Angela Dai, Matthias Nießner, Michael Zollhöfer, Shahram Izadi, Christian Theobalt
Article No.: 24
Real-time, high-quality, 3D scanning of large-scale scenes is key to mixed reality and robotic applications. However, scalability brings challenges of drift in pose estimation, introducing significant errors in the accumulated model. Approaches...
Curved folded surfaces, given their ability to produce elegant freeform shapes by folding flat sheets etched with curved creases, hold a special place in computational Origami. Artists and designers have proposed a wide variety of different fold...
Deep compositing is an important practical tool in creating digital imagery, but there has been little theoretical analysis of the underlying mathematical operators. Motivated by finding a simple formulation of the merging operation on...
Programmable 2D Arrangements for Element Texture Design
Hugo Loi, Thomas Hurtut, Romain Vergne, Joelle Thollot
Article No.: 27
This article introduces a programmable method for designing stationary 2D arrangements for element textures, namely textures made of small geometric elements. These textures are ubiquitous in numerous applications of computer-aided illustration....
The computation of smooth fields of orthogonal directions within a volume is a critical step in hexahedral mesh generation, used to guide placement of edges and singularities. While this problem shares high-level structure with surface-based frame...
Learning to Schedule Control Fragments for Physics-Based Characters Using Deep Q-Learning
Libin Liu, Jessica Hodgins
Article No.: 29
Given a robust control system, physical simulation offers the potential for interactive human characters that move in realistic and responsive ways. In this article, we describe how to learn a scheduling scheme that reorders short control...
Improving the GJK Algorithm for Faster and More Reliable Distance Queries Between Convex Objects
Mattia Montanari, Nik Petrinic, Ettore Barbieri
Article No.: 30
This article presents a new version of the Gilbert-Johnson-Keerthi (GJK) algorithm that circumvents the shortcomings introduced by degenerate geometries. The original Johnson algorithm and Backup procedure are replaced by a distance subalgorithm...
Understanding and Exploiting Object Interaction Landscapes
Sören Pirk, Vojtech Krs, Kaimo Hu, Suren Deepak Rajasekaran, Hao Kang, Yusuke Yoshiyasu, Bedrich Benes, Leonidas J. Guibas
Article No.: 31
Interactions play a key role in understanding objects and scenes for both virtual and real-world agents. We introduce a new general representation for proximal interactions among physical objects that is agnostic to the type of objects or...
This article proposes a real-time method that uses a single-view RGB-D input (a depth sensor integrated with a color camera) to simultaneously reconstruct a casual scene with a detailed geometry model, surface albedo, per-frame non-rigid motion,...
We introduce a method for co-locating style-defining elements over a set of 3D shapes. Our goal is to translate high-level style descriptions, such as “Ming” or “European” for furniture models, into explicit...