Paper Index
Search computational fabrication papers, source venues, authors, implementations, and code availability from the GEOMDIGEST knowledge graph.
Generating photorealistic videos of digital humans in a controllable manner is crucial for a plethora of applications. Existing approaches either build on methods that employ template-based 3D representations or emerging video generation models but suffer from...
This paper introduces Claycode, a novel 2D scannable code designed for extensive stylization and deformation. Unlike traditional matrix-based codes (e.g. , QR codes), Claycodes encode their message in a tree structure. During the encoding process, bits are map...
Neural fields are a highly effective representation across visual computing. This work observes that fitting these fields is greatly improved by incorporating spatial stochasticity during training, and that this simple technique can replace or even outperform ...
Powder-snow avalanches are natural phenomena that result from an instability in the snow cover on a mountain relief. It begins with a dense avalanche core moving fast down the mountain. During its evolution, the snow particles in the avalanche front mix with t...
While discrete (metric) connections have become a staple of n -vector field design and analysis on simplicial meshes, the notion of torsion of a discrete connection has remained unstudied. This is all the more surprising as torsion is a crucial component in th...
High-quality material generation is key for virtual environment authoring and inverse rendering. We propose MaterialPicker, a multi-modal material generator leveraging a Diffusion Transformer (DiT) architecture, improving and simplifying the creation of high-q...
Low-discrepancy sequences, and more particularly Sobol' sequences are gold standard for drawing highly uniform samples for quasi-Monte Carlo applications. They produce so-called ( t,s )-sequences, that is, sequences of s -dimensional samples whose uniformity i...
We present a GPU-friendly framework for real-time implicit simulation of elastic material in the presence of frictional contacts. The integration of hyperelasticity, non-interpenetration contact, and friction in real-time simulations presents formidable nonlin...
We introduce Sphere Carving , a novel method for automatically computing bounding volumes that closely bound a procedurally defined implicit surface. Starting from an initial bounding volume located far from the object, we iteratively approach the surface by l...
In parallel simulation, convergence and parallelism are often seen as inherently conflicting objectives. Improved parallelism typically entails lighter local computation and weaker coupling, which unavoidably slow the global convergence. This paper presents a ...
Surface reconstruction from points is a fundamental problem in computer graphics. While numerous methods have been proposed, it remains challenging to reconstruct from sparse and non-uniform point distributions, particularly when normals are absent. We present...
We present a reinforcement learning framework for constructing assemblies composed of rigid parts, which are commonly seen in many historical masonry buildings and bridges. Traditional construction methods for such structures often depend on dense scaffolding ...
The knit structure consists of interlocked yarns, with each yarn comprising multiple plies comprising tens to hundreds of twisted fibers. This intricate geometry and the large number of geometric primitives present substantial challenges for achieving high-fid...
A fundamental challenge in rendering has been the dichotomy between surface and volume models. Gaussian Process Implicit Surfaces (GPISes) recently provided a unified approach for surfaces, volumes, and the spectrum in between. However, this representation rem...
All rendering methods aim at striking a balance between realism and efficiency. This is particularly relevant for differentiable rendering, where the additional aspect of differentiablity w.r.t. scene parameters causes increased computational complexity while,...
We propose a novel segment-based light transport framework that uses segments as the basic unit of light transport. Unlike vertex-based formulations, our segment-based formulation naturally accommodates the disconnected subpaths encountered in photon density e...
3D creation has always been a unique human strength, driven by our ability to deconstruct and reassemble objects using our eyes, mind and hand. However, current 3D design tools struggle to replicate this natural process, requiring considerable artistic experti...
Heterogeneous surfaces exhibit spatially varying geometry and material, and therefore admit diverse appearances. Existing computer graphics works can only model heterogeneity using explicit structures or statistical parameters that describe a coarser level of ...
We introduce Parth, a fill-reducing ordering method for sparse Cholesky solvers with dynamic sparsity patterns (e.g., in physics simulations with contact or geometry processing with local remeshing). Parth facilitates the selective reuse of fill-reducing order...
As AR/VR systems evolve to demand increasingly powerful GPUs, physically separating compute from display hardware emerges as a natural approach to enable a lightweight, comfortable form factor. Unfortunately, splitting the system into a client-server architect...