Paper Index
Search computational fabrication papers, source venues, authors, implementations, and code availability from the GEOMDIGEST knowledge graph.
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...
Reflectance Transformation Imaging (RTI) is a computational photography technique in which an object is acquired from a fixed point-of-view with different light directions. The aim is to estimate the light transport function at each point so that the object ca...
Optimization time integrators are effective at solving complex multi-physics problems including deformable solids with non-linear material models, contact with friction, strain limiting, and so on. For challenging problems, Newton-type optimizers are often use...
We present a general method for computing local parameterizations rooted at a point on a surface, where the surface is described only through a signed implicit function and a corresponding projection function. Using a two-stage process, we compute several poin...
Discontinuous visibility changes remain a major bottleneck when optimizing surfaces within a physically based inverse renderer. Many previous works have proposed sophisticated algorithms and data structures to sample visibility silhouettes more efficiently. Ou...
Animating human-scene interactions such as picking and placing a wide range of objects with different geometries is a challenging task, especially in a cluttered environment where interactions with complex articulated containers are involved. The main difficul...
Animation retargetting applies sparse motion description (e.g., keypoint sequences) to a character mesh to produce a semantically plausible and temporally coherent full-body mesh sequence. Existing approaches come with restrictions - they require access to tem...
Efficient and scalable 3D surface reconstruction from range data remains a core challenge in computer graphics and vision, particularly in real-time and resource-constrained scenarios. Traditional volumetric methods based on fixed-resolution voxel grids or hie...