Paper Index
Search computational fabrication papers, source venues, authors, implementations, and code availability from the GEOMDIGEST knowledge graph.
We introduce a novel class of G 2 continuous splines constructed using an innovative blending method, which guarantees precise interpolation of given control points. These splines are designed to achieve local curvature maxima specifically at these control poi...
This paper presents LEGO ® -Maker, a new learning-based generative model that can effectively consider over 100 unique brick types and rapidly generate hundreds of bricks to create LEGO ® models conditioned on images. This work has three major technical contri...
We integrate smoothing B-splines into a standard differentiable vector graphics (DiffVG) pipeline through linear mapping, and show how this can be used to generate smooth and arbitrarily long paths within image-based deep learning systems. We take advantage of...
Designing subspaces for Reduced Order Modeling (ROM) is crucial for accelerating finite element simulations in graphics and engineering. Unfortunately, it's not always clear which subspace is optimal for arbitrary dynamic simulation. We propose to construct si...
We present a computational approach for designing freeform structures that can be rapidly assembled from initially flat configurations by a single string pull. The target structures are decomposed into rigid spatially varied quad tiles that are optimized to ap...
Existing 3D Gaussian (3DGS) based methods tend to produce blurriness and artifacts on delicate textures (small objects and high-frequency textures) in aerial large-scale scenes. The reason is that the delicate textures usually occupy a relatively small number ...
We introduce a novel class of polyhedral tori (PQ-toroids) that snap between two stable configurations - a flat state and a deployed one separated by an energy barrier. Being able to create PQ-toroids from any set of given planar bottom and side faces opens th...
This paper presents a method for computing interleaved additive and subtractive manufacturing operations to fabricate models of arbitrary shapes. We solve the manufacturing planning problem by searching a sequence of inverse operations that progressively trans...
When observing an intense light source, humans perceive dense radiating spikes known as glare/starburst patterns. These patterns are frequently used in computer graphics applications to enhance the perception of brightness (e.g., in games and films). Previous ...
This paper addresses the problem of decomposed 4D scene reconstruction from multi-view videos. Recent methods achieve this by lifting video segmentation results to a 4D representation through differentiable rendering techniques. Therefore, they heavily rely on...
Neural implicit representation, the parameterization of a continuous distance function as a Multi-Layer Perceptron (MLP), has emerged as a promising lead in tackling surface reconstruction from unoriented point clouds. In the presence of noise, however, its la...
The simulation of sand-water mixtures requires capturing the stochastic behavior of individual sand particles within a uniform, continuous fluid medium. However, most existing approaches, which only treat sand particles as markers within fluid solvers, fail to...
The training of high-quality, robust machine learning models for speech-driven 3D facial animation requires a large, diverse dataset of high-quality audio-animation pairs. To overcome the lack of such a dataset, recent work has introduced large pre-trained spe...
Markov chain Monte Carlo (MCMC) algorithms are indispensable when sampling from a complex, high-dimensional distribution by a conventional method is intractable. Even though MCMC is a powerful tool, it is also hard to control and tune in practice. Simultaneous...
Numerous tasks in robotics and character animation involve solving combinations of inverse kinematics and motion planning problems that require the precise design of pose sequences to achieve desired motion objectives. Accounting for the complex interplay betw...
Multi-view mesh reconstruction has long been a challenging problem in graphics and computer vision. In contrast to recent volumetric rendering methods that generate meshes through post-processing, we propose an end-to-end mesh optimization approach called IMLS...
Hand-drawn vector sketches often contain implied lines, imprecise intersections, and unintended gaps, making it challenging to identify closed regions for colorization. These challenges become more pronounced as the number of strokes increases. In this paper, ...
In architecture, special attention is paid to the shapes of thin curved surface structures known as shells. Ideally, shells should have shapes that can support their self-weight without bending. These shapes rely solely on in-plane stresses flowing along the s...
We present a novel implicit porous flow solver using SPH, which maintains fluid incompressibility and is able to model a wide range of scenarios, driven by strongly coupled solid-fluid interaction forces. Many previous SPH porous flow methods reduce particle v...
Integral linear operators play a key role in many graphics problems, but solutions obtained via Monte Carlo methods often suffer from high variance. A common strategy to improve the efficiency of integration across various inputs is to precompute the kernel fu...