Paper Index
Search computational fabrication papers, source venues, authors, implementations, and code availability from the GEOMDIGEST knowledge graph.
In this paper we present ADOP, a novel point-based, differentiable neural rendering pipeline. Like other neural renderers, our system takes as input calibrated camera images and a proxy geometry of the scene, in our case a point cloud. To generate a novel view...
Human-technology interaction is concerned with trust as an inevitable user acceptance requirement. As the applications of artificial intelligence (AI) and robotics emerge in the architecture, engineering, and construction (AEC) industry, there is an immediate ...
This work introduces the need to develop competitive, low-cost and applicable technologies to real roads to detect the asphalt condition by means of Machine Learning (ML) algorithms. Specifically, the most recent studies are described according to the data col...
Automatic synthesis of realistic co-speech gestures is an increasingly important yet challenging task in artificial embodied agent creation. Previous systems mainly focus on generating gestures in an end-to-end manner, which leads to difficulties in mining the...
Creating photorealistic avatars of existing people currently requires extensive person-specific data capture, which is usually only accessible to the VFX industry and not the general public. Our work aims to address this drawback by relying only on a short mob...
We present a novel semantic model for human head defined with neural radiance field. The 3D-consistent head model consist of a set of disentangled and interpretable bases, and can be driven by low-dimensional expression coefficients. Thanks to the powerful rep...
Physically-based differentiable rendering has recently emerged as an attractive new technique for solving inverse problems that recover complete 3D scene representations from images. The inversion of shape parameters is of particular interest but also poses se...
Existing 3D-aware facial generation methods face a dilemma in quality versus editability: they either generate editable results in low resolution, or high-quality ones with no editing flexibility. In this work, we propose a new approach that brings the best of...
We have recently seen tremendous progress in the neural advances for photo-real human modeling and rendering. However, it's still challenging to integrate them into an existing mesh-based pipeline for downstream applications. In this paper, we present a compre...
Deep learning approaches have been shown to be capable of recognizing shape features (e.g. machining features) in Computer-Aided Design (CAD) models in certain circumstances, yet still have issues when the features intersect, and in exploiting the geometric an...
We approach the problem of high-DOF reaching-and-grasping via learning joint planning of grasp and motion with deep reinforcement learning. To resolve the sample efficiency issue in learning the high-dimensional and complex control of dexterous grasping, we pr...
This paper presents a stylized novel view synthesis method. Applying state-of-the-art stylization methods to novel views frame by frame often causes jittering artifacts due to the lack of cross-view consistency. Therefore, this paper investigates 3D scene styl...
High-quality motion capture datasets are now publicly available, and researchers have used them to create kinematics-based controllers that can generate plausible and diverse human motions without conditioning on specific goals (i.e., a task-agnostic generativ...