Results 141 to 150 of about 90,374 (275)

The Story(line) So Far: A Survey on Storyline Visualization

open access: yesComputer Graphics Forum, EarlyView.
Abstract Storyline visualizations model narratives as temporal networks, using x‐monotone lines to represent entities and their interactions over time. This technique offers an intuitive way to reveal structural patterns over time, such as character co‐occurrence and narrative flow.
S. Di Bartolomeo   +4 more
wiley   +1 more source

Single Line Drawing Generation via Semantics‐Driven Optimization

open access: yesComputer Graphics Forum, EarlyView.
We present a method for automatically generating single‐line drawings in vector format, guided by a text prompt or an input image. Our approach leverages score distillation sampling to optimize the parameters of a uniform rational B‐spline (URBS) curve, ensuring that the drawing consists of a single continuous stroke by design.
Tanguy Magne   +3 more
wiley   +1 more source

Fast Nodal Hessian Computation for Peridynamic Fracture Simulation

open access: yesComputer Graphics Forum, EarlyView.
A fast, exact nodal Hessian computation for Non‐Ordinary State‐Based Peridynamics is introduced through analytical simplification and a warp‐centric GPU strategy. The method accelerates preconditioned solvers and Vertex Block Descent, enabling interactive fracture simulation with physical accuracy.
Yuxiong Qin   +2 more
wiley   +1 more source

Attention Based Optimization for 3D Shape Registration

open access: yesComputer Graphics Forum, EarlyView.
Abstract Transformers are sequence‐to‐sequence architectures originally designed to handle structurally rigid and order‐sensitive data, such as text and images. At their core, they exploit the attention mechanism, which is permutation‐equivariant and relies on computing token‐to‐token relationships.
A. Riva, L. Olearo, S. Melzi
wiley   +1 more source

One‐more‐vertex Next‐Event Estimation with Hierarchical Geometry Sampling

open access: yesComputer Graphics Forum, EarlyView.
Abstract Robust next‐event estimation (NEE) remains a challenge in scenes characterized by sparse or small‐scale geometry where indirect illumination is the primary transport mechanism. In these scenes, traditional path construction, which relies on local directional sampling, often fails to find intersections with the sparse geometry, and standard NEE
Jorge Garcia‐Pueyo   +3 more
wiley   +1 more source

FlowGS: Controlling Information Flow for Graph‐Based Interaction in 3D Gaussian Splatting

open access: yesComputer Graphics Forum, EarlyView.
Abstract 3D Gaussian Splatting (3DGS) has recently enabled real‐time, high‐quality novel view synthesis. However, its formulation treats each Gaussian independently, lacking explicit information exchange between neighboring elements and limiting its ability to capture local structure.
T. Jia, R. Sun, W. Shi
wiley   +1 more source

MotionPyramid: Controllable Motion Synthesis via Stylized Phase Manifolds

open access: yesComputer Graphics Forum, EarlyView.
Abstract We introduce stylized phase manifolds—a compact, interpretable latent representation that disentangles motion content (e.g. “jumping”, “walking”), the temporal structure (e.g. motion cycle frequency, gait timing), and style (i.e. how the motion is performed). Learned in an unsupervised manner and inherently low‐dimensional, the manifold offers
Jingyuan Li   +3 more
wiley   +1 more source

A Splitting Architecture for Exact Reduced Coulomb Friction

open access: yesComputer Graphics Forum, EarlyView.
Abstract Existing approaches to frictional contact dynamics typically either modify the Coulomb law to improve numerical robustness or solve the exact law in a fully coupled monolithic form. However, in its reduced form, exact Coulomb friction can be written as a cone complementarity problem with an augmented velocity, which reveals a natural split ...
Hongcheng Song   +3 more
wiley   +1 more source

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