Remembering the "when": Hebbian memory models for the time of past events. [PDF]
Brea J +3 more
europepmc +1 more source
Parallel Vectors Extraction using Bézier Clipping
Abstract In this paper, we propose a novel local feature extraction algorithm for the parallel vectors (PV) operator. Our method is based on Bézier clipping, which is a bracketing‐based root finding method that is commonly‐used in computer‐aided geometric design.
Nico Daßler, Tobias Günther
wiley +1 more source
Frequency-Dependent Seed Selection: How Relative Abundance and Seed Traits Jointly Mediate Foraging Preference in Scatter-Hoarding Rodents. [PDF]
Guo K, Zhang J, Lu Z, Wang B.
europepmc +1 more source
Differentiable Randers‐Finsler Eikonal Solvers
Abstract Fast and differentiable solvers for anisotropic and asymmetric distance fields are a key primitive in geometry processing, enabling gradient‐based optimization over metrics, drift fields, and downstream objectives that depend on geodesic distances and geodesics.
Barak Gahtan +2 more
wiley +1 more source
Coded Caching Scheme for Multiaccess Cache-Assisted Partially Connected Linear Network via Multi-Antenna Placement Delivery Array. [PDF]
Huang Y, Luo S, Zheng B.
europepmc +1 more source
Dynamic Wave Trains: A Procedural Approach to Spatially Varying Ocean Synthesis
In this paper, we present a high performance procedural model capable of synthesizing and rendering a virtually infinite ocean. Our method exhibits spatial variations as the orientations, speed and choppiness of the waves is parametrized for each frequencies and each point in space. The provided visual abstract exhibits a sunset rendering of a large 40
Romain Fournier +4 more
wiley +1 more source
MoR-Swin: Efficient Vision Transformer Using Mixture of Recursions. [PDF]
Ai Y, Gao T, Lin Z, Yang L, Chang Q.
europepmc +1 more source
CuRast: Cuda‐Based Software Rasterization for Billions of Triangles
Abstract This paper presents a CUDA‐based software rasterizer capable of rendering up to a billion unique triangles, or up to 4 billion instanced triangles, in real time at 60 fps on an RTX 5090. By specifically targeting dense, opaque meshes, our approach is able to outperform the native GPU rasterization pipeline in these scenarios.
M. Schütz +3 more
wiley +1 more source
REAPER: a project-centric workflow layer for comparative repeatome analysis. [PDF]
Ulyanov DS +5 more
europepmc +1 more source
One‐more‐vertex Next‐Event Estimation with Hierarchical Geometry Sampling
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

