Results 131 to 140 of about 1,159 (214)

Mesh Processing Non‐Meshes via Neural Displacement Fields

open access: yesComputer Graphics Forum, EarlyView.
Abstract Mesh processing pipelines are mature, but adapting them to newer non‐mesh surface representations—which enable fast rendering with compact file size—requires costly meshing or transmitting bulky meshes, negating their core benefits for streaming applications.
Yuta Noma   +4 more
wiley   +1 more source

Prospects for detecting signs of life on exoplanets in the JWST era. [PDF]

open access: yesProc Natl Acad Sci U S A
Seager S   +4 more
europepmc   +1 more source

TreeON: Reconstructing 3D Tree Point Clouds from Orthophotos and Heightmaps

open access: yesComputer Graphics Forum, EarlyView.
Abstract We present TreeON, a novel neural‐based framework for reconstructing detailed 3D tree point clouds from sparse top‐down geodata, using only a single orthophoto and its corresponding Digital Surface Model (DSM). Our method introduces a new training supervision strategy that combines both geometric supervision and a differentiable shadow and ...
Angeliki Grammatikaki   +4 more
wiley   +1 more source

Pressure-induced redox reversal of iron and the distribution of elements in deep Earth. [PDF]

open access: yesProc Natl Acad Sci U S A
Wang X   +12 more
europepmc   +1 more source

LeafFit: Plant Assets Creation from 3D Gaussian Splatting

open access: yesComputer Graphics Forum, EarlyView.
Abstract We propose LeafFit, a pipeline that converts 3D Gaussian Splatting (3DGS) of individual plants into editable, instanced mesh assets. While 3DGS faithfully captures complex foliage, its high memory footprint and lack of mesh topology make it incompatible with traditional game production workflows. We address this by leveraging the repetition of
Chang Luo, Nobuyuki Umetani
wiley   +1 more source

Progressively Projected Newton's Method

open access: yesComputer Graphics Forum, EarlyView.
Abstract Newton's Method is widely used to find the solution of complex non‐linear simulation problems. To guarantee a descent direction, it is common practice to clamp the negative eigenvalues of each element Hessian prior to assembly—a strategy known as Projected Newton (PN)—but this perturbation often hinders convergence.
J. A. Fernández‐Fernández   +2 more
wiley   +1 more source

NAADF: Globally Illuminated Voxel Worlds Accelerated with Nested Axis‐Aligned Distance Fields

open access: yesComputer Graphics Forum, EarlyView.
Abstract Achieving realistic rendering of 3D scenes in real time using path tracing is challenging due to the high sample count required, with ray tracing as the bottleneck. Focusing on voxels as a geometry representation offers significant opportunities for optimizations, especially for tracing the rays, but also for computing the samples.
A. Ulschmid   +4 more
wiley   +1 more source

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