Results 131 to 140 of about 9,253 (248)

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

Affinification: A Fine Approximation of Deformations

open access: yesComputer Graphics Forum, EarlyView.
Abstract We introduce affinification, a novel method for accelerating physics‐based animation of elastic solids. During a time‐dependent simulation, our method automatically partitions the space into affine and elastic regions depending on the deformation.
A. Mercier‐Aubin   +3 more
wiley   +1 more source

A generalization of the incidence energy and the Laplacian-energy-like invariant

open access: yes, 2018
For a graph G and a real number alpha, the graph invariant s(alpha)(G) is the sum of the alpha th powers of the signless Laplacian eigenvalues and sigma(alpha)(G) is the sum of the alpha th powers of the Laplacian eigenvalues of G. In this study, for appropriate vales of alpha, we give some bounds for the generalized versions of incidence energy and of
Kaya, Ezgi, Maden, A. Dilek
openaire   +3 more sources

Skeletal‐Driven Animation of Anatomical Humans via Neural Deformation Gradients

open access: yesComputer Graphics Forum, EarlyView.
Abstract Most real‐time animation techniques for digital humans are limited to deforming the outer skin surface. Geometric skinning methods are highly efficient but struggle with artifacts such as collapsing joints or self‐intersections when animating inner anatomy along with the outer skin.
G. Nolte   +3 more
wiley   +1 more source

Non‐Rigid 3D Shape Correspondences: From Foundations to Open Challenges and Opportunities

open access: yesComputer Graphics Forum, EarlyView.
Abstract Estimating correspondences between deformed shape instances is a long‐standing problem in computer graphics; numerous applications, from texture transfer to statistical modelling, rely on recovering an accurate correspondence map. Many methods have thus been proposed to tackle this challenging problem from varying perspectives, depending on ...
A. Zhuravlev   +14 more
wiley   +1 more source

Hierarchical Optimization of the As‐Rigid‐As‐Possible Energy

open access: yesComputer Graphics Forum, EarlyView.
Abstract The As‐Rigid‐As‐Possible (ARAP) energy [SA07] has become a versatile ingredient in various geometry processing and machine learning methods. The classic method for its minimization is a block coordinate descent, alternating between local rotation estimation and a global linear solve, which converges slowly for large problem instances.
Hendrik Meyer, Bernd Bickel, Marc Alexa
wiley   +1 more source

Embedding Optimization of Layouts via Distortion Minimization

open access: yesComputer Graphics Forum, EarlyView.
Abstract Given an embedding of a layout in the surface of a target mesh, we consider the problem of optimizing the embedding geometrically. Layout embeddings partition the surface into multiple disk‐like patches, making them particularly useful for parametrization and remeshing tasks, such as quad‐remeshing, since these problems can then be solved on ...
A. Heuschling, I. Lim, L. Kobbelt
wiley   +1 more source

Generative Cutout Animation

open access: yesComputer Graphics Forum, EarlyView.
Abstract Cutout animation is one of the earliest forms of animation, and to this day remains a popular technique featured in numerous films including Monty Python and South Park series. Most computer animation systems, however, focus on different styles, including cel animation, making cutout animation somewhat underexplored.
Ivan Puhachov   +3 more
wiley   +1 more source

Topology‐based Visual Analysis of Hydrothermal Plumes

open access: yesComputer Graphics Forum, EarlyView.
Abstract Hydrothermal plumes are turbulent structures of intense heat and mineral smoke that rise and disperse into the deep ocean. Existing models generally characterize these systems as a single axisymmetric plume originating from a point source. However, this assumption breaks down in weakly venting, spatially distributed systems, where low‐flux ...
Adhitya Kamakshidasan   +3 more
wiley   +1 more source

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