Results 241 to 250 of about 211,344 (325)

Differential geometry of non-transversal intersection curves of three implicit hypersurfaces in Euclidean 4-space

open access: bronze, 2016
Osmar Aléssio   +4 more
openalex   +1 more source

Deficits of the "Good" Eye in Amblyopia: Processing Geometric Properties. [PDF]

open access: yesInvest Ophthalmol Vis Sci
Zhu M, Liang J, Wang W, Deng H, Huang Y.
europepmc   +1 more source

Neural Geometry Processing via Spherical Neural Surfaces

open access: yesComputer Graphics Forum, EarlyView.
Abstract Neural surfaces (e.g., neural map encoding, deep implicit, and neural radiance fields) have recently gained popularity because of their generic structure (e.g., multi‐layer perceptron) and easy integration with modern learning‐based setups. Traditionally, we have a rich toolbox of geometry processing algorithms designed for polygonal meshes to
Romy Williamson, Niloy J. Mitra
wiley   +1 more source

A Unified Discrete Collision Framework for Triangle Primitives

open access: yesComputer Graphics Forum, EarlyView.
Abstract We present a unified, primitive‐first framework with DCD for collision response in physics‐based simulations. Previous methods do not provide sufficient solutions on a framework that resolves edge‐triangle and edge‐edge collisions when handling self‐collisions and inter‐object collisions in a unified manner. We define a scalar function and its
Tomoyo Kikuchi, Takashi Kanai
wiley   +1 more source

A unified multi‐scale method for simulating immersed bubbles

open access: yesComputer Graphics Forum, EarlyView.
Abstract We introduce a novel unified mixture‐based method for simulating underwater bubbles across a range of bubble scales. Our approach represents bubbles as a set of Lagrangian particles that are coupled with the surrounding Eulerian water volume. When bubble particles are sparsely distributed, each particle, typically smaller than the liquid grid ...
Joel Wretborn   +2 more
wiley   +1 more source

Lipschitz Pruning: Hierarchical Simplification of Primitive‐Based SDFs

open access: yesComputer Graphics Forum, EarlyView.
Abstract Rendering tree‐based analytical Signed Distance Fields (SDFs) through sphere tracing often requires to evaluate many primitives per tracing step, for many steps per pixel of the end image. This cost quickly becomes prohibitive as the number of primitives that constitute the SDF grows.
Wilhem Barbier   +7 more
wiley   +1 more source

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