Results 131 to 140 of about 5,593 (259)
Mesh Processing Non‐Meshes via Neural Displacement Fields
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
DLoG - automatic disc based laplacian of gaussian operator for carotid artery boundary extraction in ultrasound images. [PDF]
Anitha M, Gupta AK, Pai P, V C R.
europepmc +1 more source
LeafFit: Plant Assets Creation from 3D Gaussian Splatting
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
Remarks on the second Neumann eigenvalue
Jose C. Sabina de Lis
doaj
Invariance Principle for Lifts of Geodesic Random Walks. [PDF]
Junné J, Redig F, Versendaal R.
europepmc +1 more source
DiskScissors: Cutting Arbitrary‐Topology Solids for Bijective Mapping
Abstract An algorithm for cutting solid objects in a topology‐controlled manner is presented. Concretely, given a loop on the object boundary, a disk‐topology cut surface bounded by the loop is constructed in the interior. In contrast to various previous approaches, both disk topology and conformance to the prescribed loop are ensured by construction ...
S. Hinderink, M. Campen
wiley +1 more source
Flows of Conformally Coclosed G 2 -Structures with Dilaton. [PDF]
Karigiannis S, Picard S, Suan C.
europepmc +1 more source
Affinification: A Fine Approximation of Deformations
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
Diffusion-Shock PDEs for Deep Learning on Position-Orientation Space. [PDF]
Sherry FM, Schaefer K, Duits R.
europepmc +1 more source
Skeletal‐Driven Animation of Anatomical Humans via Neural Deformation Gradients
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

