Results 151 to 160 of about 1,430 (204)
Meshing Unsigned Distance Fields with Regular Triangulations
Abstract Unsigned distance fields (UDF) are a versatile, implicit representation of geometry. They can represent surfaces that are not bounding a solid or contain points or curves that are not manifold, for example several sheets meeting along a common curve. Contouring the implicit representation, i.e. turning it into an explicit one, requires finding
M. Kohlbrenner, M. Alexa
wiley +1 more source
A hypergraph model shows the carbon reduction potential of effective space use in housing. [PDF]
Weber RE, Mueller C, Reinhart C.
europepmc +1 more source
A practical algorithm for weighted k‐hulls
Abstract The convex hull is a central concept in computational geometry, geometry processing, and generally for summarizing sampled data. Its descriptive power suffers significantly in the presence of noise. The k‐hull, also known as the k‐depth contour in statistics, is the intersection of all half‐spaces that contain all but k data points, i.e. it is
N. Look, H. Meyer, M. Alexa
wiley +1 more source
New method for calculating the windward area of irregular fragments. [PDF]
Liu XY +4 more
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
Multi-volume rendering using depth buffers for surgical planning in virtual reality. [PDF]
Faludi B +10 more
europepmc +1 more source
Abstract We present a fast, robust method for continuous collision detection (CCD) directly between pairs of complex signed distance fields (SDFs). By casting CCD as an alternating spatio‐temporal optimization and driving a small set of smartly sampled surface points along SDF tangent spaces, our approach avoids dense sampling or triangle meshes ...
Rasmus Gabelgaard Nielsen, Kenny Erleben
wiley +1 more source
Holo-U2Net for High-Fidelity 3D Hologram Generation. [PDF]
Yang T, Lu Z.
europepmc +1 more source
Advances in 4D Representation: Geometry, Motion, and Interaction
We survey 4D representation through three key pillars — geometry, motion, and interaction — offering a selective, representation‐centric perspective to guide researchers in choosing and customizing the right 4D representation for their tasks. Abstract We present a survey on 4D generation and reconstruction, a fast‐evolving subfield of computer graphics
M. Zhao +7 more
wiley +1 more source

