Results 91 to 100 of about 20,918 (256)

The effects of childbirth on the pelvic-floor [PDF]

open access: yes, 2000
Basically, vaginal delivery is associated with the risk of pelvic floor damage. The pelvic floor sequelae of childbirth includes anal incontinence, urinary incontinence and pelvic organ prolapse.
Allen RE   +24 more
core   +1 more source

Variable‐Rate Texture Compression: Real‐Time Rendering with JPEG

open access: yesComputer Graphics Forum, EarlyView.
Abstract Although variable‐rate compressed image formats such as JPEG are widely used to efficiently encode images, they have not found their way into real‐time rendering due to special requirements such as random access to individual texels. In this paper, we investigate the feasibility of variable‐rate texture compression on modern GPUs using the ...
Elias Kristmann   +2 more
wiley   +1 more source

Numerical modelling framework for assessing dune effectiveness against coastal inundation [PDF]

open access: yesNatural Hazards and Earth System Sciences
Coastal inundation threatens both economic assets and human lives, yet accurate flood mapping remains limited by gaps in data availability and model capabilities.
I. D. R. Lopes   +11 more
doaj   +1 more source

See4D: Pose‐Free 4D Generation via Auto‐Regressive Video Inpainting

open access: yesComputer Graphics Forum, EarlyView.
Abstract Immersive applications call for synthesizing spatiotemporal 4D content from casual videos without costly 3D supervision. Existing video‐to‐4D methods typically rely on manually annotated camera poses, which are labor‐intensive and brittle for in‐the‐wild footage.
Dongyue Lu   +10 more
wiley   +1 more source

Vertical structure of near-bed cross-shore flow velocities in the swash zone of a dissipative beach [PDF]

open access: yes, 2015
Cross-shore velocity profiles are measured at 0.001m vertical resolution and at 100Hz over the lower 0.02-0.07m of the water column in the mid swash zone on a dissipative, macrotidal beach.
Conley, DC   +4 more
core   +2 more sources

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

Extreme wave transformation and runup on a beach fronted by a very steep forereef profile

open access: yesApplied Ocean Research
Coral reefs offer natural coastal protection through the efficient dissipation of incident wave energy. Various studies have focused on wave transformation over coral reefs considering an idealised reef profile. However, less effort has been dedicated to
Julian Rodríguez-Burguette   +3 more
doaj   +1 more source

OUGS: Active View Selection via Object‐aware Uncertainty Estimation in 3DGS

open access: yesComputer Graphics Forum, EarlyView.
Abstract Recent advances in 3D Gaussian Splatting (3DGS) have achieved state‐of‐the‐art results for novel view synthesis. However, efficiently capturing high‐fidelity reconstructions of specific objects within complex scenes remains a significant challenge.
Haiyi Li   +3 more
wiley   +1 more source

Simulation Analysis and Experiment of Variable-Displacement Asymmetric Axial Piston Pump

open access: yesApplied Sciences, 2017
The variable displacement pump control system has greater energy-saving advantages and application prospects than the valve control system. However, the variable displacement pump control of differential cylinder is not concurrent with the existing ...
Youshan Gao   +3 more
doaj   +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

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