2025 - Thesis - Diffusion
Hash, Diffusion Less Steps
Real-time is the only time. The rest is just latency. β Hash Firm Zurich
- If the hardware provides good enough memory bandwidth, then indexing becomes a more efficient / certain art than computing. Prompt some certain Numbers of different size for buildings + avoid lakes, etc. <- with
assigning some certain Hash Value for the diversityif you like, some Blender Demo Auto 3D Assets Prompting in Sep 2025. - In a non-uniform hash space, the physical distance between sampling points must be taken into account, otherwise the reconstruction will collapse. The drift term of backdiffusion must be scaled according to the metric tensor of the manifold.
spatial_dist = torch.norm(point_diff, dim=-1, keepdim=True) + 1e-8
normalized_diff = residual_diff / spatial_dist
Iter 1000β3000: HashSize β full
Iter 4000β6000: HashSize β
Iter 7000+: HashSize << full # should be for Hash
Paper Generatorβ’
| Stage | Description |
|---|---|
| Problem Selection | Choose a widely used problem where optimality is rarely critical or empirically evaluated. |
| Hardness Injection | Force a reduction to a well-known NP-hard problem to establish theoretical difficulty. |
| Heuristic Recovery | Apply a textbook-level greedy or local search heuristic with minor variations. |
| Approximation Blessing | Provide a constant-factor approximation bound. Common values: 1/2, 1/e, 0.56 (βprovable guaranteeβ). |
| Moral High Ground | Claim novelty through theoretical legitimacy rather than structural insight. |
Topic
- 2023 - AlphaDev discovers faster sorting algorithms
- 1993 - Computational Complexity - Christos Papadimitriou
-
2009 - Computational Complexity: A Modern Approach - Arora & Barak
- 2023 - Nuvo: Neural UV Mapping for Unruly 3D Representations
- 2021 - Shape As Points: A Differentiable Poisson Solver
- 2021 - Neural Geometric Level of Detail
- Tools in use, H200
- Diffusion: 5 steps, beta=[0.0001, 0.02] <- [0.1, 0.8]οΌ Scaling residuals: std=1.2004 -> 0.1551
R(u,v) = Ξ¦_ΞΈ((z_t, t, Nuvo(u,v)))
nuvo_features = diffusion_model.get_nuvo_features(points, nuvo_model)
spatial_dist = torch.norm(point_diff, dim=-1, keepdim=True) + 1e-8 <- change here for your 3D Hash value assignment
normalized_diff = residual_diff / spatial_dist <- change here
Config
- python train.py βconfig configs/icml.yaml βsample_idx 5 βmaterial stiff βdiffusion_steps 10
- **Stage 1** (0-5000): Nuvo only
- **Stage 2** (5000-10000): Nuvo + ND with hash assignment
num_iterations: 10000
diffusion_start_iter: 5000
Input (Boxmesh) Details Analysis:
Vertices: 67970
Normal variation:
Mean: 0.076664
Std: 0.263265
Max: 2.000000
Curvature proxy:
Mean: 104265.058453
Std: 1197198.073828
Max: 92199800.035140
OK: Input (Boxmesh) has good details (mean >= 0.05)
Ground Truth (Sim) Details Analysis:
Vertices: 67970
Normal variation:
Mean: 0.443511
Std: 0.523963
Max: 1.999905
Curvature proxy:
Mean: 825298.086679
Std: 8333963.860213
Max: 196949800.860008
OK: Ground Truth (Sim) has good details (mean >= 0.05)
Residuals Analysis:
Mean magnitude: 0.222847
Std magnitude: 0.076963
Max magnitude: 0.530114
Min magnitude: 0.044882
OK: Residuals are significant (mean >= 0.05)
High-frequency residuals:
Mean: 0.087973
Max: 0.934507
OK: High-frequency details present
Tools
| Feature | Polyscope (Scientific Viewer) | Blender (Production Renderer) |
|---|---|---|
| Primary goal | Data inspection and debugging | High-fidelity visual rendering |
| Visual style | Flat shading; color-coded scalar fields (e.g., UV charts, normals, error maps) | Photorealistic materials; global illumination; ray tracing |
| Geometry support | Robust to raw meshes, point clouds, non-manifold geometry | Requires clean topology or high-poly meshes |
| Workflow | Immediate, programmatic (C++ / Python API) | Offline, manual setup (lights, cameras, shaders) |
| Role in paper | Qualitative analysis (UV consistency, error visualization) | Teaser and results (realistic wrinkles, shadows) |
End-to-End Dataflow
| Phase | Component | Data Type | Description |
|---|---|---|---|
| Input | Sewing pattern prior | SVG / JSON | 2D panel geometry, stitching graph, material constants |
| Β | Base mesh $\mathcal{M}_{\text{base}}$ | OBJ / PLY | Coarse 3D garment surface (low-frequency folds) |
| Β | Anchor frame $x_{\text{anchor}}$ | Tensor | Initial shape distribution at $t_0$ |
| Process | Nuvo mapping $f_\theta$ | MLP | Continuous mapping $(x,y,z)\rightarrow(u,v,k)$ over canonical UV charts |
| Β | Reverse diffusion | ODE / SDE | 5β10 denoising steps in residual space $\mathcal{R}$ |
| Β | Loss constraints | Functions | $\mathcal{L}{\text{MSE}} + \mathcal{L}{\text{LPIPS}} + \mathcal{L}_{\text{L1}}$ |
| Output | Residual field $R$ | Implicit / hash | High-frequency offsets (β€5% mesh scale) in UV space |
| Β | Refined mesh $\mathcal{M}_{\text{ref}}$ | Mesh / points | $\mathcal{M}{\text{ref}}=\mathcal{M}{\text{base}}+R(u,v)$ |
| Evaluation | Metrics | Scalars | Panel L2 (cm), stitch accuracy, perceptual fidelity (LPIPS) |
Overview
- We demonstrate that, under high-performance hardware (H200) conditions, constructing a geometry-aligned discrete hash field is the optimal solution for handling high-frequency garment details compared to stacking deep MLPs.
- By defining the diffusion process
within the residual hash space, we achieve πper-point refinement costdoes not scale with geometric complexity for complex nonlinear folds. -
three_two_three(bijective constraint): Equivalent toassert hash_map.size() == unique_points.size(). A low weight for this constraint indicates severe hash collisions, meaning multiple 3D points map to the same UV, resulting in a blurry rendering. -
cluster(clustering constraint): Equivalent toassert is_adjacent(p1, p2) == is_adjacent(hash(p1), hash(p2)). It ensures that spatially adjacent points are also close together in the hash bucket, preventing the rendering from becoming fragmented.
model:
num_charts: 8
use_vertex_duplication: true *https://github.com/ruiqixu37/Nuvo
-> then for the diffusion process -> It's just about tweaking details in a function space where the geometry is already aligned.
hidden_dim: 256
num_layers: 8
Assign Hash to your Nvidia sponsored renders
SELECT residual
FROM garment_surface
WHERE uv = (u, v);
- Nuvo is Data Indexer
- Diffusion is Error Corrector
- H200 is Hardware Accelerator
Can also add a βstitching graph consistency checkβ, which is essentially a Union-Find problem in graph theory, ensuring that the hash values ββat the stitching points of two pieces eventually converge to the same value.
- By discretize the 3D spaceοΌ
- Hash function is Nuvo. It maps $P(x,y,z)$ to a specific (chart_id, u, v).
-
Keyis these UV coordinates. -
Valueis the corresponding geometric residual $R$. - The
beautylies in avoiding all the pitfalls of high-frequency signal fitting, because the hash table itself can perfectly store high-frequency information, requiringnoFourier transform patching. - In academia, this is called
Discrete Latent Space Alignment.
π Notes - Once it becomes discrete geometry, you donβt have to work on it anymore, all been solved by a large Hash Table -> letβs move on to Continuous Geometry / Signal Processing in Liver predictor
python train_demo.py --config configs/demo.yaml --sample_idx 5
Losses: Diffusion (MSE) + LPIPS
- diffusion_weight: 1.0
- lpips_weight: 0.5
- l1_weight: 0.5 (metric only)
Some Over-smooth Outcome
-
In LeetCode,
a coordinate pointis simply (x, y), the logic is very clear. However, in current computer graphics papers, the goal is to enable neural networks to optimize this point, The truth: This is essentially becauseMLPs (Neural Networks) are too inefficient / un-flexible, they canβt remember high-frequency details. So, people manually add βexternal storageβ to them. -
In LeetCode, your opponent is computational complexity, at SIGGRAPH, your opponent is entropy.
- The hash-value mindset you
like(for example, Instant-NGP) is essentially a classic programmerβs counterattack. It no longer tries to understand complex geometric continuity. Instead, it says:I donβt care how complicated your surface isβIβll just chop you up in hash space and look you up in a table - This approachβtrading space for time, and lookup tables for computationβmay have little aesthetic appeal in the eyes of mathematicians,
but on an H200, it runs the fastest
- The hash-value mindset you
Modern Hardware-aware Algorithm
- In the CPU era, algorithms aimed to reduce instruction cycles;
- In the GPU era, algorithms aim to achieve memory coalescing and avoid branch prediction.
The fundamental limitations of monocular (2D) video input
| Problem | Effect |
|---|---|
| Limited viewpoint | Depth, thickness, and surface normal directions are all ambiguous. |
| Lighting variation | Fur reflection, translucency, and self-occlusion make appearance unstable. |
| Strong deformation | Animal skin and fur exhibit local non-rigid motion. |
| No temporal supervision | Hard to maintain frame-to-frame consistency. |
Vector Field, Probability Flow, and the Continuity Equation in Diffusion / Flow
| Component | Mathematical Form | What It Represents | First Introduced / Formalized | Why It Was Introduced | Original Application Domain |
|---|---|---|---|---|---|
| Vector field | $u(x,t)$ | Local infinitesimal rule specifying how a state changes at position $x$ and time $t$ | Classical differential geometry (19th century); formalized in ODE theory | To describe continuous-time dynamical systems via local evolution rules | Mechanics, fluid dynamics |
| Probability density | $p(x,t)$ | Distribution of samples over state space at time $t$ | Laplace, Gauss (18thβ19th century probability theory) | To describe uncertainty and population-level behavior | Statistical physics |
| Probability flow | $p(x,t),u(x,t)$ | Flux of probability mass through space | Boltzmann, Gibbs (late 19th century) | To model transport of mass or particles | Kinetic theory |
| Divergence operator | $\nabla\cdot(\cdot)$ | Net outflow vs inflow at a point | Gauss, Green (19th century analysis) | To quantify conservation laws | Electromagnetism, fluid flow |
| Continuity equation | $\displaystyle \frac{\partial p(x,t)}{\partial t} = -\nabla\cdot\big(p(x,t),u(x,t)\big)$ | Conservation law governing how probability density evolves | Liouville (1838); later generalized in physics | To enforce mass/probability conservation under dynamics | Hamiltonian systems, statistical mechanics |
| Interpretation in diffusion / flow | same equation | Distribution-level consequence of many samples following the same vector field | Adopted in modern form by Villani, Ambrosio; used in ML after 2019 | To connect sample dynamics with density evolution | Normalizing flows, diffusion models |
| Key conceptual role | β | Vector field generates the time evolution of the entire distribution | Mathematical fact, not a modeling choice | Enables continuous-time generative modeling | Flow models, continuous diffusion |
SUMO Bridge
ββββββββββββββββββββββββββββββ
β SUMO Bridge (Traffic Sim) β
β - Runs locally, offline β
β - Outputs vehicle poses & β
β event timestamps β
βββββββββββββββ¬βββββββββββββββ
β
(Shared Memory / TCP localhost)
β
βββββββββββββββΌβββββββββββββββ
β Unreal Engine (VR Runtime) β
β - Renders the scene β
β - Receives SUMO data β
β - Triggers audio events β
β - Synchronizes pose with β
β HTC Vive SDK β
βββββββββ¬ββββββββββ¬βββββββββββ
β β
(SteamVR API) (Audio EXE via DP port)
β β
βββββββββΌββββββββββΌβββββββββββββββ
β HTC Vive Headset + Controllers β
β - IMU / Lighthouse tracking β
β - Controller input via β
β SteamVR runtime β
ββββββββββββββββββββββββββββββββββ
In a Hardware system, there are 3 essential layers
| Layer | Name | Responsibility |
|---|---|---|
| Application Layer (App Layer) | Unreal / Unity / Blender / Games / Research Demos | Handles rendering, logic, and user interaction. |
| Runtime API Layer (Middleware) | OpenVR / OpenXR / Oculus SDK / WindowsMR | Provides VR hardware abstraction, pose tracking, frame synchronization, and display management. |
| Device Layer (Hardware Layer) | HTC Vive / Valve Index / Meta Quest / Varjo / Pimax | Represents the physical headset, controllers, and tracking sensors. |
User Feedback - If Dizzy
| Layer Frequency | Sensor / System | Primary Function | Role in Tracking Pipeline |
|---|---|---|---|
| High-frequency | IMU (gyroscope + accelerometer) | Real-time orientation estimation and pose prediction | Provides low-latency motion updates and enables motion-to-photon latency reduction |
| Mid-frequency | Photodiodes | Receive sweeping laser signals from base stations | Supplies angular constraints for pose correction |
| Low-frequency | Lighthouse base stations | Provide absolute spatial reference | Ensures global consistency and long-term drift correction |
| Fusion layer | Sensor fusion algorithms | Produce stable 6DoF pose estimates | Combines inertial prediction with optical correction into a coherent state estimate |
HTC Vive Tracking Architecture (Lighthouse System)
| Layer | Sensor / System | Function |
|---|---|---|
| High-frequency layer | IMU (gyroscope + accelerometer) | Real-time orientation estimation and pose prediction |
| Mid-frequency layer | Photodiodes | Receive sweeping laser signals |
| Low-frequency layer | Lighthouse base stations | Provide absolute spatial reference |
| Fusion layer | Sensor fusion algorithms | Produce stable 6DoF pose estimates |
HTC Vive Software Stack
| Layer | Responsibility |
|---|---|
| Firmware | IMU sampling and hardware-level timestamping |
| Tracking runtime | Fusion of IMU and Lighthouse optical measurements |
| SteamVR | Provides 6DoF pose to the system |
| Application | Games and XR applications |
The Role of DP (DisplayPort)
| Component | Function | Description |
|---|---|---|
| DP (DisplayPort) | Physical video interface | Transmits rendered frames from the GPU to the VR headsetβs display. |
| Bandwidth | High data transfer rate | Supports dual-eye high-resolution output (e.g., 2Kβ4K per eye). |
| Refresh Rate | Frame delivery speed | Enables 90β120 Hz display updates to prevent motion sickness. |
| Latency | Image update timing | Ensures real-time synchronization between head movement and displayed image. |
| Relation to Runtime API | Software vs. hardware bridge | The Runtime API manages what is rendered; DisplayPort delivers it physically to the headset screen. |
Data Types
| Data Type | Direction | Example Content |
|---|---|---|
| Logical State Data | SUMO β Unreal | Vehicle position, velocity, and event timestamps |
| Rendering Commands / Image Frames | Unreal β Display Device (HMD) | Per-frame pixel buffers generated by the GPU |
| Pose / Interaction Data | Vive β Unreal | Controller and head IMU data, Lighthouse tracking signals |
| Audio Stream | Unreal β Audio Chip / DP / Audio EXE | PCM waveform data or triggered audio events |
Physical Layers For the Data Flow
1. SUMO β Unreal Engine
| Aspect | Details |
|---|---|
| Transmission Type | Software-level communication (no physical cables) |
| Channel | Local inter-process communication (IPC) |
| Examples | TCP localhost, shared memory, Unix socket |
| Physical Layer | Data travels only inside the CPU main memory and system bus (PCIe), never leaving the host machine |
| Reason | SUMO and Unreal both run on the same PC. Shared memory or local sockets provide nanosecond-level latency without requiring physical network cables |
2. Unreal Engine β HTC Vive (Headset + Controllers)
(1) Video and Audio Signals
| Type | Channel | Cable | Direction |
|---|---|---|---|
| Video Frame Signal (Frame Buffer) | GPU β HMD Display | DisplayPort (DP) or HDMI | One-way (output) |
| Audio Stream (PCM / Compressed) | GPU / Motherboard β HMD Headphones | Audio sub-channel within DP or HDMI | One-way (output) |
(2) Sensor and Control Signals
| Type | Channel | Cable | Direction |
|---|---|---|---|
| Control Signals (USB HID) | Vive Headset β PC | USB 3.0 Cable | Bidirectional |
| Controller Tracking (IMU, Lighthouse) | Vive Base Stations β Headset β PC | USB / Bluetooth / Wireless | Bidirectional |
Time Alignment
- Without an internet connection, there is no external time source (such as NTP or PTP). Therefore, all components must share a master clock, and every process synchronizes around it
- What happens if your master clock is the system clock
- You can run completely offline
- You can maintain full timestamp consistency between Unreal, the EXE, and the HMD as long as every process refers to the same local system time or the same bridge-provided clock derived from it
| Component | Role | Time Source | Works Offline? | Synchronization Scope |
|---|---|---|---|---|
| System Clock | Hardware timer of OS | Physical wall time | Yes | Microsecond precision |
| Sync Server (C++) | Simulation scheduler | Derived from system clock | Yes | Defines frame order |
| SUMO Bridge | Produces simulation data | Receives time from Sync Server | Yes | Simulation step time |
| Unreal Engine | Renders VR scene | Driven by same time packets | Yes | Logicalβphysical mapping |
| HTC Vive / SteamVR | Device tracking | Uses same OS clock internally | Yes | Predictive frame timing |
| Audio EXE | Sound events | Reads sync timestamps via socket | Yes | Aligned playback timing |
ββββββββββββββββββββββββββ
β C++ SyncServer β β master process
β - owns master clock β
β - sends {frame_idx, t}β
ββββββββββ¬ββββββββββββββββ
β sockets (localhost)
ββββββββββΌβββββββββ ββββββββββΌβββββββββ
β Unreal Engine β β SUMO Process β
β (Client) β β (Client) β
β uses t, frame # β β uses t, frame # β
βββββββββββββββββββ βββββββββββββββββββ
The essence of NTP
- To make sure that every computer (or process) in a network agrees on the same notion of time
| Component | Role |
|---|---|
| NTP Server | Maintains accurate time (usually synchronized to GPS or atomic clock) |
| NTP Client | Periodically queries the server to adjust its local clock |
| Network Protocol | UDP (port 123), exchanging timestamps to compute delay and offset |
[ SUMO Process ]
β Ξt = 100 ms
βΌ
"SumoCommunicationRunnable"
β sends {frame_id, sim_time}
βΌ
[ Local NTP / Sync Bridge ]
β broadcasts {sim_time, delta}
βΌ
[ Unreal Engine Runtime ]
β
βββ updates Actor transforms at t = sim_time
βββ triggers AudioBridge event βengine_startβ @ t = sim_time
β
βΌ
[ Audio EXE ]
aligns its playback clock to t = sim_time
Volumetric Representation vs. NeRF vs. Gaussian Splatting
| Property | Volumetric Representation | NeRF | Gaussian Splatting |
|---|---|---|---|
| Function form | Explicit voxel field $V(\mathbf{x})$ | Implicit neural field $f_{\theta}(\mathbf{x}, \mathbf{d})$ | Explicit Gaussian kernels ${G_i(\mathbf{x})}$ |
| Rendering | Numerical volume integration | Neural volume integration | Analytical Gaussian accumulation |
| Continuity | Piecewise (via interpolation) | Continuous (via MLP) | Continuous (via Gaussian kernel) |
| Optimization goal | Photometric consistency | Photometric consistency | Photometric consistency |
| Storage | Dense voxel grid | Network weights | Sparse Gaussian parameters |
| Computation | Heavy $\mathcal{O}(V^3)$ | Heavy $\mathcal{O}(R \times S)$ | Lightweight $\mathcal{O}(N)$ |
| Best suited for | Static volumetric scenes | High-quality static fields | Real-time dynamic 3D/4D scenes |
| Mathematical relation | Numerical approximation of volume integral | Neural approximation of the same integral | Analytical kernel approximation of the same integral |
Implicit vs Explicit Representations
| Concept | Implicit Representation | Explicit Representation |
|---|---|---|
| Definition | Geometry is represented by a continuous function (e.g., NeRF, SDF) that implicitly defines occupancy, density, or color at any 3D location. | Geometry is represented by explicit surface elements, such as vertices, faces, and normals in a mesh. |
| Typical Form | ( f_\theta(x, t) \rightarrow {\sigma, c} ) β density and color fields | ( (V, F) ) β mesh vertices and faces, deformed by pose parameters |
| Key Property | Continuous, topology-free, differentiable | Discrete, topology-fixed, physically interpretable |
| Advantages | β Unconstrained topology β‘ Smooth and differentiable β’ Naturally fits neural fields | β Precise control over surface β‘ Compatible with animation and rendering β’ Supports texture mapping and fur direction |
| Drawbacks | β Ambiguous topology β‘ Hard to extract exact normals β’ Computationally heavy for rendering | β Limited to known topology (e.g., SMAL) β‘ Difficult to generalize across species |
| Example | BANMo β implicit volumetric field + neural blend skinning | Animal Avatars β explicit SMAL mesh + CSE pixel alignment |
Geometric Shape Modeling
- 2025 - TetWeave: Isosurface Extraction using On-The-Fly Delaunay Tetrahedral Grids for Gradient-Based Mesh Optimization - Multi-view 3d reconstruction, geometric texture generation, gradient-based mesh optimization, Isosurface Representation, Fabricaible
Marching Tetrahedra on Delaunay Triangulation
(isosurface extraction on arbitrary point clouds)
β
Directional Signed Distance
(spherical harmonics; edge-aware surface accuracy)
β
Adaptive Tetrahedral Grid
(resampling where error is high; grid fits unknown surfaces)
β
Regularization Terms
(fairness + ODT loss; improve mesh quality, avoid slivers)
| Year | Paper | Type | Description | Core Mathematical Field |
|---|---|---|---|---|
| 2025 | TetWeave: Isosurface Extraction using On-The-Fly Delaunay Tetrahedral Grids for Gradient-Based Mesh Optimization | π§± + βοΈ Hybrid | Simultaneous mesh generation and optimization via differentiable Delaunay grids. | Computational Geometry + Variational Optimization |
| 2025 | Reconfigurable Hinged Kirigami Tessellations | π§± Mesh Generation | Generates deployable curved surfaces through geometric cutting and kinematic tiling. | Discrete Differential Geometry |
| 2025 | Computational Modeling of Gothic Microarchitecture | βοΈ Mesh Optimization | Topological and shape optimization of architectural microstructures. | Topology Optimization |
| 2025 | Higher Order Continuity for Smooth As-Rigid-As-Possible Shape Modeling | βοΈ Mesh Optimization | Extends ARAP formulation with higher-order geometric continuity. | Differential Geometry + PDE Optimization |
| 2024 | Mesh Parameterization Meets Intrinsic Triangulations | βοΈ Mesh Optimization | Improves mesh parameterization and smoothness via intrinsic metrics. | Riemannian Geometry + Discrete Optimization |
| 2024 | Fabric Tessellation: Realizing Freeform Surfaces by Smocking | π§± Mesh Generation | Generates freeform surfaces via geometric fabric tessellation design. | Geometric Modeling + Computational Topology |
| 2024 | SENS: Part-Aware Sketch-based Implicit Neural Shape Modeling | π§± Mesh Generation | Generates 3D meshes from sketches using implicit neural fields. | Implicit Geometry + Neural Representation Learning |
| 2022 | Dev2PQ: Planar Quadrilateral Strip Remeshing of Developable Surfaces | βοΈ Mesh Optimization | Remeshes curved surfaces into planar quadrilateral strips under developability constraints. | Differential Geometry + Discrete Optimization |
| 2022 | Iso-Points: Optimizing Neural Implicit Surfaces with Hybrid Representations | βοΈ Hybrid | Optimizes implicit fields into explicit renderable meshes. | Differentiable Geometry + Variational Optimization |
| 2021 | Developable Approximation via Gauss Image Thinning | βοΈ Mesh Optimization | Approximates surfaces toward developability constraints. | Differential Geometry + Optimization |
| 2020 | Properties of Laplace Operators for Tetrahedral Meshes | βοΈ Mesh Optimization | Studies spectral and geometric properties of Laplace operators in tetrahedral meshes. | Spectral Geometry + Linear Algebra |
| 2015 | Instant Field-Aligned Meshes | π§± Mesh Generation | Generates meshes aligned with direction fields in real time. | Vector Field Theory + Discrete Geometry |
| 2014 | Pattern-Based Quadrangulation for N-Sided Patches | π§± Mesh Generation | Creates quadrilateral meshes using pattern-based surface decomposition. | Combinatorial Geometry + Topology |
| 2013 | Sketch-Based Generation and Editing of Quad Meshes | π§± Mesh Generation | Produces and edits quad meshes directly from sketch input. | Geometric Modeling + Computational Geometry |
| 2013 | Consistent Volumetric Discretizations Inside Self-Intersecting Surfaces | π§± Mesh Generation | Constructs consistent volumetric meshes inside complex self-intersecting surfaces. | Numerical Geometry + Discretization Theory |
| 2013 | Locally Injective Mappings | βοΈ Mesh Optimization | Optimizes parameterizations to avoid fold-overs and self-intersections. | Nonlinear Optimization + Differential Geometry |
| 2007 | As-Rigid-As-Possible Surface Modeling (ARAP) | βοΈ Mesh Optimization | Foundational method for geometric shape deformation and energy minimization. | Variational Optimization + Linear Algebra |
| 2006 | Laplacian Mesh Optimization | βοΈ Mesh Optimization | Classical Laplacian-based geometric smoothing and reconstruction. | Discrete Differential Geometry + Linear Systems |
| 2004 | Laplacian Surface Editing | βοΈ Mesh Optimization | Seminal differentiable deformation method for surface editing. | Variational Calculus + Linear Algebra |
| 2003 | High-Pass Quantization for Mesh Encoding | βοΈ Mesh Optimization | Optimizes geometric compression via high-pass component quantization. | Signal Processing on Manifolds |
| 2002 | Bounded-Distortion Piecewise Mesh Parameterization | βοΈ Mesh Optimization | Minimizes distortion under bounded mapping constraints. | Conformal Geometry + Convex Optimization |
References
- 2025 - Single-Image 3D Human Reconstruction with 3D-Aware Diffusion Priors and Facial Enhancement
- 2025 - Find Any Part in 3D
- 2025 - Jamais Vu: Exposing the Generalization Gap in Supervised Semantic Correspondence
- 2024 - DressCode: Autoregressively Sewing and Generating Garments from TextGuidance
- π 2025 - AIpparel: A Multimodal Foundation Model for Digital Garments
- 2025 - TetWeave: Isosurface Extraction using On-The-Fly Delaunay Tetrahedral Grids