2025 - Thesis - Diffusion

Hash, Diffusion Less Steps


Real-time is the only time. The rest is just latency. β€” Hash Firm Zurich

spatial_dist = torch.norm(point_diff, dim=-1, keepdim=True) + 1e-8
normalized_diff = residual_diff / spatial_dist

Iter 1000–3000: HashSize β‰ˆ full
Iter 4000–6000: HashSize ↓
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 (β€œprovable guarantee”).
Moral High Ground Claim novelty through theoretical legitimacy rather than structural insight.


Topic

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 –config configs/icml.yaml –sample_idx 5 –material stiff –diffusion_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

Project 1 Visualization


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 5–10 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 (≀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 πŸ“ per-point refinement cost does not scale with geometric complexity for complex nonlinear folds.
  • three_two_three (bijective constraint): Equivalent to assert 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 to assert 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 β€œstitching graph consistency check”, which is essentially a Union-Find problem in graph theory, ensuring that the hash values ​​at the stitching points of two pieces eventually converge to the same value.

  • By discretize the 3D space:
    • Hash function is Nuvo. It maps $P(x,y,z)$ to a specific (chart_id, u, v).
    • Key is these UV coordinates.
    • Value is the corresponding geometric residual $R$.
    • The beauty lies in avoiding all the pitfalls of high-frequency signal fitting, because the hash table itself can perfectly store high-frequency information, requiring no Fourier transform patching.
    • In academia, this is called Discrete Latent Space Alignment.

πŸ“ Notes - Once it becomes discrete geometry, you don’t have to work on it anymore, all been solved by a large Hash Table -> let’s 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

Project 1 Visualization

Project 1 Visualization

  • In LeetCode, a coordinate point is 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 because MLPs (Neural Networks) are too inefficient / un-flexible, they can’t remember high-frequency details. So, people manually add β€œexternal storage” 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 programmer’s counterattack. It no longer tries to understand complex geometric continuity. Instead, it says: I don’t care how complicated your surface isβ€”I’ll just chop you up in hash space and look you up in a table
    • This approachβ€”trading space for time, and lookup tables for computationβ€”may have little aesthetic appeal in the eyes of mathematicians, but on an H200, it runs the fastest


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 (18th–19th 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

β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚ SUMO Bridge (Traffic Sim)  β”‚
β”‚  - Runs locally, offline   β”‚
β”‚  - Outputs vehicle poses & β”‚
β”‚    event timestamps        β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
              β”‚
   (Shared Memory / TCP localhost)
              β”‚
β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
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”‚
β””β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
        β”‚         β”‚
 (SteamVR API)  (Audio EXE via DP port)
        β”‚         β”‚
β”Œβ”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚ HTC Vive Headset + Controllers β”‚
β”‚  - IMU / Lighthouse tracking   β”‚
β”‚  - Controller input via        β”‚
β”‚    SteamVR runtime             β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜


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 headset’s display.
Bandwidth High data transfer rate Supports dual-eye high-resolution output (e.g., 2K–4K per eye).
Refresh Rate Frame delivery speed Enables 90–120 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 ↔ 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 ↔ 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 ↔ PC USB 3.0 Cable Bidirectional
Controller Tracking (IMU, Lighthouse) Vive Base Stations ↔ Headset ↔ 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 Logical–physical 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


β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚  C++ SyncServer        β”‚   ← master process
β”‚  - owns master clock   β”‚
β”‚  - sends {frame_idx, t}β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
         β”‚ sockets (localhost)
β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β”     β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚ Unreal Engine   β”‚     β”‚ SUMO Process    β”‚
β”‚ (Client)        β”‚     β”‚ (Client)        β”‚
β”‚ uses t, frame # β”‚     β”‚ uses t, frame # β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜     β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜


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”‚  Ξ”t = 100 ms
     β–Ό
  "SumoCommunicationRunnable"
     β”‚  sends {frame_id, sim_time}
     β–Ό
[ Local NTP / Sync Bridge ]
     β”‚  broadcasts {sim_time, delta}
     β–Ό
[ Unreal Engine Runtime ]
     β”‚
     β”œβ”€β”€ updates Actor transforms at t = sim_time
     └── triggers AudioBridge event β€œengine_start” @ t = sim_time
           β”‚
           β–Ό
[ 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 – implicit volumetric field + neural blend skinning Animal Avatars – explicit SMAL mesh + CSE pixel alignment


Geometric Shape Modeling

Project 1 Visualization


Marching Tetrahedra on Delaunay Triangulation
(isosurface extraction on arbitrary point clouds)
                 ↓
Directional Signed Distance
(spherical harmonics; edge-aware surface accuracy)
                 ↓
Adaptive Tetrahedral Grid
(resampling where error is high; grid fits unknown surfaces)
                 ↓
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 🧱 + βš™οΈ Hybrid Simultaneous mesh generation and optimization via differentiable Delaunay grids. Computational Geometry + Variational Optimization
2025 Reconfigurable Hinged Kirigami Tessellations 🧱 Mesh Generation Generates deployable curved surfaces through geometric cutting and kinematic tiling. Discrete Differential Geometry
2025 Computational Modeling of Gothic Microarchitecture βš™οΈ Mesh Optimization Topological and shape optimization of architectural microstructures. Topology Optimization
2025 Higher Order Continuity for Smooth As-Rigid-As-Possible Shape Modeling βš™οΈ Mesh Optimization Extends ARAP formulation with higher-order geometric continuity. Differential Geometry + PDE Optimization
2024 Mesh Parameterization Meets Intrinsic Triangulations βš™οΈ Mesh Optimization Improves mesh parameterization and smoothness via intrinsic metrics. Riemannian Geometry + Discrete Optimization
2024 Fabric Tessellation: Realizing Freeform Surfaces by Smocking 🧱 Mesh Generation Generates freeform surfaces via geometric fabric tessellation design. Geometric Modeling + Computational Topology
2024 SENS: Part-Aware Sketch-based Implicit Neural Shape Modeling 🧱 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 βš™οΈ 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 βš—οΈ Hybrid Optimizes implicit fields into explicit renderable meshes. Differentiable Geometry + Variational Optimization
2021 Developable Approximation via Gauss Image Thinning βš™οΈ Mesh Optimization Approximates surfaces toward developability constraints. Differential Geometry + Optimization
2020 Properties of Laplace Operators for Tetrahedral Meshes βš™οΈ Mesh Optimization Studies spectral and geometric properties of Laplace operators in tetrahedral meshes. Spectral Geometry + Linear Algebra
2015 Instant Field-Aligned Meshes 🧱 Mesh Generation Generates meshes aligned with direction fields in real time. Vector Field Theory + Discrete Geometry
2014 Pattern-Based Quadrangulation for N-Sided Patches 🧱 Mesh Generation Creates quadrilateral meshes using pattern-based surface decomposition. Combinatorial Geometry + Topology
2013 Sketch-Based Generation and Editing of Quad Meshes 🧱 Mesh Generation Produces and edits quad meshes directly from sketch input. Geometric Modeling + Computational Geometry
2013 Consistent Volumetric Discretizations Inside Self-Intersecting Surfaces 🧱 Mesh Generation Constructs consistent volumetric meshes inside complex self-intersecting surfaces. Numerical Geometry + Discretization Theory
2013 Locally Injective Mappings βš™οΈ Mesh Optimization Optimizes parameterizations to avoid fold-overs and self-intersections. Nonlinear Optimization + Differential Geometry
2007 As-Rigid-As-Possible Surface Modeling (ARAP) βš™οΈ Mesh Optimization Foundational method for geometric shape deformation and energy minimization. Variational Optimization + Linear Algebra
2006 Laplacian Mesh Optimization βš™οΈ Mesh Optimization Classical Laplacian-based geometric smoothing and reconstruction. Discrete Differential Geometry + Linear Systems
2004 Laplacian Surface Editing βš™οΈ Mesh Optimization Seminal differentiable deformation method for surface editing. Variational Calculus + Linear Algebra
2003 High-Pass Quantization for Mesh Encoding βš™οΈ Mesh Optimization Optimizes geometric compression via high-pass component quantization. Signal Processing on Manifolds
2002 Bounded-Distortion Piecewise Mesh Parameterization βš™οΈ Mesh Optimization Minimizes distortion under bounded mapping constraints. Conformal Geometry + Convex Optimization











References




References