315 research outputs found
A survey on deep geometry learning: from a representation perspective
Researchers have achieved great success in dealing with 2D images using deep learning. In recent years, 3D computer vision and geometry deep learning have gained ever more attention. Many advanced techniques for 3D shapes have been proposed for different applications. Unlike 2D images, which can be uniformly represented by a regular grid of pixels, 3D shapes have various representations, such as depth images, multi-view images, voxels, point clouds, meshes, implicit surfaces, etc. The performance achieved in different applications largely depends on the representation used, and there is no unique representation that works well for all applications. Therefore, in this survey, we review recent developments in deep learning for 3D geometry from a representation perspective, summarizing the advantages and disadvantages of different representations for different applications. We also present existing datasets in these representations and further discuss future research directions
BeyondPixels: A Comprehensive Review of the Evolution of Neural Radiance Fields
Neural rendering combines ideas from classical computer graphics and machine
learning to synthesize images from real-world observations. NeRF, short for
Neural Radiance Fields, is a recent innovation that uses AI algorithms to
create 3D objects from 2D images. By leveraging an interpolation approach, NeRF
can produce new 3D reconstructed views of complicated scenes. Rather than
directly restoring the whole 3D scene geometry, NeRF generates a volumetric
representation called a ``radiance field,'' which is capable of creating color
and density for every point within the relevant 3D space. The broad appeal and
notoriety of NeRF make it imperative to examine the existing research on the
topic comprehensively. While previous surveys on 3D rendering have primarily
focused on traditional computer vision-based or deep learning-based approaches,
only a handful of them discuss the potential of NeRF. However, such surveys
have predominantly focused on NeRF's early contributions and have not explored
its full potential. NeRF is a relatively new technique continuously being
investigated for its capabilities and limitations. This survey reviews recent
advances in NeRF and categorizes them according to their architectural designs,
especially in the field of novel view synthesis.Comment: 22 page, 1 figure, 5 tabl
Length Constrained Multiresolution Deformation for Surface Wrinkling
International audienceWe present a method for deforming piescewise linear 3D curves on surfaces with constant length constraint. We show how this constraint can be integrated into a multiresolution editing tool allowing an intuitive control of the deformation's extent and aspect. The constraint is enforced following two steps. A first step consists in approximating the initial length by modifying the multiresolution decomposition at some specified scale. In a second step the constraint is axactly enforced by constrained minimization of a smoothness criterion. This process then provides the core of an integrated wrinkling tool for soft tissues modelling. A curve on the mesh is deformed, providing a deformation profile which is propagated in a user-defined neighbourhood
Implementation of a level-set based volume penalization method for solving fluid flows around bluff bodies in OpenFOAM
A volume penalization-based immersed boundary technique is developed and
thoroughly validated for fluid flow problems, specifically flow over bluff
bodies. The proposed algorithm has been implemented in an Open Source Field
Operation and Manipulation (OpenFOAM). For capturing the fluid-solid interface
more accurately, the grid is refined near the solid surface using topoSetDict
and refineMeshDict utilities in OpenFOAM. In order to avoid any numerical
oscillation, the present volume penalization method (VPM) is integrated with a
signed distance function, which is also referred to as a level-set function.
Benchmark problems, such as flows around a cylinder and a sphere, are
considered and thoroughly validated with the results available in the
literature. For the flow over a stationary cylinder, the Reynolds number is
varied so that it covers from a steady 2D (two-dimensional) flow to an unsteady
3D (three-dimensional) flow. The capability of the present solver has been
further verified by considering the flow past a vibrating cylinder in the
cross-stream direction. In addition, a flow over a sphere, which is inherently
three-dimensional due to its geometrical shape, is validated in both steady and
unsteady regimes. The results obtained by the present VPM show good agreement
with those obtained by a body-fitted grid using the same numerical scheme as
that of the VPM, and also with those reported in the literature. The present
results indicate that the VPM-based immersed boundary technique can be widely
applicable to scientific and engineering problems involving flow past
stationary and moving bluff bodies of arbitrary geometry
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