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Ana Dodik

Publications and source records attributed to Ana Dodik.

10 recordsLinked to original sources

Social.Wiki: A Web Held in Common

Many of the websites people depend on have owners whose interests are not fully aligned with their users. We address the root of this problem by presenting a reimagining of the web where sites are not owned at all but are instead collaboratively produced like Wikipedia articles. We call the system Social$.$Wiki because it supports the co-creation of interactive social sites, such as those for microblogging, messaging, dating, gaming, ride sharing, and so on. With off-the-shelf AI tools, people with little or no programming experience can edit these sites to better reflect the needs and preferences of their communities. Social$.$Wiki builds on ideas from collaborative malleable software systems such as Webstrates, but is designed for public participation rather than use only within small, trusted groups. To this end, Social$.$Wiki includes governance to mitigate conflict. To accommodate diverse governance preferences, our model of "plural governance" lets people independently choose the policies that determine which edits to a site they see. Social$.$Wiki also implements a granular security model to protect personal data in a malleable environment. Complementing the decentralized design and governance of Social$.$Wiki sites, both site edits and within-site data are stored on Graffiti, a decentralized infrastructure, decoupling the ownership of underlying servers from the ownership of sites. We evaluate Social$.$Wiki through case studies that demonstrate the range of sociotechnical structures it supports, as well as through deployments at a hackathon and in the wild.

cs.SI

Tangent Blow-Ups for Processing Non-Manifold Geometry

Many geometry processing pipelines implicitly assume their input data is a manifold, or is sampled from one, with a unique tangent plane at every point. Geometric data, however, routinely contains sharp features like edges, corners, self-intersections, branching junctions, and other singularities, rendering standard methods ill-defined at these points. To bring geometry processing to these and other singular spaces, we introduce the ``tangent blow-up,'' a representation inspired by algebraic geometry that restores structure at singularities by lifting to the product of the ambient space and the Grassmannian of tangent planes. After iterating this construction, points that coincide in position but differ in tangent direction, curvature, or higher-order contact become well-separated. We equip the tangent blow-up with a product metric and define discretized differential operators, such as the gradient, divergence, and Laplacian, directly in the lifted domain. We demonstrate our framework across geodesic computation, segmentation, surface parameterization, and curvature estimation.

cs.GR

Meschers: Geometry Processing of Impossible Objects

Impossible objects, geometric constructions that humans can perceive but that cannot exist in real life, have been a topic of intrigue in visual arts, perception, and graphics, yet no satisfying computer representation of such objects exists. Previous work embeds impossible objects in 3D, cutting them or twisting/bending them in the depth axis. Cutting an impossible object changes its local geometry at the cut, which can hamper downstream graphics applications, such as smoothing, while bending makes it difficult to relight the object. Both of these can invalidate geometry operations, such as distance computation. As an alternative, we introduce Meschers, meshes capable of representing impossible constructions akin to those found in M.C. Escher's woodcuts. Our representation has a theoretical foundation in discrete exterior calculus and supports the use-cases above, as we demonstrate in a number of example applications. Moreover, because we can do discrete geometry processing on our representation, we can inverse-render impossible objects. We also compare our representation to cut and bend representations of impossible objects.

cs.GR

Synthetic Sociality: How Generative Models Privatize the Social Fabric

We put forth a critical theoretical framework for analyzing generative models both descriptively and normatively. Our thesis is that generative models automate the production not only of intellectual labor or intelligence, but of a broader set of human social capacities we name "social doing." We do this by historicizing the commodification of sociality in the digital economy, leading to the availability of social data as the precondition for generative models. We elaborate our definition of "social doing" by drawing a distinction between "use" and "exchange" sociality and further differentiate between the ways that generative models either substitute for or mediate existing social relations and processes. We then turn to existing empirical research on how people use generative model-based products and the effects that their use has upon them. In this, we introduce the concept of Synthetic Sociality, a social reality in part fabricated by Silicon Valley's privately owned and undemocratically governed generative models. Lastly, we offer a normative analysis based on our findings and framework, and discuss future design opportunities.

cs.CY

Iskra: A System for Inverse Geometry Processing

We propose a system for differentiating through solutions to geometry processing problems. Our system differentiates a broad class of geometric algorithms, exploiting existing fast problem-specific schemes common to geometry processing, including local-global and ADMM solvers. It is compatible with machine learning frameworks, opening doors to new classes of inverse geometry processing applications. We marry the scatter-gather approach to mesh processing with tensor-based workflows and rely on the adjoint method applied to user-specified imperative code to generate an efficient backward pass behind the scenes. We demonstrate our approach by differentiating through mean curvature flow, spectral conformal parameterization, geodesic distance computation, and as-rigid-as-possible deformation, examining usability and performance on these applications. Our system allows practitioners to differentiate through existing geometry processing algorithms without needing to reformulate them, resulting in low implementation effort, fast runtimes, and lower memory requirements than differentiable optimization tools not tailored to geometry processing.

cs.GR

Fast Sparse Matrix Permutation for Mesh-Based Direct Solvers

We present a fast sparse matrix permutation algorithm tailored to linear systems arising from triangle meshes. Our approach produces nested-dissection-style permutations while significantly reducing permutation runtime overhead. Rather than enforcing strict balance and separator optimality, the algorithm deliberately relaxes these design decisions to favor fast partitioning and efficient elimination-tree construction. Our method decomposes permutation into patch-level local orderings and a compact quotient-graph ordering of separators, preserving the essential structure required by sparse Cholesky factorization while avoiding its most expensive components. We integrate our algorithm into vendor-maintained sparse Cholesky solvers on both CPUs and GPUs. Across a range of graphics applications, including single factorizations and repeated factorizations, our method reduces permutation time and improves the sparse Cholesky solve performance by up to 6.27x. Our code is available at https://github.com/BehroozZare/fast-permute.

cs.GR

Robust Biharmonic Skinning Using Geometric Fields

Bounded bihramonic weights are a popular tool used to rig and deform characters for animation, to compute reduced-order simulations, and to define feature descriptors for geometry processing. They necessitate tetrahedralizing the volume bounded by the surface, introducing the possibility of meshing artifacts or tetrahedralization failure. We introduce a mesh-free and robust automatic skinning technique that generates weights comparable to the current state of the art, but works reliably even on open surfaces, triangle soups, and point clouds where current methods fail. We achieve this through the use of a specialized Lagrangian representation enabled by the advent of hardware ray-tracing, which circumvents the need for finite elements while optimizing the biharmonic energy and enforcing boundary conditions. The flexibility of our formulation allows us to integrate artistic control through weight painting during the optimization. We offer a thorough qualitative and quantitative evaluation of our method.

cs.GR

Variational Barycentric Coordinates

We propose a variational technique to optimize for generalized barycentric coordinates that offers additional control compared to existing models. Prior work represents barycentric coordinates using meshes or closed-form formulae, in practice limiting the choice of objective function. In contrast, we directly parameterize the continuous function that maps any coordinate in a polytope's interior to its barycentric coordinates using a neural field. This formulation is enabled by our theoretical characterization of barycentric coordinates, which allows us to construct neural fields that parameterize the entire function class of valid coordinates. We demonstrate the flexibility of our model using a variety of objective functions, including multiple smoothness and deformation-aware energies; as a side contribution, we also present mathematically-justified means of measuring and minimizing objectives like total variation on discontinuous neural fields. We offer a practical acceleration strategy, present a thorough validation of our algorithm, and demonstrate several applications.

cs.GR

Sex and Gender in the Computer Graphics Research Literature

We survey the treatment of sex and gender in the Computer Graphics research literature from an algorithmic fairness perspective. The established practices on the use of gender and sex in our community are scientifically incorrect and constitute a form of algorithmic bias with potential harmful effects. We propose ways of addressing these as technical limitations.

cs.GR

Path Guiding Using Spatio-Directional Mixture Models

We propose a learning-based method for light-path construction in path tracing algorithms, which iteratively optimizes and samples from what we refer to as spatio-directional Gaussian mixture models (SDMMs). In particular, we approximate incident radiance as an online-trained $5$D mixture that is accelerated by a $k$D-tree. Using the same framework, we approximate BSDFs as pre-trained $n$D mixtures, where $n$ is the number of BSDF parameters. Such an approach addresses two major challenges in path-guiding models. First, the $5$D radiance representation naturally captures correlation between the spatial and directional dimensions. Such correlations are present in e.g. parallax and caustics. Second, by using a tangent-space parameterization of Gaussians, our spatio-directional mixtures can perform approximate product sampling with arbitrarily oriented BSDFs. Existing models are only able to do this by either foregoing anisotropy of the mixture components or by representing the radiance field in local (normal aligned) coordinates, which both make the radiance field more difficult to learn. An additional benefit of the tangent-space parameterization is that each individual Gaussian is mapped to the solid sphere with low distortion near its center of mass. Our method performs especially well on scenes with small, localized luminaires that induce high spatio-directional correlation in the incident radiance.

cs.GR