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Silvia Sellán

Publications and source records attributed to Silvia Sellán.

18 recordsLinked to original sources

VoroUDF: Meshing Unsigned Distance Fields with Voronoi Optimization

We present VoroUDF, an algorithm for reconstructing high-quality triangle meshes from Unsigned Distance Fields (UDFs). Our algorithm supports non-manifold geometry, sharp features, and open boundaries, without relying on error-prone inside/outside estimation, restrictive look-up tables nor topologically noisy optimization. Unlike fixed-grid approaches, our Voronoi-based formulation optimizes a set of movable seeds that travel freely along the iso-surface, jointly minimizing a tangent-plane fitting energy, driven by a fixed set of surface samples queried once from the UDF and its gradient, and a repulsion energy that keeps the seeds evenly distributed. It achieves significantly improved topological consistency and geometric fidelity compared to existing methods, while producing lightweight meshes suitable for downstream real-time and interactive applications.

cs.GR↗

PointGrade: Geometric Priors for Grading MoonBoard Problems

A MoonBoard is a standardized bouldering wall used in gyms around the world. Climbs up the wall limited to only a subset of holds are known as problems. We introduce PointGrade, a novel machine learning approach to predicting the difficulty of a MoonBoard problem. By sampling a point cloud from pre-scanned meshes of every hold, our model combines 3D object classification architecture with existing sequence-based approaches to difficulty grade prediction. Our method captures latent geometric information contained the climb, outperforming other work on the problem that neglect this data.

cs.GR↗

Dual Contouring of Signed Distance Data

We propose an algorithm to reconstruct explicit polygonal meshes from discretely sampled Signed Distance Function (SDF) data, which is especially effective at recovering sharp features. Building on the traditional Dual Contouring of Hermite Data method, we design and solve a quadratic optimization problem to decide the optimal placement of the mesh's vertices within each cell of a regular grid. Critically, this optimization relies solely on discretely sampled SDF data, without requiring arbitrary access to the function, gradient information, or training on large-scale datasets. Our method sets a new state of the art in surface reconstruction from SDFs at medium and high resolutions, and opens the door for applications in 3D modeling and design.

cs.GR↗

SpUDD: Superpower Contouring of Unsigned Distance Data

Unsigned distance functions offer a powerful and flexible implicit surface representation that, unlike their signed counterparts, allow for surfaces that are open, non-orientable, or non-manifold. We consider the problem of reconstructing arbitrary surfaces from a finite set of samples of unsigned distance data. Existing methods for mesh reconstruction from distance data rely on sign information, accurate gradients, a corresponding continuous distance function, or extensive data-dependent training. However, they fail when applied to input that is both discrete and unsigned. Inspired by this challenge, we study the power diagram generated by the distance samples and propose a novel theoretical concept, the superpower contour, which we prove converges to the true surface in the limit of sampling density. We use this superpower contour as an initial surface proxy and design an algorithm that leverages it to produce a polygonal mesh approximating the unknown true geometry. Our method vastly outperforms other conceivable strategies for the discrete unsigned distance reconstruction task, and sets the stage for future work on this mathematically rich problem.

cs.GR↗

A Bayesian Approach for Task-Specific Next-Best-View Selection with Uncertain Geometry

We develop a framework for task-specific active next-best-view selection in 3D reconstruction from point clouds, by casting the problem in the language of Bayesian decision theory. Our framework works by (a) placing a prior distribution over the space of implicit surfaces, (b) using recently-developed stochastic surface reconstruction methods to calculate the resulting posterior distribution, then (c) using the posterior distribution to carefully reason about which view to scan next. This enables us to perform camera selection in a manner that is directly optimized for the intended use of the reconstructed data - meaning, we reduce uncertainty only in those regions that make a difference in the task at hand, as opposed to prior approaches that reduce it uniformly across space. We evaluate our method across three distinct downstream tasks: semantic classification, segmentation, and PDE-guided physics simulation. Experimental results demonstrate that our framework achieves superior task performance with fewer views compared to commonly used baselines and prior general uncertainty-reduction techniques.

cs.GR↗

Greed for the Spheres: A Signed Distance Interpolation Method

We propose a method to interpolate Signed Distance Function (SDF) data from a discrete set of samples. Unlike prior work, our approach ensures that the new SDF data values are fully consistent with the input and each other, such that the augmented data still corresponds to a geometrically realizable surface. We express the theoretical properties of SDFs as hard geometric constraints, and construct an efficient greedy algorithm for consistent SDF interpolation that is made even faster with powerful parallelized GPU preprocessing. We exemplify the usefulness of our method by evaluating it on three practical applications: global SDF refinement, in which the SDF data is upsampled without knowledge of the ground truth; mesh reconstruction, where our method can reconstruct highly detailed surfaces using global information from coarse input SDFs; and repair of pseudo-SDFs, which result from many pipelines such as CSG Boolean operations and must be turned into valid SDFs for downstream processing tasks. Our refined SDFs are guaranteed to be consistent with the input, where previous methods have no such guarantee.

cs.GR↗

MeshOn: Intersection-Free Mesh-to-Mesh Composition

We propose MeshOn, a method that finds physically and semantically realistic compositions of two input meshes. Given an accessory, a base mesh with a user-defined target region, and optional text strings for both meshes, MeshOn uses a multi-step optimization framework to realistically fit the meshes onto each other while preventing intersections. We initialize the shapes' rigid configuration via a structured alignment scheme using Vision-to-Language Models, which we then optimize using a combination of attractive geometric losses, and a physics-inspired barrier loss that prevents surface intersections. We then obtain a final deformation of the object, assisted by a diffusion prior. Our method successfully fits accessories of various materials over a breadth of target regions, and is designed to fit directly into existing digital artist workflows. We demonstrate the robustness and accuracy of our pipeline by comparing it with generative approaches and traditional registration algorithms.

cs.GR↗

Mirror Bridges Between Probability Measures

Resampling from a target measure whose density is unknown is a fundamental problem in mathematical statistics and machine learning. A setting that dominates the machine learning literature consists of learning a map from an easy-to-sample prior, such as the Gaussian distribution, to a target measure. Under this model, samples from the prior are pushed forward to generate a new sample on the target measure, which is often difficult to sample from directly. A related problem of particular interest is that of generating a new sample proximate to or otherwise conditioned on a given input sample. In this paper, we propose a new model called the mirror bridge to solve this problem of conditional resampling. Our key observation is that solving the Schrödinger bridge problem between a distribution and itself provides a natural way to produce new samples, giving in-distribution variations of an input data point. We demonstrate how to efficiently estimate the solution of this largely overlooked version of the Schrödinger bridge problem. We show that our proposed method leads to significant algorithmic simplifications over existing alternatives, in addition to providing control over in-distribution variation. Empirically, we demonstrate how these benefits can be leveraged to produce proximal samples in a number of application domains.

cs.LG↗

Stochastic Poisson Surface Reconstruction with One Solve using Geometric Gaussian Processes

Poisson Surface Reconstruction is a widely-used algorithm for reconstructing a surface from an oriented point cloud. To facilitate applications where only partial surface information is available, or scanning is performed sequentially, a recent line of work proposes to incorporate uncertainty into the reconstructed surface via Gaussian process models. The resulting algorithms first perform Gaussian process interpolation, then solve a set of volumetric partial differential equations globally in space, resulting in a computationally expensive two-stage procedure. In this work, we apply recently-developed techniques from geometric Gaussian processes to combine interpolation and surface reconstruction into a single stage, requiring only one linear solve per sample. The resulting reconstructed surface samples can be queried locally in space, without the use of problem-dependent volumetric meshes or grids. These capabilities enable one to (a) perform probabilistic collision detection locally around the region of interest, (b) perform ray casting without evaluating points not on the ray's trajectory, and (c) perform next-view planning on a per-ray basis. They also do not requiring one to approximate kernel matrix inverses with diagonal matrices as part of intermediate computations, unlike prior methods. Results show that our approach provides a cleaner, more-principled, and more-flexible stochastic surface reconstruction pipeline.

cs.GR↗

Mesh Simplification For Unfolding

We present a computational approach for unfolding 3D shapes isometrically into the plane as a single patch without overlapping triangles. This is a hard, sometimes impossible, problem, which existing methods are forced to soften by allowing for map distortions or multiple patches. Instead, we propose a geometric relaxation of the problem: we modify the input shape until it admits an overlap-free unfolding. We achieve this by locally displacing vertices and collapsing edges, guided by the unfolding process. We validate our algorithm quantitatively and qualitatively on a large dataset of complex shapes and show its proficiency by fabricating real shapes from paper.

cs.GR↗

Neural Stochastic Screened Poisson Reconstruction

Reconstructing a surface from a point cloud is an underdetermined problem. We use a neural network to study and quantify this reconstruction uncertainty under a Poisson smoothness prior. Our algorithm addresses the main limitations of existing work and can be fully integrated into the 3D scanning pipeline, from obtaining an initial reconstruction to deciding on the next best sensor position and updating the reconstruction upon capturing more data.

cs.GR↗

Bayes' Rays: Uncertainty Quantification for Neural Radiance Fields

Neural Radiance Fields (NeRFs) have shown promise in applications like view synthesis and depth estimation, but learning from multiview images faces inherent uncertainties. Current methods to quantify them are either heuristic or computationally demanding. We introduce BayesRays, a post-hoc framework to evaluate uncertainty in any pre-trained NeRF without modifying the training process. Our method establishes a volumetric uncertainty field using spatial perturbations and a Bayesian Laplace approximation. We derive our algorithm statistically and show its superior performance in key metrics and applications. Additional results available at: https://bayesrays.github.io.

cs.CV↗

Reach For the Spheres: Tangency-Aware Surface Reconstruction of SDFs

Signed distance fields (SDFs) are a widely used implicit surface representation, with broad applications in computer graphics, computer vision, and applied mathematics. To reconstruct an explicit triangle mesh surface corresponding to an SDF, traditional isosurfacing methods, such as Marching Cubes and and its variants, are typically used. However, these methods overlook fundamental properties of SDFs, resulting in reconstructions that exhibit severe oversmoothing and feature loss. To address this shortcoming, we propose a novel method based on a key insight: each SDF sample corresponds to a spherical region that must lie fully inside or outside the surface, depending on its sign, and that must be tangent to the surface at some point. Leveraging this understanding, we formulate an energy that gauges the degree of violation of tangency constraints by a proposed surface. We then employ a gradient flow that minimizes our energy, starting from an initial triangle mesh that encapsulates the surface. This algorithm yields superior reconstructions to previous methods, even with sparsely sampled SDFs. Our approach provides a more nuanced understanding of SDFs and offers significant improvements in surface reconstruction.

cs.GR↗

Breaking Bad: A Dataset for Geometric Fracture and Reassembly

We introduce Breaking Bad, a large-scale dataset of fractured objects. Our dataset consists of over one million fractured objects simulated from ten thousand base models. The fracture simulation is powered by a recent physically based algorithm that efficiently generates a variety of fracture modes of an object. Existing shape assembly datasets decompose objects according to semantically meaningful parts, effectively modeling the construction process. In contrast, Breaking Bad models the destruction process of how a geometric object naturally breaks into fragments. Our dataset serves as a benchmark that enables the study of fractured object reassembly and presents new challenges for geometric shape understanding. We analyze our dataset with several geometry measurements and benchmark three state-of-the-art shape assembly deep learning methods under various settings. Extensive experimental results demonstrate the difficulty of our dataset, calling on future research in model designs specifically for the geometric shape assembly task. We host our dataset at https://breaking-bad-dataset.github.io/.

cs.CV↗

Stochastic Poisson Surface Reconstruction

We introduce a statistical extension of the classic Poisson Surface Reconstruction algorithm for recovering shapes from 3D point clouds. Instead of outputting an implicit function, we represent the reconstructed shape as a modified Gaussian Process, which allows us to conduct statistical queries (e.g., the likelihood of a point in space being on the surface or inside a solid). We show that this perspective: improves PSR's integration into the online scanning process, broadens its application realm, and opens the door to other lines of research such as applying task-specific priors.

cs.GR↗

Breaking Good: Fracture Modes for Realtime Destruction

Drawing a direct analogy with the well-studied vibration or elastic modes, we introduce an object's fracture modes, which constitute its preferred or most natural ways of breaking. We formulate a sparsified eigenvalue problem, which we solve iteratively to obtain the n lowest-energy modes. These can be precomputed for a given shape to obtain a prefracture pattern that can substitute the state of the art for realtime applications at no runtime cost but significantly greater realism. Furthermore, any realtime impact can be projected onto our modes to obtain impact-dependent fracture patterns without the need for any online crack propagation simulation. We not only introduce this theoretically novel concept, but also show its fundamental and practical superiority in a diverse set of examples and contexts.

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↗

Solid Geometry Processing on Deconstructed Domains

Many tasks in geometry processing are modeled as variational problems solved numerically using the finite element method. For solid shapes, this requires a volumetric discretization, such as a boundary conforming tetrahedral mesh. Unfortunately, tetrahedral meshing remains an open challenge and existing methods either struggle to conform to complex boundary surfaces or require manual intervention to prevent failure. Rather than create a single volumetric mesh for the entire shape, we advocate for solid geometry processing on deconstructed domains, where a large and complex shape is composed of overlapping solid subdomains. As each smaller and simpler part is now easier to tetrahedralize, the question becomes how to account for overlaps during problem modeling and how to couple solutions on each subdomain together algebraically. We explore how and why previous coupling methods fail, and propose a method that couples solid domains only along their boundary surfaces. We demonstrate the superiority of this method through empirical convergence tests and qualitative applications to solid geometry processing on a variety of popular second-order and fourth-order partial differential equations.

cs.GR↗