EDBT 2026 Demo / reviewers in the wild / expert
Nicholas Sharp
dblp:174/6676
· DBLP profile ↗
27ranked-venue papers
8as first author
20since 2021 · last 2025
0000-0002-2130-3735ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 25 · 8 first-author · 19 since 2021Artificial intelligence and machine learning · 5 · 1 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | PartField: Learning 3D Feature Fields for Part Segmentation and BeyondabstractWe propose PartField, a feedforward approach for learning part-based 3D features, which captures the general concept of parts and their hierarchy without relying on predefined templates or text-based names, and can be applied to open-world 3D shapes across various modalities. PartField requires only a 3D feedforward pass at inference time, significantly improving runtime and robustness compared to prior approaches. Our model is trained by distilling 2D and 3D part proposals from a mix of labeled datasets and image segmentations on large unsupervised datasets, via a contrastive learning formulation. It produces a continuous feature field which can be clustered to yield a hierarchical part decomposition. Comparisons show that PartField is up to 20% more accurate and often orders of magnitude faster than other recent class-agnostic part-segmentation methods. Beyond single-shape part decomposition, consistency in the learned field emerges across shapes, enabling tasks such as co-segmentation and correspondence, which we demonstrate in several applications of these general-purpose, hierarchical, and consistent 3D feature fields. Check our Webpage! https://research.nvidia.com/labs/toronto-ai/partfield-release/ Ming-Yu Liu 0001, Mikaela Angelina Uy, Donglai Xiang, Sanja Fidler, Nicholas Sharp, Jun Gao 0004 |
ICCV | 6 |
| 2025 | Design for Descent: What Makes a Shape Grammar Easy to Optimize?abstractShape grammars offer a powerful framework for computational design, but synthesizing shape programs to achieve specific goals remains challenging. Inspired by the success of gradient-based optimization in high-dimensional, nonconvex spaces such as those in machine learning, we ask: what makes a shape grammar amenable to gradient-based optimization? To explore this, we introduce Stochastic Rewrite Descent (SRD), an algorithm that interleaves structural rewrites with continuous parameter updates, taking steps in both to optimize a given objective. We analyze the core challenges which have previously prevented optimizing shape programs via descent, and identify a set of desirable properties for grammars that support effective optimization, along with concrete grammar design recommendations to achieve them. We validate this approach across three shape grammars, demonstrating its effectiveness in diverse domains including image fitting, text-driven generation, and topology optimization. Through ablations and comparisons, we show that grammars satisfying our proposed properties lead to significantly better optimization performance. The goal of this work is to open the door to more general and flexible computational paradigms for inverse design with shape grammars. Milin Kodnongbua, Nicholas Sharp, Adriana Schulz |
SIGGRAPH Asia | 3 |
| 2025 | Uniform Sampling of Surfaces by Casting RaysabstractAbstract Randomly sampling points on surfaces is an essential operation in geometry processing. This sampling is computationally straightforward on explicit meshes, but it is much more difficult on other shape representations, such as widely‐used implicit surfaces. This work studies a simple and general scheme for sampling points on a surface, which is derived from a connection to the intersections of random rays with the surface. Concretely, given a subroutine to cast a ray against a surface and find all intersections, we can use that subroutine to uniformly sample white noise points on the surface. This approach is particularly effective in the context of implicit signed distance functions, where sphere marching allows us to efficiently cast rays and sample points, without needing to extract an intermediate mesh. We analyze the basic method to show that it guarantees uniformity, and find experimentally that it is significantly more efficient than alternative strategies on a variety of representations. Furthermore, we show extensions to blue noise sampling and stratified sampling, and applications to deform neural implicit surfaces as well as moment estimation. Selena Ling, Abhishek Madan, Nicholas Sharp, Alec Jacobson |
Comput. Graph. Forum | 3 |
| 2025 | The Affine Heat MethodabstractAbstract This work presents the Affine Heat Method for computing logarithmic maps. These maps are local surface parameterizations defined by the direction and distance along shortest geodesic paths from a given source point, and arise in many geometric tasks from local texture mapping to geodesic distance‐based optimization. Our main insight is to define a connection Laplacian with a homogeneous coordinate accounting for the translation between tangent coordinate frames; the action of short‐time heat flow under this Laplacian gives both the direction and distance from the source, along shortest geodesics. The resulting numerical method is straightforward to implement, fast, and improves accuracy compared to past approaches. We present two variants of the method, one of which enables pre‐computation for fast repeated solves, while the other resolves the map even near the cut locus in high detail. As with prior heat methods, our approach can be applied in any dimension and to any spatial discretization, including polygonal meshes and point clouds, which we demonstrate along with applications of the method. Yousuf Soliman, Nicholas Sharp |
Comput. Graph. Forum | 2 |
| 2025 | Putting Rigid Bodies to RestabstractThis paper explores the analysis and design of the resting configurations of a rigid body, without the use of physical simulation. In particular, given a rigid body in R 3 , we identify all possible stationary points, as well as the probability that the body will stop at these points, assuming a random initial orientation and negligible momentum. The forward version of our method can hence be used to automatically orient models, to provide feedback about object stability during the design process, and to furnish plausible distributions of shape orientation for natural scene modeling. Moreover, a differentiable inverse version of our method lets us design shapes with target resting behavior, such as dice with target, nonuniform probabilities. Here we find solutions that would be nearly impossible to find using classical techniques, such as dice with additional unstable faces that provide more natural overall geometry. From a technical point of view, our key observation is that rolling equilibria can be extracted from the Morse-Smale complex of the support function over the Gauss map. Our method is hence purely geometric, and does not make use of random sampling, or numerical time integration. Yet surprisingly, this purely geometric model makes extremely accurate predictions of rest behavior, which we validate both numerically, and via physical experiments. Moreover, for computing rest statistics, it is orders of magnitude faster than state of the art rigid body simulation, opening the door to inverse design—rather than just forward analysis. Hossein Baktash, Nicholas Sharp, Qingnan Zhou, Alec Jacobson, Keenan Crane |
ACM Trans. Graph. | 2 |
| 2025 | Neurally Integrated Finite Elements for Differentiable Elasticity on Evolving DomainsabstractWe present an elastic simulator for domains defined as evolving implicit functions, which is efficient, robust, and differentiable with respect to both shape and material. This simulator is motivated by applications in 3D reconstruction: it is increasingly effective to recover geometry from observed images as implicit functions, but physical applications require accurately simulating and optimizing-for the behavior of such shapes under deformation, which has remained challenging. Our key technical innovation is to train a small neural network to fit quadrature points for robust numerical integration on implicit grid cells. When coupled with a Mixed Finite Element formulation, this yields a smooth, fully differentiable simulation model connecting the evolution of the underlying implicit surface to its elastic response. We demonstrate the efficacy of our approach on forward simulation of implicits, direct simulation of 3D shapes during editing, and novel physics-based shape and topology optimizations in conjunction with differentiable rendering. Gilles Daviet, Tianchang Shen, Nicholas Sharp, David I. W. Levin |
ACM Trans. Graph. | 3 |
| 2025 | Stochastic Preconditioning for Neural Field OptimizationabstractNeural fields are a highly effective representation across visual computing. This work observes that fitting these fields is greatly improved by incorporating spatial stochasticity during training, and that this simple technique can replace or even outperform custom-designed hierarchies and frequency-space constructions. The approach is formalized as implicitly operating on a blurred version of the field, evaluated in-expectation by sampling with Gaussian-distributed offsets. Querying the blurred field during optimization greatly improves convergence and robustness, akin to the role of preconditioners in numerical linear algebra. This implicit, sampling-based perspective fits naturally into the neural field paradigm, comes at no additional cost, and is extremely simple to implement. We describe the basic theory of this technique, including details such as handling boundary conditions, and extending to a spatially-varying blur. Experiments demonstrate this approach on representations including coordinate MLPs, neural hashgrids, triplanes, and more, across tasks including surface reconstruction and radiance fields. In settings where custom-designed hierarchies have already been developed, stochastic preconditioning nearly matches or improves their performance with a simple and unified approach; in settings without existing hierarchies it provides an immediate boost to quality and robustness. Selena Ling, Merlin Nimier-David, Alec Jacobson, Nicholas Sharp |
ACM Trans. Graph. | 4 |
| 2024 | SpaceMesh: A Continuous Representation for Learning Manifold Surface MeshesabstractMeshes are ubiquitous in visual computing and simulation, yet most existing machine learning techniques represent meshes only indirectly, e.g. as the level set of a scalar field or deformation of a template, or as a disordered triangle soup lacking local structure. This work presents a scheme to directly generate manifold, polygonal meshes of complex connectivity as the output of a neural network. Our key innovation is to define a continuous latent connectivity space at each mesh vertex, which implies the discrete mesh. In particular, our vertex embeddings generate cyclic neighbor relationships in a halfedge mesh representation, which gives a guarantee of edge-manifoldness and the ability to represent general polygonal meshes. This representation is well-suited to machine learning and stochastic optimization, without restriction on connectivity or topology. We first explore the basic properties of this representation, then use it to fit distributions of meshes from large datasets. The resulting models generate diverse meshes with tessellation structure learned from the dataset population, with concise details and high-quality mesh elements. In applications, this approach not only yields high-quality outputs from generative models, but also enables directly learning challenging geometry processing tasks such as mesh repair. Tianchang Shen, Zhaoshuo Li, Marc T. Law, Matan Atzmon, Sanja Fidler, James Lucas, Jun Gao 0004, Nicholas Sharp |
SIGGRAPH Asia | 8 |
| 2024 | Simplicits: Mesh-Free, Geometry-Agnostic Elastic SimulationabstractThe proliferation of 3D representations, from explicit meshes to implicit neural fields and more, motivates the need for simulators agnostic to representation. We present a data-, mesh-, and grid-free solution for elastic simulation for any object in any geometric representation undergoing large, nonlinear deformations. We note that every standard geometric representation can be reduced to an occupancy function queried at any point in space, and we define a simulator atop this common interface. For each object, we fit a small implicit neural network encoding spatially varying weights that act as a reduced deformation basis. These weights are trained to learn physically significant motions in the object via random perturbations. Our loss ensures we find a weight-space basis that best minimizes deformation energy by stochastically evaluating elastic energies through Monte Carlo sampling of the deformation volume. At runtime, we simulate in the reduced basis and sample the deformations back to the original domain. Our experiments demonstrate the versatility, accuracy, and speed of this approach on data including signed distance functions, point clouds, neural primitives, tomography scans, radiance fields, Gaussian splats, surface meshes, and volume meshes, as well as showing a variety of material energies, contact models, and time integration schemes. Vismay Modi, Nicholas Sharp, Or Perel, Shinjiro Sueda, David I. W. Levin |
ACM Trans. Graph. | 2 |
| 2024 | 3D Gaussian Ray Tracing: Fast Tracing of Particle ScenesabstractParticle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to screen space tiles for processing in a sorted order. This work instead considers ray tracing the particles, building a bounding volume hierarchy and casting a ray for each pixel using high-performance GPU ray tracing hardware. To efficiently handle large numbers of semi-transparent particles, we describe a specialized rendering algorithm which encapsulates particles with bounding meshes to leverage fast ray-triangle intersections, and shades batches of intersections in depth-order. The benefits of ray tracing are well-known in computer graphics: processing incoherent rays for secondary lighting effects such as shadows and reflections, rendering from highly-distorted cameras common in robotics, stochastically sampling rays, and more. With our renderer, this flexibility comes at little cost compared to rasterization. Experiments demonstrate the speed and accuracy of our approach, as well as several applications in computer graphics and vision. We further propose related improvements to the basic Gaussian representation, including a simple use of generalized kernel functions which significantly reduces particle hit counts. Nicolas Moënne-Loccoz, Ashkan Mirzaei, Or Perel, Riccardo de Lutio, Janick Martinez Esturo, Gavriel State, Sanja Fidler, Nicholas Sharp, Zan Gojcic |
ACM Trans. Graph. | 8 |
| 2024 | Surface-Filling Curve Flows via Implicit Medial AxesabstractWe introduce a fast, robust, and user-controllable algorithm to generate surface-filling curves. We compute these curves through the gradient flow of a simple sparse energy, making our method several orders of magnitude faster than previous works. Our algorithm makes minimal assumptions on the topology and resolution of the input surface, achieving improved robustness. Our framework provides tuneable parameters that guide the shape of the output curve, making it ideal for interactive design applications. Yuta Noma, Silvia Sellán, Nicholas Sharp, Karan Singh 0004, Alec Jacobson |
ACM Trans. Graph. | 3 |
| 2023 | TexFusion: Synthesizing 3D Textures with Text-Guided Image Diffusion ModelsabstractWe present TexFusion (Texture Diffusion), a new method to synthesize textures for given 3D geometries, using large-scale text-guided image diffusion models. In contrast to recent works that leverage 2D text-to-image diffusion models to distill 3D objects using a slow and fragile optimization process, TexFusion introduces a new 3D-consistent generation technique specifically designed for texture synthesis that employs regular diffusion model sampling on different 2D rendered views. Specifically, we leverage latent diffusion models, apply the diffusion model’s denoiser on a set of 2D renders of the 3D object, and aggregate the different denoising predictions on a shared latent texture map. Final output RGB textures are produced by optimizing an intermediate neural color field on the decodings of 2D renders of the latent texture. We thoroughly validate TexFusion and show that we can efficiently generate diverse, high quality and globally coherent textures. We achieve state-of-the-art text-guided texture synthesis performance using only image diffusion models, while avoiding the pitfalls of previous distillation-based methods. The text-conditioning offers detailed control and we also do not rely on any ground truth 3D textures for training. This makes our method versatile and applicable to a broad range of geometry and texture types. We hope that TexFusion will advance AI-based texturing of 3D assets for applications in virtual reality, game design, simulation, and more. Tianshi Cao, Karsten Kreis, Sanja Fidler, Nicholas Sharp, Kangxue Yin |
ICCV | 4 |
| 2023 | ATT3D: Amortized Text-to-3D Object SynthesisabstractText-to-3D modelling has seen exciting progress by combining generative text-to-image models with image-to-3D methods like Neural Radiance Fields. DreamFusion recently achieved high-quality results but requires a lengthy, per-prompt optimization to create 3D objects. To address this, we amortize optimization over text prompts by training on many prompts simultaneously with a unified model, instead of separately. With this, we share computation across a prompt set, training in less time than per-prompt optimization. Our framework – Amortized Text-to-3D (ATT3D) – enables knowledge sharing between prompts to generalize to unseen setups and smooth interpolations between text for novel assets and simple animations. Jonathan Lorraine, Kevin Xie, Xiaohui Zeng, Chen-Hsuan Lin 0001, Towaki Takikawa, Nicholas Sharp, Tsung-Yi Lin, Ming-Yu Liu 0001, Sanja Fidler, James Lucas |
ICCV | 6 |
| 2023 | Surface Simplification using Intrinsic Error MetricsabstractThis paper describes a method for fast simplification of surface meshes. Whereas past methods focus on visual appearance, our goal is to solve equations on the surface. Hence, rather than approximate the extrinsic geometry, we construct a coarse intrinsic triangulation of the input domain. In the spirit of the quadric error metric (QEM) , we perform greedy decimation while agglomerating global information about approximation error. In lieu of extrinsic quadrics, however, we store intrinsic tangent vectors that track how far curvature "drifts" during simplification. This process also yields a bijective map between the fine and coarse mesh, and prolongation operators for both scalar- and vector-valued data. Moreover, we obtain hard guarantees on element quality via intrinsic retriangulation---a feature unique to the intrinsic setting. The overall payoff is a "black box" approach to geometry processing, which decouples mesh resolution from the size of matrices used to solve equations. We show how our method benefits several fundamental tasks, including geometric multigrid, all-pairs geodesic distance, mean curvature flow, geodesic Voronoi diagrams, and the discrete exponential map. Hsueh-Ti Derek Liu, Mark Gillespie, Benjamin Chislett, Nicholas Sharp, Alec Jacobson, Keenan Crane |
ACM Trans. Graph. | 4 |
| 2023 | Flexible Isosurface Extraction for Gradient-Based Mesh OptimizationabstractThis work considers gradient-based mesh optimization, where we iteratively optimize for a 3D surface mesh by representing it as the isosurface of a scalar field, an increasingly common paradigm in applications including photogrammetry, generative modeling, and inverse physics. Existing implementations adapt classic isosurface extraction algorithms like Marching Cubes or Dual Contouring; these techniques were designed to extract meshes from fixed, known fields, and in the optimization setting they lack the degrees of freedom to represent high-quality feature-preserving meshes, or suffer from numerical instabilities. We introduce FlexiCubes, an isosurface representation specifically designed for optimizing an unknown mesh with respect to geometric, visual, or even physical objectives. Our main insight is to introduce additional carefully-chosen parameters into the representation, which allow local flexible adjustments to the extracted mesh geometry and connectivity. These parameters are updated along with the underlying scalar field via automatic differentiation when optimizing for a downstream task. We base our extraction scheme on Dual Marching Cubes for improved topological properties, and present extensions to optionally generate tetrahedral and hierarchically-adaptive meshes. Extensive experiments validate FlexiCubes on both synthetic benchmarks and real-world applications, showing that it offers significant improvements in mesh quality and geometric fidelity. Tianchang Shen, Jacob Munkberg, Jon Hasselgren, Kangxue Yin, Wenzheng Chen, Zan Gojcic, Sanja Fidler, Nicholas Sharp, Jun Gao 0004 |
ACM Trans. Graph. | 9 |
| 2023 | Adaptive Shells for Efficient Neural Radiance Field RenderingabstractNeural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS [Wang et al. 2021] formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation. Tianchang Shen, Merlin Nimier-David, Nicholas Sharp, Jun Gao 0004, Alexander Keller 0001, Sanja Fidler, Thomas Müller 0013, Zan Gojcic |
ACM Trans. Graph. | 4 |
| 2022 | VectorAdam for Rotation Equivariant Geometry OptimizationabstractThe Adam optimization algorithm has proven remarkably effective for optimization problems across machine learning and even traditional tasks in geometry processing. At the same time, the development of equivariant methods, which preserve their output under the action of rotation or some other transformation, has proven to be important for geometry problems across these domains. In this work, we observe that Adam — when treated as a function that maps initial conditions to optimized results — is not rotation equivariant for vector-valued parameters due to per-coordinate moment updates. This leads to significant artifacts and biases in practice. We propose to resolve this deficiency with VectorAdam, a simple modification which makes Adam rotation-equivariant by accounting for the vector structure of optimization variables. We demonstrate this approach on problems in machine learning and traditional geometric optimization, showing that equivariant VectorAdam resolves the artifacts and biases of traditional Adam when applied to vector-valued data, with equivalent or even improved rates of convergence. Selena Ling, Nicholas Sharp, Alec Jacobson |
NeurIPS | 2 |
| 2022 | DiffusionNet: Discretization Agnostic Learning on SurfacesabstractWe introduce a new general-purpose approach to deep learning on three-dimensional surfaces based on the insight that a simple diffusion layer is highly effective for spatial communication. The resulting networks are automatically robust to changes in resolution and sampling of a surface—a basic property that is crucial for practical applications. Our networks can be discretized on various geometric representations, such as triangle meshes or point clouds, and can even be trained on one representation and then applied to another. We optimize the spatial support of diffusion as a continuous network parameter ranging from purely local to totally global, removing the burden of manually choosing neighborhood sizes. The only other ingredients in the method are a multi-layer perceptron applied independently at each point and spatial gradient features to support directional filters. The resulting networks are simple, robust, and efficient. Here, we focus primarily on triangle mesh surfaces and demonstrate state-of-the-art results for a variety of tasks, including surface classification, segmentation, and non-rigid correspondence. Nicholas Sharp, Souhaib Attaiki, Keenan Crane, Maks Ovsjanikov |
ACM Trans. Graph. | 1 |
| 2022 | Spelunking the deep: guaranteed queries on general neural implicit surfaces via range analysisabstractNeural implicit representations, which encode a surface as the level set of a neural network applied to spatial coordinates, have proven to be remarkably effective for optimizing, compressing, and generating 3D geometry. Although these representations are easy to fit, it is not clear how to best evaluate geometric queries on the shape, such as intersecting against a ray or finding a closest point. The predominant approach is to encourage the network to have a signed distance property. However, this property typically holds only approximately, leading to robustness issues, and holds only at the conclusion of training, inhibiting the use of queries in loss functions. Instead, this work presents a new approach to perform queries directly on general neural implicit functions for a wide range of existing architectures. Our key tool is the application of range analysis to neural networks, using automatic arithmetic rules to bound the output of a network over a region; we conduct a study of range analysis on neural networks, and identify variants of affine arithmetic which are highly effective. We use the resulting bounds to develop geometric queries including ray casting, intersection testing, constructing spatial hierarchies, fast mesh extraction, closest-point evaluation, evaluating bulk properties, and more. Our queries can be efficiently evaluated on GPUs, and offer concrete accuracy guarantees even on randomly-initialized networks, enabling their use in training objectives and beyond. We also show a preliminary application to inverse rendering. Nicholas Sharp, Alec Jacobson |
ACM Trans. Graph. | 1 |
| 2021 | Integer coordinates for intrinsic geometry processingabstractThis paper describes a numerically robust data structure for encoding intrinsic triangulations of polyhedral surfaces. Many applications demand a correspondence between the intrinsic triangulation and the input surface, but existing data structures either rely on floating point values to encode correspondence, or do not support remeshing operations beyond basic edge flips. We instead provide an integer-based data structure that guarantees valid correspondence, even for meshes with near-degenerate elements. Our starting point is the framework of normal coordinates from geometric topology, which we extend to the broader set of operations needed for mesh processing (vertex insertion, edge splits, etc. ). The resulting data structure can be used as a drop-in replacement for earlier schemes, automatically improving reliability across a wide variety of applications. As a stress test, we successfully compute an intrinsic Delaunay refinement and associated subdivision for all manifold meshes in the Thingi10k dataset. In turn, we can compute reliable and highly accurate solutions to partial differential equations even on extremely low-quality meshes. Mark Gillespie, Nicholas Sharp, Keenan Crane |
ACM Trans. Graph. | 2 |
| 2020 | PointTriNet: Learned Triangulation of 3D Point Sets
Nicholas Sharp, Maks Ovsjanikov |
ECCV (23) | 1 |
| 2020 | A Laplacian for Nonmanifold Triangle MeshesabstractAbstract We describe a discrete Laplacian suitable for any triangle mesh, including those that are nonmanifold or nonorientable (with or without boundary). Our Laplacian is a robust drop‐in replacement for the usual cotan matrix, and is guaranteed to have nonnegative edge weights on both interior and boundary edges, even for extremely poor‐quality meshes. The key idea is to build what we call a “tufted cover” over the input domain, which has nonmanifold vertices but manifold edges. Since all edges are manifold, we can flip to an intrinsic Delaunay triangulation; our Laplacian is then the cotan Laplacian of this new triangulation. This construction also provides a high‐quality point cloud Laplacian, via a nonmanifold triangulation of the point set. We validate our Laplacian on a variety of challenging examples (including all models from Thingi10k), and a variety of standard tasks including geodesic distance computation, surface deformation, parameterization, and computing minimal surfaces. Nicholas Sharp, Keenan Crane |
Comput. Graph. Forum | 1 |
| 2020 | You can find geodesic paths in triangle meshes by just flipping edgesabstractThis paper introduces a new approach to computing geodesics on polyhedral surfaces---the basic idea is to iteratively perform edge flips , in the same spirit as the classic Delaunay flip algorithm. This process also produces a triangulation conforming to the output geodesics, which is immediately useful for tasks in geometry processing and numerical simulation. More precisely, our FlipOut algorithm transforms a given sequence of edges into a locally shortest geodesic while avoiding self-crossings (formally: it finds a geodesic in the same isotopy class ). The algorithm is guaranteed to terminate in a finite number of operations; practical runtimes are on the order of a few milliseconds, even for meshes with millions of triangles. The same approach is easily applied to curves beyond simple paths, including closed loops, curve networks, and multiply-covered curves. We explore how the method facilitates tasks such as straightening cuts and segmentation boundaries, computing geodesic Bézier curves, extending the notion of constrained Delaunay triangulations (CDT) to curved surfaces, and providing accurate boundary conditions for partial differential equations (PDEs). Evaluation on challenging datasets such as Thingi10k indicates that the method is both robust and efficient, even for low-quality triangulations. Nicholas Sharp, Keenan Crane |
ACM Trans. Graph. | 1 |
| 2019 | The Vector Heat MethodabstractThis article describes a method for efficiently computing parallel transport of tangent vectors on curved surfaces, or more generally, any vector-valued data on a curved manifold. More precisely, it extends a vector field defined over any region to the rest of the domain via parallel transport along shortest geodesics. This basic operation enables fast, robust algorithms for extrapolating level set velocities, inverting the exponential map, computing geometric medians and Karcher/Fréchet means of arbitrary distributions, constructing centroidal Voronoi diagrams, and finding consistently ordered landmarks. Rather than evaluate parallel transport by explicitly tracing geodesics, we show that it can be computed via a short-time heat flow involving the connection Laplacian . As a result, transport can be achieved by solving three prefactored linear systems, each akin to a standard Poisson problem. To implement the method, we need only a discrete connection Laplacian, which we describe for a variety of geometric data structures (point clouds, polygon meshes, etc.). We also study the numerical behavior of our method, showing empirically that it converges under refinement, and augment the construction of intrinsic Delaunay triangulations so that they can be used in the context of tangent vector field processing. Nicholas Sharp, Yousuf Soliman, Keenan Crane |
ACM Trans. Graph. | 1 |
| 2019 | Navigating intrinsic triangulationsabstractWe present a data structure that makes it easy to run a large class of algorithms from computational geometry and scientific computing on extremely poor-quality surface meshes. Rather than changing the geometry, as in traditional remeshing, we consider intrinsic triangulations which connect vertices by straight paths along the exact geometry of the input mesh. Our key insight is that such a triangulation can be encoded implicitly by storing the direction and distance to neighboring vertices. The resulting signpost data structure then allows geometric and topological queries to be made on-demand by tracing paths across the surface. Existing algorithms can be easily translated into the intrinsic setting, since this data structure supports the same basic operations as an ordinary triangle mesh (vertex insertions, edge splits, etc. ). The output of intrinsic algorithms can then be stored on an ordinary mesh for subsequent use; unlike previous data structures, we use a constant amount of memory and do not need to explicitly construct an overlay mesh unless it is specifically requested. Working in the intrinsic setting incurs little computational overhead, yet we can run algorithms on extremely degenerate inputs, including all manifold meshes from the Thingi10k data set. To evaluate our data structure we implement several fundamental geometric algorithms including intrinsic versions of Delaunay refinement and optimal Delaunay triangulation, approximation of Steiner trees, adaptive mesh refinement for PDEs, and computation of Poisson equations, geodesic distance, and flip-free tangent vector fields. Nicholas Sharp, Yousuf Soliman, Keenan Crane |
ACM Trans. Graph. | 1 |
| 2018 | Variational surface cuttingabstractThis paper develops a global variational approach to cutting curved surfaces so that they can be flattened into the plane with low metric distortion. Such cuts are a critical component in a variety of algorithms that seek to parameterize surfaces over flat domains, or fabricate structures from flat materials. Rather than evaluate the quality of a cut solely based on properties of the curve itself ( e.g. , its length or curvature), we formulate a flow that directly optimizes the distortion induced by cutting and flattening. Notably, we do not have to explicitly parameterize the surface in order to evaluate the cost of a cut, but can instead integrate a simple evolution equation defined on the cut curve itself. We arrive at this flow via a novel application of shape derivatives to the Yamabe equation from conformal geometry. We then develop an Eulerian numerical integrator on triangulated surfaces, which does not restrict cuts to mesh edges and can incorporate user-defined data such as importance or occlusion. The resulting cut curves can be used to drive distortion to arbitrarily low levels, and have a very different character from cuts obtained via purely discrete formulations. We briefly explore potential applications to computational design, as well as connections to space filling curves and the problem of uniform heat distribution. Nicholas Sharp, Keenan Crane |
ACM Trans. Graph. | 1 |
| 2016 | Xtalk: a path-based approach for identifying crosstalk between signaling pathwaysabstractMOTIVATION: Cells communicate with their environment via signal transduction pathways. On occasion, the activation of one pathway can produce an effect downstream of another pathway, a phenomenon known as crosstalk. Existing computational methods to discover such pathway pairs rely on simple overlap statistics. RESULTS: We present Xtalk, a path-based approach for identifying pairs of pathways that may crosstalk. Xtalk computes the statistical significance of the average length of multiple short paths that connect receptors in one pathway to the transcription factors in another. By design, Xtalk reports the precise interactions and mechanisms that support the identified crosstalk. We applied Xtalk to signaling pathways in the KEGG and NCI-PID databases. We manually curated a gold standard set of 132 crosstalking pathway pairs and a set of 140 pairs that did not crosstalk, for which Xtalk achieved an area under the receiver operator characteristic curve of 0.65, a 12% improvement over the closest competing approach. The area under the receiver operator characteristic curve varied with the pathway, suggesting that crosstalk should be evaluated on a pathway-by-pathway level. We also analyzed an extended set of 658 pathway pairs in KEGG and to a set of more than 7000 pathway pairs in NCI-PID. For the top-ranking pairs, we found substantial support in the literature (81% for KEGG and 78% for NCI-PID). We provide examples of networks computed by Xtalk that accurately recovered known mechanisms of crosstalk. AVAILABILITY AND IMPLEMENTATION: The XTALK software is available at http://bioinformatics.cs.vt.edu/~murali/software. Crosstalk networks are available at http://graphspace.org/graphs?tags=2015-bioinformatics-xtalk. CONTACT: [email protected], [email protected] SUPPLEMENTARY INFORMATION: Supplementary data are available at Bioinformatics online. Allison N. Tegge, Nicholas Sharp, T. M. Murali 0001 |
Bioinform. | 2 |