gshell3d.github.io - G-Shell

Description: gshell

mesh (382) diffusion (240) generative (157)

Example domain paragraphs

Video --> Code The creation of photorealistic virtual worlds requires the accurate modeling of 3D surface geometry for a wide range of objects. For this, meshes are appealing since they 1) enable fast physics-based rendering with realistic material and lighting, 2) support physical simulation, and 3) are memory-efficient for modern graphics pipelines. Recent work on reconstructing and statistically modeling 3D shape, however, has critiqued meshes as being topologically inflexible. To capture a wide range of

G-Shell models both watertight and non-watertight meshes of different shape topology in a differentiable way. Mesh extraction with G-Shell is stable -- no need to compute MLP gradients but simply do sign checks on grid vertices. G-Shell enables Differentiable rasterization-based inverse rendering of non-watertight meshes. No need to compute integrals on ray samples but simply rasterize your meshes in a parallel manner. As a result, physics-based inverse rendering for non-watertight meshes is made easy with

A non-watertight mesh can be seen as some island floating on a watertight shell. We define a manifold signed distance field (mSDF) on the shell. The desired open surface is therefore bounded by mSDF zero isolines. To extract non-watertight meshes is therefore to identify zero isolines.

Links to gshell3d.github.io (1)