Geometry Processing News
The latest Geometry Processing coverage curated for game developers.
Marching Cubes gets a sharp conservative offset for grid-sampled 1-Lipschitz fields, with a provable threshold of √3/2·h. For signed distance functions and similar data, that means a guaranteed enclosure of …
A new SDF reconstruction method uses radial basis function interpolation plus implied tangent points to better preserve sharp features. For teams working with implicit geometry, the practical win is cleaner …
A new ACM Transactions on Graphics paper tackles robust constrained tetrahedralization while keeping boundaries Steiner-point-free. That matters for simulation and geometry pipelines that need clean volume meshes without extra boundary …
WildFab tackles a stubborn production problem in multi-axis 3D printing: real-world meshes are often messy, non-manifold, or only partially watertight. The system computes support-free toolpaths and collision-free motion directly from …
A new 9-point binary subdivision scheme adds three independent control parameters for shape-controlled curve design. Built from weighted refinement rules inspired by 7-point Lagrange and B-spline schemes, it gives developers …
ACM Transactions on Graphics has published an erratum for Loops2Roofs, the diffusion-based roof generation system built around a loop representation. The correction lands in Volume 45, Issue 5, dated October …
RADmesh introduces a remesh-aware deformation pipeline that can keep pushing a mesh through large shape changes without destroying triangle quality. The method periodically remeshes while carrying deformation state forward, aiming …
A new neural subdivision scheme aims to keep the benefits of classic Loop refinement while learning local detail. Proximity-Preserving Neural Subdivision adds a bounded, curvature-gated correction that stays rigid-motion equivariant …
A SIGGRAPH 2026 paper turns voxelization into a differentiable step for mesh optimization, letting surface models be adjusted against volumetric goals with gradient descent. The method computes winding-number gradients efficiently …
A new reconstruction method pushes topology directly into the loss function for differentiable triangle-soup pipelines. In controlled tests, it preserved loops and enclosed voids far better than photometric or geometric …
A new volumetric parameterization framework targets simply connected 3-manifolds with less distortion than the usual solid-ball mapping. It adapts the target domain during optimization, which should matter for remeshing, registration, …
Biharmonic skinning just got a mesh-free path that can handle open surfaces, triangle soups, and point clouds without tetrahedralization failures. The new method uses geometric fields and hardware ray tracing …
A new graphics paper proposes HD-PEA, a learning-based pipeline for turning unstructured point clouds into compact anisotropic surface approximations. The method embeds points into a high-dimensional manifold, then estimates tangent …
A new mesh-learning attention method is claiming state-of-the-art results by making attention intrinsic and triangulation-agnostic. The approach treats queries, keys, and values as continuous functions over the surface, then discretizes …
A new graphics paper proposes a neural representation for minimal surfaces that avoids the usual mesh or PINN approximation pipeline. The method is built around an exact formulation inspired by …
TetraSDF tackles a long-standing SDF meshing problem: getting an explicit surface that exactly matches the zero-level set without the discretization error of Marching Cubes. The method combines a ReLU MLP …
A new CAD representation tries to make B-rep learning less brittle by replacing discrete graph prediction with two continuous fields: an SDF for shape and a UDF for topology. For …
A new ACM TOG paper tackles one of the nastier CAD-to-runtime problems: robust NURBS surface-surface intersection. The focus is precision control, which matters when tiny numerical errors can wreck trimming, …
For graphics programmers, the interesting bit is a new NURBS surface intersection method that specifically tackles the cases that usually break production code: tiny loops and tangent contacts. It’s aimed …
A new surface representation aims to give graphics teams a compact, explicit way to fit smooth geometry without seam artifacts or an iso-surfacing step. Blended Chart Surfaces keeps topology in …