CVNov 17, 2022
RenderDiffusion: Image Diffusion for 3D Reconstruction, Inpainting and GenerationTitas Anciukevičius, Zexiang Xu, Matthew Fisher et al.
Diffusion models currently achieve state-of-the-art performance for both conditional and unconditional image generation. However, so far, image diffusion models do not support tasks required for 3D understanding, such as view-consistent 3D generation or single-view object reconstruction. In this paper, we present RenderDiffusion, the first diffusion model for 3D generation and inference, trained using only monocular 2D supervision. Central to our method is a novel image denoising architecture that generates and renders an intermediate three-dimensional representation of a scene in each denoising step. This enforces a strong inductive structure within the diffusion process, providing a 3D consistent representation while only requiring 2D supervision. The resulting 3D representation can be rendered from any view. We evaluate RenderDiffusion on FFHQ, AFHQ, ShapeNet and CLEVR datasets, showing competitive performance for generation of 3D scenes and inference of 3D scenes from 2D images. Additionally, our diffusion-based approach allows us to use 2D inpainting to edit 3D scenes.
CVJul 18, 2022
NeuForm: Adaptive Overfitting for Neural Shape EditingConnor Z. Lin, Niloy J. Mitra, Gordon Wetzstein et al.
Neural representations are popular for representing shapes, as they can be learned form sensor data and used for data cleanup, model completion, shape editing, and shape synthesis. Current neural representations can be categorized as either overfitting to a single object instance, or representing a collection of objects. However, neither allows accurate editing of neural scene representations: on the one hand, methods that overfit objects achieve highly accurate reconstructions, but do not generalize to unseen object configurations and thus cannot support editing; on the other hand, methods that represent a family of objects with variations do generalize but produce only approximate reconstructions. We propose NEUFORM to combine the advantages of both overfitted and generalizable representations by adaptively using the one most appropriate for each shape region: the overfitted representation where reliable data is available, and the generalizable representation everywhere else. We achieve this with a carefully designed architecture and an approach that blends the network weights of the two representations, avoiding seams and other artifacts. We demonstrate edits that successfully reconfigure parts of human-designed shapes, such as chairs, tables, and lamps, while preserving semantic integrity and the accuracy of an overfitted shape representation. We compare with two state-of-the-art competitors and demonstrate clear improvements in terms of plausibility and fidelity of the resultant edits.
CVMay 29, 2022
COFS: Controllable Furniture layout SynthesisWamiq Reyaz Para, Paul Guerrero, Niloy Mitra et al.
Scalable generation of furniture layouts is essential for many applications in virtual reality, augmented reality, game development and synthetic data generation. Many existing methods tackle this problem as a sequence generation problem which imposes a specific ordering on the elements of the layout making such methods impractical for interactive editing or scene completion. Additionally, most methods focus on generating layouts unconditionally and offer minimal control over the generated layouts. We propose COFS, an architecture based on standard transformer architecture blocks from language modeling. The proposed model is invariant to object order by design, removing the unnatural requirement of specifying an object generation order. Furthermore, the model allows for user interaction at multiple levels enabling fine grained control over the generation process. Our model consistently outperforms other methods which we verify by performing quantitative evaluations. Our method is also faster to train and sample from, compared to existing methods.
CVMar 3, 2023
Unsupervised 3D Shape Reconstruction by Part Retrieval and AssemblyXianghao Xu, Paul Guerrero, Matthew Fisher et al.
Representing a 3D shape with a set of primitives can aid perception of structure, improve robotic object manipulation, and enable editing, stylization, and compression of 3D shapes. Existing methods either use simple parametric primitives or learn a generative shape space of parts. Both have limitations: parametric primitives lead to coarse approximations, while learned parts offer too little control over the decomposition. We instead propose to decompose shapes using a library of 3D parts provided by the user, giving full control over the choice of parts. The library can contain parts with high-quality geometry that are suitable for a given category, resulting in meaningful decompositions with clean geometry. The type of decomposition can also be controlled through the choice of parts in the library. Our method works via a self-supervised approach that iteratively retrieves parts from the library and refines their placements. We show that this approach gives higher reconstruction accuracy and more desirable decompositions than existing approaches. Additionally, we show how the decomposition can be controlled through the part library by using different part libraries to reconstruct the same shapes.
CVApr 5, 2022
Neural Convolutional SurfacesLuca Morreale, Noam Aigerman, Paul Guerrero et al.
This work is concerned with a representation of shapes that disentangles fine, local and possibly repeating geometry, from global, coarse structures. Achieving such disentanglement leads to two unrelated advantages: i) a significant compression in the number of parameters required to represent a given geometry; ii) the ability to manipulate either global geometry, or local details, without harming the other. At the core of our approach lies a novel pipeline and neural architecture, which are optimized to represent one specific atlas, representing one 3D surface. Our pipeline and architecture are designed so that disentanglement of global geometry from local details is accomplished through optimization, in a completely unsupervised manner. We show that this approach achieves better neural shape compression than the state of the art, as well as enabling manipulation and transfer of shape details. Project page at http://geometry.cs.ucl.ac.uk/projects/2022/cnnmaps/ .
CVDec 1, 2022
3D-LDM: Neural Implicit 3D Shape Generation with Latent Diffusion ModelsGimin Nam, Mariem Khlifi, Andrew Rodriguez et al.
Diffusion models have shown great promise for image generation, beating GANs in terms of generation diversity, with comparable image quality. However, their application to 3D shapes has been limited to point or voxel representations that can in practice not accurately represent a 3D surface. We propose a diffusion model for neural implicit representations of 3D shapes that operates in the latent space of an auto-decoder. This allows us to generate diverse and high quality 3D surfaces. We additionally show that we can condition our model on images or text to enable image-to-3D generation and text-to-3D generation using CLIP embeddings. Furthermore, adding noise to the latent codes of existing shapes allows us to explore shape variations.
CVOct 25, 2022
Search for Concepts: Discovering Visual Concepts Using Direct OptimizationPradyumna Reddy, Paul Guerrero, Niloy J. Mitra
Finding an unsupervised decomposition of an image into individual objects is a key step to leverage compositionality and to perform symbolic reasoning. Traditionally, this problem is solved using amortized inference, which does not generalize beyond the scope of the training data, may sometimes miss correct decompositions, and requires large amounts of training data. We propose finding a decomposition using direct, unamortized optimization, via a combination of a gradient-based optimization for differentiable object properties and global search for non-differentiable properties. We show that using direct optimization is more generalizable, misses fewer correct decompositions, and typically requires less data than methods based on amortized inference. This highlights a weakness of the current prevalent practice of using amortized inference that can potentially be improved by integrating more direct optimization elements.
GRJun 12, 2022
TileGen: Tileable, Controllable Material Generation and CaptureXilong Zhou, Miloš Hašan, Valentin Deschaintre et al.
Recent methods (e.g. MaterialGAN) have used unconditional GANs to generate per-pixel material maps, or as a prior to reconstruct materials from input photographs. These models can generate varied random material appearance, but do not have any mechanism to constrain the generated material to a specific category or to control the coarse structure of the generated material, such as the exact brick layout on a brick wall. Furthermore, materials reconstructed from a single input photo commonly have artifacts and are generally not tileable, which limits their use in practical content creation pipelines. We propose TileGen, a generative model for SVBRDFs that is specific to a material category, always tileable, and optionally conditional on a provided input structure pattern. TileGen is a variant of StyleGAN whose architecture is modified to always produce tileable (periodic) material maps. In addition to the standard "style" latent code, TileGen can optionally take a condition image, giving a user direct control over the dominant spatial (and optionally color) features of the material. For example, in brick materials, the user can specify a brick layout and the brick color, or in leather materials, the locations of wrinkles and folds. Our inverse rendering approach can find a material perceptually matching a single target photograph by optimization. This reconstruction can also be conditional on a user-provided pattern. The resulting materials are tileable, can be larger than the target image, and are editable by varying the condition.
CVApr 19
ViPS: Video-informed Pose Spaces for Auto-Rigged MeshesHonglin Chen, Karran Pandey, Rundi Wu et al.
Kinematic rigs provide a structured interface for articulating 3D meshes, but they lack an inherent representation of the plausible manifold of joint configurations for a given asset. Without such a pose space, stochastic sampling or manual manipulation of raw rig parameters often leads to semantic or geometric violations, such as anatomical hyperextension and non-physical self-intersections. We propose Video-informed Pose Spaces (ViPS), a feed-forward framework that discovers the latent distribution of valid articulations for auto-rigged meshes by distilling motion priors from a pretrained video diffusion model. Unlike existing methods that rely on scarce artist-authored 4D datasets, ViPS transfers generative video priors into a universal distribution over a given rig parameterization. Differentiable geometric validators applied to the skinned mesh enforce asset-specific validity without requiring manual regularizers. Our model learns a smooth, compact, and controllable pose space that supports diverse sampling, manifold projection for inverse kinematics, and temporally coherent trajectories for keyframing. Furthermore, the distilled 3D pose samples serve as precise semantic proxies for guiding video diffusion, effectively closing the loop between generative 2D priors and structured 3D kinematic control. Our evaluations show that ViPS, trained solely on video priors, matches the performance of state-of-the-art methods trained on synthetic artist-created 4D data in both plausibility and diversity. Most importantly, as a universal model, ViPS demonstrates robust zero-shot generalization to out-of-distribution species and unseen skeletal topologies.
GROct 11, 2023
Explorable Mesh Deformation Subspaces from Unstructured Generative ModelsArman Maesumi, Paul Guerrero, Vladimir G. Kim et al.
Exploring variations of 3D shapes is a time-consuming process in traditional 3D modeling tools. Deep generative models of 3D shapes often feature continuous latent spaces that can, in principle, be used to explore potential variations starting from a set of input shapes. In practice, doing so can be problematic: latent spaces are high dimensional and hard to visualize, contain shapes that are not relevant to the input shapes, and linear paths through them often lead to sub-optimal shape transitions. Furthermore, one would ideally be able to explore variations in the original high-quality meshes used to train the generative model, not its lower-quality output geometry. In this paper, we present a method to explore variations among a given set of landmark shapes by constructing a mapping from an easily-navigable 2D exploration space to a subspace of a pre-trained generative model. We first describe how to find a mapping that spans the set of input landmark shapes and exhibits smooth variations between them. We then show how to turn the variations in this subspace into deformation fields, to transfer those variations to high-quality meshes for the landmark shapes. Our results show that our method can produce visually-pleasing and easily-navigable 2D exploration spaces for several different shape categories, especially as compared to prior work on learning deformation spaces for 3D shapes.
CVMar 18
LoST: Level of Semantics Tokenization for 3D ShapesNiladri Shekhar Dutt, Zifan Shi, Paul Guerrero et al.
Tokenization is a fundamental technique in the generative modeling of various modalities. In particular, it plays a critical role in autoregressive (AR) models, which have recently emerged as a compelling option for 3D generation. However, optimal tokenization of 3D shapes remains an open question. State-of-the-art (SOTA) methods primarily rely on geometric level-of-detail (LoD) hierarchies, originally designed for rendering and compression. These spatial hierarchies are often token-inefficient and lack semantic coherence for AR modeling. We propose Level-of-Semantics Tokenization (LoST), which orders tokens by semantic salience, such that early prefixes decode into complete, plausible shapes that possess principal semantics, while subsequent tokens refine instance-specific geometric and semantic details. To train LoST, we introduce Relational Inter-Distance Alignment (RIDA), a novel 3D semantic alignment loss that aligns the relational structure of the 3D shape latent space with that of the semantic DINO feature space. Experiments show that LoST achieves SOTA reconstruction, surpassing previous LoD-based 3D shape tokenizers by large margins on both geometric and semantic reconstruction metrics. Moreover, LoST achieves efficient, high-quality AR 3D generation and enables downstream tasks like semantic retrieval, while using only 0.1%-10% of the tokens needed by prior AR models.
CVMar 31
TrajectoryMover: Generative Movement of Object Trajectories in VideosKiran Chhatre, Hyeonho Jeong, Yulia Gryaditskaya et al.
Generative video editing has enabled several intuitive editing operations for short video clips that would previously have been difficult to achieve, especially for non-expert editors. Existing methods focus on prescribing an object's 3D or 2D motion trajectory in a video, or on altering the appearance of an object or a scene, while preserving both the video's plausibility and identity. Yet a method to move an object's 3D motion trajectory in a video, i.e., moving an object while preserving its relative 3D motion, is currently still missing. The main challenge lies in obtaining paired video data for this scenario. Previous methods typically rely on clever data generation approaches to construct plausible paired data from unpaired videos, but this approach fails if one of the videos in a pair can not easily be constructed from the other. Instead, we introduce TrajectoryAtlas, a new data generation pipeline for large-scale synthetic paired video data and a video generator TrajectoryMover fine-tuned with this data. We show that this successfully enables generative movement of object trajectories. Project page: https://chhatrekiran.github.io/trajectorymover
CVJan 16, 2024Code
PPSURF: Combining Patches and Point Convolutions for Detailed Surface ReconstructionPhilipp Erler, Lizeth Fuentes, Pedro Hermosilla et al.
3D surface reconstruction from point clouds is a key step in areas such as content creation, archaeology, digital cultural heritage, and engineering. Current approaches either try to optimize a non-data-driven surface representation to fit the points, or learn a data-driven prior over the distribution of commonly occurring surfaces and how they correlate with potentially noisy point clouds. Data-driven methods enable robust handling of noise and typically either focus on a global or a local prior, which trade-off between robustness to noise on the global end and surface detail preservation on the local end. We propose PPSurf as a method that combines a global prior based on point convolutions and a local prior based on processing local point cloud patches. We show that this approach is robust to noise while recovering surface details more accurately than the current state-of-the-art. Our source code, pre-trained model and dataset are available at: https://github.com/cg-tuwien/ppsurf
CVSep 22, 2021Code
Differentiable Surface TriangulationMarie-Julie Rakotosaona, Noam Aigerman, Niloy Mitra et al.
Triangle meshes remain the most popular data representation for surface geometry. This ubiquitous representation is essentially a hybrid one that decouples continuous vertex locations from the discrete topological triangulation. Unfortunately, the combinatorial nature of the triangulation prevents taking derivatives over the space of possible meshings of any given surface. As a result, to date, mesh processing and optimization techniques have been unable to truly take advantage of modular gradient descent components of modern optimization frameworks. In this work, we present a differentiable surface triangulation that enables optimization for any per-vertex or per-face differentiable objective function over the space of underlying surface triangulations. Our method builds on the result that any 2D triangulation can be achieved by a suitably perturbed weighted Delaunay triangulation. We translate this result into a computational algorithm by proposing a soft relaxation of the classical weighted Delaunay triangulation and optimizing over vertex weights and vertex locations. We extend the algorithm to 3D by decomposing shapes into developable sets and differentiably meshing each set with suitable boundary constraints. We demonstrate the efficacy of our method on various planar and surface meshes on a range of difficult-to-optimize objective functions. Our code can be found online: https://github.com/mrakotosaon/diff-surface-triangulation.
CVDec 2, 2020Code
Learning Delaunay Surface Elements for Mesh ReconstructionMarie-Julie Rakotosaona, Paul Guerrero, Noam Aigerman et al.
We present a method for reconstructing triangle meshes from point clouds. Existing learning-based methods for mesh reconstruction mostly generate triangles individually, making it hard to create manifold meshes. We leverage the properties of 2D Delaunay triangulations to construct a mesh from manifold surface elements. Our method first estimates local geodesic neighborhoods around each point. We then perform a 2D projection of these neighborhoods using a learned logarithmic map. A Delaunay triangulation in this 2D domain is guaranteed to produce a manifold patch, which we call a Delaunay surface element. We synchronize the local 2D projections of neighboring elements to maximize the manifoldness of the reconstructed mesh. Our results show that we achieve better overall manifoldness of our reconstructed meshes than current methods to reconstruct meshes with arbitrary topology. Our code, data and pretrained models can be found online: https://github.com/mrakotosaon/dse-meshing
CVJul 20, 2020Code
Points2Surf: Learning Implicit Surfaces from Point Cloud PatchesPhilipp Erler, Paul Guerrero, Stefan Ohrhallinger et al.
A key step in any scanning-based asset creation workflow is to convert unordered point clouds to a surface. Classical methods (e.g., Poisson reconstruction) start to degrade in the presence of noisy and partial scans. Hence, deep learning based methods have recently been proposed to produce complete surfaces, even from partial scans. However, such data-driven methods struggle to generalize to new shapes with large geometric and topological variations. We present Points2Surf, a novel patch-based learning framework that produces accurate surfaces directly from raw scans without normals. Learning a prior over a combination of detailed local patches and coarse global information improves generalization performance and reconstruction accuracy. Our extensive comparison on both synthetic and real data demonstrates a clear advantage of our method over state-of-the-art alternatives on previously unseen classes (on average, Points2Surf brings down reconstruction error by 30% over SPR and by 270%+ over deep learning based SotA methods) at the cost of longer computation times and a slight increase in small-scale topological noise in some cases. Our source code, pre-trained model, and dataset are available on: https://github.com/ErlerPhilipp/points2surf
GRMay 1, 2024
TexSliders: Diffusion-Based Texture Editing in CLIP SpaceJulia Guerrero-Viu, Milos Hasan, Arthur Roullier et al.
Generative models have enabled intuitive image creation and manipulation using natural language. In particular, diffusion models have recently shown remarkable results for natural image editing. In this work, we propose to apply diffusion techniques to edit textures, a specific class of images that are an essential part of 3D content creation pipelines. We analyze existing editing methods and show that they are not directly applicable to textures, since their common underlying approach, manipulating attention maps, is unsuitable for the texture domain. To address this, we propose a novel approach that instead manipulates CLIP image embeddings to condition the diffusion generation. We define editing directions using simple text prompts (e.g., "aged wood" to "new wood") and map these to CLIP image embedding space using a texture prior, with a sampling-based approach that gives us identity-preserving directions in CLIP space. To further improve identity preservation, we project these directions to a CLIP subspace that minimizes identity variations resulting from entangled texture attributes. Our editing pipeline facilitates the creation of arbitrary sliders using natural language prompts only, with no ground-truth annotated data necessary.
GRMar 11, 2025
ObjectMover: Generative Object Movement with Video PriorXin Yu, Tianyu Wang, Soo Ye Kim et al.
Simple as it seems, moving an object to another location within an image is, in fact, a challenging image-editing task that requires re-harmonizing the lighting, adjusting the pose based on perspective, accurately filling occluded regions, and ensuring coherent synchronization of shadows and reflections while maintaining the object identity. In this paper, we present ObjectMover, a generative model that can perform object movement in highly challenging scenes. Our key insight is that we model this task as a sequence-to-sequence problem and fine-tune a video generation model to leverage its knowledge of consistent object generation across video frames. We show that with this approach, our model is able to adjust to complex real-world scenarios, handling extreme lighting harmonization and object effect movement. As large-scale data for object movement are unavailable, we construct a data generation pipeline using a modern game engine to synthesize high-quality data pairs. We further propose a multi-task learning strategy that enables training on real-world video data to improve the model generalization. Through extensive experiments, we demonstrate that ObjectMover achieves outstanding results and adapts well to real-world scenarios.
CVNov 29, 2024
Motion Modes: What Could Happen Next?Karran Pandey, Matheus Gadelha, Yannick Hold-Geoffroy et al.
Predicting diverse object motions from a single static image remains challenging, as current video generation models often entangle object movement with camera motion and other scene changes. While recent methods can predict specific motions from motion arrow input, they rely on synthetic data and predefined motions, limiting their application to complex scenes. We introduce Motion Modes, a training-free approach that explores a pre-trained image-to-video generator's latent distribution to discover various distinct and plausible motions focused on selected objects in static images. We achieve this by employing a flow generator guided by energy functions designed to disentangle object and camera motion. Additionally, we use an energy inspired by particle guidance to diversify the generated motions, without requiring explicit training data. Experimental results demonstrate that Motion Modes generates realistic and varied object animations, surpassing previous methods and even human predictions regarding plausibility and diversity. Project Webpage: https://motionmodes.github.io/
CVMay 15, 2025
3D-Fixup: Advancing Photo Editing with 3D PriorsYen-Chi Cheng, Krishna Kumar Singh, Jae Shin Yoon et al.
Despite significant advances in modeling image priors via diffusion models, 3D-aware image editing remains challenging, in part because the object is only specified via a single image. To tackle this challenge, we propose 3D-Fixup, a new framework for editing 2D images guided by learned 3D priors. The framework supports difficult editing situations such as object translation and 3D rotation. To achieve this, we leverage a training-based approach that harnesses the generative power of diffusion models. As video data naturally encodes real-world physical dynamics, we turn to video data for generating training data pairs, i.e., a source and a target frame. Rather than relying solely on a single trained model to infer transformations between source and target frames, we incorporate 3D guidance from an Image-to-3D model, which bridges this challenging task by explicitly projecting 2D information into 3D space. We design a data generation pipeline to ensure high-quality 3D guidance throughout training. Results show that by integrating these 3D priors, 3D-Fixup effectively supports complex, identity coherent 3D-aware edits, achieving high-quality results and advancing the application of diffusion models in realistic image manipulation. The code is provided at https://3dfixup.github.io/
CVMar 3, 2025
VideoHandles: Editing 3D Object Compositions in Videos Using Video Generative PriorsJuil Koo, Paul Guerrero, Chun-Hao Paul Huang et al.
Generative methods for image and video editing use generative models as priors to perform edits despite incomplete information, such as changing the composition of 3D objects shown in a single image. Recent methods have shown promising composition editing results in the image setting, but in the video setting, editing methods have focused on editing object's appearance and motion, or camera motion, and as a result, methods to edit object composition in videos are still missing. We propose \name as a method for editing 3D object compositions in videos of static scenes with camera motion. Our approach allows editing the 3D position of a 3D object across all frames of a video in a temporally consistent manner. This is achieved by lifting intermediate features of a generative model to a 3D reconstruction that is shared between all frames, editing the reconstruction, and projecting the features on the edited reconstruction back to each frame. To the best of our knowledge, this is the first generative approach to edit object compositions in videos. Our approach is simple and training-free, while outperforming state-of-the-art image editing baselines.
CVDec 21, 2024
GANFusion: Feed-Forward Text-to-3D with Diffusion in GAN SpaceSouhaib Attaiki, Paul Guerrero, Duygu Ceylan et al.
We train a feed-forward text-to-3D diffusion generator for human characters using only single-view 2D data for supervision. Existing 3D generative models cannot yet match the fidelity of image or video generative models. State-of-the-art 3D generators are either trained with explicit 3D supervision and are thus limited by the volume and diversity of existing 3D data. Meanwhile, generators that can be trained with only 2D data as supervision typically produce coarser results, cannot be text-conditioned, or must revert to test-time optimization. We observe that GAN- and diffusion-based generators have complementary qualities: GANs can be trained efficiently with 2D supervision to produce high-quality 3D objects but are hard to condition on text. In contrast, denoising diffusion models can be conditioned efficiently but tend to be hard to train with only 2D supervision. We introduce GANFusion, which starts by generating unconditional triplane features for 3D data using a GAN architecture trained with only single-view 2D data. We then generate random samples from the GAN, caption them, and train a text-conditioned diffusion model that directly learns to sample from the space of good triplane features that can be decoded into 3D objects.
GRSep 1, 2025
RealMat: Realistic Materials with Diffusion and Reinforcement LearningXilong Zhou, Pedro Figueiredo, Miloš Hašan et al.
Generative models for high-quality materials are particularly desirable to make 3D content authoring more accessible. However, the majority of material generation methods are trained on synthetic data. Synthetic data provides precise supervision for material maps, which is convenient but also tends to create a significant visual gap with real-world materials. Alternatively, recent work used a small dataset of real flash photographs to guarantee realism, however such data is limited in scale and diversity. To address these limitations, we propose RealMat, a diffusion-based material generator that leverages realistic priors, including a text-to-image model and a dataset of realistic material photos under natural lighting. In RealMat, we first finetune a pretrained Stable Diffusion XL (SDXL) with synthetic material maps arranged in $2 \times 2$ grids. This way, our model inherits some realism of SDXL while learning the data distribution of the synthetic material grids. Still, this creates a realism gap, with some generated materials appearing synthetic. We propose to further finetune our model through reinforcement learning (RL), encouraging the generation of realistic materials. We develop a realism reward function for any material image under natural lighting, by collecting a large-scale dataset of realistic material images. We show that this approach increases generated materials' realism compared to our base model and related work.
CVFeb 13, 2025
ShapeLib: Designing a library of programmatic 3D shape abstractions with Large Language ModelsR. Kenny Jones, Paul Guerrero, Niloy J. Mitra et al.
We present ShapeLib, the first method that leverages the priors of LLMs to design libraries of programmatic 3D shape abstractions. Our system accepts two forms of design intent: text descriptions of functions to include in the library and a seed set of exemplar shapes. We discover abstractions that match this design intent with a guided LLM workflow that first proposes, and then validates, different ways of applying and implementing functions. We learn recognition networks that map shapes to programs with these newly discovered abstractions by training on data produced by LLM authored synthetic data generation procedures. Across modeling domains (split by shape category), we find that LLMs, when thoughtfully combined with geometric reasoning, can be guided to author a library of abstraction functions that generalize to shapes outside of the seed set. This framework addresses a long-standing shape analysis problem of how to discover reusable abstraction functions while exposing interpretable, semantically aligned interfaces. We find that ShapeLib provides distinct advantages over prior alternative abstraction discovery works in terms of generalization, usability, and maintaining plausibility under manipulation. Finally, we demonstrate that ShapeLib's abstraction functions unlock a number of downstream applications, combining LLM reasoning over shape programs with geometry processing to support shape editing and generation.
CVDec 17, 2024
Pattern Analogies: Learning to Perform Programmatic Image Edits by AnalogyAditya Ganeshan, Thibault Groueix, Paul Guerrero et al.
Pattern images are everywhere in the digital and physical worlds, and tools to edit them are valuable. But editing pattern images is tricky: desired edits are often programmatic: structure-aware edits that alter the underlying program which generates the pattern. One could attempt to infer this underlying program, but current methods for doing so struggle with complex images and produce unorganized programs that make editing tedious. In this work, we introduce a novel approach to perform programmatic edits on pattern images. By using a pattern analogy -- a pair of simple patterns to demonstrate the intended edit -- and a learning-based generative model to execute these edits, our method allows users to intuitively edit patterns. To enable this paradigm, we introduce SplitWeave, a domain-specific language that, combined with a framework for sampling synthetic pattern analogies, enables the creation of a large, high-quality synthetic training dataset. We also present TriFuser, a Latent Diffusion Model (LDM) designed to overcome critical issues that arise when naively deploying LDMs to this task. Extensive experiments on real-world, artist-sourced patterns reveals that our method faithfully performs the demonstrated edit while also generalizing to related pattern styles beyond its training distribution.
CVJun 2, 2024
SuperGaussian: Repurposing Video Models for 3D Super ResolutionYuan Shen, Duygu Ceylan, Paul Guerrero et al.
We present a simple, modular, and generic method that upsamples coarse 3D models by adding geometric and appearance details. While generative 3D models now exist, they do not yet match the quality of their counterparts in image and video domains. We demonstrate that it is possible to directly repurpose existing (pretrained) video models for 3D super-resolution and thus sidestep the problem of the shortage of large repositories of high-quality 3D training models. We describe how to repurpose video upsampling models, which are not 3D consistent, and combine them with 3D consolidation to produce 3D-consistent results. As output, we produce high quality Gaussian Splat models, which are object centric and effective. Our method is category agnostic and can be easily incorporated into existing 3D workflows. We evaluate our proposed SuperGaussian on a variety of 3D inputs, which are diverse both in terms of complexity and representation (e.g., Gaussian Splats or NeRFs), and demonstrate that our simple method significantly improves the fidelity of the final 3D models. Check our project website for details: supergaussian.github.io
CVMay 20, 2023
PhotoMat: A Material Generator Learned from Single Flash PhotosXilong Zhou, Miloš Hašan, Valentin Deschaintre et al.
Authoring high-quality digital materials is key to realism in 3D rendering. Previous generative models for materials have been trained exclusively on synthetic data; such data is limited in availability and has a visual gap to real materials. We circumvent this limitation by proposing PhotoMat: the first material generator trained exclusively on real photos of material samples captured using a cell phone camera with flash. Supervision on individual material maps is not available in this setting. Instead, we train a generator for a neural material representation that is rendered with a learned relighting module to create arbitrarily lit RGB images; these are compared against real photos using a discriminator. We then train a material maps estimator to decode material reflectance properties from the neural material representation. We train PhotoMat with a new dataset of 12,000 material photos captured with handheld phone cameras under flash lighting. We demonstrate that our generated materials have better visual quality than previous material generators trained on synthetic data. Moreover, we can fit analytical material models to closely match these generated neural materials, thus allowing for further editing and use in 3D rendering.
GRMay 9, 2023
ShapeCoder: Discovering Abstractions for Visual Programs from Unstructured PrimitivesR. Kenny Jones, Paul Guerrero, Niloy J. Mitra et al.
Programs are an increasingly popular representation for visual data, exposing compact, interpretable structure that supports manipulation. Visual programs are usually written in domain-specific languages (DSLs). Finding "good" programs, that only expose meaningful degrees of freedom, requires access to a DSL with a "good" library of functions, both of which are typically authored by domain experts. We present ShapeCoder, the first system capable of taking a dataset of shapes, represented with unstructured primitives, and jointly discovering (i) useful abstraction functions and (ii) programs that use these abstractions to explain the input shapes. The discovered abstractions capture common patterns (both structural and parametric) across the dataset, so that programs rewritten with these abstractions are more compact, and expose fewer degrees of freedom. ShapeCoder improves upon previous abstraction discovery methods, finding better abstractions, for more complex inputs, under less stringent input assumptions. This is principally made possible by two methodological advancements: (a) a shape to program recognition network that learns to solve sub-problems and (b) the use of e-graphs, augmented with a conditional rewrite scheme, to determine when abstractions with complex parametric expressions can be applied, in a tractable manner. We evaluate ShapeCoder on multiple datasets of 3D shapes, where primitive decompositions are either parsed from manual annotations or produced by an unsupervised cuboid abstraction method. In all domains, ShapeCoder discovers a library of abstractions that capture high-level relationships, remove extraneous degrees of freedom, and achieve better dataset compression compared with alternative approaches. Finally, we investigate how programs rewritten to use discovered abstractions prove useful for downstream tasks.
GRFeb 1, 2022
LayoutEnhancer: Generating Good Indoor Layouts from Imperfect DataKurt Leimer, Paul Guerrero, Tomer Weiss et al.
We address the problem of indoor layout synthesis, which is a topic of continuing research interest in computer graphics. The newest works made significant progress using data-driven generative methods; however, these approaches rely on suitable datasets. In practice, desirable layout properties may not exist in a dataset, for instance, specific expert knowledge can be missing in the data. We propose a method that combines expert knowledge, for example, knowledge about ergonomics, with a data-driven generator based on the popular Transformer architecture. The knowledge is given as differentiable scalar functions, which can be used both as weights or as additional terms in the loss function. Using this knowledge, the synthesized layouts can be biased to exhibit desirable properties, even if these properties are not present in the dataset. Our approach can also alleviate problems of lack of data and imperfections in the data. Our work aims to improve generative machine learning for modeling and provide novel tools for designers and amateurs for the problem of interior layout creation.
GRDec 1, 2021
The Shape Part Slot Machine: Contact-based Reasoning for Generating 3D Shapes from PartsKai Wang, Paul Guerrero, Vladimir Kim et al.
We present the Shape Part Slot Machine, a new method for assembling novel 3D shapes from existing parts by performing contact-based reasoning. Our method represents each shape as a graph of ``slots,'' where each slot is a region of contact between two shape parts. Based on this representation, we design a graph-neural-network-based model for generating new slot graphs and retrieving compatible parts, as well as a gradient-descent-based optimization scheme for assembling the retrieved parts into a complete shape that respects the generated slot graph. This approach does not require any semantic part labels; interestingly, it also does not require complete part geometries -- reasoning about the slots proves sufficient to generate novel, high-quality 3D shapes. We demonstrate that our method generates shapes that outperform existing modeling-by-assembly approaches regarding quality, diversity, and structural complexity.
LGJun 4, 2021
SketchGen: Generating Constrained CAD SketchesWamiq Reyaz Para, Shariq Farooq Bhat, Paul Guerrero et al.
Computer-aided design (CAD) is the most widely used modeling approach for technical design. The typical starting point in these designs is 2D sketches which can later be extruded and combined to obtain complex three-dimensional assemblies. Such sketches are typically composed of parametric primitives, such as points, lines, and circular arcs, augmented with geometric constraints linking the primitives, such as coincidence, parallelism, or orthogonality. Sketches can be represented as graphs, with the primitives as nodes and the constraints as edges. Training a model to automatically generate CAD sketches can enable several novel workflows, but is challenging due to the complexity of the graphs and the heterogeneity of the primitives and constraints. In particular, each type of primitive and constraint may require a record of different size and parameter types. We propose SketchGen as a generative model based on a transformer architecture to address the heterogeneity problem by carefully designing a sequential language for the primitives and constraints that allows distinguishing between different primitive or constraint types and their parameters, while encouraging our model to re-use information across related parameters, encoding shared structure. A particular highlight of our work is the ability to produce primitives linked via constraints that enables the final output to be further regularized via a constraint solver. We evaluate our model by demonstrating constraint prediction for given sets of primitives and full sketch generation from scratch, showing that our approach significantly out performs the state-of-the-art in CAD sketch generation.
GRApr 13, 2021
ShapeMOD: Macro Operation Discovery for 3D Shape ProgramsR. Kenny Jones, David Charatan, Paul Guerrero et al.
A popular way to create detailed yet easily controllable 3D shapes is via procedural modeling, i.e. generating geometry using programs. Such programs consist of a series of instructions along with their associated parameter values. To fully realize the benefits of this representation, a shape program should be compact and only expose degrees of freedom that allow for meaningful manipulation of output geometry. One way to achieve this goal is to design higher-level macro operators that, when executed, expand into a series of commands from the base shape modeling language. However, manually authoring such macros, much like shape programs themselves, is difficult and largely restricted to domain experts. In this paper, we present ShapeMOD, an algorithm for automatically discovering macros that are useful across large datasets of 3D shape programs. ShapeMOD operates on shape programs expressed in an imperative, statement-based language. It is designed to discover macros that make programs more compact by minimizing the number of function calls and free parameters required to represent an input shape collection. We run ShapeMOD on multiple collections of programs expressed in a domain-specific language for 3D shape structures. We show that it automatically discovers a concise set of macros that abstract out common structural and parametric patterns that generalize over large shape collections. We also demonstrate that the macros found by ShapeMOD improve performance on downstream tasks including shape generative modeling and inferring programs from point clouds. Finally, we conduct a user study that indicates that ShapeMOD's discovered macros make interactive shape editing more efficient.
CVNov 26, 2020
Generative Layout Modeling using Constraint GraphsWamiq Para, Paul Guerrero, Tom Kelly et al.
We propose a new generative model for layout generation. We generate layouts in three steps. First, we generate the layout elements as nodes in a layout graph. Second, we compute constraints between layout elements as edges in the layout graph. Third, we solve for the final layout using constrained optimization. For the first two steps, we build on recent transformer architectures. The layout optimization implements the constraints efficiently. We show three practical contributions compared to the state of the art: our work requires no user input, produces higher quality layouts, and enables many novel capabilities for conditional layout generation.
CVOct 17, 2020
Discovering Pattern Structure Using Differentiable CompositingPradyumna Reddy, Paul Guerrero, Matt Fisher et al.
Patterns, which are collections of elements arranged in regular or near-regular arrangements, are an important graphic art form and widely used due to their elegant simplicity and aesthetic appeal. When a pattern is encoded as a flat image without the underlying structure, manually editing the pattern is tedious and challenging as one has to both preserve the individual element shapes and their original relative arrangements. State-of-the-art deep learning frameworks that operate at the pixel level are unsuitable for manipulating such patterns. Specifically, these methods can easily disturb the shapes of the individual elements or their arrangement, and thus fail to preserve the latent structures of the input patterns. We present a novel differentiable compositing operator using pattern elements and use it to discover structures, in the form of a layered representation of graphical objects, directly from raw pattern images. This operator allows us to adapt current deep learning based image methods to effectively handle patterns. We evaluate our method on a range of patterns and demonstrate superiority in the context of pattern manipulations when compared against state-of-the-art
GRSep 17, 2020
ShapeAssembly: Learning to Generate Programs for 3D Shape Structure SynthesisR. Kenny Jones, Theresa Barton, Xianghao Xu et al.
Manually authoring 3D shapes is difficult and time consuming; generative models of 3D shapes offer compelling alternatives. Procedural representations are one such possibility: they offer high-quality and editable results but are difficult to author and often produce outputs with limited diversity. On the other extreme are deep generative models: given enough data, they can learn to generate any class of shape but their outputs have artifacts and the representation is not editable. In this paper, we take a step towards achieving the best of both worlds for novel 3D shape synthesis. We propose ShapeAssembly, a domain-specific "assembly-language" for 3D shape structures. ShapeAssembly programs construct shapes by declaring cuboid part proxies and attaching them to one another, in a hierarchical and symmetrical fashion. Its functions are parameterized with free variables, so that one program structure is able to capture a family of related shapes. We show how to extract ShapeAssembly programs from existing shape structures in the PartNet dataset. Then we train a deep generative model, a hierarchical sequence VAE, that learns to write novel ShapeAssembly programs. The program captures the subset of variability that is interpretable and editable. The deep model captures correlations across shape collections that are hard to express procedurally. We evaluate our approach by comparing shapes output by our generated programs to those from other recent shape structure synthesis models. We find that our generated shapes are more plausible and physically-valid than those of other methods. Additionally, we assess the latent spaces of these models, and find that ours is better structured and produces smoother interpolations. As an application, we use our generative model and differentiable program interpreter to infer and fit shape programs to unstructured geometry, such as point clouds.
CVAug 18, 2020
Pix2Surf: Learning Parametric 3D Surface Models of Objects from ImagesJiahui Lei, Srinath Sridhar, Paul Guerrero et al.
We investigate the problem of learning to generate 3D parametric surface representations for novel object instances, as seen from one or more views. Previous work on learning shape reconstruction from multiple views uses discrete representations such as point clouds or voxels, while continuous surface generation approaches lack multi-view consistency. We address these issues by designing neural networks capable of generating high-quality parametric 3D surfaces which are also consistent between views. Furthermore, the generated 3D surfaces preserve accurate image pixel to 3D surface point correspondences, allowing us to lift texture information to reconstruct shapes with rich geometry and appearance. Our method is supervised and trained on a public dataset of shapes from common object categories. Quantitative results indicate that our method significantly outperforms previous work, while qualitative results demonstrate the high quality of our reconstructions.
CVNov 25, 2019
StructEdit: Learning Structural Shape VariationsKaichun Mo, Paul Guerrero, Li Yi et al.
Learning to encode differences in the geometry and (topological) structure of the shapes of ordinary objects is key to generating semantically plausible variations of a given shape, transferring edits from one shape to another, and many other applications in 3D content creation. The common approach of encoding shapes as points in a high-dimensional latent feature space suggests treating shape differences as vectors in that space. Instead, we treat shape differences as primary objects in their own right and propose to encode them in their own latent space. In a setting where the shapes themselves are encoded in terms of fine-grained part hierarchies, we demonstrate that a separate encoding of shape deltas or differences provides a principled way to deal with inhomogeneities in the shape space due to different combinatorial part structures, while also allowing for compactness in the representation, as well as edit abstraction and transfer. Our approach is based on a conditional variational autoencoder for encoding and decoding shape deltas, conditioned on a source shape. We demonstrate the effectiveness and robustness of our approach in multiple shape modification and generation tasks, and provide comparison and ablation studies on the PartNet dataset, one of the largest publicly available 3D datasets.
GRAug 1, 2019
StructureNet: Hierarchical Graph Networks for 3D Shape GenerationKaichun Mo, Paul Guerrero, Li Yi et al.
The ability to generate novel, diverse, and realistic 3D shapes along with associated part semantics and structure is central to many applications requiring high-quality 3D assets or large volumes of realistic training data. A key challenge towards this goal is how to accommodate diverse shape variations, including both continuous deformations of parts as well as structural or discrete alterations which add to, remove from, or modify the shape constituents and compositional structure. Such object structure can typically be organized into a hierarchy of constituent object parts and relationships, represented as a hierarchy of n-ary graphs. We introduce StructureNet, a hierarchical graph network which (i) can directly encode shapes represented as such n-ary graphs; (ii) can be robustly trained on large and complex shape families; and (iii) can be used to generate a great diversity of realistic structured shape geometries. Technically, we accomplish this by drawing inspiration from recent advances in graph neural networks to propose an order-invariant encoding of n-ary graphs, considering jointly both part geometry and inter-part relations during network training. We extensively evaluate the quality of the learned latent spaces for various shape families and show significant advantages over baseline and competing methods. The learned latent spaces enable several structure-aware geometry processing applications, including shape generation and interpolation, shape editing, or shape structure discovery directly from un-annotated images, point clouds, or partial scans.
GRJan 4, 2019
PointCleanNet: Learning to Denoise and Remove Outliers from Dense Point CloudsMarie-Julie Rakotosaona, Vittorio La Barbera, Paul Guerrero et al.
Point clouds obtained with 3D scanners or by image-based reconstruction techniques are often corrupted with significant amount of noise and outliers. Traditional methods for point cloud denoising largely rely on local surface fitting (e.g., jets or MLS surfaces), local or non-local averaging, or on statistical assumptions about the underlying noise model. In contrast, we develop a simple data-driven method for removing outliers and reducing noise in unordered point clouds. We base our approach on a deep learning architecture adapted from PCPNet, which was recently proposed for estimating local 3D shape properties in point clouds. Our method first classifies and discards outlier samples, and then estimates correction vectors that project noisy points onto the original clean surfaces. The approach is efficient and robust to varying amounts of noise and outliers, while being able to handle large densely-sampled point clouds. In our extensive evaluation, both on synthesic and real data, we show an increased robustness to strong noise levels compared to various state-of-the-art methods, enabling accurate surface reconstruction from extremely noisy real data obtained by range scans. Finally, the simplicity and universality of our approach makes it very easy to integrate in any existing geometry processing pipeline.
GRJun 20, 2018
iMapper: Interaction-guided Joint Scene and Human Motion Mapping from Monocular VideosAron Monszpart, Paul Guerrero, Duygu Ceylan et al.
A long-standing challenge in scene analysis is the recovery of scene arrangements under moderate to heavy occlusion, directly from monocular video. While the problem remains a subject of active research, concurrent advances have been made in the context of human pose reconstruction from monocular video, including image-space feature point detection and 3D pose recovery. These methods, however, start to fail under moderate to heavy occlusion as the problem becomes severely under-constrained. We approach the problems differently. We observe that people interact similarly in similar scenes. Hence, we exploit the correlation between scene object arrangement and motions performed in that scene in both directions: first, typical motions performed when interacting with objects inform us about possible object arrangements; and second, object arrangements, in turn, constrain the possible motions. We present iMapper, a data-driven method that focuses on identifying human-object interactions, and jointly reasons about objects and human movement over space-time to recover both a plausible scene arrangement and consistent human interactions. We first introduce the notion of characteristic interactions as regions in space-time when an informative human-object interaction happens. This is followed by a novel occlusion-aware matching procedure that searches and aligns such characteristic snapshots from an interaction database to best explain the input monocular video. Through extensive evaluations, both quantitative and qualitative, we demonstrate that iMapper significantly improves performance over both dedicated state-of-the-art scene analysis and 3D human pose recovery approaches, especially under medium to heavy occlusion.
CVMay 22, 2017
DepthCut: Improved Depth Edge Estimation Using Multiple Unreliable ChannelsPaul Guerrero, Holger Winnemöller, Wilmot Li et al.
In the context of scene understanding, a variety of methods exists to estimate different information channels from mono or stereo images, including disparity, depth, and normals. Although several advances have been reported in the recent years for these tasks, the estimated information is often imprecise particularly near depth discontinuities or creases. Studies have however shown that precisely such depth edges carry critical cues for the perception of shape, and play important roles in tasks like depth-based segmentation or foreground selection. Unfortunately, the currently extracted channels often carry conflicting signals, making it difficult for subsequent applications to effectively use them. In this paper, we focus on the problem of obtaining high-precision depth edges (i.e., depth contours and creases) by jointly analyzing such unreliable information channels. We propose DepthCut, a data-driven fusion of the channels using a convolutional neural network trained on a large dataset with known depth. The resulting depth edges can be used for segmentation, decomposing a scene into depth layers with relatively flat depth, or improving the accuracy of the depth estimate near depth edges by constraining its gradients to agree with these edges. Quantitatively, we compare against 15 variants of baselines and demonstrate that our depth edges result in an improved segmentation performance and an improved depth estimate near depth edges compared to data-agnostic channel fusion. Qualitatively, we demonstrate that the depth edges result in superior segmentation and depth orderings.
GROct 5, 2015
RAID: A Relation-Augmented Image DescriptorPaul Guerrero, Niloy J. Mitra, Peter Wonka
As humans, we regularly interpret images based on the relations between image regions. For example, a person riding object X, or a plank bridging two objects. Current methods provide limited support to search for images based on such relations. We present RAID, a relation-augmented image descriptor that supports queries based on inter-region relations. The key idea of our descriptor is to capture the spatial distribution of simple point-to-region relationships to describe more complex relationships between two image regions. We evaluate the proposed descriptor by querying into a large subset of the Microsoft COCO database and successfully extract nontrivial images demonstrating complex inter-region relations, which are easily missed or erroneously classified by existing methods.