Olga Sorkine-Hornung

GR
h-index68
26papers
2,054citations
Novelty57%
AI Score54

26 Papers

GRJun 1Code
Single-Line Drawing Generation via Semantics-Driven Optimization

Tanguy Magne, Alexandre Binninger, Ruben Wiersma et al.

Line drawings are a highly expressive art form that requires the artist to abstract and distill the essence of their subject. We present the first semantics-driven method for automatically generating single-line drawings in vector format, guided either by a text prompt describing the concept or an input image depicting it. Our approach leverages score distillation sampling to optimize the parameters of a uniform rational B-spline (URBS) curve, ensuring that the drawing consists of a single continuous stroke by design. This representation provides fine-grained control over the level of detail, while additional loss terms allow us to steer the final artistic style. We demonstrate that our method outperforms state-of-the-art text-to-image models and optimization pipelines for this task, producing results that are both more aesthetically pleasing and more faithful to the style of continuous line drawing artists. Furthermore, because our method generates a vectorized curve, it directly supports downstream fabrication processes such as embroidery, laser engraving and wire bending. Our code and results are available at https://github.com/tanguymagne/SLDgen.

CVFeb 6, 2023Code
UVDoc: Neural Grid-based Document Unwarping

Floor Verhoeven, Tanguy Magne, Olga Sorkine-Hornung

Restoring the original, flat appearance of a printed document from casual photographs of bent and wrinkled pages is a common everyday problem. In this paper we propose a novel method for grid-based single-image document unwarping. Our method performs geometric distortion correction via a fully convolutional deep neural network that learns to predict the 3D grid mesh of the document and the corresponding 2D unwarping grid in a dual-task fashion, implicitly encoding the coupling between the shape of a 3D piece of paper and its 2D image. In order to allow unwarping models to train on data that is more realistic in appearance than the commonly used synthetic Doc3D dataset, we create and publish our own dataset, called UVDoc, which combines pseudo-photorealistic document images with physically accurate 3D shape and unwarping function annotations. Our dataset is labeled with all the information necessary to train our unwarping network, without having to engineer separate loss functions that can deal with the lack of ground-truth typically found in document in the wild datasets. We perform an in-depth evaluation that demonstrates that with the inclusion of our novel pseudo-photorealistic dataset, our relatively small network architecture achieves state-of-the-art results on the DocUNet benchmark. We show that the pseudo-photorealistic nature of our UVDoc dataset allows for new and better evaluation methods, such as lighting-corrected MS-SSIM. We provide a novel benchmark dataset that facilitates such evaluations, and propose a metric that quantifies line straightness after unwarping. Our code, results and UVDoc dataset are available at https://github.com/tanguymagne/UVDoc.

GRJun 16, 2022
MoDi: Unconditional Motion Synthesis from Diverse Data

Sigal Raab, Inbal Leibovitch, Peizhuo Li et al.

The emergence of neural networks has revolutionized the field of motion synthesis. Yet, learning to unconditionally synthesize motions from a given distribution remains challenging, especially when the motions are highly diverse. In this work, we present MoDi -- a generative model trained in an unsupervised setting from an extremely diverse, unstructured and unlabeled dataset. During inference, MoDi can synthesize high-quality, diverse motions. Despite the lack of any structure in the dataset, our model yields a well-behaved and highly structured latent space, which can be semantically clustered, constituting a strong motion prior that facilitates various applications including semantic editing and crowd simulation. In addition, we present an encoder that inverts real motions into MoDi's natural motion manifold, issuing solutions to various ill-posed challenges such as completion from prefix and spatial editing. Our qualitative and quantitative experiments achieve state-of-the-art results that outperform recent SOTA techniques. Code and trained models are available at https://sigal-raab.github.io/MoDi.

CVOct 5, 2022
Smooth Non-Rigid Shape Matching via Effective Dirichlet Energy Optimization

Robin Magnet, Jing Ren, Olga Sorkine-Hornung et al.

We introduce pointwise map smoothness via the Dirichlet energy into the functional map pipeline, and propose an algorithm for optimizing it efficiently, which leads to high-quality results in challenging settings. Specifically, we first formulate the Dirichlet energy of the pulled-back shape coordinates, as a way to evaluate smoothness of a pointwise map across discrete surfaces. We then extend the recently proposed discrete solver and show how a strategy based on auxiliary variable reformulation allows us to optimize pointwise map smoothness alongside desirable functional map properties such as bijectivity. This leads to an efficient map refinement strategy that simultaneously improves functional and point-to-point correspondences, obtaining smooth maps even on non-isometric shape pairs. Moreover, we demonstrate that several previously proposed methods for computing smooth maps can be reformulated as variants of our approach, which allows us to compare different formulations in a consistent framework. Finally, we compare these methods both on existing benchmarks and on a new rich dataset that we introduce, which contains non-rigid, non-isometric shape pairs with inter-category and cross-category correspondences. Our work leads to a general framework for optimizing and analyzing map smoothness both conceptually and in challenging practical settings.

GRMay 5, 2022
GANimator: Neural Motion Synthesis from a Single Sequence

Peizhuo Li, Kfir Aberman, Zihan Zhang et al.

We present GANimator, a generative model that learns to synthesize novel motions from a single, short motion sequence. GANimator generates motions that resemble the core elements of the original motion, while simultaneously synthesizing novel and diverse movements. Existing data-driven techniques for motion synthesis require a large motion dataset which contains the desired and specific skeletal structure. By contrast, GANimator only requires training on a single motion sequence, enabling novel motion synthesis for a variety of skeletal structures e.g., bipeds, quadropeds, hexapeds, and more. Our framework contains a series of generative and adversarial neural networks, each responsible for generating motions in a specific frame rate. The framework progressively learns to synthesize motion from random noise, enabling hierarchical control over the generated motion content across varying levels of detail. We show a number of applications, including crowd simulation, key-frame editing, style transfer, and interactive control, which all learn from a single input sequence. Code and data for this paper are at https://peizhuoli.github.io/ganimator.

GRJun 9, 2023
SENS: Part-Aware Sketch-based Implicit Neural Shape Modeling

Alexandre Binninger, Amir Hertz, Olga Sorkine-Hornung et al.

We present SENS, a novel method for generating and editing 3D models from hand-drawn sketches, including those of abstract nature. Our method allows users to quickly and easily sketch a shape, and then maps the sketch into the latent space of a part-aware neural implicit shape architecture. SENS analyzes the sketch and encodes its parts into ViT patch encoding, subsequently feeding them into a transformer decoder that converts them to shape embeddings suitable for editing 3D neural implicit shapes. SENS provides intuitive sketch-based generation and editing, and also succeeds in capturing the intent of the user's sketch to generate a variety of novel and expressive 3D shapes, even from abstract and imprecise sketches. Additionally, SENS supports refinement via part reconstruction, allowing for nuanced adjustments and artifact removal. It also offers part-based modeling capabilities, enabling the combination of features from multiple sketches to create more complex and customized 3D shapes. We demonstrate the effectiveness of our model compared to the state-of-the-art using objective metric evaluation criteria and a user study, both indicating strong performance on sketches with a medium level of abstraction. Furthermore, we showcase our method's intuitive sketch-based shape editing capabilities, and validate it through a usability study.

GRJun 1, 2023
Example-based Motion Synthesis via Generative Motion Matching

Weiyu Li, Xuelin Chen, Peizhuo Li et al.

We present GenMM, a generative model that "mines" as many diverse motions as possible from a single or few example sequences. In stark contrast to existing data-driven methods, which typically require long offline training time, are prone to visual artifacts, and tend to fail on large and complex skeletons, GenMM inherits the training-free nature and the superior quality of the well-known Motion Matching method. GenMM can synthesize a high-quality motion within a fraction of a second, even with highly complex and large skeletal structures. At the heart of our generative framework lies the generative motion matching module, which utilizes the bidirectional visual similarity as a generative cost function to motion matching, and operates in a multi-stage framework to progressively refine a random guess using exemplar motion matches. In addition to diverse motion generation, we show the versatility of our generative framework by extending it to a number of scenarios that are not possible with motion matching alone, including motion completion, key frame-guided generation, infinite looping, and motion reassembly. Code and data for this paper are at https://wyysf-98.github.io/GenMM/

CGMay 18
Higher Order Continuity for Smooth As-Rigid-As-Possible Shape Modeling

Annika Oehri, Philipp Herholz, Olga Sorkine-Hornung

We propose a modification of the As-Rigid-As-Possible (ARAP) mesh deformation energy with higher order smoothness, which overcomes a prominent limitation of the original ARAP formulation: spikes and lack of continuity at the manipulation handles. Our method avoids spikes even when using single-point positional constraints. Since no explicit rotations have to be specified, the user interaction can be realized through a simple click-and-drag interface, where points on the mesh can be selected and moved around while the rest of the mesh surface automatically deforms accordingly. Our method preserves the benefits of ARAP deformations: it is easy to implement and thus useful for practical applications, while its efficiency makes it usable in real-time, interactive scenarios on detailed models.

CVOct 31, 2023
Pose-to-Motion: Cross-Domain Motion Retargeting with Pose Prior

Qingqing Zhao, Peizhuo Li, Wang Yifan et al.

Creating believable motions for various characters has long been a goal in computer graphics. Current learning-based motion synthesis methods depend on extensive motion datasets, which are often challenging, if not impossible, to obtain. On the other hand, pose data is more accessible, since static posed characters are easier to create and can even be extracted from images using recent advancements in computer vision. In this paper, we utilize this alternative data source and introduce a neural motion synthesis approach through retargeting. Our method generates plausible motions for characters that have only pose data by transferring motion from an existing motion capture dataset of another character, which can have drastically different skeletons. Our experiments show that our method effectively combines the motion features of the source character with the pose features of the target character, and performs robustly with small or noisy pose data sets, ranging from a few artist-created poses to noisy poses estimated directly from images. Additionally, a conducted user study indicated that a majority of participants found our retargeted motion to be more enjoyable to watch, more lifelike in appearance, and exhibiting fewer artifacts. Project page: https://cyanzhao42.github.io/pose2motion

CVJul 11, 2024
WalkTheDog: Cross-Morphology Motion Alignment via Phase Manifolds

Peizhuo Li, Sebastian Starke, Yuting Ye et al.

We present a new approach for understanding the periodicity structure and semantics of motion datasets, independently of the morphology and skeletal structure of characters. Unlike existing methods using an overly sparse high-dimensional latent, we propose a phase manifold consisting of multiple closed curves, each corresponding to a latent amplitude. With our proposed vector quantized periodic autoencoder, we learn a shared phase manifold for multiple characters, such as a human and a dog, without any supervision. This is achieved by exploiting the discrete structure and a shallow network as bottlenecks, such that semantically similar motions are clustered into the same curve of the manifold, and the motions within the same component are aligned temporally by the phase variable. In combination with an improved motion matching framework, we demonstrate the manifold's capability of timing and semantics alignment in several applications, including motion retrieval, transfer and stylization. Code and pre-trained models for this paper are available at https://peizhuoli.github.io/walkthedog.

GRJan 5
Dancing Points: Synthesizing Ballroom Dancing with Three-Point Inputs

Peizhuo Li, Sebastian Starke, Yuting Ye et al.

Ballroom dancing is a structured yet expressive motion category. Its highly diverse movement and complex interactions between leader and follower dancers make the understanding and synthesis challenging. We demonstrate that the three-point trajectory available from a virtual reality (VR) device can effectively serve as a dancer's motion descriptor, simplifying the modeling and synthesis of interplay between dancers' full-body motions down to sparse trajectories. Thanks to the low dimensionality, we can employ an efficient MLP network to predict the follower's three-point trajectory directly from the leader's three-point input for certain types of ballroom dancing, addressing the challenge of modeling high-dimensional full-body interaction. It also prevents our method from overfitting thanks to its compact yet explicit representation. By leveraging the inherent structure of the movements and carefully planning the autoregressive procedure, we show a deterministic neural network is able to translate three-point trajectories into a virtual embodied avatar, which is typically considered under-constrained and requires generative models for common motions. In addition, we demonstrate this deterministic approach generalizes beyond small, structured datasets like ballroom dancing, and performs robustly on larger, more diverse datasets such as LaFAN. Our method provides a computationally- and data-efficient solution, opening new possibilities for immersive paired dancing applications. Code and pre-trained models for this paper are available at https://peizhuoli.github.io/dancing-points.

GRJun 10, 2019Code
Differentiable Surface Splatting for Point-based Geometry Processing

Wang Yifan, Felice Serena, Shihao Wu et al.

We propose Differentiable Surface Splatting (DSS), a high-fidelity differentiable renderer for point clouds. Gradients for point locations and normals are carefully designed to handle discontinuities of the rendering function. Regularization terms are introduced to ensure uniform distribution of the points on the underlying surface. We demonstrate applications of DSS to inverse rendering for geometry synthesis and denoising, where large scale topological changes, as well as small scale detail modifications, are accurately and robustly handled without requiring explicit connectivity, outperforming state-of-the-art techniques. The data and code are at https://github.com/yifita/DSS.

GRMay 13, 2024
Neural Garment Dynamics via Manifold-Aware Transformers

Peizhuo Li, Tuanfeng Y. Wang, Timur Levent Kesdogan et al.

Data driven and learning based solutions for modeling dynamic garments have significantly advanced, especially in the context of digital humans. However, existing approaches often focus on modeling garments with respect to a fixed parametric human body model and are limited to garment geometries that were seen during training. In this work, we take a different approach and model the dynamics of a garment by exploiting its local interactions with the underlying human body. Specifically, as the body moves, we detect local garment-body collisions, which drive the deformation of the garment. At the core of our approach is a mesh-agnostic garment representation and a manifold-aware transformer network design, which together enable our method to generalize to unseen garment and body geometries. We evaluate our approach on a wide variety of garment types and motion sequences and provide competitive qualitative and quantitative results with respect to the state of the art.

GRMay 7, 2025
TetWeave: Isosurface Extraction using On-The-Fly Delaunay Tetrahedral Grids for Gradient-Based Mesh Optimization

Alexandre Binninger, Ruben Wiersma, Philipp Herholz et al.

We introduce TetWeave, a novel isosurface representation for gradient-based mesh optimization that jointly optimizes the placement of a tetrahedral grid used for Marching Tetrahedra and a novel directional signed distance at each point. TetWeave constructs tetrahedral grids on-the-fly via Delaunay triangulation, enabling increased flexibility compared to predefined grids. The extracted meshes are guaranteed to be watertight, two-manifold and intersection-free. The flexibility of TetWeave enables a resampling strategy that places new points where reconstruction error is high and allows to encourage mesh fairness without compromising on reconstruction error. This leads to high-quality, adaptive meshes that require minimal memory usage and few parameters to optimize. Consequently, TetWeave exhibits near-linear memory scaling relative to the vertex count of the output mesh - a substantial improvement over predefined grids. We demonstrate the applicability of TetWeave to a broad range of challenging tasks in computer graphics and vision, such as multi-view 3D reconstruction, mesh compression and geometric texture generation.

CVDec 20, 2024
Interactive Scene Authoring with Specialized Generative Primitives

Clément Jambon, Changwoon Choi, Dongsu Zhang et al.

Generating high-quality 3D digital assets often requires expert knowledge of complex design tools. We introduce Specialized Generative Primitives, a generative framework that allows non-expert users to author high-quality 3D scenes in a seamless, lightweight, and controllable manner. Each primitive is an efficient generative model that captures the distribution of a single exemplar from the real world. With our framework, users capture a video of an environment, which we turn into a high-quality and explicit appearance model thanks to 3D Gaussian Splatting. Users then select regions of interest guided by semantically-aware features. To create a generative primitive, we adapt Generative Cellular Automata to single-exemplar training and controllable generation. We decouple the generative task from the appearance model by operating on sparse voxels and we recover a high-quality output with a subsequent sparse patch consistency step. Each primitive can be trained within 10 minutes and used to author new scenes interactively in a fully compositional manner. We showcase interactive sessions where various primitives are extracted from real-world scenes and controlled to create 3D assets and scenes in a few minutes. We also demonstrate additional capabilities of our primitives: handling various 3D representations to control generation, transferring appearances, and editing geometries.

CVDec 5, 2024
AIpparel: A Multimodal Foundation Model for Digital Garments

Kiyohiro Nakayama, Jan Ackermann, Timur Levent Kesdogan et al. · eth-zurich

Apparel is essential to human life, offering protection, mirroring cultural identities, and showcasing personal style. Yet, the creation of garments remains a time-consuming process, largely due to the manual work involved in designing them. To simplify this process, we introduce AIpparel, a multimodal foundation model for generating and editing sewing patterns. Our model fine-tunes state-of-the-art large multimodal models (LMMs) on a custom-curated large-scale dataset of over 120,000 unique garments, each with multimodal annotations including text, images, and sewing patterns. Additionally, we propose a novel tokenization scheme that concisely encodes these complex sewing patterns so that LLMs can learn to predict them efficiently. AIpparel achieves state-of-the-art performance in single-modal tasks, including text-to-garment and image-to-garment prediction, and enables novel multimodal garment generation applications such as interactive garment editing. The project website is at https://georgenakayama.github.io/AIpparel/.

GRJan 31, 2022
SPAGHETTI: Editing Implicit Shapes Through Part Aware Generation

Amir Hertz, Or Perel, Raja Giryes et al.

Neural implicit fields are quickly emerging as an attractive representation for learning based techniques. However, adopting them for 3D shape modeling and editing is challenging. We introduce a method for $\mathbf{E}$diting $\mathbf{I}$mplicit $\mathbf{S}$hapes $\mathbf{T}$hrough $\mathbf{P}$art $\mathbf{A}$ware $\mathbf{G}$enera$\mathbf{T}$ion, permuted in short as SPAGHETTI. Our architecture allows for manipulation of implicit shapes by means of transforming, interpolating and combining shape segments together, without requiring explicit part supervision. SPAGHETTI disentangles shape part representation into extrinsic and intrinsic geometric information. This characteristic enables a generative framework with part-level control. The modeling capabilities of SPAGHETTI are demonstrated using an interactive graphical interface, where users can directly edit neural implicit shapes.

GROct 11, 2021
Mesh Draping: Parametrization-Free Neural Mesh Transfer

Amir Hertz, Or Perel, Raja Giryes et al.

Despite recent advances in geometric modeling, 3D mesh modeling still involves a considerable amount of manual labor by experts. In this paper, we introduce Mesh Draping: a neural method for transferring existing mesh structure from one shape to another. The method drapes the source mesh over the target geometry and at the same time seeks to preserve the carefully designed characteristics of the source mesh. At its core, our method deforms the source mesh using progressive positional encoding. We show that by leveraging gradually increasing frequencies to guide the neural optimization, we are able to achieve stable and high quality mesh transfer. Our approach is simple and requires little user guidance, compared to contemporary surface mapping techniques which rely on parametrization or careful manual tuning. Most importantly, Mesh Draping is a parameterization-free method, and thus applicable to a variety of target shape representations, including point clouds, polygon soups, and non-manifold meshes. We demonstrate that the transferred meshing remains faithful to the source mesh design characteristics, and at the same time fits the target geometry well.

CVJun 9, 2021
Geometry-Consistent Neural Shape Representation with Implicit Displacement Fields

Wang Yifan, Lukas Rahmann, Olga Sorkine-Hornung

We present implicit displacement fields, a novel representation for detailed 3D geometry. Inspired by a classic surface deformation technique, displacement mapping, our method represents a complex surface as a smooth base surface plus a displacement along the base's normal directions, resulting in a frequency-based shape decomposition, where the high frequency signal is constrained geometrically by the low frequency signal. Importantly, this disentanglement is unsupervised thanks to a tailored architectural design that has an innate frequency hierarchy by construction. We explore implicit displacement field surface reconstruction and detail transfer and demonstrate superior representational power, training stability and generalizability.

GRMay 6, 2021
Learning Skeletal Articulations with Neural Blend Shapes

Peizhuo Li, Kfir Aberman, Rana Hanocka et al.

Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape deformation in the joint regions, which often requires a tailored, pose-specific refinement. In this work, we develop a neural technique for articulating 3D characters using enveloping with a pre-defined skeletal structure which produces high quality pose dependent deformations. Our framework learns to rig and skin characters with the same articulation structure (e.g., bipeds or quadrupeds), and builds the desired skeleton hierarchy into the network architecture. Furthermore, we propose neural blend shapes--a set of corrective pose-dependent shapes which improve the deformation quality in the joint regions in order to address the notorious artifacts resulting from standard rigging and skinning. Our system estimates neural blend shapes for input meshes with arbitrary connectivity, as well as weighting coefficients which are conditioned on the input joint rotations. Unlike recent deep learning techniques which supervise the network with ground-truth rigging and skinning parameters, our approach does not assume that the training data has a specific underlying deformation model. Instead, during training, the network observes deformed shapes and learns to infer the corresponding rig, skin and blend shapes using indirect supervision. During inference, we demonstrate that our network generalizes to unseen characters with arbitrary mesh connectivity, including unrigged characters built by 3D artists. Conforming to standard skeletal animation models enables direct plug-and-play in standard animation software, as well as game engines.

LGApr 19, 2021
SAPE: Spatially-Adaptive Progressive Encoding for Neural Optimization

Amir Hertz, Or Perel, Raja Giryes et al.

Multilayer-perceptrons (MLP) are known to struggle with learning functions of high-frequencies, and in particular cases with wide frequency bands. We present a spatially adaptive progressive encoding (SAPE) scheme for input signals of MLP networks, which enables them to better fit a wide range of frequencies without sacrificing training stability or requiring any domain specific preprocessing. SAPE gradually unmasks signal components with increasing frequencies as a function of time and space. The progressive exposure of frequencies is monitored by a feedback loop throughout the neural optimization process, allowing changes to propagate at different rates among local spatial portions of the signal space. We demonstrate the advantage of SAPE on a variety of domains and applications, including regression of low dimensional signals and images, representation learning of occupancy networks, and a geometric task of mesh transfer between 3D shapes.

CVDec 11, 2020
Iso-Points: Optimizing Neural Implicit Surfaces with Hybrid Representations

Wang Yifan, Shihao Wu, Cengiz Oztireli et al.

Neural implicit functions have emerged as a powerful representation for surfaces in 3D. Such a function can encode a high quality surface with intricate details into the parameters of a deep neural network. However, optimizing for the parameters for accurate and robust reconstructions remains a challenge, especially when the input data is noisy or incomplete. In this work, we develop a hybrid neural surface representation that allows us to impose geometry-aware sampling and regularization, which significantly improves the fidelity of reconstructions. We propose to use \emph{iso-points} as an explicit representation for a neural implicit function. These points are computed and updated on-the-fly during training to capture important geometric features and impose geometric constraints on the optimization. We demonstrate that our method can be adopted to improve state-of-the-art techniques for reconstructing neural implicit surfaces from multi-view images or point clouds. Quantitative and qualitative evaluations show that, compared with existing sampling and optimization methods, our approach allows faster convergence, better generalization, and accurate recovery of details and topology.

CVMay 12, 2020
Skeleton-Aware Networks for Deep Motion Retargeting

Kfir Aberman, Peizhuo Li, Dani Lischinski et al.

We introduce a novel deep learning framework for data-driven motion retargeting between skeletons, which may have different structure, yet corresponding to homeomorphic graphs. Importantly, our approach learns how to retarget without requiring any explicit pairing between the motions in the training set. We leverage the fact that different homeomorphic skeletons may be reduced to a common primal skeleton by a sequence of edge merging operations, which we refer to as skeletal pooling. Thus, our main technical contribution is the introduction of novel differentiable convolution, pooling, and unpooling operators. These operators are skeleton-aware, meaning that they explicitly account for the skeleton's hierarchical structure and joint adjacency, and together they serve to transform the original motion into a collection of deep temporal features associated with the joints of the primal skeleton. In other words, our operators form the building blocks of a new deep motion processing framework that embeds the motion into a common latent space, shared by a collection of homeomorphic skeletons. Thus, retargeting can be achieved simply by encoding to, and decoding from this latent space. Our experiments show the effectiveness of our framework for motion retargeting, as well as motion processing in general, compared to existing approaches. Our approach is also quantitatively evaluated on a synthetic dataset that contains pairs of motions applied to different skeletons. To the best of our knowledge, our method is the first to perform retargeting between skeletons with differently sampled kinematic chains, without any paired examples.

GRDec 13, 2019
Neural Cages for Detail-Preserving 3D Deformations

Wang Yifan, Noam Aigerman, Vladimir G. Kim et al.

We propose a novel learnable representation for detail-preserving shape deformation. The goal of our method is to warp a source shape to match the general structure of a target shape, while preserving the surface details of the source. Our method extends a traditional cage-based deformation technique, where the source shape is enclosed by a coarse control mesh termed \emph{cage}, and translations prescribed on the cage vertices are interpolated to any point on the source mesh via special weight functions. The use of this sparse cage scaffolding enables preserving surface details regardless of the shape's intricacy and topology. Our key contribution is a novel neural network architecture for predicting deformations by controlling the cage. We incorporate a differentiable cage-based deformation module in our architecture, and train our network end-to-end. Our method can be trained with common collections of 3D models in an unsupervised fashion, without any cage-specific annotations. We demonstrate the utility of our method for synthesizing shape variations and deformation transfer.

CVNov 27, 2018
Patch-based Progressive 3D Point Set Upsampling

Wang Yifan, Shihao Wu, Hui Huang et al.

We present a detail-driven deep neural network for point set upsampling. A high-resolution point set is essential for point-based rendering and surface reconstruction. Inspired by the recent success of neural image super-resolution techniques, we progressively train a cascade of patch-based upsampling networks on different levels of detail end-to-end. We propose a series of architectural design contributions that lead to a substantial performance boost. The effect of each technical contribution is demonstrated in an ablation study. Qualitative and quantitative experiments show that our method significantly outperforms the state-of-the-art learning-based and optimazation-based approaches, both in terms of handling low-resolution inputs and revealing high-fidelity details.

CVApr 9, 2018
A Fully Progressive Approach to Single-Image Super-Resolution

Yifan Wang, Federico Perazzi, Brian McWilliams et al.

Recent deep learning approaches to single image super-resolution have achieved impressive results in terms of traditional error measures and perceptual quality. However, in each case it remains challenging to achieve high quality results for large upsampling factors. To this end, we propose a method (ProSR) that is progressive both in architecture and training: the network upsamples an image in intermediate steps, while the learning process is organized from easy to hard, as is done in curriculum learning. To obtain more photorealistic results, we design a generative adversarial network (GAN), named ProGanSR, that follows the same progressive multi-scale design principle. This not only allows to scale well to high upsampling factors (e.g., 8x) but constitutes a principled multi-scale approach that increases the reconstruction quality for all upsampling factors simultaneously. In particular ProSR ranks 2nd in terms of SSIM and 4th in terms of PSNR in the NTIRE2018 SISR challenge [34]. Compared to the top-ranking team, our model is marginally lower, but runs 5 times faster.