Cindy Le

CV
h-index3
4papers
80citations
Novelty50%
AI Score33

4 Papers

9.1CVNov 27, 2023Code
EucliDreamer: Fast and High-Quality Texturing for 3D Models with Stable Diffusion Depth

Cindy Le, Congrui Hetang, Chendi Lin et al.

This paper presents a novel method to generate textures for 3D models given text prompts and 3D meshes. Additional depth information is taken into account to perform the Score Distillation Sampling (SDS) process with depth conditional Stable Diffusion. We ran our model over the open-source dataset Objaverse and conducted a user study to compare the results with those of various 3D texturing methods. We have shown that our model can generate more satisfactory results and produce various art styles for the same object. In addition, we achieved faster time when generating textures of comparable quality. We also conduct thorough ablation studies of how different factors may affect generation quality, including sampling steps, guidance scale, negative prompts, data augmentation, elevation range, and alternatives to SDS.

19.0CVMar 24, 2024Code
Segment Anything Model for Road Network Graph Extraction

Congrui Hetang, Haoru Xue, Cindy Le et al.

We propose SAM-Road, an adaptation of the Segment Anything Model (SAM) for extracting large-scale, vectorized road network graphs from satellite imagery. To predict graph geometry, we formulate it as a dense semantic segmentation task, leveraging the inherent strengths of SAM. The image encoder of SAM is fine-tuned to produce probability masks for roads and intersections, from which the graph vertices are extracted via simple non-maximum suppression. To predict graph topology, we designed a lightweight transformer-based graph neural network, which leverages the SAM image embeddings to estimate the edge existence probabilities between vertices. Our approach directly predicts the graph vertices and edges for large regions without expensive and complex post-processing heuristics, and is capable of building complete road network graphs spanning multiple square kilometers in a matter of seconds. With its simple, straightforward, and minimalist design, SAM-Road achieves comparable accuracy with the state-of-the-art method RNGDet++, while being 40 times faster on the City-scale dataset. We thus demonstrate the power of a foundational vision model when applied to a graph learning task. The code is available at https://github.com/htcr/sam_road.

5.9CVNov 6, 2023Code
Fast and Interpretable Face Identification for Out-Of-Distribution Data Using Vision Transformers

Hai Phan, Cindy Le, Vu Le et al.

Most face identification approaches employ a Siamese neural network to compare two images at the image embedding level. Yet, this technique can be subject to occlusion (e.g. faces with masks or sunglasses) and out-of-distribution data. DeepFace-EMD (Phan et al. 2022) reaches state-of-the-art accuracy on out-of-distribution data by first comparing two images at the image level, and then at the patch level. Yet, its later patch-wise re-ranking stage admits a large $O(n^3 \log n)$ time complexity (for $n$ patches in an image) due to the optimal transport optimization. In this paper, we propose a novel, 2-image Vision Transformers (ViTs) that compares two images at the patch level using cross-attention. After training on 2M pairs of images on CASIA Webface (Yi et al. 2014), our model performs at a comparable accuracy as DeepFace-EMD on out-of-distribution data, yet at an inference speed more than twice as fast as DeepFace-EMD (Phan et al. 2022). In addition, via a human study, our model shows promising explainability through the visualization of cross-attention. We believe our work can inspire more explorations in using ViTs for face identification.

2.0CVApr 16, 2024
EucliDreamer: Fast and High-Quality Texturing for 3D Models with Depth-Conditioned Stable Diffusion

Cindy Le, Congrui Hetang, Chendi Lin et al.

We present EucliDreamer, a simple and effective method to generate textures for 3D models given text prompts and meshes. The texture is parametrized as an implicit function on the 3D surface, which is optimized with the Score Distillation Sampling (SDS) process and differentiable rendering. To generate high-quality textures, we leverage a depth-conditioned Stable Diffusion model guided by the depth image rendered from the mesh. We test our approach on 3D models in Objaverse and conducted a user study, which shows its superior quality compared to existing texturing methods like Text2Tex. In addition, our method converges 2 times faster than DreamFusion. Through text prompting, textures of diverse art styles can be produced. We hope Euclidreamer proides a viable solution to automate a labor-intensive stage in 3D content creation.