Tianhao Xie

CV
h-index1
3papers
362citations
Novelty50%
AI Score42

3 Papers

40.9CVMar 24, 2022Code
CLIP-Mesh: Generating textured meshes from text using pretrained image-text models

Nasir Mohammad Khalid, Tianhao Xie, Eugene Belilovsky et al. · mila

We present a technique for zero-shot generation of a 3D model using only a target text prompt. Without any 3D supervision our method deforms the control shape of a limit subdivided surface along with its texture map and normal map to obtain a 3D asset that corresponds to the input text prompt and can be easily deployed into games or modeling applications. We rely only on a pre-trained CLIP model that compares the input text prompt with differentiably rendered images of our 3D model. While previous works have focused on stylization or required training of generative models we perform optimization on mesh parameters directly to generate shape, texture or both. To constrain the optimization to produce plausible meshes and textures we introduce a number of techniques using image augmentations and the use of a pretrained prior that generates CLIP image embeddings given a text embedding.

7.6CVNov 19, 2024
Sketch-guided Cage-based 3D Gaussian Splatting Deformation

Tianhao Xie, Noam Aigerman, Eugene Belilovsky et al.

3D Gaussian Splatting (GS) is one of the most promising novel 3D representations that has received great interest in computer graphics and computer vision. While various systems have introduced editing capabilities for 3D GS, such as those guided by text prompts, fine-grained control over deformation remains an open challenge. In this work, we present a novel sketch-guided 3D GS deformation system that allows users to intuitively modify the geometry of a 3D GS model by drawing a silhouette sketch from a single viewpoint. Our approach introduces a new deformation method that combines cage-based deformations with a variant of Neural Jacobian Fields, enabling precise, fine-grained control. Additionally, it leverages large-scale 2D diffusion priors and ControlNet to ensure the generated deformations are semantically plausible. Through a series of experiments, we demonstrate the effectiveness of our method and showcase its ability to animate static 3D GS models as one of its key applications.

3.6CVNov 28, 2025
FACT-GS: Frequency-Aligned Complexity-Aware Texture Reparameterization for 2D Gaussian Splatting

Tianhao Xie, Linlian Jiang, Xinxin Zuo et al.

Realistic scene appearance modeling has advanced rapidly with Gaussian Splatting, which enables real-time, high-quality rendering. Recent advances introduced per-primitive textures that incorporate spatial color variations within each Gaussian, improving their expressiveness. However, texture-based Gaussians parameterize appearance with a uniform per-Gaussian sampling grid, allocating equal sampling density regardless of local visual complexity. This leads to inefficient texture space utilization, where high-frequency regions are under-sampled and smooth regions waste capacity, causing blurred appearance and loss of fine structural detail. We introduce FACT-GS, a Frequency-Aligned Complexity-aware Texture Gaussian Splatting framework that allocates texture sampling density according to local visual frequency. Grounded in adaptive sampling theory, FACT-GS reformulates texture parameterization as a differentiable sampling-density allocation problem, replacing the uniform textures with a learnable frequency-aware allocation strategy implemented via a deformation field whose Jacobian modulates local sampling density. Built on 2D Gaussian Splatting, FACT-GS performs non-uniform sampling on fixed-resolution texture grids, preserving real-time performance while recovering sharper high-frequency details under the same parameter budget.