Yulia Gryaditskaya

CV
Semantic Scholar Profile
h-index9
15papers
225citations
Novelty51%
AI Score55

15 Papers

CVJun 19, 2023Code
3D VR Sketch Guided 3D Shape Prototyping and Exploration

Ling Luo, Pinaki Nath Chowdhury, Tao Xiang et al.

3D shape modeling is labor-intensive, time-consuming, and requires years of expertise. To facilitate 3D shape modeling, we propose a 3D shape generation network that takes a 3D VR sketch as a condition. We assume that sketches are created by novices without art training and aim to reconstruct geometrically realistic 3D shapes of a given category. To handle potential sketch ambiguity, our method creates multiple 3D shapes that align with the original sketch's structure. We carefully design our method, training the model step-by-step and leveraging multi-modal 3D shape representation to support training with limited training data. To guarantee the realism of generated 3D shapes we leverage the normalizing flow that models the distribution of the latent space of 3D shapes. To encourage the fidelity of the generated 3D shapes to an input sketch, we propose a dedicated loss that we deploy at different stages of the training process. The code is available at https://github.com/Rowl1ng/3Dsketch2shape.

CVApr 23, 2023Code
SketchXAI: A First Look at Explainability for Human Sketches

Zhiyu Qu, Yulia Gryaditskaya, Ke Li et al.

This paper, for the very first time, introduces human sketches to the landscape of XAI (Explainable Artificial Intelligence). We argue that sketch as a ``human-centred'' data form, represents a natural interface to study explainability. We focus on cultivating sketch-specific explainability designs. This starts by identifying strokes as a unique building block that offers a degree of flexibility in object construction and manipulation impossible in photos. Following this, we design a simple explainability-friendly sketch encoder that accommodates the intrinsic properties of strokes: shape, location, and order. We then move on to define the first ever XAI task for sketch, that of stroke location inversion SLI. Just as we have heat maps for photos, and correlation matrices for text, SLI offers an explainability angle to sketch in terms of asking a network how well it can recover stroke locations of an unseen sketch. We offer qualitative results for readers to interpret as snapshots of the SLI process in the paper, and as GIFs on the project page. A minor but interesting note is that thanks to its sketch-specific design, our sketch encoder also yields the best sketch recognition accuracy to date while having the smallest number of parameters. The code is available at \url{https://sketchxai.github.io}.

CVSep 19, 2022Code
Structure-Aware 3D VR Sketch to 3D Shape Retrieval

Ling Luo, Yulia Gryaditskaya, Tao Xiang et al.

We study the practical task of fine-grained 3D-VR-sketch-based 3D shape retrieval. This task is of particular interest as 2D sketches were shown to be effective queries for 2D images. However, due to the domain gap, it remains hard to achieve strong performance in 3D shape retrieval from 2D sketches. Recent work demonstrated the advantage of 3D VR sketching on this task. In our work, we focus on the challenge caused by inherent inaccuracies in 3D VR sketches. We observe that retrieval results obtained with a triplet loss with a fixed margin value, commonly used for retrieval tasks, contain many irrelevant shapes and often just one or few with a similar structure to the query. To mitigate this problem, we for the first time draw a connection between adaptive margin values and shape similarities. In particular, we propose to use a triplet loss with an adaptive margin value driven by a "fitting gap", which is the similarity of two shapes under structure-preserving deformations. We also conduct a user study which confirms that this fitting gap is indeed a suitable criterion to evaluate the structural similarity of shapes. Furthermore, we introduce a dataset of 202 VR sketches for 202 3D shapes drawn from memory rather than from observation. The code and data are available at https://github.com/Rowl1ng/Structure-Aware-VR-Sketch-Shape-Retrieval.

CVMar 4, 2022
FS-COCO: Towards Understanding of Freehand Sketches of Common Objects in Context

Pinaki Nath Chowdhury, Aneeshan Sain, Ayan Kumar Bhunia et al.

We advance sketch research to scenes with the first dataset of freehand scene sketches, FS-COCO. With practical applications in mind, we collect sketches that convey scene content well but can be sketched within a few minutes by a person with any sketching skills. Our dataset comprises 10,000 freehand scene vector sketches with per point space-time information by 100 non-expert individuals, offering both object- and scene-level abstraction. Each sketch is augmented with its text description. Using our dataset, we study for the first time the problem of fine-grained image retrieval from freehand scene sketches and sketch captions. We draw insights on: (i) Scene salience encoded in sketches using the strokes temporal order; (ii) Performance comparison of image retrieval from a scene sketch and an image caption; (iii) Complementarity of information in sketches and image captions, as well as the potential benefit of combining the two modalities. In addition, we extend a popular vector sketch LSTM-based encoder to handle sketches with larger complexity than was supported by previous work. Namely, we propose a hierarchical sketch decoder, which we leverage at a sketch-specific "pre-text" task. Our dataset enables for the first time research on freehand scene sketch understanding and its practical applications.

CVSep 20, 2022
Towards 3D VR-Sketch to 3D Shape Retrieval

Ling Luo, Yulia Gryaditskaya, Yongxin Yang et al.

Growing free online 3D shapes collections dictated research on 3D retrieval. Active debate has however been had on (i) what the best input modality is to trigger retrieval, and (ii) the ultimate usage scenario for such retrieval. In this paper, we offer a different perspective towards answering these questions -- we study the use of 3D sketches as an input modality and advocate a VR-scenario where retrieval is conducted. Thus, the ultimate vision is that users can freely retrieve a 3D model by air-doodling in a VR environment. As a first stab at this new 3D VR-sketch to 3D shape retrieval problem, we make four contributions. First, we code a VR utility to collect 3D VR-sketches and conduct retrieval. Second, we collect the first set of $167$ 3D VR-sketches on two shape categories from ModelNet. Third, we propose a novel approach to generate a synthetic dataset of human-like 3D sketches of different abstract levels to train deep networks. At last, we compare the common multi-view and volumetric approaches: We show that, in contrast to 3D shape to 3D shape retrieval, volumetric point-based approaches exhibit superior performance on 3D sketch to 3D shape retrieval due to the sparse and abstract nature of 3D VR-sketches. We believe these contributions will collectively serve as enablers for future attempts at this problem. The VR interface, code and datasets are available at https://tinyurl.com/3DSketch3DV.

CVSep 20, 2022
Fine-Grained VR Sketching: Dataset and Insights

Ling Luo, Yulia Gryaditskaya, Yongxin Yang et al.

We present the first fine-grained dataset of 1,497 3D VR sketch and 3D shape pairs of a chair category with large shapes diversity. Our dataset supports the recent trend in the sketch community on fine-grained data analysis, and extends it to an actively developing 3D domain. We argue for the most convenient sketching scenario where the sketch consists of sparse lines and does not require any sketching skills, prior training or time-consuming accurate drawing. We then, for the first time, study the scenario of fine-grained 3D VR sketch to 3D shape retrieval, as a novel VR sketching application and a proving ground to drive out generic insights to inform future research. By experimenting with carefully selected combinations of design factors on this new problem, we draw important conclusions to help follow-on work. We hope our dataset will enable other novel applications, especially those that require a fine-grained angle such as fine-grained 3D shape reconstruction. The dataset is available at tinyurl.com/VRSketch3DV21.

CVDec 31, 2025Code
SpaceTimePilot: Generative Rendering of Dynamic Scenes Across Space and Time

Zhening Huang, Hyeonho Jeong, Xuelin Chen et al.

We present SpaceTimePilot, a video diffusion model that disentangles space and time for controllable generative rendering. Given a monocular video, SpaceTimePilot can independently alter the camera viewpoint and the motion sequence within the generative process, re-rendering the scene for continuous and arbitrary exploration across space and time. To achieve this, we introduce an effective animation time-embedding mechanism in the diffusion process, allowing explicit control of the output video's motion sequence with respect to that of the source video. As no datasets provide paired videos of the same dynamic scene with continuous temporal variations, we propose a simple yet effective temporal-warping training scheme that repurposes existing multi-view datasets to mimic temporal differences. This strategy effectively supervises the model to learn temporal control and achieve robust space-time disentanglement. To further enhance the precision of dual control, we introduce two additional components: an improved camera-conditioning mechanism that allows altering the camera from the first frame, and CamxTime, the first synthetic space-and-time full-coverage rendering dataset that provides fully free space-time video trajectories within a scene. Joint training on the temporal-warping scheme and the CamxTime dataset yields more precise temporal control. We evaluate SpaceTimePilot on both real-world and synthetic data, demonstrating clear space-time disentanglement and strong results compared to prior work. Project page: https://zheninghuang.github.io/Space-Time-Pilot/ Code: https://github.com/ZheningHuang/spacetimepilot

CVJun 14, 2023
Fine-Tuned but Zero-Shot 3D Shape Sketch View Similarity and Retrieval

Gianluca Berardi, Yulia Gryaditskaya

Recently, encoders like ViT (vision transformer) and ResNet have been trained on vast datasets and utilized as perceptual metrics for comparing sketches and images, as well as multi-domain encoders in a zero-shot setting. However, there has been limited effort to quantify the granularity of these encoders. Our work addresses this gap by focusing on multi-modal 2D projections of individual 3D instances. This task holds crucial implications for retrieval and sketch-based modeling. We show that in a zero-shot setting, the more abstract the sketch, the higher the likelihood of incorrect image matches. Even within the same sketch domain, sketches of the same object drawn in different styles, for example by distinct individuals, might not be accurately matched. One of the key findings of our research is that meticulous fine-tuning on one class of 3D shapes can lead to improved performance on other shape classes, reaching or surpassing the accuracy of supervised methods. We compare and discuss several fine-tuning strategies. Additionally, we delve deeply into how the scale of an object in a sketch influences the similarity of features at different network layers, helping us identify which network layers provide the most accurate matching. Significantly, we discover that ViT and ResNet perform best when dealing with similar object scales. We believe that our work will have a significant impact on research in the sketch domain, providing insights and guidance on how to adopt large pretrained models as perceptual losses.

69.4CVMay 22
EM-Vid: Training-Free Entity-Centric Memory for Efficient and Consistent Multi-Shot Video Generation

Jente Vandersanden, Matheus Gadelha, Chun-Hao P. Huang et al.

Multi-shot video generation requires maintaining a consistent appearance of recurring entities across shots while remaining faithful to shot-specific text prompts. Recent autoregressive methods reuse previously generated frames as memory. However, full-frame storage entangles persistent entity information with transient scene context, leading to irrelevant information leakage and high computational cost. We propose an entity-centric memory in the form of an entity-indexed bank of latent patches. We introduce sparse token conditioning compatible with pretrained models, restricting self-attention to entity-relevant tokens and reducing computational cost. To support this, we introduce a structured multi-shot script format. We additionally propose a budgeted memory update strategy to maintain a compact, evolving memory. Finally, we equip the entity representation with a noise-injection mechanism that enables fine-grained appearance control, preventing leakage of irrelevant information. Our method improves prompt adherence and efficiency while preserving subject consistency.

CVJul 17, 2024
GroundUp: Rapid Sketch-Based 3D City Massing

Gizem Esra Unlu, Mohamed Sayed, Yulia Gryaditskaya et al.

We propose GroundUp, the first sketch-based ideation tool for 3D city massing of urban areas. We focus on early-stage urban design, where sketching is a common tool and the design starts from balancing building volumes (masses) and open spaces. With Human-Centered AI in mind, we aim to help architects quickly revise their ideas by easily switching between 2D sketches and 3D models, allowing for smoother iteration and sharing of ideas. Inspired by feedback from architects and existing workflows, our system takes as a first input a user sketch of multiple buildings in a top-down view. The user then draws a perspective sketch of the envisioned site. Our method is designed to exploit the complementarity of information in the two sketches and allows users to quickly preview and adjust the inferred 3D shapes. Our model has two main components. First, we propose a novel sketch-to-depth prediction network for perspective sketches that exploits top-down sketch shapes. Second, we use depth cues derived from the perspective sketch as a condition to our diffusion model, which ultimately completes the geometry in a top-down view. Thus, our final 3D geometry is represented as a heightfield, allowing users to construct the city `from the ground up'.

CVFeb 16
SketchingReality: From Freehand Scene Sketches To Photorealistic Images

Ahmed Bourouis, Mikhail Bessmeltsev, Yulia Gryaditskaya

Recent years have witnessed remarkable progress in generative AI, with natural language emerging as the most common conditioning input. As underlying models grow more powerful, researchers are exploring increasingly diverse conditioning signals, such as depth maps, edge maps, camera parameters, and reference images, to give users finer control over generation. Among different modalities, sketches are a natural and long-standing form of human communication, enabling rapid expression of visual concepts. Previous literature has largely focused on edge maps, often misnamed 'sketches', yet algorithms that effectively handle true freehand sketches, with their inherent abstraction and distortions, remain underexplored. We pursue the challenging goal of balancing photorealism with sketch adherence when generating images from freehand input. A key obstacle is the absence of ground-truth, pixel-aligned images: by their nature, freehand sketches do not have a single correct alignment. To address this, we propose a modulation-based approach that prioritizes semantic interpretation of the sketch over strict adherence to individual edge positions. We further introduce a novel loss that enables training on freehand sketches without requiring ground-truth pixel-aligned images. We show that our method outperforms existing approaches in both semantic alignment with freehand sketch inputs and in the realism and overall quality of the generated images.

72.4CVMar 31
TrajectoryMover: Generative Movement of Object Trajectories in Videos

Kiran 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

CVDec 18, 2023
Open Vocabulary Semantic Scene Sketch Understanding

Ahmed Bourouis, Judith Ellen Fan, Yulia Gryaditskaya

We study the underexplored but fundamental vision problem of machine understanding of abstract freehand scene sketches. We introduce a sketch encoder that results in semantically-aware feature space, which we evaluate by testing its performance on a semantic sketch segmentation task. To train our model we rely only on the availability of bitmap sketches with their brief captions and do not require any pixel-level annotations. To obtain generalization to a large set of sketches and categories, we build on a vision transformer encoder pretrained with the CLIP model. We freeze the text encoder and perform visual-prompt tuning of the visual encoder branch while introducing a set of critical modifications. Firstly, we augment the classical key-query (k-q) self-attention blocks with value-value (v-v) self-attention blocks. Central to our model is a two-level hierarchical network design that enables efficient semantic disentanglement: The first level ensures holistic scene sketch encoding, and the second level focuses on individual categories. We, then, in the second level of the hierarchy, introduce a cross-attention between textual and visual branches. Our method outperforms zero-shot CLIP pixel accuracy of segmentation results by 37 points, reaching an accuracy of $85.5\%$ on the FS-COCO sketch dataset. Finally, we conduct a user study that allows us to identify further improvements needed over our method to reconcile machine and human understanding of scene sketches.

CVDec 20, 2021
One Sketch for All: One-Shot Personalized Sketch Segmentation

Anran Qi, Yulia Gryaditskaya, Tao Xiang et al.

We present the first one-shot personalized sketch segmentation method. We aim to segment all sketches belonging to the same category provisioned with a single sketch with a given part annotation while (i) preserving the parts semantics embedded in the exemplar, and (ii) being robust to input style and abstraction. We refer to this scenario as personalized. With that, we importantly enable a much-desired personalization capability for downstream fine-grained sketch analysis tasks. To train a robust segmentation module, we deform the exemplar sketch to each of the available sketches of the same category. Our method generalizes to sketches not observed during training. Our central contribution is a sketch-specific hierarchical deformation network. Given a multi-level sketch-strokes encoding obtained via a graph convolutional network, our method estimates rigid-body transformation from the target to the exemplar, on the upper level. Finer deformation from the exemplar to the globally warped target sketch is further obtained through stroke-wise deformations, on the lower level. Both levels of deformation are guided by mean squared distances between the keypoints learned without supervision, ensuring that the stroke semantics are preserved. We evaluate our method against the state-of-the-art segmentation and perceptual grouping baselines re-purposed for the one-shot setting and against two few-shot 3D shape segmentation methods. We show that our method outperforms all the alternatives by more than $10\%$ on average. Ablation studies further demonstrate that our method is robust to personalization: changes in input part semantics and style differences.

CVNov 12, 2020
Deep Sketch-Based Modeling: Tips and Tricks

Yue Zhong, Yulia Gryaditskaya, Honggang Zhang et al.

Deep image-based modeling received lots of attention in recent years, yet the parallel problem of sketch-based modeling has only been briefly studied, often as a potential application. In this work, for the first time, we identify the main differences between sketch and image inputs: (i) style variance, (ii) imprecise perspective, and (iii) sparsity. We discuss why each of these differences can pose a challenge, and even make a certain class of image-based methods inapplicable. We study alternative solutions to address each of the difference. By doing so, we drive out a few important insights: (i) sparsity commonly results in an incorrect prediction of foreground versus background, (ii) diversity of human styles, if not taken into account, can lead to very poor generalization properties, and finally (iii) unless a dedicated sketching interface is used, one can not expect sketches to match a perspective of a fixed viewpoint. Finally, we compare a set of representative deep single-image modeling solutions and show how their performance can be improved to tackle sketch input by taking into consideration the identified critical differences.