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252篇论文
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Ningxiao Tao, Liangwang Ruan, Yitong Deng, Bo Zhu 0002, Bin Wang 0069, Baoquan Chen

This paper introduces a novel physically-based vortex fluid model for films, aimed at accurately simulating cascading vortical structures on deforming thin films. Central to our approach is a novel mechanism decomposing the film's tangential velocity into circulation and dilatation components. These components are then evolved using a hybrid particle-mesh method, enabling the effective reconstruction of three-dimensional tangential velocities and seamlessly integrating surfactant and thickness dynamics into a unified framework. By coupling with its normal component and surface-tension model, our method is particularly adept at depicting complex interactions between in-plane vortices and out-of-plane physical phenomena, such as gravity, surfactant dynamics, and solid boundary, leading to highly realistic simulations of complex thin-film dynamics, achieving an unprecedented level of vortical details and physical realism.

Yoad Tewel, Omri Kaduri, Rinon Gal, Yoni Kasten, Lior Wolf, Gal Chechik, Yuval Atzmon

Text-to-image models offer a new level of creative flexibility by allowing users to guide the image generation process through natural language. However, using these models to consistently portray the same subject across diverse prompts remains challenging. Existing approaches fine-tune the model to teach it new words that describe specific user-provided subjects or add image conditioning to the model. These methods require lengthy persubject optimization or large-scale pre-training. Moreover, they struggle to align generated images with text prompts and face difficulties in portraying multiple subjects. Here, we present ConsiStory, a training-free approach that enables consistent subject generation by sharing the internal activations of the pretrained model. We introduce a subject-driven shared attention block and correspondence-based feature injection to promote subject consistency between images. Additionally, we develop strategies to encourage layout diversity while maintaining subject consistency. We compare ConsiStory to a range of baselines, and demonstrate state-of-the-art performance on subject consistency and text alignment, without requiring a single optimization step. Finally, ConsiStory can naturally extend to multi-subject scenarios, and even enable training-free personalization for common objects.

Qiujie Dong, Rui Xu 0016, Pengfei Wang, Shuang-Min Chen, Shiqing Xin, Xiaohong Jia 0001, Wenping Wang 0001, Changhe Tu

Despite recent advances in reconstructing an organic model with the neural signed distance function (SDF), the high-fidelity reconstruction of a CAD model directly from low-quality unoriented point clouds remains a significant challenge. In this paper, we address this challenge based on the prior observation that the surface of a CAD model is generally composed of piecewise surface patches, each approximately developable even around the feature line. Our approach, named NeurCADRecon, is self-supervised, and its loss includes a developability term to encourage the Gaussian curvature toward 0 while ensuring fidelity to the input points (see the teaser figure). Noticing that the Gaussian curvature is non-zero at tip points, we introduce a double-trough curve to tolerate the existence of these tip points. Furthermore, we develop a dynamic sampling strategy to deal with situations where the given points are incomplete or too sparse. Since our resulting neural SDFs can clearly manifest sharp feature points/lines, one can easily extract the feature-aligned triangle mesh from the SDF and then decompose it into smooth surface patches, greatly reducing the difficulty of recovering the parametric CAD design. A comprehensive comparison with existing state-of-the-art methods shows the significant advantage of our approach in reconstructing faithful CAD shapes.

Yuxiang Cai, Jiaxiong Qiu, Zhong Li 0007, Bo Ren 0003

Learning from multi-view images using neural implicit signed distance functions shows impressive performance on 3D Reconstruction of opaque objects. However, existing methods struggle to reconstruct accurate geometry when applied to translucent objects due to the non-negligible bias in their rendering function. To address the inaccuracies in the existing model, we have reparameterized the density function of the neural radiance field by incorporating an estimated constant extinction coefficient. This modification forms the basis of our innovative framework, which is geared towards highfidelity surface reconstruction and the novel-view synthesis of translucent objects. Our framework contains two stages. In the reconstruction stage, we introduce a novel weight function to achieve accurate surface geometry reconstruction. Following the recovery of geometry, the second phase involves learning the distinct scattering properties of the participating media to enhance rendering. A comprehensive dataset, comprising both synthetic and real translucent objects, has been built for conducting extensive experiments. Experiments reveal that our method outperforms existing approaches in terms of reconstruction and novel-view synthesis.

Michael Fischer 0011, Tobias Ritschel 0001

Gradient-based optimization is now ubiquitous across graphics, but unfortunately can not be applied to problems with undefined or zero gradients. To circumvent this issue, the loss function can be manually replaced by a "surrogate" that has similar minima but is differentiable. Our proposed framework, ZeroGrads, automates this process by learning a neural approximation of the objective function, which in turn can be used to differentiate through arbitrary black-box graphics pipelines. We train the surrogate on an actively smoothed version of the objective and encourage locality, focusing the surrogate's capacity on what matters at the current training episode. The fitting is performed online, alongside the parameter optimization, and self-supervised, without pre-computed data or pre-trained models. As sampling the objective is expensive (it requires a full rendering or simulator run), we devise an efficient sampling scheme that allows for tractable run-times and competitive performance at little overhead. We demonstrate optimizing diverse non-convex, non-differentiable black-box problems in graphics, such as visibility in rendering, discrete parameter spaces in procedural modelling or optimal control in physics-driven animation. In contrast to other derivative-free algorithms, our approach scales well to higher dimensions, which we demonstrate on problems with up to 35k interlinked variables.

Zhimin Fan 0001, Pengcheng Shi, Mufan Guo, Ruoyu Fu, Yanwen Guo 0001, Jie Guo 0001

The efficiency of inverse optimization in physically based differentiable rendering heavily depends on the variance of Monte Carlo estimation. Despite recent advancements emphasizing the necessity of tailored differential sampling strategies, the general approaches remain unexplored. In this paper, we investigate the interplay between local sampling decisions and the estimation of light path derivatives. Considering that modern differentiable rendering algorithms share the same path for estimating differential radiance and ordinary radiance, we demonstrate that conventional guiding approaches, conditioned solely on the last vertex, cannot attain this density. Instead, a mixture of different sampling distributions is required, where the weights are conditioned on all the previously sampled vertices in the path. To embody our theory, we implement a conditional mixture path guiding that explicitly computes optimal weights on the fly. Furthermore, we show how to perform positivization to eliminate sign variance and extend to scenes with millions of parameters. To the best of our knowledge, this is the first generic framework for applying path guiding to differentiable rendering. Extensive experiments demonstrate that our method achieves nearly one order of magnitude improvements over state-of-the-art methods in terms of variance reduction in gradient estimation and errors of inverse optimization. The implementation of our proposed method is available at https://github.com/mollnn/conditional-mixture.

Yifang Pan, Rishabh Agrawal, Karan Singh 0004

We present S3, a novel approach to generating expressive, animator-centric 3D head and eye animation of characters in conversation. Given speech audio, a Directorial script and a cinematographic 3D scene as input, we automatically output the animated 3D rotation of each character's head and eyes. S3 distills animation and psycho-linguistic insights into a novel modular framework for conversational gaze capturing: audio-driven rhythmic head motion; narrative script-driven emblematic head and eye gestures; and gaze trajectories computed from audio-driven gaze focus/aversion and 3D visual scene salience. Our evaluation is four-fold: we quantitatively validate our algorithm against ground truth data and baseline alternatives; we conduct a perceptual study showing our results to compare favourably to prior art; we present examples of animator control and critique of S3 output; and present a large number of compelling and varied animations of conversational gaze.

Zhiyao Sun, Tian Lv, Sheng Ye, Matthieu Gaetan Lin, Jenny Sheng, Yu-Hui Wen, Minjing Yu, Yong-Jin Liu 0001

The generation of stylistic 3D facial animations driven by speech presents a significant challenge as it requires learning a many-to-many mapping between speech, style, and the corresponding natural facial motion. However, existing methods either employ a deterministic model for speech-to-motion mapping or encode the style using a one-hot encoding scheme. Notably, the one-hot encoding approach fails to capture the complexity of the style and thus limits generalization ability. In this paper, we propose DiffPoseTalk, a generative framework based on the diffusion model combined with a style encoder that extracts style embeddings from short reference videos. During inference, we employ classifier-free guidance to guide the generation process based on the speech and style. In particular, our style includes the generation of head poses, thereby enhancing user perception. Additionally, we address the shortage of scanned 3D talking face data by training our model on reconstructed 3DMM parameters from a high-quality, in-the-wild audio-visual dataset. Extensive experiments and user study demonstrate that our approach outperforms state-of-the-art methods. The code and dataset are at https://diffposetalk.github.io.

Yiqian Wu, Hao Xu 0049, Xiangjun Tang, Xien Chen, Siyu Tang 0001, Zhebin Zhang, Chen Li 0062, Xiaogang Jin 0001

Existing neural rendering-based text-to-3D-portrait generation methods typically make use of human geometry prior and diffusion models to obtain guidance. However, relying solely on geometry information introduces issues such as the Janus problem, over-saturation, and over-smoothing. We present Portrait3D, a novel neural rendering-based framework with a novel joint geometry-appearance prior to achieve text-to-3D-portrait generation that overcomes the aforementioned issues. To accomplish this, we train a 3D portrait generator, 3DPortraitGAN, as a robust prior. This generator is capable of producing 360° canonical 3D portraits, serving as a starting point for the subsequent diffusion-based generation process. To mitigate the "grid-like" artifact caused by the high-frequency information in the feature-map-based 3D representation commonly used by most 3D-aware GANs, we integrate a novel pyramid tri-grid 3D representation into 3DPortraitGAN. To generate 3D portraits from text, we first project a randomly generated image aligned with the given prompt into the pre-trained 3DPortraitGAN's latent space. The resulting latent code is then used to synthesize a pyramid tri-grid. Beginning with the obtained pyramid tri-grid, we use score distillation sampling to distill the diffusion model's knowledge into the pyramid tri-grid. Following that, we utilize the diffusion model to refine the rendered images of the 3D portrait and then use these refined images as training data to further optimize the pyramid tri-grid, effectively eliminating issues with unrealistic color and unnatural artifacts. Our experimental results show that Portrait3D can produce realistic, high-quality, and canonical 3D portraits that align with the prompt.

Feng-Lin Liu, Hongbo Fu 0001, Yu-Kun Lai, Lin Gao 0004

Existing text-based 3D generation methods generate attractive results but lack detailed geometry control. Sketches, known for their conciseness and expressiveness, have contributed to intuitive 3D modeling but are confined to producing texture-less mesh models within predefined categories. Integrating sketch and text simultaneously for 3D generation promises enhanced control over geometry and appearance but faces challenges from 2D-to-3D translation ambiguity and multi-modal condition integration. Moreover, further editing of 3D models in arbitrary views will give users more freedom to customize their models. However, it is difficult to achieve high generation quality, preserve unedited regions, and manage proper interactions between shape components. To solve the above issues, we propose a text-driven 3D content generation and editing method, SketchDream, which supports NeRF generation from given hand-drawn sketches and achieves free-view sketch-based local editing. To tackle the 2D-to-3D ambiguity challenge, we introduce a sketch-based multi-view image generation diffusion model, which leverages depth guidance to establish spatial correspondence. A 3D ControlNet with a 3D attention module is utilized to control multi-view images and ensure their 3D consistency. To support local editing, we further propose a coarse-to-fine editing approach: the coarse phase analyzes component interactions and provides 3D masks to label edited regions, while the fine stage generates realistic results with refined details by local enhancement. Extensive experiments validate that our method generates higher-quality results compared with a combination of 2D ControlNet and image-to-3D generation techniques and achieves detailed control compared with existing diffusion-based 3D editing approaches.

Zhennan Wu, Yang Li 0193, Han Yan 0004, Taizhang Shang, Weixuan Sun, Senbo Wang, Ruikai Cui, Weizhe Liu, Hiroyuki Sato 0002, Hongdong Li 等

We present BlockFusion, a diffusion-based model that generates 3D scenes as unit blocks and seamlessly incorporates new blocks to extend the scene. BlockFusion is trained using datasets of 3D blocks that are randomly cropped from complete 3D scene meshes. Through per-block fitting, all training blocks are converted into the hybrid neural fields: with a tri-plane containing the geometry features, followed by a Multi-layer Perceptron (MLP) for decoding the signed distance values. A variational auto-encoder is employed to compress the tri-planes into the latent tri-plane space, on which the denoising diffusion process is performed. Diffusion applied to the latent representations allows for high-quality and diverse 3D scene generation. To expand a scene during generation, one needs only to append empty blocks to overlap with the current scene and extrapolate existing latent tri-planes to populate new blocks. The extrapolation is done by conditioning the generation process with the feature samples from the overlapping tri-planes during the denoising iterations. Latent tri-plane extrapolation produces semantically and geometrically meaningful transitions that harmoniously blend with the existing scene. A 2D layout conditioning mechanism is used to control the placement and arrangement of scene elements. Experimental results indicate that BlockFusion is capable of generating diverse, geometrically consistent and unbounded large 3D scenes with unprecedented high-quality shapes in both indoor and outdoor scenarios.

Fernando de Goes, Mathieu Desbrun

This paper presents a practical and general approach for computing barycentric coordinates through stochastic sampling. Our key insight is a reformulation of the kernel integral defining barycentric coordinates into a weighted least-squares minimization that enables Monte Carlo integration without sacrificing linear precision. Our method can thus compute barycentric coordinates directly at the points of interest, both inside and outside the cage, using just proximity queries to the cage such as closest points and ray intersections. As a result, we can evaluate barycentric coordinates for a large variety of cage representations (from quadrangulated surface meshes to parametric curves) seamlessly, bypassing any volumetric discretization or custom solves. To address the archetypal noise induced by sample-based estimates, we also introduce a denoising scheme tailored to barycentric coordinates. We demonstrate the efficiency and flexibility of our formulation by implementing a stochastic generation of harmonic coordinates, mean-value coordinates, and positive mean-value coordinates.

Bailey Miller, Rohan Sawhney, Keenan Crane, Ioannis Gkioulekas

Numerous scientific and engineering applications require solutions to boundary value problems (BVPs) involving elliptic partial differential equations, such as the Laplace or Poisson equations, on geometrically intricate domains. We develop a Monte Carlo method for solving such BVPs with arbitrary first-order linear boundary conditions---Dirichlet, Neumann, and Robin. Our method directly generalizes the walk on stars (WoSt) algorithm, which previously tackled only the first two types of boundary conditions, with a few simple modifications. Unlike conventional numerical methods, WoSt does not need finite element meshing or global solves. Similar to Monte Carlo rendering, it instead computes pointwise solution estimates by simulating random walks along star-shaped regions inside the BVP domain, using efficient ray-intersection and distance queries. To ensure WoSt produces bounded-variance estimates in the presence of Robin boundary conditions, we show that it is sufficient to modify how WoSt selects the size of these star-shaped regions. Our generalized WoSt algorithm reduces estimation error by orders of magnitude relative to alternative grid-free methods such as the walk on boundary algorithm. We also develop bidirectional and boundary value caching strategies to further reduce estimation error. Our algorithm is trivial to parallelize, scales sublinearly with increasing geometric detail, and enables progressive and view-dependent evaluation.

Sai Raj Kishore Perla, Yizhi Wang 0006, Ali Mahdavi-Amiri, Hao Zhang 0002

We present a novel approach for single-image mesh texturing, which employs a diffusion model with judicious conditioning to seamlessly transfer an object's texture from a single RGB image to a given 3D mesh object. We do not assume that the two objects belong to the same category, and even if they do, there can be significant discrepancies in their geometry and part proportions. Our method aims to rectify the discrepancies by conditioning a pre-trained Stable Diffusion generator with edges describing the mesh through ControlNet, and features extracted from the input image using IP-Adapter to generate textures that respect the underlying geometry of the mesh and the input texture without any optimization or training. We also introduce Image Inversion, a novel technique to quickly personalize the diffusion model for a single concept using a single image, for cases where the pre-trained IP-Adapter falls short in capturing all the details from the input image faithfully. Experimental results demonstrate the efficiency and effectiveness of our edge-aware single-image mesh texturing approach, coined EASI-Tex, in preserving the details of the input texture on diverse 3D objects, while respecting their geometry. Code: https://github.com/sairajk/easi-tex

Yuqing Zhang 0005, Yuan Liu 0025, Zhiyu Xie 0004, Lei Yang 0048, Zhongyuan Liu, Mengzhou Yang, Runze Zhang, Qilong Kou, Cheng Lin 0001, Wenping Wang 0001 等

Recent advancements in 2D diffusion models allow appearance generation on untextured raw meshes. These methods create RGB textures by distilling a 2D diffusion model, which often contains unwanted baked-in shading effects and results in unrealistic rendering effects in the downstream applications. Generating Physically Based Rendering (PBR) materials instead of just RGB textures would be a promising solution. However, directly distilling the PBR material parameters from 2D diffusion models still suffers from incorrect material decomposition, such as baked-in shading effects in albedo. We introduce DreamMat, an innovative approach to resolve the aforementioned problem, to generate high-quality PBR materials from text descriptions. We find out that the main reason for the incorrect material distillation is that large-scale 2D diffusion models are only trained to generate final shading colors, resulting in insufficient constraints on material decomposition during distillation. To tackle this problem, we first finetune a new light-aware 2D diffusion model to condition on a given lighting environment and generate the shading results on this specific lighting condition. Then, by applying the same environment lights in the material distillation, DreamMat can generate high-quality PBR materials that are not only consistent with the given geometry but also free from any baked-in shading effects in albedo. Extensive experiments demonstrate that the materials produced through our methods exhibit greater visual appeal to users and achieve significantly superior rendering quality compared to baseline methods, which are preferable for downstream tasks such as game and film production.

Chuan Yan, Yong Li, Deepali Aneja, Matthew Fisher, Edgar Simo-Serra, Yotam I. Gingold

We introduce an algorithm for sketch vectorization with state-of-the-art accuracy and capable of handling complex sketches. We approach sketch vectorization as a surface extraction task from an unsigned distance field, which is implemented using a two-stage neural network and a dual contouring domain post processing algorithm. The first stage consists of extracting unsigned distance fields from an input raster image. The second stage consists of an improved neural dual contouring network more robust to noisy input and more sensitive to line geometry. To address the issue of under-sampling inherent in grid-based surface extraction approaches, we explicitly predict undersampling and keypoint maps. These are used in our post-processing algorithm to resolve sharp features and multi-way junctions. The keypoint and undersampling maps are naturally controllable, which we demonstrate in an interactive topology refinement interface. Our proposed approach produces far more accurate vectorizations on complex input than previous approaches with efficient running time.

Peiying Zhang 0002, Nanxuan Zhao, Jing Liao 0001

Vector graphics are widely used in digital art and highly favored by designers due to their scalability and layer-wise properties. However, the process of creating and editing vector graphics requires creativity and design expertise, making it a time-consuming task. Recent advancements in text-to-vector (T2V) generation have aimed to make this process more accessible. However, existing T2V methods directly optimize control points of vector graphics paths, often resulting in intersecting or jagged paths due to the lack of geometry constraints. To overcome these limitations, we propose a novel neural path representation by designing a dual-branch Variational Autoencoder (VAE) that learns the path latent space from both sequence and image modalities. By optimizing the combination of neural paths, we can incorporate geometric constraints while preserving expressivity in generated SVGs. Furthermore, we introduce a two-stage path optimization method to improve the visual and topological quality of generated SVGs. In the first stage, a pre-trained text-to-image diffusion model guides the initial generation of complex vector graphics through the Variational Score Distillation (VSD) process. In the second stage, we refine the graphics using a layer-wise image vectorization strategy to achieve clearer elements and structure. We demonstrate the effectiveness of our method through extensive experiments and showcase various applications. The project page is https://intchous.github.io/T2V-NPR.

Kenji Tojo, Ariel Shamir, Bernd Bickel, Nobuyuki Umetani

This paper presents a computational method for automatically creating fabricable 3D wire sculptures from various input modalities, including 3D models, images, and even text. There are several challenges to wire art creation. For example, artists must express the desired visual as a sparse wire representation. It is also difficult to manually bend wires in the air without guidance to fabricate the designed 3D curves. Our workflow solves these challenges by using two core techniques. First, we present an algorithm that automatically generates a fabricable 3D curve representation of the target based on a loss function that measures the semantic distance between the rendered curve and the target. The loss function can be defined using different pre-trained vision-language neural networks to generate wire art from different input types. The loss function is then optimized using differentiable rendering specifically targeting 3D parametric curves. Our method can incorporate various fabrication constraints on the wire as additional regularization terms in the optimization process. Second, we present an algorithm to generate a 3D printable jig structure that can be used to fabricate the generated wire path. The major challenge in the jig generation stems from the design of an intersection-free surface mesh for 3D printing, which we address with our inflation algorithm. The experimental results indicate that our method can handle a wider range of input types and can produce physically fabricable wire shapes compared to previous wire generation methods. Various wire arts have been fabricated using our 3D-printed jig to demonstrate its effectiveness in 3D wire bending.

Noam Aigerman, Thibault Groueix

This paper proposes a fully-automatic, text-guided generative method for producing perfectly-repeating, periodic, tile-able 2D imagery, such as the one seen on floors, mosaics, ceramics, and the work of M.C. Escher. In contrast to square texture images that are seamless when tiled, our method generates non-square tilings which comprise solely of repeating copies of the same object. It achieves this by optimizing both geometry and texture of a 2D mesh, yielding a non-square tile in the shape and appearance of the desired object, with close to no additional background details, that can tile the plane without gaps nor overlaps. We enable optimization of the tile’s shape by an unconstrained, differentiable parameterization of the space of all valid tileable meshes for given boundary conditions stemming from a symmetry group. Namely, we construct a differentiable family of linear systems derived from a 2D mesh-mapping technique - Orbifold Tutte Embedding - by considering the mesh’s Laplacian matrix as differentiable parameters. We prove that the solution space of these linear systems is exactly all possible valid tiling configurations, thereby providing an end-to-end differentiable representation for the entire space of valid tiles. We render the textured mesh via a differentiable renderer, and leverage a pre-trained image diffusion model to induce a loss on the resulting image, updating the mesh’s parameters so as to make its appearance match the text prompt. We show our method is able to produce plausible, appealing results, with non-trivial tiles, for a variety of different periodic tiling patterns.