We present a real-time deformation method for Escher tiles—interlocking organic forms that seamlessly tessellate the plane following symmetry rules. We formulate the problem as determining a periodic displacement field. The goal is to deform Escher tiles without introducing gaps or overlaps. The resulting displacement field is obtained in closed form by an analytical solution. Our method processes tiles of 17 wallpaper groups across various representations such as images and meshes. Rather than treating tiles as mere boundaries, we consider them as textured shapes, ensuring that both the boundary and interior deform simultaneously. To enable fine-grained artistic input, our interactive tool features a user-controllable adaptive fall-off parameter, allowing precise adjustment of locality and supporting deformations with meaningful semantic control. We demonstrate the effectiveness of our method through various examples, including photo editing and shape sculpting, showing its use in applications such as fabrication and animation.
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High-quality 3D assets are essential for various applications in computer graphics and 3D vision but remain scarce due to significant acquisition costs. To address this shortage, we introduce Elevate3D, a novel framework that transforms readily accessible low-quality 3D assets into higher quality. At the core of Elevate3D is HFS-SDEdit, a specialized texture enhancement method that significantly improves texture quality while preserving the appearance and geometry while fixing its degradations. Furthermore, Elevate3D operates in a view-by-view manner, alternating between texture and geometry refinement. Unlike previous methods that have largely overlooked geometry refinement, our framework leverages geometric cues from images refined with HFS-SDEdit by employing state-of-the-art monocular geometry predictors. This approach ensures detailed and accurate geometry that aligns seamlessly with the enhanced texture. Elevate3D outperforms recent competitors by achieving state-of-the-art quality in 3D model refinement, effectively addressing the scarcity of high-quality open-source 3D assets.
We present a tool for enhancing the detail of physically based materials using an off-the-shelf diffusion model and inverse rendering. Our goal is to increase the visual fidelity of existing materials by adding, for instance, signs of wear, aging, and weathering that are tedious to author. To obtain realistic appearance with minimal user effort, we leverage a generative image model trained on a large dataset of natural images. Given the geometry, UV mapping, and basic appearance of an object, we proceed as follows: We render multiple views of the object and use them, together with an appearance-defining text prompt, to condition a diffusion model. The generated details are then backpropagated from the enhanced images to the material parameters via inverse rendering. For inverse rendering to be successful, the generated appearance has to be consistent across all the images. We propose two priors to address the multi-view consistency of the diffusion model. First, we ensure that the noise that seeds the diffusion process is itself consistent across views by integrating it from a view-independent UV space. Second, we enforce spatial consistency by biasing the attention mechanism via a projective constraint so that pixels attend strongly to their corresponding pixel locations in other views. Our approach does not require any training or finetuning of the diffusion model, is agnostic to the used material model, and the enhanced material properties, i.e., 2D PBR textures, can be further edited by artists. We demonstrate prompt-based material edits exhibiting high levels of realism and detail. This project is available at https://generative-detail.github.io.
Neural bidirectional reflectance distribution functions (BRDFs) have emerged as popular material representations for enhancing realism in physically-based rendering. Yet their importance sampling remains a significant challenge. In this paper, we introduce a reparameterization-based formulation of neural BRDF importance sampling that seamlessly integrates into the standard rendering pipeline with precise generation of BRDF samples. The reparameterization-based formulation transfers the distribution learning task to a problem of identifying BRDF integral substitutions. In contrast to previous methods that rely on invertible networks and multi-step inference to reconstruct BRDF distributions, our model removes these constraints, which offers greater flexibility and efficiency. Our variance and performance analysis demonstrates that our reparameterization method achieves the best variance reduction in neural BRDF renderings while maintaining high inference speeds compared to existing baselines.
Advancements in neural rendering techniques have sparked renewed interest in neural materials, which are capable of representing bidirectional texture functions (BTFs) cheaply and with high quality. However, content creation in the neural material format is not straightforward. To address this limitation, we present the first image-conditioned diffusion model for neural materials, and show an extension to text conditioning. To achieve this, we make two main contributions: (1) we introduce a universal MLP variant of the NeuMIP architecture, defining a universal basis for neural materials as 16-channel feature textures, and (2) we train a conditional diffusion model for generating neural materials in this basis from flash images, natural images and text prompts. To achieve this, we also construct a new dataset of 150k neural materials in 16 categories, since no large-scale neural material data exists. To our knowledge, our work is the first to enable single-shot neural material generation from arbitrary text or image prompts.
Photorealistic rendering aims to accurately replicate real-world appearances. Traditional methods, like microfacet-based models, often struggle with complex visuals. Consequently, neural material techniques have emerged, typically offering improved performance over traditional approaches. However, these neural material approaches only attempt to address one or a few essential aspects of the complete appearance while neglecting others (quality, parallax & silhouette, synthesis, performance). Although these aspects may seem separate, they are inherently intertwined as part of the complete appearance which cannot be isolated. In this paper, we challenge the comprehensive neural material representation by thoroughly considering the essential aspects of the complete appearance. We introduce an int8-quantized neural network that keeps high fidelity (quality) while achieving an order of magnitude speedup (performance) compared to previous methods. We also present a controllable structure-preserving synthesis strategy (synthesis), along with accurate displacement effects (parallax & silhouette) through a dynamic two-step displacement tracing technique.
Heat exchangers are critical components in a wide range of engineering applications, from energy systems to chemical processing, where efficient thermal management is essential. The design objectives for heat exchangers include maximizing the heat exchange rate while minimizing the pressure drop, requiring both a large interface area and a smooth internal structure. State-of-the-art designs, such as triply periodic minimal surfaces (TPMS), have proven effective in optimizing heat exchange efficiency. However, TPMS designs are constrained by predefined mathematical equations, limiting their adaptability to freeform boundary shapes. Additionally, TPMS structures do not inherently control flow directions, which can lead to flow stagnation and undesirable pressure drops. This paper presents DualMS, a novel computational framework for optimizing dual-channel minimal surfaces specifically for heat exchanger designs in freeform shapes. To the best of our knowledge, this is the first attempt to directly optimize minimal surfaces for two-fluid heat exchangers, rather than relying on TPMS. Our approach formulates the heat exchange maximization problem as a constrained connected maximum cut problem on a graph, with flow constraints guiding the optimization process. To address undesirable pressure drops, we model the minimal surface as a classification boundary separating the two fluids, incorporating an additional regularization term for area minimization. We employ a neural network that maps spatial points to binary flow types, enabling it to classify flow skeletons and automatically determine the surface boundary. DualMS demonstrates greater flexibility in surface topology compared to TPMS and achieves superior thermal performance, with lower pressure drops while maintaining a similar heat exchange rate under the same material cost. The project is open-sourced at https://github.com/weizheng-zhang/DualMS.
Manufacturability is vital for product design and production, with accessibility being a key element, especially in subtractive manufacturing. Traditional methods for geometric accessibility analysis are time-consuming and struggle with scalability, while existing deep learning approaches in manufacturability analysis often neglect geometric challenges in accessibility and are limited to specific model types. In this paper, we introduce DeepMill, the first neural framework designed to accurately and efficiently predict inaccessible and occlusion regions under varying machining tool parameters, applicable to both CAD and freeform models. To address the challenges posed by cutter collisions and the lack of extensive training datasets, we construct a cutter-aware dual-head octree-based convolutional neural network (O-CNN) and generate an inaccessible and occlusion regions analysis dataset with a variety of cutter sizes for network training. Experiments demonstrate that DeepMill achieves 94.7% accuracy in predicting inaccessible regions and 88.7% accuracy in identifying occlusion regions, with an average processing time of 0.04 seconds for finely-tessellated geometries. Based on the outcomes, DeepMill implicitly captures both local and global geometric features, as well as the complex interactions between cutters and intricate 3D models. Code is publicly available at https://github.com/fanchao98/DeepMill.
We develop a method for automatic placement of knit singularities based on curl quantization, extending the knit-planning frameworks of Mitra et al. [2024; 2023]. Stripe patterns are generated that closely follow the isolines of an underlying knitting time function, and has course and wale singularities in regions of high curl for the normalized time function gradient and its 90° rotated field, respectively. Singularities are placed in an iterative fashion, and we show that this strategy allows us to easily maintain the structural constraints necessary for machine-knitting, e.g., the helix-free constraint, and to satisfy user constraints such as stripe alignment and singularity placement. Our more performant approach obviates the need for a mixed-integer solve [Mitra et al. 2023], manual fixing of singularity positions, or the running of a singularity matching procedure in post-processing [Mitra et al. 2024]. Our global optimization also produces smooth knit graphs that provide quick simulation-free previews of rendered knits without the surface artifacts of competing methods. Furthermore, we extend our method to the popular cut-and-sew garment design paradigm. We validate our method by machine-knitting and rendering yarn-based visualizations of prototypical models in the 3D and cut-and-sew settings.
We propose a novel approach for the computational modeling of lignified tissues, such as those found in tree branches and timber. We leverage a state-of-the-art strand-based representation for tree form, which we extend to describe biophysical processes at short and long time scales. Simulations at short time scales enable us to model different breaking patterns due to branch bending, twisting, and breaking. On long timescales, our method enables the simulation of realistic branch shapes under the influence of plausible biophysical processes, such as the development of compression and tension wood. We specifically focus on computationally fast simulations of woody material, enabling the interactive exploration of branches and wood breaking. By leveraging Cosserat rod physics, our method enables the generation of a wide variety of breaking patterns. We showcase the capabilities of our method by performing and visualizing numerous experiments.
Recent years have seen a tremendous improvement in the quality of video generation and editing approaches. While several techniques focus on editing appearance, few address motion. Current approaches using text, trajectories, or bounding boxes are limited to simple motions, so we specify motions with a single motion reference video instead. We further propose to use a pre-trained image-to-video model rather than a text-to-video model. This approach allows us to preserve the exact appearance and position of a target object or scene and helps disentangle appearance from motion. Our method, called motion-textual inversion, leverages our observation that image-to-video models extract appearance mainly from the (latent) image input, while the text/image embedding injected via cross-attention predominantly controls motion. We thus represent motion using text/image embedding tokens. By operating on an inflated motion-text embedding containing multiple text/image embedding tokens per frame, we achieve a high temporal motion granularity. Once optimized on the motion reference video, this embedding can be applied to various target images to generate videos with semantically similar motions. Our approach does not require spatial alignment between the motion reference video and target image, generalizes across various domains, and can be applied to various tasks such as full-body and face reenactment, as well as controlling the motion of inanimate objects and the camera. We empirically demonstrate the effectiveness of our method in the semantic video motion transfer task, significantly outperforming existing methods in this context. Project website: https://mkansy.github.io/reenact-anything/
Temporal video frame interpolation has been an active area of research in recent years, with a primary focus on motion estimation, compensation, and synthesis of the final frame. While recent methods have shown good quality results in many cases, they can still fail in challenging scenarios. Moreover, they typically produce fixed outputs with no means of control, further limiting their application in film production pipelines. In this work, we address the less explored problem of user-assisted frame interpolation to improve quality and enable control over the appearance and motion of interpolated frames. To this end, we introduce a tracking-based video frame interpolation method that utilizes sparse point tracks, first estimated and interpolated with existing point tracking methods and then optionally refined by the user. Additionally, we propose a mechanism for controlling the levels of hallucination in interpolated frames through inference-time model weight adaptation, allowing a continuous trade-off between hallucination and blurriness. Even without any user input, our model achieves state-of-the-art results in challenging test cases. By using points tracked over the whole sequence, we can use better motion trajectory interpolation methods, such as cubic splines, to more accurately represent the true motion and achieve significant improvements in results. Our experiments demonstrate that refining tracks and their trajectories through user interactions significantly improves the quality of interpolated frames.
Automatic video colorization poses challenges, requiring efficient generation of results that ensure frame and color consistency. Previous video colorization works often suffer from issues such as color flickering, bleeding, artifacts, and low color richness due to the inherent ambiguity and limitations of the models. While diffusion-based video-to-video approaches can produce customized colorization models through fine-tuning, their high inference costs limit their suitability for real-time scenarios. To address these challenges, we propose ColorSurge, a lightweight network for efficient end-to-end video colorization. ColorSurge employs a dual-branch structure, consisting of a grayscale branch and a color branch. In the grayscale branch, we extract the semantic content of grayscale videos and reconstruct and output features at different spatial scales. In the color branch, we introduce learnable color tokens and fuse these multi-scale semantic features through stacked Color Alchemy Blocks (CABs). Within each CAB, we incorporate Color Spatial Transformer Blocks (CSTB) and Color Temporal Transformer Blocks (CTTB) to constrain the spatial harmony and temporal consistency of colors. Finally, we use a Color Mapper to unify the grayscale and color features, mapping them to obtain the final colorized video result. Extensive experiments demonstrate that our method significantly outperforms previous state-of-the-art models in both qualitative and quantitative evaluations. Our code and model are available at https://github.com/ABTols/ColorSurge.
Video inpainting, crucial for the media industry, aims to restore corrupted content. However, current methods relying on limited pixel propagation or single-branch image inpainting architectures face challenges with generating fully masked objects, balancing background preservation with foreground generation, and maintaining ID consistency over long video. To address these issues, we propose VideoPainter, an efficient dual-branch framework featuring a lightweight context encoder. This plug-and-play encoder processes masked videos and injects background guidance into any pre-trained video diffusion transformer, generalizing across arbitrary mask types, enhancing background integration and foreground generation, and enabling user-customized control. We further introduce a strategy to resample inpainting regions for maintaining ID consistency in any-length video inpainting. Additionally, we develop a scalable dataset pipeline using advanced vision models and construct VPData and VPBench—the largest video inpainting dataset with segmentation masks and dense caption (>390K clips) —to support large-scale training and evaluation. We also show VideoPainter’s promising potential in downstream applications such as video editing. Extensive experiments demonstrate VideoPainter’s state-of-the-art performance in any-length video inpainting and editing across 8 key metrics, including video quality, mask region preservation, and textual coherence.
Recent video editing methods achieve attractive results in style transfer or appearance modification. However, editing the structural content of 3D scenes in videos remains challenging, particularly when dealing with significant viewpoint changes, such as large camera rotations or zooms. Key challenges include generating novel view content that remains consistent with the original video, preserving unedited regions, and translating sparse 2D inputs into realistic 3D video outputs. To address these issues, we propose Sketch3DVE, a sketch-based 3D-aware video editing method to enable detailed local manipulation of videos with significant viewpoint changes. To solve the challenge posed by sparse inputs, we employ image editing methods to generate edited results for the first frame, which are then propagated to the remaining frames of the video. We utilize sketching as an interaction tool for precise geometry control, while other mask-based image editing methods are also supported. To handle viewpoint changes, we perform a detailed analysis and manipulation of the 3D information in the video. Specifically, we utilize a dense stereo method to estimate a point cloud and the camera parameters of the input video. We then propose a point cloud editing approach that uses depth maps to represent the 3D geometry of newly edited components, aligning them effectively with the original 3D scene. To seamlessly merge the newly edited content with the original video while preserving the features of unedited regions, we introduce a 3D-aware mask propagation strategy and employ a video diffusion model to produce realistic edited videos. Extensive experiments demonstrate the superiority of Sketch3DVE in video editing.
Despite significant advancements in video generation, inserting a given object into videos remains a challenging task. The difficulty lies in preserving the appearance details of the reference object and accurately modeling coherent motion at the same time. In this paper, we propose VideoAnydoor, a zero-shot video object insertion framework with high-fidelity detail preservation and precise motion control. Starting from a text-to-video model, we utilize an ID extractor to inject the global identity and leverage a box sequence to control the overall motion. To preserve the detailed appearance and meanwhile support fine-grained motion control, we design a pixel warper. It takes the reference image with arbitrary key-points and the corresponding key-point trajectories as inputs. It warps the pixel details according to the trajectories and fuses the warped features with the diffusion U-Net, thus improving detail preservation and supporting users in manipulating the motion trajectories. In addition, we propose a training strategy involving both videos and static images with a reweight reconstruction loss to enhance insertion quality. VideoAnydoor demonstrates significant superiority over existing methods and naturally supports various downstream applications (e.g., talking head generation, video virtual try-on, multi-region editing) without task-specific fine-tuning.
Mesh repair is a critical process in 3D geometry processing aimed at correcting errors and imperfections in polygonal meshes to produce watertight, manifold, and feature-preserving meshes suitable for downstream tasks. While errors such as degeneracies, duplication, holes, and overlaps can be addressed through standard repair processes, cracks along trimmed curves require special attention and should ideally be repaired to align with sharp feature lines. In this paper, we present a unified framework for repairing diverse mesh imperfections by leveraging a manifold wrap surface as a mediating agent. The primary role of the wrap surface is to define spatial connections between points on the original surface, thereby decoupling the challenges of edge connectivity and point relocation during repair. Throughout the process, our algorithm operates on the dual objects: the original defective mesh and the manifold wrap surface. The implementation begins by extracting a set of samples from the wrap surface and projecting them onto the original surface. These projected samples are optimized by minimizing the quadratic error relative to the tangent planes of neighboring points on the original surface. Notably, samples far from feature lines remain unchanged, while samples near feature lines converge to those lines even when the input surface lacks correct mesh topology. We then assign an adaptive weight to each sample based on the squared moving distance. By introducing this weight setting, we observe that the restricted power diagram prioritizes connectivity along feature lines, thereby effectively preserving sharp features. Through extensive experiments, we demonstrate the superiority of our proposed algorithm over existing methodologies in terms of manifoldness, watertightness, topological correctness, triangle quality, and feature preservation.
3D human reconstruction and animation are long-standing topics in computer graphics and vision. However, existing methods typically rely on sophisticated dense-view capture and/or time-consuming per-subject optimization procedures. To address these limitations, we propose HumanRAM, a novel feed-forward approach for generalizable human reconstruction and animation from monocular or sparse human images. Our approach integrates human reconstruction and animation into a unified framework by introducing explicit pose conditions, parameterized by a shared SMPL-X neural texture, into transformer-based large reconstruction models (LRM). Given monocular or sparse input images with associated camera parameters and SMPL-X poses, our model employs scalable transformers and a DPT-based decoder to synthesize realistic human renderings under novel viewpoints and novel poses. By leveraging the explicit pose conditions, our model simultaneously enables high-quality human reconstruction and high-fidelity pose-controlled animation. Experiments show that HumanRAM significantly surpasses previous methods in terms of reconstruction accuracy, animation fidelity, and generalization performance on real-world datasets.
We present a framework of elastic locomotion, which allows users to enliven an elastic body to produce interesting locomotion by prescribing its high-level kinematics. We formulate this problem as an inverse simulation problem and seek the optimal muscle activations to drive the body to complete the desired actions. We employ the interior-point method to model wide-area contacts between the body and the environment with logarithmic barrier penalties. The core of our framework is a mixed second-order differentiation algorithm. By combining both analytic differentiation and numerical differentiation modalities, a general-purpose second-order differentiation scheme is made possible. Specifically, we augment complex-step finite difference (CSFD) with reverse automatic differentiation (AD). We treat AD as a generic function, mapping a computing procedure to its derivative w.r.t. output loss, and promote CSFD along the AD computation. To this end, we carefully implement all the arithmetics used in elastic locomotion, from elementary functions to linear algebra and matrix operation for CSFD promotion. With this novel differentiation tool, elastic locomotion can directly exploit Newton’s method and use its strong second-order convergence to find the needed activations at muscle fibers. This is not possible with existing first-order inverse or differentiable simulation techniques. We showcase a wide range of interesting locomotions of soft bodies and creatures to validate our method.
With recent advancements in neural rendering and motion capture algorithms, remarkable progress has been made in photorealistic human avatar modeling, unlocking immense potential for applications in virtual reality, augmented reality, remote communication, and industries such as gaming, film, and medicine. However, existing methods fail to provide complete, faithful, and expressive control over human avatars due to their entangled representation of facial expressions and body movements. In this work, we introduce Expressive Virtual Avatars (EVA), an actor-specific, fully controllable, and expressive human avatar framework that achieves high-fidelity, lifelike renderings in real time while enabling independent control of facial expressions, body movements, and hand gestures. Specifically, our approach designs the human avatar as a two-layer model: an expressive template geometry layer and a 3D Gaussian appearance layer. First, we present an expressive template tracking algorithm that leverages coarse-to-fine optimization to accurately recover body motions, facial expressions, and non-rigid deformation parameters from multi-view videos. Next, we propose a novel decoupled 3D Gaussian appearance model designed to effectively disentangle body and facial appearance. Unlike unified Gaussian estimation approaches, our method employs two specialized and independent modules to model the body and face separately. Experimental results demonstrate that EVA surpasses state-of-the-art methods in terms of rendering quality and expressiveness, validating its effectiveness in creating full-body avatars. This work represents a significant advancement towards fully drivable digital human models, enabling the creation of lifelike digital avatars that faithfully replicate human geometry and appearance.