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740篇论文匹配“Graphical Models”
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Zichen Liu, Yihao Meng, Hao Ouyang, Yue Yu, Bolin Zhao, Daniel Cohen-Or, Huamin Qu

Text animation serves as an expressive medium, transforming static communication into dynamic experiences by infusing words with motion to evoke emotions, emphasize meanings, and construct compelling narratives. Crafting animations that are semantically aware poses significant challenges, demanding expertise in graphic design and animation. We present an automated text animation scheme, termed "Dynamic Typography", which deforms letters to convey semantic meaning and infuses them with vibrant movements based on user prompts. The animation is represented by a canonical field that aggregates the semantic content in a canonical shape and a deformation field that applies per-frame motion to deform the canonical shape. Two fields are jointly optimized by the priors from a large pretrained text-to-video diffusion model using score-distillation loss with designed regularization, encouraging the video coherence with the intended textual concept while maintaining legibility and structural integrity throughout the animation process. We demonstrate the generalizability of our approach across various text-to-video models and highlight the superiority of our methodology over baselines. Through quantitative and qualitative evaluations, we demonstrate the effectiveness of our framework in generating coherent text animations that faithfully interpret user prompts while maintaining readability.

Zhiyuan Zhang, Dongdong Chen, Jing Liao

We present I2V3D, a novel framework for animating static images into dynamic videos with precise 3D control, leveraging the strengths of both 3D geometry guidance and advanced generative models. Our approach combines the precision of a computer graphics pipeline, enabling accurate control over elements such as camera movement, object rotation, and character animation, with the visual fidelity of generative AI to produce high-quality videos from coarsely rendered inputs. To support animations with any initial start point and extended sequences, we adopt a two-stage generation process guided by 3D geometry: 1) 3D-Guided Keyframe Generation, where a customized image diffusion model refines rendered keyframes to ensure consistency and quality, and 2) 3D-Guided Video Interpolation, a training-free approach that generates smooth, high-quality video frames between keyframes using bidirectional guidance. Experimental results highlight the effectiveness of our framework in producing controllable, high-quality animations from single input images by harmonizing 3D geometry with generative models.

Yadong Qu, Shancheng Fang, Yuxin Wang, Xiaorui Wang, Zhineng Chen, Hongtao Xie, Yongdong Zhang

Graphic design visually conveys information and data by creating and combining text, images and graphics. Two-stage methods that rely primarily on layout generation lack creativity and intelligence, making graphic design still labor-intensive. Existing diffusion-based methods generate non-editable graphic design files at image level with poor legibility in visual text rendering, which prevents them from achieving satisfactory and practical automated graphic design. In this paper, we propose Instructional Graphic Designer (IGD) to swiftly generate multimodal layers with editable flexibility with only natural language instructions. IGD adopts a new paradigm that leverages parametric rendering and image asset generation. First, we develop a design platform and establish a standardized format for multi-scenario design files, thus laying the foundation for scaling up data. Second, IGD utilizes the multimodal understanding and reasoning capabilities of MLLM to accomplish attribute prediction, sequencing and layout of layers. It also employs a diffusion model to generate image content for assets. By enabling end-to-end training, IGD architecturally supports scalability and extensibility in complex graphic design tasks. The superior experimental results demonstrate that IGD offers a new solution for graphic design.

Maan Qraitem, Piotr Teterwak, Kate Saenko, Bryan A. Plummer

Vision-language models (VLMs) (e.g., CLIP, LLaVA) are trained on large-scale, lightly curated web datasets, leading them to learn unintended correlations between semantic concepts and unrelated visual signals. These associations degrade model accuracy by causing predictions to rely on incidental patterns rather than genuine visual understanding. Prior work has weaponized these correlations as an attack vector to manipulate model predictions, such as inserting a deceiving class text onto the image in a "typographic" attack. These attacks succeed due to VLMs' text-heavy bias--a result of captions that echo visible words rather than describing content. However, this attack has focused solely on text that matches the target class exactly, overlooking a broader range of correlations, including non-matching text and graphical symbols, which arise from the abundance of branding content in web-scale data. To address this gap, we introduce "artifact-based" attacks: a novel class of manipulations that mislead models using both non-matching text and graphical elements. Unlike typographic attacks, these artifacts are not predefined, making them simultaneously harder to defend against and more challenging to find. We address this by framing artifact attacks as a search problem and demonstrate their effectiveness across five datasets, with some artifacts reinforcing each other to reach 100% attack success rates. These attacks transfer across models with up to 90% effectiveness, making it possible to attack unseen models. To defend against these attacks, we extend prior work's artifact aware prompting to the graphical setting. We see a moderate reduction of success rates of up to 15% relative to standard prompts, suggesting a promising direction for enhancing model robustness. Code: https://github.com/mqraitem/Web-Artifact-Attacks

Vedaant V Jain, Gabriel Kreiman, Felipe dos Santos Alves Feitosa

Despite significant advancements in image segmentation and object detection, understanding complex scenes remains a significant challenge. Here, we focus on graphical humor as a paradigmatic example of image interpretation that requires elucidating the interaction of different scene elements in the context of prior cognitive knowledge. This paper introduces HumorDB, a novel, controlled, and carefully curated dataset designed to evaluate and advance visual humor understanding by AI systems. The dataset comprises diverse images spanning photos, cartoons, sketches, and AI-generated content, including minimally contrastive pairs where subtle edits differentiate between humorous and non-humorous versions. We evaluate humans, state-of-the-art vision models, and large vision-language models on three tasks: binary humor classification, funniness rating prediction, and pairwise humor comparison. The results reveal a gap between current AI systems and human-level humor understanding. While pretrained vision-language models perform better than vision-only models, they still struggle with abstract sketches and subtle humor cues. Analysis of attention maps shows that even when models correctly classify humorous images, they often fail to focus on the precise regions that make the image funny. Preliminary mechanistic interpretability studies and evaluation of model explanations provide initial insights into how different architectures process humor. Our results identify promising trends and current limitations, suggesting that an effective understanding of visual humor requires sophisticated architectures capable of detecting subtle contextual features and bridging the gap between visual perception and abstract reasoning.All the code and data are available here: https://anonymous.4open.science/r/HumorDB_-049A

Sagi Polaczek, Yuval Alaluf, Elad Richardson, Yael Vinker, Daniel Cohen-Or

Vector graphics are essential in design, providing artists with a versatile medium for creating resolution-independent and highly editable visual content. Recent advancements in vision-language and diffusion models have fueled interest in text-to-vector graphics generation. However, existing approaches often suffer from over-parameterized outputs or treat the layered structure -- a core feature of vector graphics -- as a secondary goal, diminishing their practical use. Recognizing the importance of layered SVG representations, we propose NeuralSVG, an implicit neural representation for generating vector graphics from text prompts. Inspired by Neural Radiance Fields (NeRFs), NeuralSVG encodes the entire scene into the weights of a small MLP network, optimized using Score Distillation Sampling (SDS). To encourage a layered structure in the generated SVG, we introduce a dropout-based regularization technique that strengthens the standalone meaning of each shape. We additionally demonstrate that utilizing a neural representation provides an added benefit of inference-time control, enabling users to dynamically adapt the generated SVG based on user-provided inputs, all with a single learned representation. Through extensive qualitative and quantitative evaluations, we demonstrate that NeuralSVG outperforms existing methods in generating structured and flexible SVG.

Ke Fan, Shunlin Lu, Minyue Dai, Runyi Yu, Lixing Xiao, Zhiyang Dou, Junting Dong, Lizhuang Ma, Jingbo Wang

Generating diverse and natural human motion sequences based on textual descriptions constitutes a fundamental and challenging research area within the domains of computer vision, graphics, and robotics. Despite significant advancements in this field, current methodologies often face challenges regarding zero-shot generalization capabilities, largely attributable to the limited size of training datasets. Moreover, the lack of a comprehensive evaluation framework impedes the advancement of this task by failing to identify directions for improvement. In this work, we aim to push text-to-motion into a new era, that is, to achieve the generalization ability of zero-shot. To this end, firstly, we develop an efficient annotation pipeline and introduce MotionMillion--the largest human motion dataset to date, featuring over 2,000 hours and 2 million high-quality motion sequences. Additionally, we propose MotionMillion-Eval, the most comprehensive benchmark for evaluating zero-shot motion generation. Leveraging a scalable architecture, we scale our model to 7B parameters and validate its performance on MotionMillion-Eval. Our results demonstrate strong generalization to out-of-domain and complex compositional motions, marking a significant step toward zero-shot human motion generation.

Xiaoxue Chen, Bhargav Chandaka, Chih-Hao Lin, Ya-Qin Zhang, David Forsyth, Hao Zhao, Shenlong Wang

We present InvRGB+L, a novel inverse rendering model that reconstructs large, relightable, and dynamic scenes from a single RGB+LiDAR sequence. Conventional inverse graphics methods rely primarily on RGB observations and use LiDAR mainly for geometric information, often resulting in suboptimal material estimates due to visible light interference. We find that LiDAR's intensity values--captured with active illumination in a different spectral range--offer complementary cues for robust material estimation under variable lighting. Inspired by this, InvRGB+L leverages LiDAR intensity cues to overcome challenges inherent in RGB-centric inverse graphics through two key innovations: (1) a novel physics-based LiDAR shading model and (2) RGB-LiDAR material consistency losses. The model produces novel-view RGB and LiDAR renderings of urban and indoor scenes and supports relighting, night simulations, and dynamic object insertions--achieving results that surpass current state-of-the-art methods in both scene-level urban inverse rendering and LiDAR simulation.

Mohamed El Amine Boudjoghra, Ivan Laptev, Angela Dai

With the growing ease of capture of real-world 3D scenes, effective editing becomes essential for the use of captured 3D scan data in various graphics applications.We present ScanEdit, which enables functional editing of complex, real-world 3D scans from natural language text prompts.By leveraging the high-level reasoning capabilities of large language models (LLMs), we construct a hierarchical scene graph representation for an input 3D scan given its instance decomposition. We develop a hierarchically-guided, multi-stage prompting approach using LLMs to decompose general language instructions (that can be vague, without referencing specific objects) into specific, actionable constraints that are applied to our scene graph. Our scene optimization integrates LLM-guided constraints along with 3D-based physical plausibility objectives, enabling the generation of edited scenes that align with a variety of input prompts, from abstract, functional-based goals to more detailed, specific instructions. This establishes a foundation for intuitive, text-driven 3D scene editing in real-world scenes.

Mahir Atmis, Levent Karacan, Mehmet Sarıgül

Specular highlights, though valuable for human perception, are often undesirable in computer vision and graphics tasks as they can obscure surface details and affect analysis. Existing methods rely on multi-stage pipelines or multi-label datasets, making training difficult. In this study, we propose a one-step diffusion-based model for specular highlight removal, leveraging a pre-trained diffusion-based image generation model with an adaptation mechanism to enhance efficiency and adaptability. To further improve the adaptation process, we introduce ProbLoRA, a novel modification of Low-Rank Adaptation (LoRA), designed to adapt the diffusion model for highlight removal effectively. Our approach surpasses existing methods, achieving state-of-the-art performance in both quantitative metrics and visual quality. Extensive experiments on synthetic and real-world datasets demonstrate the effectiveness of our method, highlighting its robustness and generalization capabilities.

Qi Zhao, Xingyu Ni, Ziyu Wang, Feng Cheng, Ziyan Yang, Lu Jiang, Bohan Wang

We investigate how to enhance the physical fidelity of video generation models by leveraging synthetic videos generated via standard computer graphics techniques. These rendered videos respect real-world physics -- such as maintaining 3D consistency -- thereby serving as a valuable resource that can potentially improve video generation models. To harness this potential, we propose a solution that curates and integrates synthetic data while introducing a method to transfer its physical realism to the model, minimizing unwanted artifacts. Through experiments on three representative tasks emphasizing physical consistency, we demonstrate its effectiveness in enhancing physical fidelity. While our model still lacks a deep understanding of physics, our work offers one of the first empirical demonstrations that synthetic video enhances physical fidelity in video synthesis.

Yang Yang, Dongni Mao, Hiroaki Santo, Yasuyuki Matsushita, Fumio Okura

We develop a neural parametric model for 3D plant leaves for modeling and reconstruction of plants that are essential for agriculture and computer graphics. While parametric modeling has been actively studied for human and animal shapes, plant leaves present unique challenges due to their diverse shapes and flexible deformation, making common approaches inapplicable. To this problem, we introduce a learning-based parametric model, NeuraLeaf, disentangling the leaves' geometry into their 2D base shapes and 3D deformations. Since the base shapes represent flattened 2D leaves, it allows learning from rich sources of 2D leaf image datasets, and also has the advantage of simultaneously learning texture aligned with the geometry. To model the 3D deformation, we propose a novel skeleton-free skinning model and a newly captured 3D leaf dataset called DeformLeaf. We establish a parametric deformation space by converting the sample-wise skinning parameters into a compact latent representation, allowing for flexible and efficient modeling of leaf deformations. We show that NeuraLeaf successfully generates a wide range of leaf shapes with deformation, resulting in accurate model fitting to 3D observations like depth maps and point clouds. Our implementation and datasets will be released upon acceptance.

Chenjian Gao, Lihe Ding, Rui Han, Zhanpeng Huang, Zibin Wang, Tianfan Xue

Inserting 3D objects into videos is a longstanding challenge in computer graphics with applications in augmented reality, virtual try-on, and video composition. Achieving both temporal consistency, or realistic lighting remains difficult, particularly in dynamic scenarios with complex object motion, perspective changes, and varying illumination. While 2D diffusion models have shown promise for producing photorealistic edits, they often struggle with maintaining temporal coherence across frames. Conversely, traditional 3D rendering methods excel in spatial and temporal consistency but fall short in achieving photorealistic lighting. In this work, we propose a hybrid object insertion pipeline that combines the strengths of both paradigms. Specifically, we focus on inserting bracelets into dynamic wrist scenes, leveraging the high temporal consistency of 3D Gaussian Splatting (3DGS) for initial rendering and refining the results using a 2D diffusion-based enhancement model to ensure realistic lighting interactions. Our method introduces a shading-driven pipeline that separates intrinsic object properties (albedo, shading, reflectance) and refines both shading and sRGB images for photorealism. To maintain temporal coherence, we optimize the 3DGS model with multi-frame weighted adjustments. This is the first approach to synergize 3D rendering and 2D diffusion for video object insertion, offering a robust solution for realistic and consistent video editing.

Jonas Belouadi, Eddy Ilg, Margret Keuper, Hideki Tanaka, Masao Utiyama, Raj Dabre, Steffen Eger, Simone Ponzetto

Automatically synthesizing figures from text captions is a compelling capability. However, achieving high geometric precision and editability requires representing figures as graphics programs in languages like TikZ, and aligned training data (i.e., graphics programs with captions) remains scarce. Meanwhile, large amounts of unaligned graphics programs and captioned raster images are more readily available. We reconcile these disparate data sources by presenting TikZero, which decouples graphics program generation from text understanding by using image representations as an intermediary bridge. It enables independent training on graphics programs and captioned images and allows for zero-shot text-guided graphics program synthesis during inference. We show that our method substantially outperforms baselines that can only operate with caption-aligned graphics programs. Furthermore, when leveraging caption-aligned graphics programs as a complementary training signal, TikZero matches or exceeds the performance of much larger models, including commercial systems like GPT-4o. Our code, datasets, and select models are publicly available.

Hongxin Li, Jingran Su, Jingfan Chen, Zheng Ju, Yuntao Chen, Qing Li, Zhaoxiang Zhang

Building autonomous agents that perceive and operate graphical user interfaces (GUIs) like humans has long been a vision in the field of artificial intelligence. Central to these agents is the capability for GUI interaction, which involves GUI understanding and planning capabilities. Existing methods have tried developing GUI agents based on the multi-modal comprehension ability of vision-language models (VLMs). However, the limited scenario, insufficient size, and heterogeneous action spaces hinder the progress of building generalist GUI agents. To resolve these issues, this paper proposes UIPro, a novel generalist GUI agent trained with extensive multi-platform and multi-task GUI interaction data, coupled with a unified action space. We first curate a comprehensive dataset encompassing 20.6 million GUI understanding tasks to pre-train UIPro, granting it a strong GUI grounding capability, which is key to downstream GUI agent tasks. Subsequently, we establish a unified action space to harmonize heterogeneous GUI agent task datasets and produce a merged dataset to foster the action prediction ability of UIPro via continued fine-tuning. Experimental results demonstrate UIPro's superior performance across multiple GUI task benchmarks on various platforms, highlighting the effectiveness of our approach.

Tomoyuki Suzuki, Kang-Jun Liu, Naoto Inoue, Kota Yamaguchi

Designers craft and edit graphic designs in a layer representation, but layer-based editing becomes impossible once composited into a raster image. In this work, we propose LayerD, a method to decompose raster graphic designs into layers for re-editable creative workflow. LayerD addresses the decomposition task by iteratively extracting unoccluded foreground layers. We propose a simple yet effective refinement approach taking advantage of the assumption that layers often exhibit uniform appearance in graphic designs. As decomposition is ill-posed and the ground-truth layer structure may not be reliable, we develop a quality metric that addresses the difficulty. In experiments, we show that LayerD successfully achieves high-quality decomposition and outperforms baselines. We also demonstrate the use of LayerD with state-of-the-art image generators and layer-based editing. Code and models are publicly available.

Zhiqi Ge, Juncheng Li, Xinglei Pang, Minghe Gao, Kaihang Pan, Wang Lin, Hao Fei, Wenqiao Zhang, Siliang Tang, Yueting Zhuang

Digital agents are increasingly employed to automate tasks in interactive digital environments such as web pages, software applications, and operating systems. While text-based agents built on Large Language Models (LLMs) often require frequent updates due to platform-specific APIs, visual agents leveraging Multimodal Large Language Models (MLLMs) offer enhanced adaptability by interacting directly with Graphical User Interfaces (GUIs). However, these agents face significant challenges in visual perception, particularly when handling high-resolution, visually complex digital environments. This paper introduces Iris, a foundational visual agent that addresses these challenges through two key innovations: Information-Sensitive Cropping (ISC) and Self-Refining Dual Learning (SRDL). ISC dynamically identifies and prioritizes visually dense regions using an edge detection algorithm, enabling efficient processing by allocating more computational resources to areas with higher information density. SRDL enhances the agent's ability to handle complex tasks by leveraging a dual-learning loop, where improvements in referring (describing UI elements) reinforce grounding (locating elements) and vice versa, all without requiring additional annotated data. Empirical evaluations demonstrate that Iris achieves state-of-the-art performance across multiple benchmarks with only 850K GUI annotations, outperforming methods using 10x more training data. These improvements further translate to significant gains in both web and OS agent downstream tasks.

Xiaokun Sun, Zeyu Cai, Ying Tai, Jian Yang, Zhenyu Zhang

While haircut indicates distinct personality, existing avatar generation methods fail to model practical hair due to the data limitation or entangled representation. We propose StrandHead, a novel text-driven method capable of generating 3D hair strands and disentangled head avatars with strand-level attributes. Instead of using large-scale hair-text paired data for supervision, we demonstrate that realistic hair strands can be generated from prompts by distilling 2D generative models pre-trained on human mesh data. To this end, we propose a meshing approach guided by strand geometry to guarantee the gradient flow from the distillation objective to the neural strand representation. The optimization is then regularized by statistically significant haircut features, leading to stable updating of strands against unreasonable drifting. These employed 2D/3D human-centric priors contribute to text-aligned and realistic 3D strand generation. Extensive experiments show that StrandHead achieves the state-of-the-art performance on text to strand generation and disentangled 3D head avatar modeling. The generated 3D hair can be applied on avatars for strand-level editing, as well as implemented in the graphics engine for physical simulation or other applications. Project page: https://xiaokunsun.github.io/StrandHead.github.io/.

Akio Kodaira, Chenfeng Xu, Toshiki Hazama, Takanori Yoshimoto, Kohei Ohno, Shogo Mitsuhori, Soichi Sugano, Hanying Cho, Zhijian Liu, Masayoshi Tomizuka 等

We introduce StreamDiffusion, a real-time diffusion pipeline designed for streaming image generation. Existing diffusion models are adept at creating images from text or image prompts, yet they often fall short in real-time interaction. This limitation becomes particularly evident in scenarios involving continuous input, such as augmented/virtual reality, video game graphics rendering, live video streaming, and broadcasting, where high throughput is imperative. StreamDiffusion tackles this challenge through a novel pipeline-level system design. It employs unique strategies like batching the denoising process (Stream Batch), residual classifier-free guidance (R-CFG), and stochastic similarity filtering (SSF). Additionally, it seamlessly integrates advanced acceleration technologies for maximum efficiency. Specifically, Stream Batch reformulates the denoising process by eliminating the traditional wait-and-execute approach and utilizing a batching denoising approach, facilitating fluid and high-throughput streams. This results in 1.5x higher throughput compared to the conventional sequential denoising approach. R-CFG significantly addresses inefficiencies caused by repetitive computations during denoising. It optimizes the process to require minimal or no additional computations, leading to speed improvements of up to 2.05x compared to previous classifier-free methods. Besides, our stochastic similarity filtering dramatically lowers GPU activation frequency by halting computations for static image flows, achieving a remarkable reduction in computational consumption--2.39 times on an RTX 3060 GPU and 1.99 times on an RTX 4090 GPU, respectively. The synergy of our proposed strategies with established acceleration technologies enables image generation to reach speeds of up to 91.07 fps on a single RTX 4090 GPU, outperforming the throughput of AutoPipeline, developed by Diffusers, by more than 59.56x.

Jingye Chen, Zhaowen Wang, Nanxuan Zhao, Li Zhang, Difan Liu, Jimei Yang, Qifeng Chen

Graphic design is crucial for conveying ideas and messages. Designers usually organize their work into objects, backgrounds, and vectorized text layers to simplify editing. However, this workflow demands considerable expertise. With the rise of GenAI methods, an endless supply of high-quality graphic designs in pixel format has become more accessible, though these designs often lack editability. Despite this, non-layered designs still inspire human designers, influencing their choices in layouts and text styles, ultimately guiding the creation of layered designs. Motivated by this observation, we propose Accordion, a graphic design generation framework taking the first attempt to convert AI-generated designs into editable layered designs, meanwhile refining nonsensical AI-generated text with meaningful alternatives guided by user prompts. It is built around a vision language model (VLM) playing distinct roles in three curated stages: (1) reference creation, (2) design planning, and (3) layer generation. For each stage, we design prompts to guide the VLM in executing different tasks. Distinct from existing bottom-up methods (e.g., COLE and Open-COLE) that gradually generate elements to create layered designs, our approach works in a top-down manner by using the visually harmonious reference image as global guidance to decompose each layer. Additionally, it leverages multiple vision experts such as SAM and element removal models to facilitate the creation of graphic layers. We train our method using the in-house graphic design dataset Design39K, augmented with AI-generated design images coupled with refined ground truth created by a customized inpainting model. Experimental results and user studies by designers show that Accordion generates favorable results on the DesignIntention benchmark, including tasks such as text-to-template, adding text to background, and text de-rendering, and also excels in creating design variations.