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740篇论文匹配“Graphical Models”
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David Stotko, Nils Wandel, Reinhard Klein

3D reconstruction of dynamic scenes is a long-standing problem in computer graphics and increasingly difficult the less information is available. Shape-from-Template (SfT) methods aim to reconstruct a template-based geometry from RGB images or video sequences often leveraging just a single monocular camera without depth information such as regular smartphone recordings. Unfortunately existing reconstruction methods are either unphysical and noisy or slow in optimization. To solve this problem we propose a novel SfT reconstruction algorithm for cloth using a pre-trained neural surrogate model that is fast to evaluate stable and produces smooth reconstructions due to a regularizing physics simulation. Differentiable rendering of the simulated mesh enables pixel-wise comparisons between the reconstruction and a target video sequence that can be used for a gradient-based optimization procedure to extract not only shape information but also physical parameters such as stretching shearing or bending stiffness of the cloth. This allows to retain a precise stable and smooth reconstructed geometry while reducing the runtime by a factor of 400-500 compared to ?-SfT a state-of-the-art physics-based SfT approach.

Xianfang Zeng, Xin Chen, Zhongqi Qi, Wen Liu, Zibo Zhao, Zhibin Wang, Bin Fu, Yong Liu, Gang Yu

This paper presents Paint3D a novel coarse-to-fine generative framework that is capable of producing high-resolution lighting-less and diverse 2K UV texture maps for untextured 3D meshes conditioned on text or image inputs. The key challenge addressed is generating high-quality textures without embedded illumination information which allows the textures to be re-lighted or re-edited within modern graphics pipelines. To achieve this our method first leverages a pre-trained depth-aware 2D diffusion model to generate view-conditional images and perform multi-view texture fusion producing an initial coarse texture map. However as 2D models cannot fully represent 3D shapes and disable lighting effects the coarse texture map exhibits incomplete areas and illumination artifacts. To resolve this we train separate UV Inpainting and UVHD diffusion models specialized for the shape-aware refinement of incomplete areas and the removal of illumination artifacts. Through this coarse-to-fine process Paint3D can produce high-quality 2K UV textures that maintain semantic consistency while being lighting-less significantly advancing the state-of-the-art in texturing 3D objects.

Wenyi Hong, Weihan Wang, Qingsong Lv, Jiazheng Xu, Wenmeng Yu, Junhui Ji, Yan Wang, Zihan Wang, Yuxiao Dong, Ming Ding 等

People are spending an enormous amount of time on digital devices through graphical user interfaces (GUIs) e.g. computer or smartphone screens. Large language models (LLMs) such as ChatGPT can assist people in tasks like writing emails but struggle to understand and interact with GUIs thus limiting their potential to increase automation levels. In this paper we introduce CogAgent an 18-billion-parameter visual language model (VLM) specializing in GUI understanding and navigation. By utilizing both low-resolution and high-resolution image encoders CogAgent supports input at a resolution of 1120*1120 enabling it to recognize tiny page elements and text. As a generalist visual language model CogAgent achieves the state of the art on five text-rich and four general VQA benchmarks including VQAv2 OK-VQA Text-VQA ST-VQA ChartQA infoVQA DocVQA MM-Vet and POPE. CogAgent using only screenshots as input outperforms LLM-based methods that consume extracted HTML text on both PC and Android GUI navigation tasks---Mind2Web and AITW advancing the state of the art. The model and codes are available at https://github.com/THUDM/CogVLM.

Vikas Thamizharasan, Difan Liu, Matthew Fisher, Nanxuan Zhao, Evangelos Kalogerakis, Michal Lukac

The success of denoising diffusion models in representing rich data distributions over 2D raster images has prompted research on extending them to other data representations such as vector graphics. Unfortunately due to their variable structure and scarcity of vector training data directly applying diffusion models on this domain remains a challenging problem. Using workarounds like optimization via Score Distillation Sampling (SDS) is also fraught with difficulty as vector representations are non-trivial to directly optimize and tend to result in implausible geometries such as redundant or self-intersecting shapes. NIVeL addresses these challenges by reinterpreting the problem on an alternative intermediate domain which preserves the desirable properties of vector graphics - mainly sparsity of representation and resolution-independence. This alternative domain is based on neural implicit fields expressed in a set of decomposable editable layers. Based on our experiments NIVeL produces text-to-vector graphics results of significantly better quality than the state-of-the-art.

Ivan Lopes, Fabio Pizzati, Raoul de Charette

Physically-Based Rendering (PBR) is key to modeling the interaction between light and materials and finds extensive applications across computer graphics domains. However acquiring PBR materials is costly and requires special apparatus. In this paper we propose a method to extract PBR materials from a single real-world image. We do so in two steps: first we map regions of the image to material concept tokens using a diffusion model allowing the sampling of texture images resembling each material in the scene. Second we leverage a separate network to decompose the generated textures into spatially varying BRDFs (SVBRDFs) offering us readily usable materials for rendering applications. Our approach relies on existing synthetic material libraries with SVBRDF ground truth. It exploits a diffusion-generated RGB texture dataset to allow generalization to new samples using unsupervised domain adaptation (UDA). Our contributions are thoroughly evaluated on synthetic and real-world datasets. We further demonstrate the applicability of our method for editing 3D scenes with materials estimated from real photographs. Along with video we share code and models as open-source on the project page: https://github.com/astra-vision/MaterialPalette

Difei Gao, Lei Ji, Zechen Bai, Mingyu Ouyang, Peiran Li, Dongxing Mao, Qinchen Wu, Weichen Zhang, Peiyi Wang, Xiangwu Guo 等

Graphical User Interface (GUI) automation holds significant promise for assisting users with complex tasks thereby boosting human productivity. Existing works leveraging Large Language Model (LLM) or LLM-based AI agents have shown capabilities in automating tasks on Android and Web platforms. However these tasks are primarily aimed at simple device usage and entertainment operations. This paper presents a novel benchmark AssistGUI to evaluate whether models are capable of manipulating the mouse and keyboard on the Windows platform in response to user-requested tasks. We carefully collected a set of 100 tasks from nine widely-used software applications such as After Effects and MS Word each accompanied by the necessary project files for better evaluation. Moreover we propose a multi-agent collaboration framework which incorporates four agents to perform task decomposition GUI parsing action generation and reflection. Our experimental results reveal that our multi-agent collaboration mechanism outshines existing methods in performance. Nevertheless the potential remains substantial with the best model attaining only a 46% success rate on our benchmark. We conclude with a thorough analysis of the current methods' limitations setting the stage for future breakthroughs in this domain.

Guilherme Schardong, Tiago Novello, Hallison Paz, Iurii Medvedev, Vinícius da Silva, Luiz Velho, Nuno Gonçalves

Face morphing is a problem in computer graphics with numerous artistic and forensic applications. It is challenging due to variations in pose lighting gender and ethnicity. This task consists of a warping for feature alignment and a blending for a seamless transition between the warped images. We propose to leverage coord-based neural networks to represent such warpings and blendings of face images. During training we exploit the smoothness and flexibility of such networks by combining energy functionals employed in classical approaches without discretizations. Additionally our method is time-dependent allowing a continuous warping/blending of the images. During morphing inference we need both direct and inverse transformations of the time-dependent warping. The first (second) is responsible for warping the target (source) image into the source (target) image. Our neural warping stores those maps in a single network dismissing the need for inverting them. The results of our experiments indicate that our method is competitive with both classical and generative models under the lens of image quality and face-morphing detectors. Aesthetically the resulting images present a seamless blending of diverse faces not yet usual in the literature.

Yujia Liu, Anton Obukhov, Jan Dirk Wegner, Konrad Schindler

Computer-Aided Design (CAD) model reconstruction from point clouds is an important problem at the intersection of computer vision graphics and machine learning; it saves the designer significant time when iterating on in-the-wild objects. Recent advancements in this direction achieve relatively reliable semantic segmentation but still struggle to produce an adequate topology of the CAD model. In this work we analyze the current state of the art for that ill-posed task and identify shortcomings of existing methods. We propose a hybrid analytic-neural reconstruction scheme that bridges the gap between segmented point clouds and structured CAD models and can be readily combined with different segmentation backbones. Moreover to power the surface fitting stage we propose a novel implicit neural representation of freeform surfaces driving up the performance of our overall CAD reconstruction scheme. We extensively evaluate our method on the popular ABC benchmark of CAD models and set a new state-of-the-art for that dataset. Code is available at https://github.com/YujiaLiu76/point2cad.

Giuseppe Vecchio, Renato Sortino, Simone Palazzo, Concetto Spampinato

Creating high-quality materials in computer graphics is a challenging and time-consuming task which requires great expertise. To simplify this process we introduce MatFuse a unified approach that harnesses the generative power of diffusion models for creation and editing of 3D materials. Our method integrates multiple sources of conditioning including color palettes sketches text and pictures enhancing creative possibilities and granting fine-grained control over material synthesis. Additionally MatFuse enables map-level material editing capabilities through latent manipulation by means of a multi-encoder compression model which learns a disentangled latent representation for each map. We demonstrate the effectiveness of MatFuse under multiple conditioning settings and explore the potential of material editing. Finally we assess the quality of the generated materials both quantitatively in terms of CLIP-IQA and FID scores and qualitatively by conducting a user study. Source code for training MatFuse and supplemental materials are publicly available at https://gvecchio.com/matfuse.

Vikas Thamizharasan, Difan Liu, Shantanu Agarwal, Matthew Fisher, Michael Gharbi, Oliver Wang, Alec Jacobson, Evangelos Kalogerakis

We present VecFusion a new neural architecture that can generate vector fonts with varying topological structures and precise control point positions. Our approach is a cascaded diffusion model which consists of a raster diffusion model followed by a vector diffusion model. The raster model generates low-resolution rasterized fonts with auxiliary control point information capturing the global style and shape of the font while the vector model synthesizes vector fonts conditioned on the low-resolution raster fonts from the first stage. To synthesize long and complex curves our vector diffusion model uses a transformer architecture and a novel vector representation that enables the modeling of diverse vector geometry and the precise prediction of control points. Our experiments show that in contrast to previous generative models for vector graphics our new cascaded vector diffusion model generates higher quality vector fonts with complex structures and diverse styles.

Ximing Xing, Haitao Zhou, Chuang Wang, Jing Zhang, Dong Xu, Qian Yu

Recently text-guided scalable vector graphics (SVGs) synthesis has shown promise in domains such as iconography and sketch. However existing text-to-SVG generation methods lack editability and struggle with visual quality and result diversity. To address these limitations we propose a novel text-guided vector graphics synthesis method called SVGDreamer. SVGDreamer incorporates a semantic-driven image vectorization (SIVE) process that enables the decomposition of synthesis into foreground objects and background thereby enhancing editability. Specifically the SIVE process introduces attention-based primitive control and an attention-mask loss function for effective control and manipulation of individual elements. Additionally we propose a Vectorized Particle-based Score Distillation (VPSD) approach to address issues of shape over-smoothing color over-saturation limited diversity and slow convergence of the existing text-to-SVG generation methods by modeling SVGs as distributions of control points and colors. Furthermore VPSD leverages a reward model to re-weight vector particles which improves aesthetic appeal and accelerates convergence. Extensive experiments are conducted to validate the effectiveness of SVGDreamer demonstrating its superiority over baseline methods in terms of editability visual quality and diversity. Project page: \href https://ximinng.github.io/SVGDreamer-project/ https://ximinng.github.io/SVGDreamer-project/

Marilyn Keller, Vaibhav Arora, Abdelmouttaleb Dakri, Shivam Chandhok, Jürgen Machann, Andreas Fritsche, Michael J. Black, Sergi Pujades

The creation of personalized anatomical digital twins is important in the fields of medicine computer graphics sports science and biomechanics. To observe a subject's anatomy expensive medical devices (MRI or CT) are required and the creation of the digital model is often time-consuming and involves manual effort. Instead we leverage the fact that the shape of the body surface is correlated with the internal anatomy; e.g. from surface observations alone one can predict body composition and skeletal structure. In this work we go further and learn to infer the 3D location of three important anatomic tissues: subcutaneous adipose tissue (fat) lean tissue (muscles and organs) and long bones. To learn to infer these tissues we tackle several key challenges. We first create a dataset of human tissues by segmenting full-body MRI scans and registering the SMPL body mesh to the body surface. With this dataset we train HIT (Human Implicit Tissues) an implicit function that given a point inside a body predicts its tissue class. HIT leverages the SMPL body model shape and pose parameters to canonicalize the medical data. Unlike SMPL which is trained from upright 3D scans MRI scans are acquired with subjects lying on a table resulting in significant soft-tissue deformation. Consequently HIT uses a learned volumetric deformation field that undoes these deformations. Since HIT is parameterized by SMPL we can repose bodies or change the shape of subjects and the internal structures deform appropriately. We perform extensive experiments to validate HIT's ability to predict a plausible internal structure for novel subjects. The dataset and HIT model are available at https://hit.is.tue.mpg.de to foster future research in this direction.

Teng Hu, Ran Yi, Baihong Qian, Jiangning Zhang, Paul L. Rosin, Yu-Kun Lai

SVG (Scalable Vector Graphics) is a widely used graphics format that possesses excellent scalability and editability. Image vectorization that aims to convert raster images to SVGs is an important yet challenging problem in computer vision and graphics. Existing image vectorization methods either suffer from low reconstruction accuracy for complex images or require long computation time. To address this issue we propose SuperSVG a superpixel-based vectorization model that achieves fast and high-precision image vectorization. Specifically we decompose the input image into superpixels to help the model focus on areas with similar colors and textures. Then we propose a two-stage self-training framework where a coarse-stage model is employed to reconstruct the main structure and a refinement-stage model is used for enriching the details. Moreover we propose a novel dynamic path warping loss to help the refinement-stage model to inherit knowledge from the coarse-stage model. Extensive qualitative and quantitative experiments demonstrate the superior performance of our method in terms of reconstruction accuracy and inference time compared to state-of-the-art approaches. The code is available in https://github.com/sjtuplayer/SuperSVG.

Vanessa Sklyarova, Egor Zakharov, Otmar Hilliges, Michael J. Black, Justus Thies

We present HAAR a new strand-based generative model for 3D human hairstyles. Specifically based on textual inputs HAAR produces 3D hairstyles that could be used as production-level assets in modern computer graphics engines. Current AI-based generative models take advantage of powerful 2D priors to reconstruct 3D content in the form of point clouds meshes or volumetric functions. However by using the 2D priors they are intrinsically limited to only recovering the visual parts. Highly occluded hair structures can not be reconstructed with those methods and they only model the "outer shell" which is not ready to be used in physics-based rendering or simulation pipelines. In contrast we propose a first text-guided generative method that uses 3D hair strands as an underlying representation. Leveraging 2D visual question-answering (VQA) systems we automatically annotate synthetic hair models that are generated from a small set of artist-created hairstyles. This allows us to train a latent diffusion model that operates in a common hairstyle UV space. In qualitative and quantitative studies we demonstrate the capabilities of the proposed model and compare it to existing hairstyle generation approaches. For results please refer to our project page https://haar.is.tue.mpg.de/.

Keyu Wu, Lingchen Yang, Zhiyi Kuang, Yao Feng, Xutao Han, Yuefan Shen, Hongbo Fu, Kun Zhou, Youyi Zheng

Undoubtedly high-fidelity 3D hair is crucial for achieving realism artistic expression and immersion in computer graphics. While existing 3D hair modeling methods have achieved impressive performance the challenge of achieving high-quality hair reconstruction persists: they either require strict capture conditions making practical applications difficult or heavily rely on learned prior data obscuring fine-grained details in images. To address these challenges we propose MonoHair a generic framework to achieve high-fidelity hair reconstruction from a monocular video without specific requirements for environments. Our approach bifurcates the hair modeling process into two main stages: precise exterior reconstruction and interior structure inference. The exterior is meticulously crafted using our Patch-based Multi-View Optimization PMVO. This method strategically collects and integrates hair information from multiple views independent of prior data to produce a high-fidelity exterior 3D line map. This map not only captures intricate details but also facilitates the inference of the hair's inner structure. For the interior we employ a data-driven multi-view 3D hair reconstruction method. This method utilizes 2D structural renderings derived from the reconstructed exterior mirroring the synthetic 2D inputs used during training. This alignment effectively bridges the domain gap between our training data and real-world data thereby enhancing the accuracy and reliability of our interior structure inference. Lastly we generate a strand model and resolve the directional ambiguity by our hair growth algorithm. Our experiments demonstrate that our method exhibits robustness across diverse hairstyles and achieves state-of-the-art performance. For more results please refer to our project page https://keyuwu-cs.github.io/MonoHair/

Yuan Li, Zhihao Liu, Bedrich Benes, Xiaopeng Zhang, Jianwei Guo

Efficiently representing and reconstructing the 3D geometry of biological trees remains a challenging problem in computer vision and graphics. We propose a novel approach for generating realistic tree models from single-view photographs. We cast the 3D information inference problem to a semantic voxel diffusion process which converts an input image of a tree to a novel Semantic Voxel Structure (SVS) in 3D space. The SVS encodes the geometric appearance and semantic structural information (e.g. classifying trunks branches and leaves) which retains the intricate internal tree features. Tailored to the SVS we present SVDTree a new hybrid tree modeling approach by combining structure-oriented branch reconstruction and self-organization-based foliage reconstruction. We validate SVDTree by using images from both synthetic and real trees. The comparison results show that our approach can better preserve tree details and achieve more realistic and accurate reconstruction results than previous methods.

Xiaoyun Zheng, Liwei Liao, Xufeng Li, Jianbo Jiao, Rongjie Wang, Feng Gao, Shiqi Wang, Ronggang Wang

High-quality human reconstruction and photo-realistic rendering of a dynamic scene is a long-standing problem in computer vision and graphics. Despite considerable efforts invested in developing various capture systems and reconstruction algorithms recent advancements still struggle with loose or oversized clothing and overly complex poses. In part this is due to the challenges of acquiring high-quality human datasets. To facilitate the development of these fields in this paper we present PKU-DyMVHumans a versatile human-centric dataset for high-fidelity reconstruction and rendering of dynamic human scenarios from dense multi-view videos. It comprises 8.2 million frames captured by more than 56 synchronized cameras across diverse scenarios. These sequences comprise 32 human subjects across 45 different scenarios each with a high-detailed appearance and realistic human motion. Inspired by recent advancements in neural radiance field (NeRF)-based scene representations we carefully set up an off-the-shelf framework that is easy to provide those state-of-the-art NeRF-based implementations and benchmark on PKU-DyMVHumans dataset. It is paving the way for various applications like fine-grained foreground/background decomposition high-quality human reconstruction and photo-realistic novel view synthesis of a dynamic scene. Extensive studies are performed on the benchmark demonstrating new observations and challenges that emerge from using such high-fidelity dynamic data. The project page and data is available at: https://pku-dymvhumans.github.io.

Suhyun Shin, Seokjun Choi, Felix Heide, Seung-Hwan Baek

Hyperspectral 3D imaging aims to acquire both depth and spectral information of a scene. However existing methods are either prohibitively expensive and bulky or compromise on spectral and depth accuracy. In this paper we present Dispersed Structured Light (DSL) a cost-effective and compact method for accurate hyperspectral 3D imaging. DSL modifies a traditional projector-camera system by placing a sub-millimeter thick diffraction grating film front of the projector. This configuration enables dispersing structured light based on light wavelength. To utilize the dispersed structured light we devise a model for dispersive projection image formation and a per-pixel hyperspectral 3D reconstruction method. We validate DSL by instantiating a compact experimental prototype. DSL achieves spectral accuracy of 18.8nm full-width half-maximum (FWHM) and depth error of 1mm outperforming prior work on practical hyperspectral 3D imaging. DSL promises accurate and practical hyperspectral 3D imaging for diverse application domains including computer vision and graphics cultural heritage geology and biology.

Dihan Zheng, Yihang Zou, Xiaowen Zhang, Chenglong Bao

The data bottleneck has emerged as a fundamental challenge in learning based image restoration methods. Researchers have attempted to generate synthesized training data using paired or unpaired samples to address this challenge. This study proposes SeNM-VAE a semi-supervised noise modeling method that leverages both paired and unpaired datasets to generate realistic degraded data. Our approach is based on modeling the conditional distribution of degraded and clean images with a specially designed graphical model. Under the variational inference framework we develop an objective function for handling both paired and unpaired data. We employ our method to generate paired training samples for real-world image denoising and super-resolution tasks. Our approach excels in the quality of synthetic degraded images compared to other unpaired and paired noise modeling methods. Furthermore our approach demonstrates remarkable performance in downstream image restoration tasks even with limited paired data. With more paired data our method achieves the best performance on the SIDD dataset.

Mason Long Wang, Ryosuke Sawata, Samuel Clarke, Ruohan Gao, Shangzhe Wu, Jiajun Wu

Recent years have seen immense progress in 3D computer vision and computer graphics with emerging tools that can virtualize real-world 3D environments for numerous Mixed Reality (XR) applications. However alongside immersive visual experiences immersive auditory experiences are equally vital to our holistic perception of an environment. In this paper we aim to reconstruct the spatial acoustic characteristics of an arbitrary environment given only a sparse set of (roughly 12) room impulse response (RIR) recordings and a planar reconstruction of the scene a setup that is easily achievable by ordinary users. To this end we introduce DiffRIR a differentiable RIR rendering framework with interpretable parametric models of salient acoustic features of the scene including sound source directivity and surface reflectivity. This allows us to synthesize novel auditory experiences through the space with any source audio. To evaluate our method we collect a dataset of RIR recordings and music in four diverse real environments. We show that our model outperforms state-of-the-art baselines on rendering monaural and binaural RIRs and music at unseen locations and learns physically interpretable parameters characterizing acoustic properties of the sound source and surfaces in the scene.