SearcharxivSearch

arXiv · 2310.07814

Explorable Mesh Deformation Subspaces from Unstructured Generative Models

Abstract

Exploring variations of 3D shapes is a time-consuming process in traditional 3D modeling tools. Deep generative models of 3D shapes often feature continuous latent spaces that can, in principle, be used to explore potential variations starting from a set of input shapes. In practice, doing so can be problematic: latent spaces are high dimensional and hard to visualize, contain shapes that are not relevant to the input shapes, and linear paths through them often lead to sub-optimal shape transitions. Furthermore, one would ideally be able to explore variations in the original high-quality meshes used to train the generative model, not its lower-quality output geometry. In this paper, we present a method to explore variations among a given set of landmark shapes by constructing a mapping from an easily-navigable 2D exploration space to a subspace of a pre-trained generative model. We first describe how to find a mapping that spans the set of input landmark shapes and exhibits smooth variations between them. We then show how to turn the variations in this subspace into deformation fields, to transfer those variations to high-quality meshes for the landmark shapes. Our results show that our method can produce visually-pleasing and easily-navigable 2D exploration spaces for several different shape categories, especially as compared to prior work on learning deformation spaces for 3D shapes.

Explore related subjects

Keep this discovery

BibTeXRIS

Arman Maesumi, Paul Guerrero, Vladimir G. Kim, Matthew Fisher, Siddhartha Chaudhuri, Noam Aigerman, Daniel Ritchie. 2023-10-11. Explorable Mesh Deformation Subspaces from Unstructured Generative Models. https://doi.org/10.1145/3610548.3618192

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

ReCHOIR: Contact-guided Human Object Interaction Retargeting to Diverse Characters

We present ReCHOIR, a novel contact-guided motion retargeting method for transferring human object interaction (HOI) motions across diverse humanoid characters. Unlike prior motion retargeting methods that primarily focus on transferring human motion alone, our goal is to preserve not only the semantics of the original body movement but also consistent interaction between the character and the manipulated object, while jointly producing aligned target human and object motions. Given source HOI motion, object geometry, and contact cues extracted from the source interaction, ReCHOIR retargets an HOI sequence to target characters with different skeletal configurations while maintaining both motion semantics and contact-consistent interaction patterns. Our method builds on a Part-Aware Motion Embedding (PAME) autoencoder, which encodes full-body motion into a shared body-part-wise latent space. This representation enables generalization across heterogeneous skeletons while preserving local motion semantics beneficial for part-aware adaptation in HOI retargeting. On top of this representation, we introduce a contact-guided retargeting module and an object motion decoder for HOI retargeting. The contact-guided retargeting module treats the source object interaction as a condition for refining target character motion: object- and contact-related signals are encoded into a body-part-aligned latent representation and injected into decoding through a residual control branch, enabling stronger adaptation in interaction-relevant body regions without discarding the underlying motion prior. In parallel, the object motion decoder predicts a target object motion aligned with the refined target character motion, ensuring that the object trajectory remains consistent with how the interaction is realized by the target character.

cs.GR

Gaussian Light Transport

We present a novel method for computing global illumination by expressing the solution to the light transport equation as a 13D Gaussian mixture model over positions, directions, surface normals, and material properties. We show that including scene properties in the Gaussian representation drastically reduces the number of functions and speeds up evaluation. As opposed to traditional light transport methods based on Neumann series, the parameters of our model are directly estimated by minimizing the residual of the rendering equation. While both optimization and rendering require repeated evaluations of a linear combination of high-dimensional Gaussian functions, we introduce an efficient culling strategy to keep the optimization tractable and produce renderings in real time. Our representation enables to render fast, view-independent solutions to the light transport equation, achieving rendering times on the order of milliseconds, with a fraction of the memory requirements of conventional neural rendering approaches.

cs.GR

Hologram Representation via Quadratic Phase Gaussian Splatting

We introduce Complex-Valued Quadratic Phase Gaussian (CVQPG), a novel hologram representation method that replaces standard 2D Gaussian representations used in 2D Gaussian Splatting with 2D quadratic phase functions. CVQPG incorporates additional learnable parameters to control the curvature of these bases. We evaluate our approach against state-of-the-art methods, exceeding the visual quality by +0.19 dB (RGB) and +0.33 dB (grayscale) on average in holographic reconstructions. Specifically, our equal parameter count evaluations show that modulating the primitive's wavefront is an effective and lightweight enhancement for hologram representations. In addition, our frequency domain analysis illustrates that CVQPG has successfully preserved the mid-to-high frequency band of natural images.

cs.GR