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Alec Jacobson

Publications and source records attributed to Alec Jacobson.

At least 37 records · Page 2Linked to original sources

VecFusion: Vector Font Generation with Diffusion

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.

cs.CV↗

Compact Neural Graphics Primitives with Learned Hash Probing

Neural graphics primitives are faster and achieve higher quality when their neural networks are augmented by spatial data structures that hold trainable features arranged in a grid. However, existing feature grids either come with a large memory footprint (dense or factorized grids, trees, and hash tables) or slow performance (index learning and vector quantization). In this paper, we show that a hash table with learned probes has neither disadvantage, resulting in a favorable combination of size and speed. Inference is faster than unprobed hash tables at equal quality while training is only 1.2-2.6x slower, significantly outperforming prior index learning approaches. We arrive at this formulation by casting all feature grids into a common framework: they each correspond to a lookup function that indexes into a table of feature vectors. In this framework, the lookup functions of existing data structures can be combined by simple arithmetic combinations of their indices, resulting in Pareto optimal compression and speed.

cs.CV↗

An Adaptive Fast-Multipole-Accelerated Hybrid Boundary Integral Equation Method for Accurate Diffusion Curves

In theory, diffusion curves promise complex color gradations for infinite-resolution vector graphics. In practice, existing realizations suffer from poor scaling, discretization artifacts, or insufficient support for rich boundary conditions. Previous applications of the boundary element method to diffusion curves have relied on polygonal approximations, which either forfeit the high-order smoothness of Bézier curves, or, when the polygonal approximation is extremely detailed, result in large and costly systems of equations that must be solved. In this paper, we utilize the boundary integral equation method to accurately and efficiently solve the underlying partial differential equation. Given a desired resolution and viewport, we then interpolate this solution and use the boundary element method to render it. We couple this hybrid approach with the fast multipole method on a non-uniform quadtree for efficient computation. Furthermore, we introduce an adaptive strategy to enable truly scalable infinite-resolution diffusion curves.

math.NA↗

OptCtrlPoints: Finding the Optimal Control Points for Biharmonic 3D Shape Deformation

We propose OptCtrlPoints, a data-driven framework designed to identify the optimal sparse set of control points for reproducing target shapes using biharmonic 3D shape deformation. Control-point-based 3D deformation methods are widely utilized for interactive shape editing, and their usability is enhanced when the control points are sparse yet strategically distributed across the shape. With this objective in mind, we introduce a data-driven approach that can determine the most suitable set of control points, assuming that we have a given set of possible shape variations. The challenges associated with this task primarily stem from the computationally demanding nature of the problem. Two main factors contribute to this complexity: solving a large linear system for the biharmonic weight computation and addressing the combinatorial problem of finding the optimal subset of mesh vertices. To overcome these challenges, we propose a reformulation of the biharmonic computation that reduces the matrix size, making it dependent on the number of control points rather than the number of vertices. Additionally, we present an efficient search algorithm that significantly reduces the time complexity while still delivering a nearly optimal solution. Experiments on SMPL, SMAL, and DeformingThings4D datasets demonstrate the efficacy of our method. Our control points achieve better template-to-target fit than FPS, random search, and neural-network-based prediction. We also highlight the significant reduction in computation time from days to approximately 3 minutes.

cs.GR↗

Surface Simplification using Intrinsic Error Metrics

This paper describes a method for fast simplification of surface meshes. Whereas past methods focus on visual appearance, our goal is to solve equations on the surface. Hence, rather than approximate the extrinsic geometry, we construct a coarse intrinsic triangulation of the input domain. In the spirit of the quadric error metric (QEM), we perform greedy decimation while agglomerating global information about approximation error. In lieu of extrinsic quadrics, however, we store intrinsic tangent vectors that track how far curvature "drifts" during simplification. This process also yields a bijective map between the fine and coarse mesh, and prolongation operators for both scalar- and vector-valued data. Moreover, we obtain hard guarantees on element quality via intrinsic retriangulation - a feature unique to the intrinsic setting. The overall payoff is a "black box" approach to geometry processing, which decouples mesh resolution from the size of matrices used to solve equations. We show how our method benefits several fundamental tasks, including geometric multigrid, all-pairs geodesic distance, mean curvature flow, geodesic Voronoi diagrams, and the discrete exponential map.

cs.GR↗

Neural Stochastic Screened Poisson Reconstruction

Reconstructing a surface from a point cloud is an underdetermined problem. We use a neural network to study and quantify this reconstruction uncertainty under a Poisson smoothness prior. Our algorithm addresses the main limitations of existing work and can be fully integrated into the 3D scanning pipeline, from obtaining an initial reconstruction to deciding on the next best sensor position and updating the reconstruction upon capturing more data.

cs.GR↗

The Effect of Smoothing on the Interpretation of Time Series Data: A COVID-19 Case Study

We conduct a controlled crowd-sourced experiment of COVID-19 case data visualization to study if and how different plotting methods, time windows, and the nature of the data influence people's interpretation of real-world COVID-19 data and people's prediction of how the data will evolve in the future. We find that a 7-day backward average smoothed line successfully reduces the distraction of periodic data patterns compared to just unsmoothed bar data. Additionally, we find that the presence of a smoothed line helps readers form a consensus on how the data will evolve in the future. We also find that the fixed 7-day smoothing window size leads to different amounts of perceived recurring patterns in the data depending on the time period plotted -- this suggests that varying the smoothing window size together with the plot window size might be a promising strategy to influence the perception of spurious patterns in the plot.

cs.HC↗

Bayes' Rays: Uncertainty Quantification for Neural Radiance Fields

Neural Radiance Fields (NeRFs) have shown promise in applications like view synthesis and depth estimation, but learning from multiview images faces inherent uncertainties. Current methods to quantify them are either heuristic or computationally demanding. We introduce BayesRays, a post-hoc framework to evaluate uncertainty in any pre-trained NeRF without modifying the training process. Our method establishes a volumetric uncertainty field using spatial perturbations and a Bayesian Laplace approximation. We derive our algorithm statistically and show its superior performance in key metrics and applications. Additional results available at: https://bayesrays.github.io.

cs.CV↗

Neural Progressive Meshes

The recent proliferation of 3D content that can be consumed on hand-held devices necessitates efficient tools for transmitting large geometric data, e.g., 3D meshes, over the Internet. Detailed high-resolution assets can pose a challenge to storage as well as transmission bandwidth, and level-of-detail techniques are often used to transmit an asset using an appropriate bandwidth budget. It is especially desirable for these methods to transmit data progressively, improving the quality of the geometry with more data. Our key insight is that the geometric details of 3D meshes often exhibit similar local patterns even across different shapes, and thus can be effectively represented with a shared learned generative space. We learn this space using a subdivision-based encoder-decoder architecture trained in advance on a large collection of surfaces. We further observe that additional residual features can be transmitted progressively between intermediate levels of subdivision that enable the client to control the tradeoff between bandwidth cost and quality of reconstruction, providing a neural progressive mesh representation. We evaluate our method on a diverse set of complex 3D shapes and demonstrate that it outperforms baselines in terms of compression ratio and reconstruction quality.

cs.CV↗

Fast Complementary Dynamics via Skinning Eigenmodes

We propose a reduced-space elasto-dynamic solver that is well suited for augmenting rigged character animations with secondary motion. At the core of our method is a novel deformation subspace based on Linear Blend Skinning that overcomes many of the shortcomings prior subspace methods face. Our skinning subspace is parameterized entirely by a set of scalar weights, which we can obtain through a small, material-aware and rig-sensitive generalized eigenvalue problem. The resulting subspace can easily capture rotational motion and guarantees that the resulting simulation is rotation equivariant. We further propose a simple local-global solver for linear co-rotational elasticity and propose a clustering method to aggregate per-tetrahedra non-linear energetic quantities. The result is a compact simulation that is fully decoupled from the complexity of the mesh.

cs.GR↗

Data-Free Learning of Reduced-Order Kinematics

Physical systems ranging from elastic bodies to kinematic linkages are defined on high-dimensional configuration spaces, yet their typical low-energy configurations are concentrated on much lower-dimensional subspaces. This work addresses the challenge of identifying such subspaces automatically: given as input an energy function for a high-dimensional system, we produce a low-dimensional map whose image parameterizes a diverse yet low-energy submanifold of configurations. The only additional input needed is a single seed configuration for the system to initialize our procedure; no dataset of trajectories is required. We represent subspaces as neural networks that map a low-dimensional latent vector to the full configuration space, and propose a training scheme to fit network parameters to any system of interest. This formulation is effective across a very general range of physical systems; our experiments demonstrate not only nonlinear and very low-dimensional elastic body and cloth subspaces, but also more general systems like colliding rigid bodies and linkages. We briefly explore applications built on this formulation, including manipulation, latent interpolation, and sampling.

cs.GR↗

VectorAdam for Rotation Equivariant Geometry Optimization

The Adam optimization algorithm has proven remarkably effective for optimization problems across machine learning and even traditional tasks in geometry processing. At the same time, the development of equivariant methods, which preserve their output under the action of rotation or some other transformation, has proven to be important for geometry problems across these domains. In this work, we observe that Adam $-$ when treated as a function that maps initial conditions to optimized results $-$ is not rotation equivariant for vector-valued parameters due to per-coordinate moment updates. This leads to significant artifacts and biases in practice. We propose to resolve this deficiency with VectorAdam, a simple modification which makes Adam rotation-equivariant by accounting for the vector structure of optimization variables. We demonstrate this approach on problems in machine learning and traditional geometric optimization, showing that equivariant VectorAdam resolves the artifacts and biases of traditional Adam when applied to vector-valued data, with equivalent or even improved rates of convergence.

cs.LG↗

Breaking Bad: A Dataset for Geometric Fracture and Reassembly

We introduce Breaking Bad, a large-scale dataset of fractured objects. Our dataset consists of over one million fractured objects simulated from ten thousand base models. The fracture simulation is powered by a recent physically based algorithm that efficiently generates a variety of fracture modes of an object. Existing shape assembly datasets decompose objects according to semantically meaningful parts, effectively modeling the construction process. In contrast, Breaking Bad models the destruction process of how a geometric object naturally breaks into fragments. Our dataset serves as a benchmark that enables the study of fractured object reassembly and presents new challenges for geometric shape understanding. We analyze our dataset with several geometry measurements and benchmark three state-of-the-art shape assembly deep learning methods under various settings. Extensive experimental results demonstrate the difficulty of our dataset, calling on future research in model designs specifically for the geometric shape assembly task. We host our dataset at https://breaking-bad-dataset.github.io/.

cs.CV↗

Stochastic Poisson Surface Reconstruction

We introduce a statistical extension of the classic Poisson Surface Reconstruction algorithm for recovering shapes from 3D point clouds. Instead of outputting an implicit function, we represent the reconstructed shape as a modified Gaussian Process, which allows us to conduct statistical queries (e.g., the likelihood of a point in space being on the surface or inside a solid). We show that this perspective: improves PSR's integration into the online scanning process, broadens its application realm, and opens the door to other lines of research such as applying task-specific priors.

cs.GR↗

Breaking Good: Fracture Modes for Realtime Destruction

Drawing a direct analogy with the well-studied vibration or elastic modes, we introduce an object's fracture modes, which constitute its preferred or most natural ways of breaking. We formulate a sparsified eigenvalue problem, which we solve iteratively to obtain the n lowest-energy modes. These can be precomputed for a given shape to obtain a prefracture pattern that can substitute the state of the art for realtime applications at no runtime cost but significantly greater realism. Furthermore, any realtime impact can be projected onto our modes to obtain impact-dependent fracture patterns without the need for any online crack propagation simulation. We not only introduce this theoretically novel concept, but also show its fundamental and practical superiority in a diverse set of examples and contexts.

cs.GR↗

Spelunking the Deep: Guaranteed Queries on General Neural Implicit Surfaces via Range Analysis

Neural implicit representations, which encode a surface as the level set of a neural network applied to spatial coordinates, have proven to be remarkably effective for optimizing, compressing, and generating 3D geometry. Although these representations are easy to fit, it is not clear how to best evaluate geometric queries on the shape, such as intersecting against a ray or finding a closest point. The predominant approach is to encourage the network to have a signed distance property. However, this property typically holds only approximately, leading to robustness issues, and holds only at the conclusion of training, inhibiting the use of queries in loss functions. Instead, this work presents a new approach to perform queries directly on general neural implicit functions for a wide range of existing architectures. Our key tool is the application of range analysis to neural networks, using automatic arithmetic rules to bound the output of a network over a region; we conduct a study of range analysis on neural networks, and identify variants of affine arithmetic which are highly effective. We use the resulting bounds to develop geometric queries including ray casting, intersection testing, constructing spatial hierarchies, fast mesh extraction, closest-point evaluation, evaluating bulk properties, and more. Our queries can be efficiently evaluated on GPUs, and offer concrete accuracy guarantees even on randomly-initialized networks, enabling their use in training objectives and beyond. We also show a preliminary application to inverse rendering.

cs.CV↗

Variable Bitrate Neural Fields

Neural approximations of scalar and vector fields, such as signed distance functions and radiance fields, have emerged as accurate, high-quality representations. State-of-the-art results are obtained by conditioning a neural approximation with a lookup from trainable feature grids that take on part of the learning task and allow for smaller, more efficient neural networks. Unfortunately, these feature grids usually come at the cost of significantly increased memory consumption compared to stand-alone neural network models. We present a dictionary method for compressing such feature grids, reducing their memory consumption by up to 100x and permitting a multiresolution representation which can be useful for out-of-core streaming. We formulate the dictionary optimization as a vector-quantized auto-decoder problem which lets us learn end-to-end discrete neural representations in a space where no direct supervision is available and with dynamic topology and structure. Our source code will be available at https://github.com/nv-tlabs/vqad.

cs.CV↗

Neural Shape Mating: Self-Supervised Object Assembly with Adversarial Shape Priors

Learning to autonomously assemble shapes is a crucial skill for many robotic applications. While the majority of existing part assembly methods focus on correctly posing semantic parts to recreate a whole object, we interpret assembly more literally: as mating geometric parts together to achieve a snug fit. By focusing on shape alignment rather than semantic cues, we can achieve across-category generalization. In this paper, we introduce a novel task, pairwise 3D geometric shape mating, and propose Neural Shape Mating (NSM) to tackle this problem. Given the point clouds of two object parts of an unknown category, NSM learns to reason about the fit of the two parts and predict a pair of 3D poses that tightly mate them together. We couple the training of NSM with an implicit shape reconstruction task to make NSM more robust to imperfect point cloud observations. To train NSM, we present a self-supervised data collection pipeline that generates pairwise shape mating data with ground truth by randomly cutting an object mesh into two parts, resulting in a dataset that consists of 200K shape mating pairs from numerous object meshes with diverse cut types. We train NSM on the collected dataset and compare it with several point cloud registration methods and one part assembly baseline. Extensive experimental results and ablation studies under various settings demonstrate the effectiveness of the proposed algorithm. Additional material is available at: https://neural-shape-mating.github.io/

cs.CV↗