SearcharxivSearch

arXiv subjects

Anita Hu

Publications and source records attributed to Anita Hu.

4 recordsLinked to original sources

GLOSS: Geometric Local Self-Similarity Learning for Faithful Reference-Guided Texture Fill

Using conditional image generators, texture artists can explore many single-view looks for an existing 3D shape. Despite impressive progress, state-of-the-art generative methods still struggle to generate a full object texture while closely adhering to fine scale geometric detail and single view references, leaving little room for artists guidance. Furthermore, current automatic models lack the flexibility for artist to explore multiple textures from varied sources in an interactive and controllable manner. Unlike methods trained on large 3D datasets that generate full object textures from global guidance, our work explores a local and less data-hungry approach to texture with explicit artist control. We leverage the geometric self-similarity and geometry-texture correlation existing in many natural and man-made shapes; and train a shape-specific local texture generation and completion model. This model learns from existing image model priors and a single 3D shape, and is guided by attending to a set of geometry-aware reference patches. The trained shape-specific network can transfer any novel reference to the full target object texture through patchwise inpainting. We show improved or comparable quality to strong image-conditioned texture generation baselines, suggesting local texturing as a promising research direction. Our model also enables local geometry-conditioned texture inpainting, guided by artist-selected references, and generalizes to PBR materials and unseen meshes for texture transfer. We piloted our novel texture fill capability as a Blender addon with several 3D texturing professionals who reported positive feedback on the model's controllability, practical usefulness, and creative affordances.

cs.GR

Axolotl3D: a Unified Framework for Faithful 3D Shape Completion

Recent 3D generative models produce high-quality geometry from a single image using large-scale priors and diffusion architectures. However, they assume complete visibility and single-view inputs, limiting applicability in multi-view, occluded, or editing scenarios. Although prior works address these challenges individually, they lack a unified framework for controllable 3D completion under diverse conditioning signals. We present Axolotl3D, a multi-modal and occlusion-aware 3D generation model that jointly conditions on images, visibility masks, camera parameters, and a partial point cloud. The point cloud serves as a geometric anchor promoting faithful shape completion, while camera parameters ensure consistent multi-view alignment in a shared 3D coordinate system. A unified training strategy synthesizes diverse conditioning regimes from large-scale 3D data, enabling robust cross-modal reasoning. Experiments on Toys4K and OmniObject3D demonstrate state-of-the-art performance under both clean and occluded settings, as well as strong results in real-world reconstruction and geometry-consistent editing.

cs.CV

VoMP: Predicting Volumetric Mechanical Property Fields

Physical simulation relies on spatially-varying mechanical properties, often laboriously hand-crafted. VoMP is a feed-forward method trained to predict Young's modulus ($E$), Poisson's ratio ($ν$), and density ($ρ$) throughout the volume of 3D objects, in any representation that can be rendered and voxelized. VoMP aggregates per-voxel multi-view features and passes them to our trained Geometry Transformer to predict per-voxel material latent codes. These latents reside on a manifold of physically plausible materials, which we learn from a real-world dataset, guaranteeing the validity of decoded per-voxel materials. To obtain object-level training data, we propose an annotation pipeline combining knowledge from segmented 3D datasets, material databases, and a vision-language model, along with a new benchmark. Experiments show that VoMP estimates accurate volumetric properties, far outperforming prior art in accuracy and speed.

cs.CV

ArtisanGS: Interactive Tools for Gaussian Splat Selection with AI and Human in the Loop

Representation in the family of 3D Gaussian Splats (3DGS) are growing into a viable alternative to traditional graphics for an expanding number of application, including recent techniques that facilitate physics simulation and animation. However, extracting usable objects from in-the-wild captures remains challenging and controllable editing techniques for this representation are limited. Unlike the bulk of emerging techniques, focused on automatic solutions or high-level editing, we introduce an interactive suite of tools centered around versatile Gaussian Splat selection and segmentation. We propose a fast AI-driven method to propagate user-guided 2D selection masks to 3DGS selections. This technique allows for user intervention in the case of errors and is further coupled with flexible manual selection and segmentation tools. These allow a user to achieve virtually any binary segmentation of an unstructured 3DGS scene. We evaluate our toolset against the state-of-the-art for Gaussian Splat selection and demonstrate their utility for downstream applications by developing a user-guided local editing approach, leveraging a custom Video Diffusion Model. With flexible selection tools, users have direct control over the areas that the AI can modify. Our selection and editing tools can be used for any in-the-wild capture without additional optimization.

cs.CV