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Arianna Rampini

Publications and source records attributed to Arianna Rampini.

16 recordsLinked to original sources

FunPhase: A Periodic Functional Autoencoder for Motion Generation via Phase Manifolds

Learning natural body motion remains challenging due to the strong coupling between spatial geometry and temporal dynamics. Embedding motion in phase manifolds, latent spaces that capture local periodicity, has proven effective for motion prediction; however, existing approaches are tied to fixed skeletons and narrow motion distributions, limiting their applicability across diverse settings. We introduce FunPhase, a functional periodic autoencoder that learns a phase manifold for motion and replaces discrete temporal decoding with a function-space formulation, enabling smooth trajectories that can be sampled at arbitrary temporal resolutions. FunPhase unifies motion prediction and generation within a single interpretable phase manifold, enabling motion generation via latent diffusion, generalizes across skeletons and datasets, and supports downstream tasks such as motion super-resolution and partial-body completion. Our model achieves substantially lower reconstruction error than prior periodic autoencoder baselines, achieving uniform improvements of at least $45\%$ across all metrics, while enabling a broader range of applications and performing on par with state-of-the-art motion generation methods.

cs.CV

Unsupervised Representation Learning for 3D Mesh Parameterization with Semantic and Visibility Objectives

Recent 3D generative models produce high-quality textures for 3D mesh objects. However, they commonly rely on the heavy assumption that input 3D meshes are accompanied by manual mesh parameterization (UV mapping), a manual task that requires both technical precision and artistic judgment. Industry surveys show that this process often accounts for a significant share of asset creation, creating a major bottleneck for 3D content creators. Moreover, existing automatic methods often ignore two perceptually important criteria: (1) semantic awareness (UV charts should align semantically similar 3D parts across shapes) and (2) visibility awareness (cutting seams should lie in regions unlikely to be seen). To overcome these shortcomings and to automate the mesh parameterization process, we present an unsupervised differentiable framework that augments standard geometry-preserving UV learning with semantic- and visibility-aware objectives. For semantic-awareness, our pipeline (i) segments the mesh into semantic 3D parts, (ii) applies an unsupervised learned per-part UV-parameterization backbone, and (iii) aggregates per-part charts into a unified UV atlas. For visibility-awareness, we use ambient occlusion (AO) as an exposure proxy and back-propagate a soft differentiable AO-weighted seam objective to steer cutting seams toward occluded regions. By conducting qualitative and quantitative evaluations against state-of-the-art methods, we show that the proposed method produces UV atlases that better support texture generation and reduce perceptible seam artifacts compared to recent baselines. Our implementation code is publicly available at: https://github.com/AHHHZ975/Semantic-Visibility-UV-Param.

cs.GR

A Scalable Attention-Based Approach for Image-to-3D Texture Mapping

High-quality textures are critical for realistic 3D content creation, yet existing generative methods are slow, rely on UV maps, and often fail to remain faithful to a reference image. To address these challenges, we propose a transformer-based framework that predicts a 3D texture field directly from a single image and a mesh, eliminating the need for UV mapping and differentiable rendering, and enabling faster texture generation. Our method integrates a triplane representation with depth-based backprojection losses, enabling efficient training and faster inference. Once trained, it generates high-fidelity textures in a single forward pass, requiring only 0.2s per shape. Extensive qualitative, quantitative, and user preference evaluations demonstrate that our method outperforms state-of-the-art baselines on single-image texture reconstruction in terms of both fidelity to the input image and perceptual quality, highlighting its practicality for scalable, high-quality, and controllable 3D content creation.

cs.CV

Decoupling High and Low Frequencies for Faithful Image Generation with Fine Details

Latent generative models compress images into learned embeddings prior to synthesis, and the generation quality critically depends on how faithfully these embeddings preserve visual detail. We observe that while such embeddings are effective at reconstructing low frequency structure, they struggle to recover sharp high frequency details that are essential for perceptual realism. Conventional reconstruction objectives implicitly prioritize coarse structural information over high frequency content, which can lead to overly smoothed outputs and degraded visual quality in textured regions. Motivated by this observation, we propose DeBaT, a Decoupled frequency Band Tokenizer that explicitly separates the learning of low and high frequency band embeddings. This decoupling enables accurate reconstruction of fine details while preserving global coherence. Integrated into a latent diffusion based generative model, DeBaT allows for sharper and more realistic samples than previous latent tokenizers, confirming that the explicit decoupling of high and low frequency bands eases the preservation of visual details in learned embedding spaces.

cs.CV

Motion Generation: A Survey of Generative Approaches and Benchmarks

Motion generation, the task of synthesizing realistic motion sequences from various conditioning inputs, has become a central problem in computer vision, computer graphics, and robotics, with applications ranging from animation and virtual agents to human-robot interaction. As the field has rapidly progressed with the introduction of diverse modeling paradigms including GANs, autoencoders, autoregressive models, and diffusion-based techniques, each approach brings its own advantages and limitations. This growing diversity has created a need for a comprehensive and structured review that specifically examines recent developments from the perspective of the generative approach employed. In this survey, we provide an in-depth categorization of motion generation methods based on their underlying generative strategies. Our main focus is on papers published in top-tier venues since 2023, reflecting the most recent advancements in the field. In addition, we analyze architectural principles, conditioning mechanisms, and generation settings, and compile a detailed overview of the evaluation metrics and datasets used across the literature. Our objective is to enable clearer comparisons and identify open challenges, thereby offering a timely and foundational reference for researchers and practitioners navigating the rapidly evolving landscape of motion generation.

cs.CV

UniMoGen: Universal Motion Generation

Motion generation is a cornerstone of computer graphics, animation, gaming, and robotics, enabling the creation of realistic and varied character movements. A significant limitation of existing methods is their reliance on specific skeletal structures, which restricts their versatility across different characters. To overcome this, we introduce UniMoGen, a novel UNet-based diffusion model designed for skeleton-agnostic motion generation. UniMoGen can be trained on motion data from diverse characters, such as humans and animals, without the need for a predefined maximum number of joints. By dynamically processing only the necessary joints for each character, our model achieves both skeleton agnosticism and computational efficiency. Key features of UniMoGen include controllability via style and trajectory inputs, and the ability to continue motions from past frames. We demonstrate UniMoGen's effectiveness on the 100style dataset, where it outperforms state-of-the-art methods in diverse character motion generation. Furthermore, when trained on both the 100style and LAFAN1 datasets, which use different skeletons, UniMoGen achieves high performance and improved efficiency across both skeletons. These results highlight UniMoGen's potential to advance motion generation by providing a flexible, efficient, and controllable solution for a wide range of character animations.

cs.CV

3D-WAG: Hierarchical Wavelet-Guided Autoregressive Generation for High-Fidelity 3D Shapes

Autoregressive (AR) models have achieved remarkable success in natural language and image generation, but their application to 3D shape modeling remains largely unexplored. Unlike diffusion models, AR models enable more efficient and controllable generation with faster inference times, making them especially suitable for data-intensive domains. Traditional 3D generative models using AR approaches often rely on ``next-token" predictions at the voxel or point level. While effective for certain applications, these methods can be restrictive and computationally expensive when dealing with large-scale 3D data. To tackle these challenges, we introduce 3D-WAG, an AR model for 3D implicit distance fields that can perform unconditional shape generation, class-conditioned and also text-conditioned shape generation. Our key idea is to encode shapes as multi-scale wavelet token maps and use a Transformer to predict the ``next higher-resolution token map" in an autoregressive manner. By redefining 3D AR generation task as ``next-scale" prediction, we reduce the computational cost of generation compared to traditional ``next-token" prediction models, while preserving essential geometric details of 3D shapes in a more structured and hierarchical manner. We evaluate 3D-WAG to showcase its benefit by quantitative and qualitative comparisons with state-of-the-art methods on widely used benchmarks. Our results show 3D-WAG achieves superior performance in key metrics like Coverage and MMD, generating high-fidelity 3D shapes that closely match the real data distribution.

cs.CV

Wavelet Latent Diffusion (Wala): Billion-Parameter 3D Generative Model with Compact Wavelet Encodings

Large-scale 3D generative models require substantial computational resources yet often fall short in capturing fine details and complex geometries at high resolutions. We attribute this limitation to the inefficiency of current representations, which lack the compactness required to model the generative models effectively. To address this, we introduce a novel approach called Wavelet Latent Diffusion, or WaLa, that encodes 3D shapes into wavelet-based, compact latent encodings. Specifically, we compress a $256^3$ signed distance field into a $12^3 \times 4$ latent grid, achieving an impressive 2427x compression ratio with minimal loss of detail. This high level of compression allows our method to efficiently train large-scale generative networks without increasing the inference time. Our models, both conditional and unconditional, contain approximately one billion parameters and successfully generate high-quality 3D shapes at $256^3$ resolution. Moreover, WaLa offers rapid inference, producing shapes within two to four seconds depending on the condition, despite the model's scale. We demonstrate state-of-the-art performance across multiple datasets, with significant improvements in generation quality, diversity, and computational efficiency. We open-source our code and, to the best of our knowledge, release the largest pretrained 3D generative models across different modalities.

cs.CV

Make-A-Shape: a Ten-Million-scale 3D Shape Model

Significant progress has been made in training large generative models for natural language and images. Yet, the advancement of 3D generative models is hindered by their substantial resource demands for training, along with inefficient, non-compact, and less expressive representations. This paper introduces Make-A-Shape, a new 3D generative model designed for efficient training on a vast scale, capable of utilizing 10 millions publicly-available shapes. Technical-wise, we first innovate a wavelet-tree representation to compactly encode shapes by formulating the subband coefficient filtering scheme to efficiently exploit coefficient relations. We then make the representation generatable by a diffusion model by devising the subband coefficients packing scheme to layout the representation in a low-resolution grid. Further, we derive the subband adaptive training strategy to train our model to effectively learn to generate coarse and detail wavelet coefficients. Last, we extend our framework to be controlled by additional input conditions to enable it to generate shapes from assorted modalities, e.g., single/multi-view images, point clouds, and low-resolution voxels. In our extensive set of experiments, we demonstrate various applications, such as unconditional generation, shape completion, and conditional generation on a wide range of modalities. Our approach not only surpasses the state of the art in delivering high-quality results but also efficiently generates shapes within a few seconds, often achieving this in just 2 seconds for most conditions. Our source code is available at https://github.com/AutodeskAILab/Make-a-Shape.

cs.CV

Sketch-A-Shape: Zero-Shot Sketch-to-3D Shape Generation

Significant progress has recently been made in creative applications of large pre-trained models for downstream tasks in 3D vision, such as text-to-shape generation. This motivates our investigation of how these pre-trained models can be used effectively to generate 3D shapes from sketches, which has largely remained an open challenge due to the limited sketch-shape paired datasets and the varying level of abstraction in the sketches. We discover that conditioning a 3D generative model on the features (obtained from a frozen large pre-trained vision model) of synthetic renderings during training enables us to effectively generate 3D shapes from sketches at inference time. This suggests that the large pre-trained vision model features carry semantic signals that are resilient to domain shifts, i.e., allowing us to use only RGB renderings, but generalizing to sketches at inference time. We conduct a comprehensive set of experiments investigating different design factors and demonstrate the effectiveness of our straightforward approach for generation of multiple 3D shapes per each input sketch regardless of their level of abstraction without requiring any paired datasets during training.

cs.CV

Spectral Maps for Learning on Subgraphs

In graph learning, maps between graphs and their subgraphs frequently arise. For instance, when coarsening or rewiring operations are present along the pipeline, one needs to keep track of the corresponding nodes between the original and modified graphs. Classically, these maps are represented as binary node-to-node correspondence matrices and used as-is to transfer node-wise features between the graphs. In this paper, we argue that simply changing this map representation can bring notable benefits to graph learning tasks. Drawing inspiration from recent progress in geometry processing, we introduce a spectral representation for maps that is easy to integrate into existing graph learning models. This spectral representation is a compact and straightforward plug-in replacement and is robust to topological changes of the graphs. Remarkably, the representation exhibits structural properties that make it interpretable, drawing an analogy with recent results on smooth manifolds. We demonstrate the benefits of incorporating spectral maps in graph learning pipelines, addressing scenarios where a node-to-node map is not well defined, or in the absence of exact isomorphism. Our approach bears practical benefits in knowledge distillation and hierarchical learning, where we show comparable or improved performance at a fraction of the computational cost.

cs.LG

Certification of Gaussian Boson Sampling via graph theory

Gaussian Boson Sampling is a non-universal model for quantum computing inspired by the original formulation of the Boson Sampling problem. Nowadays, it represents a paradigmatic quantum platform to reach the quantum advantage regime in a specific computational model. Indeed, thanks to the implementation in photonics-based processors, the latest Gaussian Boson Sampling experiments have reached a level of complexity where the quantum apparatus has solved the task faster than currently up-to-date classical strategies. In addition, recent studies have identified possible applications beyond the inherent sampling task. In particular, a direct connection between photon counting of a genuine Gaussian Boson Sampling device and the number of perfect matchings in a graph has been established. In this work, we propose to exploit such a connection to benchmark Gaussian Boson Sampling experiments. We interpret the properties of the feature vectors of the graph encoded in the device as a signature of correct sampling from the true input state. Within this framework, two approaches that exploit the distributions of graph feature vectors and graph kernels are presented. Our results provide a novel approach to the actual need for tailored algorithms to benchmark large-scale Gaussian Boson Samplers.

quant-ph

Universal Spectral Adversarial Attacks for Deformable Shapes

Machine learning models are known to be vulnerable to adversarial attacks, namely perturbations of the data that lead to wrong predictions despite being imperceptible. However, the existence of "universal" attacks (i.e., unique perturbations that transfer across different data points) has only been demonstrated for images to date. Part of the reason lies in the lack of a common domain, for geometric data such as graphs, meshes, and point clouds, where a universal perturbation can be defined. In this paper, we offer a change in perspective and demonstrate the existence of universal attacks for geometric data (shapes). We introduce a computational procedure that operates entirely in the spectral domain, where the attacks take the form of small perturbations to short eigenvalue sequences; the resulting geometry is then synthesized via shape-from-spectrum recovery. Our attacks are universal, in that they transfer across different shapes, different representations (meshes and point clouds), and generalize to previously unseen data.

cs.LG

Instant recovery of shape from spectrum via latent space connections

We introduce the first learning-based method for recovering shapes from Laplacian spectra. Given an auto-encoder, our model takes the form of a cycle-consistent module to map latent vectors to sequences of eigenvalues. This module provides an efficient and effective linkage between spectrum and geometry of a given shape. Our data-driven approach replaces the need for ad-hoc regularizers required by prior methods, while providing more accurate results at a fraction of the computational cost. Our learning model applies without modifications across different dimensions (2D and 3D shapes alike), representations (meshes, contours and point clouds), as well as across different shape classes, and admits arbitrary resolution of the input spectrum without affecting complexity. The increased flexibility allows us to provide a proxy to differentiable eigendecomposition and to address notoriously difficult tasks in 3D vision and geometry processing within a unified framework, including shape generation from spectrum, mesh super-resolution, shape exploration, style transfer, spectrum estimation from point clouds, segmentation transfer and point-to-point matching.

cs.CV

Correspondence-Free Region Localization for Partial Shape Similarity via Hamiltonian Spectrum Alignment

We consider the problem of localizing relevant subsets of non-rigid geometric shapes given only a partial 3D query as the input. Such problems arise in several challenging tasks in 3D vision and graphics, including partial shape similarity, retrieval, and non-rigid correspondence. We phrase the problem as one of alignment between short sequences of eigenvalues of basic differential operators, which are constructed upon a scalar function defined on the 3D surfaces. Our method therefore seeks for a scalar function that entails this alignment. Differently from existing approaches, we do not require solving for a correspondence between the query and the target, therefore greatly simplifying the optimization process; our core technique is also descriptor-free, as it is driven by the geometry of the two objects as encoded in their operator spectra. We further show that our spectral alignment algorithm provides a remarkably simple alternative to the recent shape-from-spectrum reconstruction approaches. For both applications, we demonstrate improvement over the state-of-the-art either in terms of accuracy or computational cost.

cs.CG

Isospectralization, or how to hear shape, style, and correspondence

The question whether one can recover the shape of a geometric object from its Laplacian spectrum ('hear the shape of the drum') is a classical problem in spectral geometry with a broad range of implications and applications. While theoretically the answer to this question is negative (there exist examples of iso-spectral but non-isometric manifolds), little is known about the practical possibility of using the spectrum for shape reconstruction and optimization. In this paper, we introduce a numerical procedure called isospectralization, consisting of deforming one shape to make its Laplacian spectrum match that of another. We implement the isospectralization procedure using modern differentiable programming techniques and exemplify its applications in some of the classical and notoriously hard problems in geometry processing, computer vision, and graphics such as shape reconstruction, pose and style transfer, and dense deformable correspondence.

cs.CG