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Ariel Shamir

Publications and source records attributed to Ariel Shamir.

At least 19 recordsLinked to original sources

Inverse Rendering for Modeling with Line Primitives

Faithfully capturing diverse real-world objects with fuzzy, anisotropic structures, such as hair, fur, fibers, and textiles, for efficient real-time visualization remains challenging. Recent radiance field reconstruction methods capture these structures from multi-view images using translucent volumetric primitives such as 3D Gaussians rather than opaque low-dimensional primitives (e.g., triangles, line segments, and polylines), thereby limiting compatibility with standard depth-tested rasterization, reflection modeling, and physical simulation. We present an inverse rendering method for reconstructing fuzzy geometry using explicit line segments, which are rasterized on a subpixel grid for anti-aliasing to reproduce a semi-transparent appearance. While straightforward to render, optimizing numerous line primitives to match target images poses a significant challenge. We address this by introducing a stochastic differentiable rasterizer for line segments that produces informative gradients with respect to vertex positions, attributes, and discrete connectivity. Experiments on synthetic and real-world datasets show that our method outperforms surface-based approaches in capturing fuzzy boundaries and achieves quality comparable to volumetric representations while relying entirely on explicit geometry. The resulting representation integrates seamlessly with standard graphics pipelines, enabling cross-platform rendering, various shading models, and physical simulation.

cs.GR

HandMade: Spatial Prompting for Generative 3D Creation with Part-Labeled VR Sketches

Text-to-3D generation lowers the barrier to 3D content creation, but text alone is a weak interface for specifying spatial intent: where parts should be placed, how they relate, and how an object should be organized in 3D. We present HandMade, a workflow that combines VR 3D sketching and language for open-domain 3D asset generation. HandMade treats coarse, part-labeled 3D sketches not as incomplete geometry to reconstruct directly, but as spatial prompts for existing generative models. It converts segmented VR strokes into multi-view part guidance and structured prompts, allowing users to specify object layout and part relationships through 3D sketching while using language for identity, material, style, and local details. A technical evaluation shows that HandMade better preserves user-authored spatial scaffolds than text-only and sketch-based baselines on 20 varied examples. A user study with eight participants characterizes how users make use of 3D sketching for spatial layout and language for identity, materials, and details across initial authoring and subsequent revision. HandMade contributes an interaction paradigm and interface-to-generation pipeline for spatially guided 3D creation.

cs.HC

SiGnature: Explicit Motion Diffusion for Stylized Semantic Gesture

While recent advances in co-speech gesture generation have achieved impressive rhythmic synchronization, synthesizing gestures that are both semantically meaningful and faithful to a speaker's unique non-verbal style remains an open challenge. Semantic gestures, such as iconic shapes or deictic pointing, are statistically sparse, making them difficult to learn effectively within standard generative models. We present SiGnature, a framework for Stylized and Semantic Gesture generation that reconciles precise semantic control with high-fidelity style preservation. Unlike prevalent methods that rely on entangled latent representations, SiGnature operates in an explicit joint-rotation space. This design enables our core contribution, Joint Motion Integration (JMI), a training-free inference mechanism capable of injecting any external motion sequence, particularly in-the-wild semantic gestures, directly into the diffusion process. JMI automatically identifies the specific ``active joints'' conveying a semantic action and injects them into the generation, while relying on the diffusion backbone to synthesize the remaining body dynamics, including posture and flow, in accordance with the pre-learned style of the target speaker. This allows for the plug-and-play integration of arbitrary motions, including complex semantic gestures, without retraining or introducing the ``Frankenstein'' artifacts typical of cut-and-paste methods. Extensive experiments and perceptual studies demonstrate that SiGnature offers superior semantic motion control while maintaining smooth and natural co-speech gesture generation and preserving the distinct characteristics of the speaker, thereby outperforming state-of-the-art baselines.

cs.CV

NIV: Neural Axis Variations for Variable Font Generation

Variable fonts enable continuous variation of glyph geometry along semantic design axes such as weight, width, slant, and optical size. However, constructing a variable font from a static font remains a labor-intensive process requiring expert typographic design and manual specification of glyph variation data. We introduce NIV (Neural Axis Variations), a method that automatically converts a static font into a fully functional variable font. Given glyph outlines and a set of desired design axes, NIV predicts per-point displacements. The model operates directly on vector glyph geometry and employs a novel Property Embedding mechanism that captures interactions between multiple axes, enabling consistent multi-axis variation within a unified framework. We train NIV on a newly constructed dataset derived from variable Google Fonts, comprising over one million variation tuples. The resulting model generalizes across unseen code points, unseen font styles, high-complexity CJK glyphs, and even out-of-distribution handwriting inputs. The generated outputs are standard variable font files supporting continuous interpolation via existing rendering engines. To facilitate research, we release the dataset, the complete training and inference implementation, and trained models at https://github.com/ndvbd/NIV. Beyond typography, our approach demonstrates how structured geometric objects with continuous parametric variation can be synthesized using neural deformations.

cs.CV

MultiAct: Text-to-Motion Generation from Composite Text via Tailored Attention Guidance

Text-to-motion generation has progressed rapidly in recent years, offering an expressive interface for animation and human-computer interaction. However, current models remain brittle when handling prompts that describe multiple actions occurring at the same time. Rather than realizing all components of a composite description, models frequently prioritize a single dominant action and neglect the rest, leading to incomplete or ambiguous motion. We present MultiAct, an unpaired, inference-time framework for compositional text-to-motion synthesis that operates directly on pretrained motion generators without retraining or architectural modification. Our method counteracts semantic collapse by adaptively amplifying cross-attention scores associated with underrepresented prompt components. We note that effective modulation depends on prompt-specific choices, such as which tokens and layers to target, and introduce a lightweight auxiliary decision scheme that determines the most effective attention-strengthening parametrization. Extensive quantitative and qualitative evaluations demonstrate that MultiAct consistently outperforms existing baselines on composite prompts, achieving improved semantic coverage while preserving motion realism. Project page: https://natsala13.github.io/multiact.github.io.

cs.CV

LiveSVG: Zero-Shot SVG Animation via Video Generation

We introduce LiveSVG, a zero-shot approach for generating Scalable Vector Graphics (SVG) animations using video diffusion models. Current SVG animation methods struggle with complex motions: LLM-based code synthesis fails to express fine, non-rigid B\'ezier deformations, while Score Distillation Sampling (SDS) provides noisy gradients and often requires category-specific priors like skeletons. In contrast, LiveSVG fits vector geometry directly to an explicitly generated target video. Given an input SVG image and a motion prompt, we generate a previewable target video using a frozen image-to-video model, then fit the original SVG to this video via differentiable rendering. Our fitting stage is skeleton-free, utilizing a dual-level motion representation that combines per-group homographies for coarse articulation with per-path B\'ezier control-point offsets for local deformations. To resolve color-induced correspondence ambiguities during pixel-wise fitting, we introduce a novel sphere-packing recolorization strategy. We also present ChallengeSVG, a benchmark of complex, multi-object scenes that exposes the limitations of prior work. Evaluations demonstrate that LiveSVG significantly outperforms existing methods on both AniClipart and ChallengeSVG, establishing direct reference-video fitting as a practical, robust route to prompt-aligned and fully editable vector animation.

cs.CV

Discrepancy Minimization Improves Cross-Hospital Robustness in Digital Pathology

Pathology foundation models (PFMs) have advanced rapidly in recent years and support training classifiers for a range of histopathology tasks. However, their robustness across hospitals remains limited: performance often degrades when training a classifier on data from one hospital and evaluating it on another target hospital. We address this challenge by fine-tuning PFMs with a local maximum mean discrepancy (LMMD) objective that applies to two settings: domain adaptation, where unlabeled target-hospital data is available, and domain generalization, where target-hospital data is unavailable at all. Experiments at both the patch- and slide-level show consistent improvements across multiple PFMs and tasks.

cs.CV

{\Phi}-Noise: Training-Free Temporal Video Conditioning via Phase-Based Noise Manipulation

Latent video diffusion models generate videos by progressively transforming Gaussian noise into realistic samples conditioned on text or visual inputs. However, existing conditioning methods often require additional training and computational overhead. Motivated by recent findings on the importance of frequency components in generative models, we propose a simple, training-free approach for motion-conditioned video generation by injecting low-frequency phase information from a reference video directly into the diffusion noise latents. Our method transfers motion cues without modifying the model architecture or inference pipeline. Using several applications, we demonstrate effective control over both appearance and dynamics in generated videos, while achieving competitive or superior results compared to more complex conditioning approaches.

cs.CV

Progressive Photorealistic Simplification

Existing image simplification techniques often rely on Non-Photorealistic Rendering (NPR), transforming photographs into stylized sketches, cartoons, or paintings. While effective at reducing visual complexity, such approaches typically sacrifice photographic realism. In this work, we explore a complementary direction: simplifying images while preserving their photorealistic appearance. We introduce progressive semantic image simplification, a framework that iteratively reduces scene complexity by removing and inpainting elements in a controlled manner. At each step, the resulting image remains a plausible natural photograph. Our method combines semantic understanding with generative editing, leveraging Vision-Language Models (VLMs) to identify and prioritize elements for removal, and a learned verifier to ensure photorealism and coherence throughout the process. This is implemented via an iterative Select-Remove-Verify pipeline that produces high-quality simplification trajectories. To improve efficiency, we further distill this process into an image-to-video generation model that directly predicts coherent simplification sequences from a single input image. Beyond generating cleaner and more focused compositions, our approach enables applications such as content-aware decluttering, semantic layer decomposition, and interactive editing. More broadly, our work suggests that simplification through structured content removal can serve as a practical mechanism for guiding visual interpretation within the photorealistic domain, complementing traditional abstraction methods.

cs.CV

Colorful-Noise: Training-Free Low-Frequency Noise Manipulation for Color-Based Conditional Image Generation

Text-to-image diffusion models generate images by gradually converting white Gaussian noise into a natural image. White Gaussian noise is well suited for producing diverse outputs from a single text prompt due to its absence of structure. However, this very property limits control over, and predictability of, specific visual attributes, as the noise is not human-interpretable. In this work, we investigate the characteristics of the input noise in diffusion models. We show that, although all frequencies in white Gaussian noise have comparable statistical energy, low-frequency components primarily determine the images global structure and color composition, while high-frequency components control finer details. Building on this observation, we demonstrate that simple manipulations of the low-frequency noise using low-frequency image priors can effectively condition the generation process to reconstruct these low-frequency visual cues. This allows us to define a simple, training-free method with minimal overhead that steers overall image structure and color, while letting high-frequency components freely emerge as fine details, enabling variability across generated outputs.

cs.CV

Improving Low-Vision Chart Accessibility via On-Cursor Visual Context

Despite widespread use, charts remain largely inaccessible for Low-Vision Individuals (LVI). Reading charts requires viewing data points within a global context, which is difficult for LVI who may rely on magnification or experience a partial field of vision. We aim to improve exploration by providing visual access to critical context. To inform this, we conducted a formative study with five LVI. We identified four fundamental contextual elements common across chart types: axes, legend, grid lines, and the overview. We propose two pointer-based interaction methods to provide this context: Dynamic Context, a novel focus+context interaction, and Mini-map, which adapts overview+detail principles for LVI. In a study with N=22 LVI, we compared both methods and evaluated their integration to current tools. Our results show that Dynamic Context had significant positive impact on access, usability, and effort reduction; however, worsened visual load. Mini-map strengthened spatial understanding, but was less preferred for this task. We offer design insights to guide the development of future systems that support LVI with visual context while balancing visual load.

cs.HC

Mocap Anywhere: Towards Pairwise-Distance based Motion Capture in the Wild (for the Wild)

We introduce a novel motion capture system that reconstructs full-body 3D motion using only sparse pairwise distance (PWD) measurements from body-mounted(UWB) sensors. Using time-of-flight ranging between wireless nodes, our method eliminates the need for external cameras, enabling robust operation in uncontrolled and outdoor environments. Unlike traditional optical or inertial systems, our approach is shape-invariant and resilient to environmental constraints such as lighting and magnetic interference. At the core of our system is Wild-Poser (WiP for short), a compact, real-time Transformer-based architecture that directly predicts 3D joint positions from noisy or corrupted PWD measurements, which can later be used for joint rotation reconstruction via learned methods. WiP generalizes across subjects of varying morphologies, including non-human species, without requiring individual body measurements or shape fitting. Operating in real time, WiP achieves low joint position error and demonstrates accurate 3D motion reconstruction for both human and animal subjects in-the-wild. Our empirical analysis highlights its potential for scalable, low-cost, and general purpose motion capture in real-world settings.

cs.CV

Alterbute: Editing Intrinsic Attributes of Objects in Images

We introduce Alterbute, a diffusion-based method for editing an object's intrinsic attributes in an image. We allow changing color, texture, material, and even the shape of an object, while preserving its perceived identity and scene context. Existing approaches either rely on unsupervised priors that often fail to preserve identity or use overly restrictive supervision that prevents meaningful intrinsic variations. Our method relies on: (i) a relaxed training objective that allows the model to change both intrinsic and extrinsic attributes conditioned on an identity reference image, a textual prompt describing the target intrinsic attributes, and a background image and object mask defining the extrinsic context. At inference, we restrict extrinsic changes by reusing the original background and object mask, thereby ensuring that only the desired intrinsic attributes are altered; (ii) Visual Named Entities (VNEs) - fine-grained visual identity categories (e.g., ''Porsche 911 Carrera'') that group objects sharing identity-defining features while allowing variation in intrinsic attributes. We use a vision-language model to automatically extract VNE labels and intrinsic attribute descriptions from a large public image dataset, enabling scalable, identity-preserving supervision. Alterbute outperforms existing methods on identity-preserving object intrinsic attribute editing.

cs.CV

CoatFusion: Controllable Material Coating in Images

We introduce Material Coating, a novel image editing task that simulates applying a thin material layer onto an object while preserving its underlying coarse and fine geometry. Material coating is fundamentally different from existing "material transfer" methods, which are designed to replace an object's intrinsic material, often overwriting fine details. To address this new task, we construct a large-scale synthetic dataset (110K images) of 3D objects with varied, physically-based coatings, named DataCoat110K. We then propose CoatFusion, a novel architecture that enables this task by conditioning a diffusion model on both a 2D albedo texture and granular, PBR-style parametric controls, including roughness, metalness, transmission, and a key thickness parameter. Experiments and user studies show CoatFusion produces realistic, controllable coatings and significantly outperforms existing material editing and transfer methods on this new task.

cs.GR

Neural Image Abstraction Using Long Smoothing B-Splines

We integrate smoothing B-splines into a standard differentiable vector graphics (DiffVG) pipeline through linear mapping, and show how this can be used to generate smooth and arbitrarily long paths within image-based deep learning systems. We take advantage of derivative-based smoothing costs for parametric control of fidelity vs. simplicity tradeoffs, while also enabling stylization control in geometric and image spaces. The proposed pipeline is compatible with recent vector graphics generation and vectorization methods. We demonstrate the versatility of our approach with four applications aimed at the generation of stylized vector graphics: stylized space-filling path generation, stroke-based image abstraction, closed-area image abstraction, and stylized text generation.

cs.GR

MiGumi: Making Tightly Coupled Integral Joints Millable

Traditional integral wood joints, despite their strength, durability, and elegance, remain rare in modern workflows due to the cost and difficulty of manual fabrication. CNC milling offers a scalable alternative, but directly milling traditional joints often fails to produce functional results because milling induces geometric deviations, such as rounded inner corners, that alter the target geometries of the parts. Since joints rely on tightly fitting surfaces, such deviations introduce gaps or overlaps that undermine fit or block assembly. We propose to overcome this problem by (1) designing a language that represent millable geometry, and (2) co-optimizing part geometries to restore coupling. We introduce Millable Extrusion Geometry (MXG), a language for representing geometry as the outcome of milling operations performed with flat-end drill bits. MXG represents each operation as a subtractive extrusion volume defined by a tool direction and drill radius. This parameterization enables the modeling of artifact-free geometry under an idealized zero-radius drill bit, matching traditional joint designs. Increasing the radius then reveals milling-induced deviations, which compromise the integrity of the joint. To restore coupling, we formalize tight coupling in terms of both surface proximity and proximity constraints on the mill-bit paths associated with mating surfaces. We then derive two tractable, differentiable losses that enable efficient optimization of joint geometry. We evaluate our method on 30 traditional joint designs, demonstrating that it produces CNC-compatible, tightly fitting joints that approximates the original geometry. By reinterpreting traditional joints for CNC workflows, we continue the evolution of this heritage craft and help ensure its relevance in future making practices.

cs.GR

Mono4DEditor: Text-Driven 4D Scene Editing from Monocular Video via Point-Level Localization of Language-Embedded Gaussians

Editing 4D scenes reconstructed from monocular videos based on text prompts is a valuable yet challenging task with broad applications in content creation and virtual environments. The key difficulty lies in achieving semantically precise edits in localized regions of complex, dynamic scenes, while preserving the integrity of unedited content. To address this, we introduce Mono4DEditor, a novel framework for flexible and accurate text-driven 4D scene editing. Our method augments 3D Gaussians with quantized CLIP features to form a language-embedded dynamic representation, enabling efficient semantic querying of arbitrary spatial regions. We further propose a two-stage point-level localization strategy that first selects candidate Gaussians via CLIP similarity and then refines their spatial extent to improve accuracy. Finally, targeted edits are performed on localized regions using a diffusion-based video editing model, with flow and scribble guidance ensuring spatial fidelity and temporal coherence. Extensive experiments demonstrate that Mono4DEditor enables high-quality, text-driven edits across diverse scenes and object types, while preserving the appearance and geometry of unedited areas and surpassing prior approaches in both flexibility and visual fidelity.

cs.CV

Palette Aligned Image Diffusion

We introduce the Palette-Adapter, a novel method for conditioning text-to-image diffusion models on a user-specified color palette. While palettes are a compact and intuitive tool widely used in creative workflows, they introduce significant ambiguity and instability when used for conditioning image generation. Our approach addresses this challenge by interpreting palettes as sparse histograms and introducing two scalar control parameters: histogram entropy and palette-to-histogram distance, which allow flexible control over the degree of palette adherence and color variation. We further introduce a negative histogram mechanism that allows users to suppress specific undesired hues, improving adherence to the intended palette under the standard classifier-free guidance mechanism. To ensure broad generalization across the color space, we train on a carefully curated dataset with balanced coverage of rare and common colors. Our method enables stable, semantically coherent generation across a wide range of palettes and prompts. We evaluate our method qualitatively, quantitatively, and through a user study, and show that it consistently outperforms existing approaches in achieving both strong palette adherence and high image quality.

cs.CV