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Belen Masia

Publications and source records attributed to Belen Masia.

At least 19 recordsLinked to original sources

Style-Aware Gloss Control for Generative Non-Photorealistic Rendering

Humans can infer material characteristics of objects from their visual appearance, and this ability extends to artistic depictions, where similar perceptual strategies guide the interpretation of paintings or drawings. Among the factors that define material appearance, gloss, along with color, is widely regarded as one of the most important, and recent studies indicate that humans can perceive gloss independently of the artistic style used to depict an object. To investigate how gloss and artistic style are represented in learned models, we train an unsupervised generative model on a newly curated dataset of painterly objects designed to systematically vary such factors. Our analysis reveals a hierarchical latent space in which gloss is disentangled from other appearance factors, allowing for a detailed study of how gloss is represented and varies across artistic styles. Building on this representation, we introduce a lightweight adapter that connects our style- and gloss-aware latent space to a latent-diffusion model, enabling the synthesis of non-photorealistic images with fine-grained control of these factors. We compare our approach with previous models and observe improved disentanglement and controllability of the learned factors.

cs.GR↗

A Controllable Appearance Representation for Flexible Transfer and Editing

We present a method that computes an interpretable representation of material appearance within a highly compact, disentangled latent space. This representation is learned in a self-supervised fashion using an adapted FactorVAE. We train our model with a carefully designed unlabeled dataset, avoiding possible biases induced by human-generated labels. Our model demonstrates strong disentanglement and interpretability by effectively encoding material appearance and illumination, despite the absence of explicit supervision. Then, we use our representation as guidance for training a lightweight IP-Adapter to condition a diffusion pipeline that transfers the appearance of one or more images onto a target geometry, and allows the user to further edit the resulting appearance. Our approach offers fine-grained control over the generated results: thanks to the well-structured compact latent space, users can intuitively manipulate attributes such as hue or glossiness in image space to achieve the desired final appearance.

cs.GR↗

Fine-Grained Spatially Varying Material Selection in Images

Selection is the first step in many image editing processes, enabling faster and simpler modifications of all pixels sharing a common modality. In this work, we present a method for material selection in images, robust to lighting and reflectance variations, which can be used for downstream editing tasks. We rely on vision transformer (ViT) models and leverage their features for selection, proposing a multi-resolution processing strategy that yields finer and more stable selection results than prior methods. Furthermore, we enable selection at two levels: texture and subtexture, leveraging a new two-level material selection (DuMaS) dataset which includes dense annotations for over 800,000 synthetic images, both on the texture and subtexture levels.

cs.GR↗

PreciseCam: Precise Camera Control for Text-to-Image Generation

Images as an artistic medium often rely on specific camera angles and lens distortions to convey ideas or emotions; however, such precise control is missing in current text-to-image models. We propose an efficient and general solution that allows precise control over the camera when generating both photographic and artistic images. Unlike prior methods that rely on predefined shots, we rely solely on four simple extrinsic and intrinsic camera parameters, removing the need for pre-existing geometry, reference 3D objects, and multi-view data. We also present a novel dataset with more than 57,000 images, along with their text prompts and ground-truth camera parameters. Our evaluation shows precise camera control in text-to-image generation, surpassing traditional prompt engineering approaches. Our data, model, and code are publicly available at https://graphics.unizar.es/projects/PreciseCam2024.

cs.CV↗

TexSliders: Diffusion-Based Texture Editing in CLIP Space

Generative models have enabled intuitive image creation and manipulation using natural language. In particular, diffusion models have recently shown remarkable results for natural image editing. In this work, we propose to apply diffusion techniques to edit textures, a specific class of images that are an essential part of 3D content creation pipelines. We analyze existing editing methods and show that they are not directly applicable to textures, since their common underlying approach, manipulating attention maps, is unsuitable for the texture domain. To address this, we propose a novel approach that instead manipulates CLIP image embeddings to condition the diffusion generation. We define editing directions using simple text prompts (e.g., "aged wood" to "new wood") and map these to CLIP image embedding space using a texture prior, with a sampling-based approach that gives us identity-preserving directions in CLIP space. To further improve identity preservation, we project these directions to a CLIP subspace that minimizes identity variations resulting from entangled texture attributes. Our editing pipeline facilitates the creation of arbitrary sliders using natural language prompts only, with no ground-truth annotated data necessary.

cs.GR↗

Predicting Perceived Gloss: Do Weak Labels Suffice?

Estimating perceptual attributes of materials directly from images is a challenging task due to their complex, not fully-understood interactions with external factors, such as geometry and lighting. Supervised deep learning models have recently been shown to outperform traditional approaches, but rely on large datasets of human-annotated images for accurate perception predictions. Obtaining reliable annotations is a costly endeavor, aggravated by the limited ability of these models to generalise to different aspects of appearance. In this work, we show how a much smaller set of human annotations ("strong labels") can be effectively augmented with automatically derived "weak labels" in the context of learning a low-dimensional image-computable gloss metric. We evaluate three alternative weak labels for predicting human gloss perception from limited annotated data. Incorporating weak labels enhances our gloss prediction beyond the current state of the art. Moreover, it enables a substantial reduction in human annotation costs without sacrificing accuracy, whether working with rendered images or real photographs.

cs.GR↗

The Visual Language of Fabrics

We introduce text2fabric, a novel dataset that links free-text descriptions to various fabric materials. The dataset comprises 15,000 natural language descriptions associated to 3,000 corresponding images of fabric materials. Traditionally, material descriptions come in the form of tags/keywords, which limits their expressivity, induces pre-existing knowledge of the appropriate vocabulary, and ultimately leads to a chopped description system. Therefore, we study the use of free-text as a more appropriate way to describe material appearance, taking the use case of fabrics as a common item that non-experts may often deal with. Based on the analysis of the dataset, we identify a compact lexicon, set of attributes and key structure that emerge from the descriptions. This allows us to accurately understand how people describe fabrics and draw directions for generalization to other types of materials. We also show that our dataset enables specializing large vision-language models such as CLIP, creating a meaningful latent space for fabric appearance, and significantly improving applications such as fine-grained material retrieval and automatic captioning.

cs.GR↗

A Probabilistic Time-Evolving Approach to Scanpath Prediction

Human visual attention is a complex phenomenon that has been studied for decades. Within it, the particular problem of scanpath prediction poses a challenge, particularly due to the inter- and intra-observer variability, among other reasons. Besides, most existing approaches to scanpath prediction have focused on optimizing the prediction of a gaze point given the previous ones. In this work, we present a probabilistic time-evolving approach to scanpath prediction, based on Bayesian deep learning. We optimize our model using a novel spatio-temporal loss function based on a combination of Kullback-Leibler divergence and dynamic time warping, jointly considering the spatial and temporal dimensions of scanpaths. Our scanpath prediction framework yields results that outperform those of current state-of-the-art approaches, and are almost on par with the human baseline, suggesting that our model is able to generate scanpaths whose behavior closely resembles those of the real ones.

cs.CV↗

Multimodality in VR: A survey

Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this survey, we review the body of work addressing multimodality in VR, and its role and benefits in user experience, together with different applications that leverage multimodality in many disciplines. These works thus encompass several fields of research, and demonstrate that multimodality plays a fundamental role in VR; enhancing the experience, improving overall performance, and yielding unprecedented abilities in skill and knowledge transfer.

cs.HC↗

Single-image Full-body Human Relighting

We present a single-image data-driven method to automatically relight images with full-body humans in them. Our framework is based on a realistic scene decomposition leveraging precomputed radiance transfer (PRT) and spherical harmonics (SH) lighting. In contrast to previous work, we lift the assumptions on Lambertian materials and explicitly model diffuse and specular reflectance in our data. Moreover, we introduce an additional light-dependent residual term that accounts for errors in the PRT-based image reconstruction. We propose a new deep learning architecture, tailored to the decomposition performed in PRT, that is trained using a combination of L1, logarithmic, and rendering losses. Our model outperforms the state of the art for full-body human relighting both with synthetic images and photographs.

cs.CV↗

ScanGAN360: A Generative Model of Realistic Scanpaths for 360$^{\circ}$ Images

Understanding and modeling the dynamics of human gaze behavior in 360$^\circ$ environments is a key challenge in computer vision and virtual reality. Generative adversarial approaches could alleviate this challenge by generating a large number of possible scanpaths for unseen images. Existing methods for scanpath generation, however, do not adequately predict realistic scanpaths for 360$^\circ$ images. We present ScanGAN360, a new generative adversarial approach to address this challenging problem. Our network generator is tailored to the specifics of 360$^\circ$ images representing immersive environments. Specifically, we accomplish this by leveraging the use of a spherical adaptation of dynamic-time warping as a loss function and proposing a novel parameterization of 360$^\circ$ scanpaths. The quality of our scanpaths outperforms competing approaches by a large margin and is almost on par with the human baseline. ScanGAN360 thus allows fast simulation of large numbers of virtual observers, whose behavior mimics real users, enabling a better understanding of gaze behavior and novel applications in virtual scene design.

cs.CV↗

The joint role of geometry and illumination on material recognition

Observing and recognizing materials is a fundamental part of our daily life. Under typical viewing conditions, we are capable of effortlessly identifying the objects that surround us and recognizing the materials they are made of. Nevertheless, understanding the underlying perceptual processes that take place to accurately discern the visual properties of an object is a long-standing problem. In this work, we perform a comprehensive and systematic analysis of how the interplay of geometry, illumination, and their spatial frequencies affects human performance on material recognition tasks. We carry out large-scale behavioral experiments where participants are asked to recognize different reference materials among a pool of candidate samples. In the different experiments, we carefully sample the information in the frequency domain of the stimuli. From our analysis, we find significant first-order interactions between the geometry and the illumination, of both the reference and the candidates. In addition, we observe that simple image statistics and higher-order image histograms do not correlate with human performance. Therefore, we perform a high-level comparison of highly non-linear statistics by training a deep neural network on material recognition tasks. Our results show that such models can accurately classify materials, which suggests that they are capable of defining a meaningful representation of material appearance from labeled proximal image data. Last, we find preliminary evidence that these highly non-linear models and humans may use similar high-level factors for material recognition tasks.

cs.CV↗

A Similarity Measure for Material Appearance

We present a model to measure the similarity in appearance between different materials, which correlates with human similarity judgments. We first create a database of 9,000 rendered images depicting objects with varying materials, shape and illumination. We then gather data on perceived similarity from crowdsourced experiments; our analysis of over 114,840 answers suggests that indeed a shared perception of appearance similarity exists. We feed this data to a deep learning architecture with a novel loss function, which learns a feature space for materials that correlates with such perceived appearance similarity. Our evaluation shows that our model outperforms existing metrics. Last, we demonstrate several applications enabled by our metric, including appearance-based search for material suggestions, database visualization, clustering and summarization, and gamut mapping.

cs.GR↗

Convolutional Sparse Coding for High Dynamic Range Imaging

Current HDR acquisition techniques are based on either (i) fusing multibracketed, low dynamic range (LDR) images, (ii) modifying existing hardware and capturing different exposures simultaneously with multiple sensors, or (iii) reconstructing a single image with spatially-varying pixel exposures. In this paper, we propose a novel algorithm to recover high-quality HDRI images from a single, coded exposure. The proposed reconstruction method builds on recently-introduced ideas of convolutional sparse coding (CSC); this paper demonstrates how to make CSC practical for HDR imaging. We demonstrate that the proposed algorithm achieves higher-quality reconstructions than alternative methods, we evaluate optical coding schemes, analyze algorithmic parameters, and build a prototype coded HDR camera that demonstrates the utility of convolutional sparse HDRI coding with a custom hardware platform.

cs.CV↗

Convolutional sparse coding for capturing high speed video content

Video capture is limited by the trade-off between spatial and temporal resolution: when capturing videos of high temporal resolution, the spatial resolution decreases due to bandwidth limitations in the capture system. Achieving both high spatial and temporal resolution is only possible with highly specialized and very expensive hardware, and even then the same basic trade-off remains. The recent introduction of compressive sensing and sparse reconstruction techniques allows for the capture of single-shot high-speed video, by coding the temporal information in a single frame, and then reconstructing the full video sequence from this single coded image and a trained dictionary of image patches. In this paper, we first analyze this approach, and find insights that help improve the quality of the reconstructed videos. We then introduce a novel technique, based on convolutional sparse coding (CSC), and show how it outperforms the state-of-the-art, patch-based approach in terms of flexibility and efficiency, due to the convolutional nature of its filter banks. The key idea for CSC high-speed video acquisition is extending the basic formulation by imposing an additional constraint in the temporal dimension, which enforces sparsity of the first-order derivatives over time.

cs.GR↗

An intuitive control space for material appearance

Many different techniques for measuring material appearance have been proposed in the last few years. These have produced large public datasets, which have been used for accurate, data-driven appearance modeling. However, although these datasets have allowed us to reach an unprecedented level of realism in visual appearance, editing the captured data remains a challenge. In this paper, we present an intuitive control space for predictable editing of captured BRDF data, which allows for artistic creation of plausible novel material appearances, bypassing the difficulty of acquiring novel samples. We first synthesize novel materials, extending the existing MERL dataset up to 400 mathematically valid BRDFs. We then design a large-scale experiment, gathering 56,000 subjective ratings on the high-level perceptual attributes that best describe our extended dataset of materials. Using these ratings, we build and train networks of radial basis functions to act as functionals mapping the perceptual attributes to an underlying PCA-based representation of BRDFs. We show that our functionals are excellent predictors of the perceived attributes of appearance. Our control space enables many applications, including intuitive material editing of a wide range of visual properties, guidance for gamut mapping, analysis of the correlation between perceptual attributes, or novel appearance similarity metrics. Moreover, our methodology can be used to derive functionals applicable to classic analytic BRDF representations. We release our code and dataset publicly, in order to support and encourage further research in this direction.

cs.GR↗

Movie Editing and Cognitive Event Segmentation in Virtual Reality Video

Traditional cinematography has relied for over a century on a well-established set of editing rules, called continuity editing, to create a sense of situational continuity. Despite massive changes in visual content across cuts, viewers in general experience no trouble perceiving the discontinuous flow of information as a coherent set of events. However, Virtual Reality (VR) movies are intrinsically different from traditional movies in that the viewer controls the camera orientation at all times. As a consequence, common editing techniques that rely on camera orientations, zooms, etc., cannot be used. In this paper we investigate key relevant questions to understand how well traditional movie editing carries over to VR. To do so, we rely on recent cognition studies and the event segmentation theory, which states that our brains segment continuous actions into a series of discrete, meaningful events. We first replicate one of these studies to assess whether the predictions of such theory can be applied to VR. We next gather gaze data from viewers watching VR videos containing different edits with varying parameters, and provide the first systematic analysis of viewers' behavior and the perception of continuity in VR. From this analysis we make a series of relevant findings; for instance, our data suggests that predictions from the cognitive event segmentation theory are useful guides for VR editing; that different types of edits are equally well understood in terms of continuity; and that spatial misalignments between regions of interest at the edit boundaries favor a more exploratory behavior even after viewers have fixated on a new region of interest. In addition, we propose a number of metrics to describe viewers' attentional behavior in VR. We believe the insights derived from our work can be useful as guidelines for VR content creation.

cs.GR↗

Analyzing Interfaces and Workflows for Light Field Editing

With the increasing number of available consumer light field cameras, such as Lytro TM, Raytrix TM, or Pelican Imaging TM, this new form of photography is progressively becoming more common. However, there are still very few tools for light field editing, and the interfaces to create those edits remain largely unexplored. Given the extended dimensionality of light field data, it is not clear what the most intuitive interfaces and optimal workflows are, in contrast with well-studied 2D image manipulation software. In this work we provide a detailed description of subjects' performance and preferences for a number of simple editing tasks, which form the basis for more complex operations. We perform a detailed state sequence analysis and hidden Markov chain analysis based on the sequence of tools and interaction paradigms users employ while editing light fields. These insights can aid researchers and designers in creating new light field editing tools and interfaces, thus helping to close the gap between 4D and 2D image editing.

cs.GR↗