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Delio Vicini

Publications and source records attributed to Delio Vicini.

8 recordsLinked to original sources

GNM Head: A Generative aNthropometric Model of the human head

Parametric models of the human head are essential tools traditionally used in computer vision and graphics for animation, rendering, and reconstruction. More recently, they serve as crucial conditioning signals within generative large vision models, allowing for tight spatial control of generated imagery. However, existing publicly available models are typically limited in anatomical scope, modeling only outer geometry while ignoring intra-oral and ocular structures, and frequently suffer from reduced geometric quality stemming from low-fidelity input datasets. In this report we introduce a new parametric model dubbed Generative aNthropometric Model (GNM), named as a homophone of the human genome. GNM encompasses the head, face, neck, eyeballs, teeth, and tongue, and it is built on an extensive database of high-resolution 3D scans combined with high-quality anatomy specific artist-made samples. This report details the data provenance, the model architecture including the specialized sub-models for the ocular and intra-oral structures, and shows its SotA performance on fitting target 3D face scans. To foster community innovation, the complete GNM framework is made publicly available.

cs.CV

Differentiable Polarized Path Tracing

Physically based differentiable rendering has proven to be a powerful tool for inverse rendering problems (e.g., 3D reconstruction, reflectance estimation, lighting estimation). However, most existing methods operate solely on radiometric intensity, discarding valuable polarization cues that constrain scene geometry and material properties. While forward simulation of polarized light is well-defined via Mueller-Stokes calculus, extending reverse-mode differentiation to this domain presents significant challenges. The rank-deficient nature of common polarimetric operators, such as linear polarizers and diffuse reflections, violates the invertibility assumptions of standard gradient estimators like path replay backpropagation and results in numerical instability. We address this by proposing a robust, polarization-aware differentiable path tracing method. Our approach estimates unbiased gradients through a combination of path replay and local caching. This formulation enables efficient and stable optimization of material and lighting parameters in complex scenes, broadening the applicability of physically based inverse rendering. Project page: https://vcai.mpi-inf.mpg.de/projects/DPPT/

cs.CV

VEPHand: View-Efficient Photometric Hand Performance Capture at Scale

Robust, high-fidelity 3D hand capture, while fundamental to digital human creation, remains challenging with practical multi-view systems that balance rich photometry with the geometric ambiguities of reconstruction arising from limited viewpoint density. This paper presents an end-to-end pipeline for dynamic hand performance capture and registration, specifically designed for view-efficient setups ($\sim$20 views). We address key challenges with two primary innovations. First, to overcome reconstruction difficulties like limited view overlap and background clutter, our mask-free neural method robustly extracts detailed hand geometry and appearance from unmasked images using scene parameterization and scenario-specific density regularization. Second, addressing registration challenges such as accurately capturing non-linear skin deformations and ensuring plausible results during severe self-contact, we propose a physics-inspired framework. It aligns reconstructions to a personalized hand model by optimizing intrinsic volumetric offsets within its canonical tetrahedral mesh, alongside pose parameters. This approach, supported by robust losses and optimization, captures fine surface deformations, ensures plausible results under severe articulation and self-contact, and demonstrates strong tolerance to input noise. We demonstrate the scalability and robustness of our automated pipeline on an extensive dataset of over 12,000 sequences, from which we also derive a large-scale, high-quality synthetic 2D/3D hand dataset for training downstream tasks. This showcases its effectiveness for single hands, intricate two-hand interactions, and natural hand-object manipulations. Our method achieves state-of-the-art reconstruction fidelity in view-efficient, unmasked scenarios and highly accurate registration. Our project page are available at https://vephand.github.io/.

cs.CV

Automated design of compound lenses with discrete-continuous optimization

We introduce a method that automatically and jointly updates both continuous and discrete parameters of a compound lens design, to improve its performance in terms of sharpness, speed, or both. Previous methods for compound lens design use gradient-based optimization to update continuous parameters (e.g., curvature of individual lens elements) of a given lens topology, requiring extensive expert intervention to realize topology changes. By contrast, our method can additionally optimize discrete parameters such as number and type (e.g., singlet or doublet) of lens elements. Our method achieves this capability by combining gradient-based optimization with a tailored Markov chain Monte Carlo sampling algorithm, using transdimensional mutation and paraxial projection operations for efficient global exploration. We show experimentally on a variety of lens design tasks that our method effectively explores an expanded design space of compound lenses, producing better designs than previous methods and pushing the envelope of speed-sharpness tradeoffs achievable by automated lens design.

cs.GR

StochasticSplats: Stochastic Rasterization for Sorting-Free 3D Gaussian Splatting

3D Gaussian splatting (3DGS) is a popular radiance field method, with many application-specific extensions. Most variants rely on the same core algorithm: depth-sorting of Gaussian splats then rasterizing in primitive order. This ensures correct alpha compositing, but can cause rendering artifacts due to built-in approximations. Moreover, for a fixed representation, sorted rendering offers little control over render cost and visual fidelity. For example, and counter-intuitively, rendering a lower-resolution image is not necessarily faster. In this work, we address the above limitations by combining 3D Gaussian splatting with stochastic rasterization. Concretely, we leverage an unbiased Monte Carlo estimator of the volume rendering equation. This removes the need for sorting, and allows for accurate 3D blending of overlapping Gaussians. The number of Monte Carlo samples further imbues 3DGS with a way to trade off computation time and quality. We implement our method using OpenGL shaders, enabling efficient rendering on modern GPU hardware. At a reasonable visual quality, our method renders more than four times faster than sorted rasterization.

cs.CV

GroomLight: Hybrid Inverse Rendering for Relightable Human Hair Appearance Modeling

We present GroomLight, a novel method for relightable hair appearance modeling from multi-view images. Existing hair capture methods struggle to balance photorealistic rendering with relighting capabilities. Analytical material models, while physically grounded, often fail to fully capture appearance details. Conversely, neural rendering approaches excel at view synthesis but generalize poorly to novel lighting conditions. GroomLight addresses this challenge by combining the strengths of both paradigms. It employs an extended hair BSDF model to capture primary light transport and a light-aware residual model to reconstruct the remaining details. We further propose a hybrid inverse rendering pipeline to optimize both components, enabling high-fidelity relighting, view synthesis, and material editing. Extensive evaluations on real-world hair data demonstrate state-of-the-art performance of our method.

cs.GR

Solving Inverse PDE Problems using Grid-Free Monte Carlo Estimators

Modeling physical phenomena like heat transport and diffusion is crucially dependent on the numerical solution of partial differential equations (PDEs). A PDE solver finds the solution given coefficients and a boundary condition, whereas an inverse PDE solver goes the opposite way and reconstructs these inputs from an existing solution. In this article, we investigate techniques for solving inverse PDE problems using a gradient-based methodology. Conventional PDE solvers based on the finite element method require a domain meshing step that can be fragile and costly. Grid-free Monte Carlo methods instead stochastically sample paths using variations of the walk on spheres algorithm to construct an unbiased estimator of the solution. The uncanny similarity of these methods to physically-based rendering algorithms has been observed by several recent works. In the area of rendering, recent progress has led to the development of efficient unbiased derivative estimators. They solve an adjoint form of the problem and exploit arithmetic invertibility to compute gradients using a constant amount of memory and linear time complexity. Could these two lines of work be combined to compute cheap parametric derivatives of a grid-free PDE solver? We investigate this question and present preliminary results.

cs.GR

Dr.Jit: A Just-In-Time Compiler for Differentiable Rendering

Dr$.$Jit is a new just-in-time compiler for physically based rendering and its derivative. Dr$.$Jit expedites research on these topics in two ways: first, it traces high-level simulation code (e.g., written in Python) and aggressively simplifies and specializes the resulting program representation, producing data-parallel kernels with state-of-the-art performance on CPUs and GPUs. Second, it simplifies the development of differentiable rendering algorithms. Efficient methods in this area turn the derivative of a simulation into a simulation of the derivative. Dr$.$Jit provides fine-grained control over the process of automatic differentiation to help with this transformation. Specialization is particularly helpful in the context of differentiation, since large parts of the simulation ultimately do not influence the computed gradients. Dr$.$Jit tracks data dependencies globally to find and remove redundant computation.

cs.GR