SearcharxivSearch

arXiv subjects

Dmitriy Smirnov

Publications and source records attributed to Dmitriy Smirnov.

13 recordsLinked to original sources

Dual-Perspective Microwave and Hard X-ray Constraints of Asymmetric Nonthermal Loops in an X-class Flare

We report dual-perspective microwave and HXR observations of an X-class flare on 2024 May 15, taking advantage of the unique geometry of a front-side view from the Earth and a back-side perspective from the Solar Orbiter (SolO). Using spatially resolved imaging spectroscopy from Siberian Radioheliograph (SRH) together with Chashan Broadband Solar millimeter spectrometer (CBSmm) and STIX data, we identify a set of nonthermal flaring loops in an asymmetric magnetic field, with microwave sources located near the loop top and HXR sources associated with the southern footpoint. Compared with HXR, the microwave emission shows an opposite ascending trend, an increasing time lag in time profile, and a distinctive ``SHH'' spectral pattern, which we attribute to energy-dependent trapping and precipitation of energetic electrons in an asymmetric magnetic configuration. Flux pulsations and their spectral and polarization signatures are consistent with intermittent particle acceleration rather than MHD wave modulation. Microwave magnetic diagnostics, corroborated by non-linear force free field (NLFFF) extrapolation, provide key constraints on the three-dimensional magnetic configuration. The dual-perspective flux profile comparison and consistent QPP signatures across wavelengths together support a self-consistent picture of energy-dependent electron trapping, precipitation, and transport in these asymmetric loops.

astro-ph.SR

Less is More: Data-Efficient Adaptation for Controllable Text-to-Video Generation

Fine-tuning large-scale text-to-video diffusion models to add new generative controls, such as those over physical camera parameters (e.g., shutter speed or aperture), typically requires vast, high-fidelity datasets that are difficult to acquire. In this work, we propose a data-efficient fine-tuning strategy that learns these controls from sparse, low-quality synthetic data. We show that not only does fine-tuning on such simple data enable the desired controls, it actually yields superior results to models fine-tuned on photorealistic "real" data. Beyond demonstrating these results, we provide a framework that justifies this phenomenon both intuitively and quantitatively.

cs.CV

DiffHDR: Re-Exposing LDR Videos with Video Diffusion Models

Most digital videos are stored in 8-bit low dynamic range (LDR) formats, where much of the original high dynamic range (HDR) scene radiance is lost due to saturation and quantization. This loss of highlight and shadow detail precludes mapping accurate luminance to HDR displays and limits meaningful re-exposure in post-production workflows. Although techniques have been proposed to convert LDR images to HDR through dynamic range expansion, they struggle to restore realistic detail in the over- and underexposed regions. To address this, we present DiffHDR, a framework that formulates LDR-to-HDR conversion as a generative radiance inpainting task within the latent space of a video diffusion model. By operating in Log-Gamma color space, DiffHDR leverages spatio-temporal generative priors from a pretrained video diffusion model to synthesize plausible HDR radiance in over- and underexposed regions while recovering the continuous scene radiance of the quantized pixels. Our framework further enables controllable LDR-to-HDR video conversion guided by text prompts or reference images. To address the scarcity of paired HDR video data, we develop a pipeline that synthesizes high-quality HDR video training data from static HDRI maps. Extensive experiments demonstrate that DiffHDR significantly outperforms state-of-the-art approaches in radiance fidelity and temporal stability, producing realistic HDR videos with considerable latitude for re-exposure.

cs.CV

Infinite-Resolution Integral Noise Warping for Diffusion Models

Adapting pretrained image-based diffusion models to generate temporally consistent videos has become an impactful generative modeling research direction. Training-free noise-space manipulation has proven to be an effective technique, where the challenge is to preserve the Gaussian white noise distribution while adding in temporal consistency. Recently, Chang et al. (2024) formulated this problem using an integral noise representation with distribution-preserving guarantees, and proposed an upsampling-based algorithm to compute it. However, while their mathematical formulation is advantageous, the algorithm incurs a high computational cost. Through analyzing the limiting-case behavior of their algorithm as the upsampling resolution goes to infinity, we develop an alternative algorithm that, by gathering increments of multiple Brownian bridges, achieves their infinite-resolution accuracy while simultaneously reducing the computational cost by orders of magnitude. We prove and experimentally validate our theoretical claims, and demonstrate our method's effectiveness in real-world applications. We further show that our method readily extends to the 3-dimensional space.

cs.CV

Magenta Green Screen: Spectrally Multiplexed Alpha Matting with Deep Colorization

We introduce Magenta Green Screen, a novel machine learning--enabled matting technique for recording the color image of a foreground actor and a simultaneous high-quality alpha channel without requiring a special camera or manual keying techniques. We record the actor on a green background but light them with only red and blue foreground lighting. In this configuration, the green channel shows the actor silhouetted against a bright, even background, which can be used directly as a holdout matte, the inverse of the actor's alpha channel. We then restore the green channel of the foreground using a machine learning colorization technique. We train the colorization model with an example sequence of the actor lit by white lighting, yielding convincing and temporally stable colorization results. We further show that time-multiplexing the lighting between Magenta Green Screen and Green Magenta Screen allows the technique to be practiced under what appears to be mostly normal lighting. We demonstrate that our technique yields high-quality compositing results when implemented on a modern LED virtual production stage. The alpha channel data obtainable with our technique can provide significantly higher quality training data for natural image matting algorithms to support future ML matting research.

cs.GR

Wassersplines for Neural Vector Field--Controlled Animation

Much of computer-generated animation is created by manipulating meshes with rigs. While this approach works well for animating articulated objects like animals, it has limited flexibility for animating less structured free-form objects. We introduce Wassersplines, a novel trajectory inference method for animating unstructured densities based on recent advances in continuous normalizing flows and optimal transport. The key idea is to train a neurally-parameterized velocity field that represents the motion between keyframes. Trajectories are then computed by advecting keyframes through the velocity field. We solve an additional Wasserstein barycenter interpolation problem to guarantee strict adherence to keyframes. Our tool can stylize trajectories through a variety of PDE-based regularizers to create different visual effects. We demonstrate our tool on various keyframe interpolation problems to produce temporally-coherent animations without meshing or rigging.

cs.GR

DeepCurrents: Learning Implicit Representations of Shapes with Boundaries

Recent techniques have been successful in reconstructing surfaces as level sets of learned functions (such as signed distance fields) parameterized by deep neural networks. Many of these methods, however, learn only closed surfaces and are unable to reconstruct shapes with boundary curves. We propose a hybrid shape representation that combines explicit boundary curves with implicit learned interiors. Using machinery from geometric measure theory, we parameterize currents using deep networks and use stochastic gradient descent to solve a minimal surface problem. By modifying the metric according to target geometry coming, e.g., from a mesh or point cloud, we can use this approach to represent arbitrary surfaces, learning implicitly defined shapes with explicitly defined boundary curves. We further demonstrate learning families of shapes jointly parameterized by boundary curves and latent codes.

cs.CV

MarioNette: Self-Supervised Sprite Learning

Artists and video game designers often construct 2D animations using libraries of sprites -- textured patches of objects and characters. We propose a deep learning approach that decomposes sprite-based video animations into a disentangled representation of recurring graphic elements in a self-supervised manner. By jointly learning a dictionary of possibly transparent patches and training a network that places them onto a canvas, we deconstruct sprite-based content into a sparse, consistent, and explicit representation that can be easily used in downstream tasks, like editing or analysis. Our framework offers a promising approach for discovering recurring visual patterns in image collections without supervision.

cs.CV

Interactive All-Hex Meshing via Cuboid Decomposition

Standard PolyCube-based hexahedral (hex) meshing methods aim to deform the input domain into an axis-aligned PolyCube volume with integer corners; if this deformation is bijective, then applying the inverse map to the voxelized PolyCube yields a valid hex mesh. A key challenge in these methods is to maintain the bijectivity of the PolyCube deformation, thus reducing the robustness of these algorithms. In this work, we present an interactive pipeline for hex meshing that sidesteps this challenge by using a new representation of PolyCubes as unions of cuboids. We begin by deforming the input tetrahedral mesh into a near-PolyCube domain whose faces are close but not perfectly aligned to the major axis directions. We then build a PolyCube by optimizing the layout of a set of cuboids with user guidance to closely fit the deformed domain. Finally, we construct an inversion-free pullback map from the voxelized PolyCube to the input domain while optimizing for mesh quality metrics. We allow extensive user control over each stage, such as editing the voxelized PolyCube, positioning surface vertices, and exploring the trade-off among competing quality metrics, while also providing automatic alternatives. We validate our method on over one hundred shapes, including models that are challenging for past PolyCube-based and frame-field-based methods. Our pipeline reliably produces hex meshes with quality on par with or better than state-of-the-art. We additionally conduct a user study with 20 participants in which the majority prefer hex meshes they make using our tool to the ones from automatic state-of-the-art methods. This demonstrates the need for intuitive interactive hex meshing tools where the user can dictate the priorities of their mesh.

cs.GR

HodgeNet: Learning Spectral Geometry on Triangle Meshes

Constrained by the limitations of learning toolkits engineered for other applications, such as those in image processing, many mesh-based learning algorithms employ data flows that would be atypical from the perspective of conventional geometry processing. As an alternative, we present a technique for learning from meshes built from standard geometry processing modules and operations. We show that low-order eigenvalue/eigenvector computation from operators parameterized using discrete exterior calculus is amenable to efficient approximate backpropagation, yielding spectral per-element or per-mesh features with similar formulas to classical descriptors like the heat/wave kernel signatures. Our model uses few parameters, generalizes to high-resolution meshes, and exhibits performance and time complexity on par with past work.

cs.GR

Polygonal Building Segmentation by Frame Field Learning

While state of the art image segmentation models typically output segmentations in raster format, applications in geographic information systems often require vector polygons. To help bridge the gap between deep network output and the format used in downstream tasks, we add a frame field output to a deep segmentation model for extracting buildings from remote sensing images. We train a deep neural network that aligns a predicted frame field to ground truth contours. This additional objective improves segmentation quality by leveraging multi-task learning and provides structural information that later facilitates polygonization; we also introduce a polygonization algorithm that utilizes the frame field along with the raster segmentation. Our code is available at https://github.com/Lydorn/Polygonization-by-Frame-Field-Learning.

cs.CV

Learning Manifold Patch-Based Representations of Man-Made Shapes

Choosing the right representation for geometry is crucial for making 3D models compatible with existing applications. Focusing on piecewise-smooth man-made shapes, we propose a new representation that is usable in conventional CAD modeling pipelines and can also be learned by deep neural networks. We demonstrate its benefits by applying it to the task of sketch-based modeling. Given a raster image, our system infers a set of parametric surfaces that realize the input in 3D. To capture piecewise smooth geometry, we learn a special shape representation: a deformable parametric template composed of Coons patches. Naively training such a system, however, is hampered by non-manifold artifacts in the parametric shapes and by a lack of data. To address this, we introduce loss functions that bias the network to output non-self-intersecting shapes and implement them as part of a fully self-supervised system, automatically generating both shape templates and synthetic training data. We develop a testbed for sketch-based modeling, demonstrate shape interpolation, and provide comparison to related work.

cs.GR

Deep Parametric Shape Predictions using Distance Fields

Many tasks in graphics and vision demand machinery for converting shapes into consistent representations with sparse sets of parameters; these representations facilitate rendering, editing, and storage. When the source data is noisy or ambiguous, however, artists and engineers often manually construct such representations, a tedious and potentially time-consuming process. While advances in deep learning have been successfully applied to noisy geometric data, the task of generating parametric shapes has so far been difficult for these methods. Hence, we propose a new framework for predicting parametric shape primitives using deep learning. We use distance fields to transition between shape parameters like control points and input data on a pixel grid. We demonstrate efficacy on 2D and 3D tasks, including font vectorization and surface abstraction.

cs.GR