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Karran Pandey

Publications and source records attributed to Karran Pandey.

5 recordsLinked to original sources

ViPS: Video-informed Pose Spaces for Auto-Rigged Meshes

Kinematic rigs provide a structured interface for articulating 3D meshes but lack any associated pose space, i.e., an explicit representation of the plausible manifold of joint configurations for a given mesh. Without such a pose space, stochastic sampling or manual manipulation of raw rig parameters easily results in semantic and/or geometric violations, such as anatomical hyperextension and non-physical self-intersections. We propose Video-informed Pose Spaces (ViPS), a feedforward framework that discovers the latent distribution of valid articulations for auto-rigged meshes by distilling motion priors from a pretrained video diffusion model. Unlike existing methods that rely on scarce, artist-authored 4D datasets, or focus on reconstructing instances of individual motions, ViPS transfers generative video model priors into a universal distribution over the given rig parameterization. Differentiable geometric validators applied to the skinned mesh enforce shape-specific integrity without requiring manual regularizers. Our feedforward model reveals a smooth, compact, and controllable pose space. This, in turn, supports sampling for diverse shape variations, manifold projection for inverse kinematics, and temporally coherent trajectories for animation and keyframing. Further, the distilled 3D pose samples serve as semantic proxies to guide video diffusion, effectively closing the loop between generative 2D priors and structured 3D kinematic control. Our evaluations show that ViPS, trained solely using video priors, matches the performance of state-of-the-art models trained on synthetic artist-created 4D data in both plausibility and diversity. Additionally, as a universal model, ViPS exhibits robust zero-shot generalization to out-of-distribution species and unseen skeletal topologies.

cs.CV

Learning to Build Shapes by Extrusion

We introduce Text Encoded Extrusions (TEE), a text-based representation that expresses mesh construction as sequences of face extrusions rather than polygon lists, and a method for generating 3D meshes from TEE using a large language model (LLM). By learning extrusion sequences that assemble a mesh, similar to the way artists create meshes, our approach naturally supports arbitrary output face counts and produces manifold meshes by design, in contrast to recent mesh generative transformer based models. The learnt extrusion sequences can also be applied to existing meshes - enabling editing in addition to generation. To train our model, we decompose a library of quadrilateral meshes with non-self-intersecting face loops into constituent loops, which can be viewed as their building blocks, and finetune an LLM on the steps for reassembling the quadrilateral meshes by performing a sequence of extrusions. We demonstrate that our representation enables reconstruction, novel shape synthesis, and the addition of new features to existing meshes.

cs.GR

Motion Modes: What Could Happen Next?

Predicting diverse object motions from a single static image remains challenging, as current video generation models often entangle object movement with camera motion and other scene changes. While recent methods can predict specific motions from motion arrow input, they rely on synthetic data and predefined motions, limiting their application to complex scenes. We introduce Motion Modes, a training-free approach that explores a pre-trained image-to-video generator's latent distribution to discover various distinct and plausible motions focused on selected objects in static images. We achieve this by employing a flow generator guided by energy functions designed to disentangle object and camera motion. Additionally, we use an energy inspired by particle guidance to diversify the generated motions, without requiring explicit training data. Experimental results demonstrate that Motion Modes generates realistic and varied object animations, surpassing previous methods and even human predictions regarding plausibility and diversity. Project Webpage: https://motionmodes.github.io/

cs.CV

Diffusion Handles: Enabling 3D Edits for Diffusion Models by Lifting Activations to 3D

Diffusion Handles is a novel approach to enabling 3D object edits on diffusion images. We accomplish these edits using existing pre-trained diffusion models, and 2D image depth estimation, without any fine-tuning or 3D object retrieval. The edited results remain plausible, photo-real, and preserve object identity. Diffusion Handles address a critically missing facet of generative image based creative design, and significantly advance the state-of-the-art in generative image editing. Our key insight is to lift diffusion activations for an object to 3D using a proxy depth, 3D-transform the depth and associated activations, and project them back to image space. The diffusion process applied to the manipulated activations with identity control, produces plausible edited images showing complex 3D occlusion and lighting effects. We evaluate Diffusion Handles: quantitatively, on a large synthetic data benchmark; and qualitatively by a user study, showing our output to be more plausible, and better than prior art at both, 3D editing and identity control. Project Webpage: https://diffusionhandles.github.io/

cs.CV

A GPU Parallel Algorithm for Computing Morse-Smale Complexes

The Morse-Smale complex is a well studied topological structure that represents the gradient flow behavior between critical points of a scalar function. It supports multi-scale topological analysis and visualization of feature-rich scientific data. Several parallel algorithms have been proposed towards the fast computation of the 3D Morse-Smale complex. Its computation continues to pose significant algorithmic challenges. In particular, the non-trivial structure of the connections between the saddle critical points are not amenable to parallel computation. This paper describes a fine grained parallel algorithm for computing the Morse-Smale complex and a GPU implementation gMSC. The algorithm first determines the saddle-saddle reachability via a transformation into a sequence of vector operations, and next computes the paths between saddles by transforming it into a sequence of matrix operations. Computational experiments show that the method achieves up to 8.6x speedup over pyms3d and 6x speedup over TTK, the current shared memory implementations. The paper also presents a comprehensive experimental analysis of different steps of the algorithm and reports on their contribution towards runtime performance. Finally, it introduces a CPU based data parallel algorithm for simplifying the Morse-Smale complex via iterative critical point pair cancellation.

cs.GR