SearcharxivSearch

arXiv subjects

Matheus Gadelha

Publications and source records attributed to Matheus Gadelha.

At least 19 recordsLinked to original sources

LumiTokens: 3D Relighting via Token-Space Lighting Transformation

Existing 3D relighting methods operate through either explicit material decomposition, diffusion-based view-space generation, or a combination of both, requiring full recomputation for each new lighting condition. We observe that recent latent scene representations, which encode multi-view images into a set of compact tokens with no fixed physical semantics, open up a novel design space for relighting. We present LumiTokens, a framework that formulates 3D relighting as a direct transformation on latent scene tokens, without explicit 3D representations, rendering equations, or physics-based decomposition. Our model introduces a Scene Token Editor that processes scene tokens jointly with light-ray tokens through self-attention, producing updated tokens that can be decoded into multi-view-consistent relit images. To support diverse lighting types through a unified interface, all lighting signals, including environment maps, point lights, and area lights, are parameterized as Plucker ray tokens, enabling native 3D user interaction with a representation that carries no explicit spatial structure. Crucially, this design supports progressive relighting: because the editor's output remains in the same latent space as its input, a user can incrementally build up illumination one light source at a time, with each edit composing in token space. Experiments demonstrate that LumiTokens achieves comparable or superior relighting quality to other methods and supports progressive, composable lighting edits. Project page: https://neu-vi.github.io/LumiTokens/

cs.CV

Appearance Pointers -- Multimodal Region Control of Diffusion Transformers

Controllable image generation remains challenging for creative professionals, who often require precise regional control over materials, object identities, and spatial arrangements that cannot be reliably achieved through text prompting alone. Diffusion Transformers (DiTs) can natively ingest heterogeneous tokens stemming from texts and images, but they lack mechanisms for determining where and how these tokens should influence the output. We introduce appearance pointers, compact tokens that guide DiTs toward the correct appearance cues at the correct spatial locations by aligning text or image inputs with user-specified masks. Appearance pointers are produced by a region correspondence network and refined through a spatial aggregation mechanism, enabling the model to handle multiple regional descriptions without significantly increasing token load. Our approach introduces the first modality-agnostic interface for localized multimodal control in a DiT without retraining the base model from scratch. Across a range of metrics, our single model reaches or surpasses the performance of modality-specific state of the art methods, offering a simple and extensible path toward precise, region-aware, multimodal guidance in generative image synthesis.

cs.CV

EM-Vid: Training-Free Entity-Centric Memory for Efficient and Consistent Multi-Shot Video Generation

Multi-shot video generation requires maintaining a consistent appearance of recurring entities across shots while remaining faithful to shot-specific text prompts. Recent autoregressive methods reuse previously generated frames as memory. However, full-frame storage entangles persistent entity information with transient scene context, leading to irrelevant information leakage and high computational cost. We propose an entity-centric memory in the form of an entity-indexed bank of latent patches. We introduce sparse token conditioning compatible with pretrained models, restricting self-attention to entity-relevant tokens and reducing computational cost. To support this, we introduce a structured multi-shot script format. We additionally propose a budgeted memory update strategy to maintain a compact, evolving memory. Finally, we equip the entity representation with a noise-injection mechanism that enables fine-grained appearance control, preventing leakage of irrelevant information. Our method improves prompt adherence and efficiency while preserving subject consistency.

cs.CV

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

Material Magic Wand: Material-Aware Grouping of 3D Parts in Untextured Meshes

We introduce the problem of material-aware part grouping in untextured meshes. Many real-world shapes, such as scales of pinecones or windows of buildings, contain repeated structures that share the same material but exhibit geometric variations. When assigning materials to such meshes, these repeated parts often require piece-by-piece manual identification and selection, which is tedious and time-consuming. To address this, we propose Material Magic Wand, a tool that allows artists to select part groups based on their estimated material properties -- when one part is selected, our algorithm automatically retrieves all other parts likely to share the same material. The key component of our approach is a part encoder that generates a material-aware embedding for each 3D part, accounting for both local geometry and global context. We train our model with a supervised contrastive loss that brings embeddings of material-consistent parts closer while separating those of different materials; therefore, part grouping can be achieved by retrieving embeddings that are close to the embedding of the selected part. To benchmark this task, we introduce a curated dataset of 100 shapes with 241 part-level queries. We verify the effectiveness of our method through extensive experiments and demonstrate its practical value in an interactive material assignment application.

cs.CV

Seeing Through Clutter: Structured 3D Scene Reconstruction via Iterative Object Removal

We present SeeingThroughClutter, a method for reconstructing structured 3D representations from single images by segmenting and modeling objects individually. Prior approaches rely on intermediate tasks such as semantic segmentation and depth estimation, which often underperform in complex scenes, particularly in the presence of occlusion and clutter. We address this by introducing an iterative object removal and reconstruction pipeline that decomposes complex scenes into a sequence of simpler subtasks. Using VLMs as orchestrators, foreground objects are removed one at a time via detection, segmentation, object removal, and 3D fitting. We show that removing objects allows for cleaner segmentations of subsequent objects, even in highly occluded scenes. Our method requires no task-specific training and benefits directly from ongoing advances in foundation models. We demonstrate stateof-the-art robustness on 3D-Front and ADE20K datasets. Project Page: https://rioak.github.io/seeingthroughclutter/

cs.CV

3D Space as a Scratchpad for Editable Text-to-Image Generation

Recent progress in large language models (LLMs) has shown that reasoning improves when intermediate thoughts are externalized into explicit workspaces, such as chain-of-thought traces or tool-augmented reasoning. Yet, visual language models (VLMs) lack an analogous mechanism for spatial reasoning, limiting their ability to generate images that accurately reflect geometric relations, object identities, and compositional intent. We introduce the concept of a spatial scratchpad -- a 3D reasoning substrate that bridges linguistic intent and image synthesis. Given a text prompt, our framework parses subjects and background elements, instantiates them as editable 3D meshes, and employs agentic scene planning for placement, orientation, and viewpoint selection. The resulting 3D arrangement is rendered back into the image domain with identity-preserving cues, enabling the VLM to generate spatially consistent and visually coherent outputs. Unlike prior 2D layout-based methods, our approach supports intuitive 3D edits that propagate reliably into final images. Empirically, it achieves a 32% improvement in text alignment on GenAI-Bench, demonstrating the benefit of explicit 3D reasoning for precise, controllable image generation. Our results highlight a new paradigm for vision-language models that deliberate not only in language, but also in space. Code and visualizations at https://oindrilasaha.github.io/3DScratchpad/

cs.CV

Proc3D: Procedural 3D Generation and Parametric Editing of 3D Shapes with Large Language Models

Generating 3D models has traditionally been a complex task requiring specialized expertise. While recent advances in generative AI have sought to automate this process, existing methods produce non-editable representation, such as meshes or point clouds, limiting their adaptability for iterative design. In this paper, we introduce Proc3D, a system designed to generate editable 3D models while enabling real-time modifications. At its core, Proc3D introduces procedural compact graph (PCG), a graph representation of 3D models, that encodes the algorithmic rules and structures necessary for generating the model. This representation exposes key parameters, allowing intuitive manual adjustments via sliders and checkboxes, as well as real-time, automated modifications through natural language prompts using Large Language Models (LLMs). We demonstrate Proc3D's capabilities using two generative approaches: GPT-4o with in-context learning (ICL) and a fine-tuned LLAMA-3 model. Experimental results show that Proc3D outperforms existing methods in editing efficiency, achieving more than 400x speedup over conventional approaches that require full regeneration for each modification. Additionally, Proc3D improves ULIP scores by 28%, a metric that evaluates the alignment between generated 3D models and text prompts. By enabling text-aligned 3D model generation along with precise, real-time parametric edits, Proc3D facilitates highly accurate text-based image editing applications.

cs.GR

GimbalDiffusion: Gravity-Aware Camera Control for Video Generation

Recent progress in text-to-video generation has achieved remarkable realism, yet fine-grained control over camera motion and orientation remains elusive, especially with extreme trajectories (e.g., a 180-degree turnaround, or looking directly up or down). Existing approaches typically encode camera trajectories using relative or ambiguous representations, limiting precise geometric control and offering limited support for large rotations. We introduce GimbalDiffusion, a framework that enables camera control grounded in physical-world coordinates, using gravity as a global reference. Instead of describing motion relative to previous frames, our method defines camera trajectories in an absolute coordinate system, allowing accurate, interpretable control over camera parameters. Using panoramic 360-degree videos for training, we cover the full sphere of possible viewpoints, including combinations of extreme pitch and roll that are out-of-distribution of conventional video data. To improve camera control, we introduce null-pitch conditioning, a strategy that prevents the model from overriding camera specifications in the presence of conflicting prompt content (e.g., generating grass while the camera points toward the sky). Finally, we propose new benchmarks to evaluate gravity-aware camera-controlled video generation, assessing models' ability to generate extreme camera angles and quantify their input prompt entanglement.

cs.CV

Residual Primitive Fitting of 3D Shapes with SuperFrusta

We introduce a framework for converting 3D shapes into compact and editable assemblies of analytic primitives, directly addressing the persistent trade-off between reconstruction fidelity and parsimony. Our approach combines two key contributions: a novel primitive, termed SuperFrustum, and an iterative fiting algorithm, Residual Primitive Fitting (ResFit). SuperFrustum is an analytical primitive that is simultaneously (1) expressive, being able to model various common solids such as cylinders, spheres, cones & their tapered and bent forms, (2) editable, being compactly parameterized with 8 parameters, and (3) optimizable, with a sign distance field differentiable w.r.t. its parameters almost everywhere. ResFit is an unsupervised procedure that interleaves global shape analysis with local optimization, iteratively fitting primitives to the unexplained residual of a shape to discover a parsimonious yet accurate decompositions for each input shape. On diverse 3D benchmarks, our method achieves state-of-the-art results, improving IoU by over 9 points while using nearly half as many primitives as prior work. The resulting assemblies bridge the gap between dense 3D data and human-controllable design, producing high-fidelity and editable shape programs.

cs.GR

MeshSplatting: Differentiable Rendering with Opaque Meshes

Primitive-based splatting methods like 3D Gaussian Splatting have revolutionized novel view synthesis with real-time rendering. However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and game engines. We present MeshSplatting, a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering. By enforcing connectivity via restricted Delaunay triangulation and refining surface consistency, MeshSplatting creates end-to-end smooth, visually high-quality meshes that render efficiently in real-time 3D engines. On Mip-NeRF360, it boosts PSNR by +0.69 dB over the current state-of-the-art MiLo for mesh-based novel view synthesis, while training 2x faster and using 2x less memory, bridging neural rendering and interactive 3D graphics for seamless real-time scene interaction. The project page is available at https://meshsplatting.github.io/.

cs.CV

SIGMA-GEN: Structure and Identity Guided Multi-subject Assembly for Image Generation

We present SIGMA-GEN, a unified framework for multi-identity preserving image generation. Unlike prior approaches, SIGMA-GEN is the first to enable single-pass multi-subject identity-preserved generation guided by both structural and spatial constraints. A key strength of our method is its ability to support user guidance at various levels of precision -- from coarse 2D or 3D boxes to pixel-level segmentations and depth -- with a single model. To enable this, we introduce SIGMA-SET27K, a novel synthetic dataset that provides identity, structure, and spatial information for over 100k unique subjects across 27k images. Through extensive evaluation we demonstrate that SIGMA-GEN achieves state-of-the-art performance in identity preservation, image generation quality, and speed. Code and visualizations at https://oindrilasaha.github.io/SIGMA-Gen/

cs.CV

Triangle Splatting+: Differentiable Rendering with Opaque Triangles

Reconstructing 3D scenes and synthesizing novel views has seen rapid progress in recent years. Neural Radiance Fields demonstrated that continuous volumetric radiance fields can achieve high-quality image synthesis, but their long training and rendering times limit practicality. 3D Gaussian Splatting (3DGS) addressed these issues by representing scenes with millions of Gaussians, enabling real-time rendering and fast optimization. However, Gaussian primitives are not natively compatible with the mesh-based pipelines used in VR headsets, and real-time graphics applications. Existing solutions attempt to convert Gaussians into meshes through post-processing or two-stage pipelines, which increases complexity and degrades visual quality. In this work, we introduce Triangle Splatting+, which directly optimizes triangles, the fundamental primitive of computer graphics, within a differentiable splatting framework. We formulate triangle parametrization to enable connectivity through shared vertices, and we design a training strategy that enforces opaque triangles. The final output is immediately usable in standard graphics engines without post-processing. Experiments on the Mip-NeRF360 and Tanks & Temples datasets show that Triangle Splatting+achieves state-of-the-art performance in mesh-based novel view synthesis. Our method surpasses prior splatting approaches in visual fidelity while remaining efficient and fast to training. Moreover, the resulting semi-connected meshes support downstream applications such as physics-based simulation or interactive walkthroughs. The project page is https://trianglesplatting2.github.io/trianglesplatting2/.

cs.CV

Reusing Computation in Text-to-Image Diffusion for Efficient Generation of Image Sets

Text-to-image diffusion models enable high-quality image generation but are computationally expensive. While prior work optimizes per-inference efficiency, we explore an orthogonal approach: reducing redundancy across correlated prompts. Our method leverages the coarse-to-fine nature of diffusion models, where early denoising steps capture shared structures among similar prompts. We propose a training-free approach that clusters prompts based on semantic similarity and shares computation in early diffusion steps. Experiments show that for models trained conditioned on image embeddings, our approach significantly reduces compute cost while improving image quality. By leveraging UnClip's text-to-image prior, we enhance diffusion step allocation for greater efficiency. Our method seamlessly integrates with existing pipelines, scales with prompt sets, and reduces the environmental and financial burden of large-scale text-to-image generation. Project page: https://ddecatur.github.io/hierarchical-diffusion/

cs.CV

Frame In-N-Out: Unbounded Controllable Image-to-Video Generation

Controllability, temporal coherence, and detail synthesis remain the most critical challenges in video generation. In this paper, we focus on a commonly used yet underexplored cinematic technique known as Frame In and Frame Out. Specifically, starting from image-to-video generation, users can control the objects in the image to naturally leave the scene or provide breaking new identity references to enter the scene, guided by a user-specified motion trajectory. To support this task, we introduce a new dataset that is curated semi-automatically, an efficient identity-preserving motion-controllable video Diffusion Transformer architecture, and a comprehensive evaluation protocol targeting this task. Our evaluation shows that our proposed approach significantly outperforms existing baselines.

cs.CV

3D-Fixup: Advancing Photo Editing with 3D Priors

Despite significant advances in modeling image priors via diffusion models, 3D-aware image editing remains challenging, in part because the object is only specified via a single image. To tackle this challenge, we propose 3D-Fixup, a new framework for editing 2D images guided by learned 3D priors. The framework supports difficult editing situations such as object translation and 3D rotation. To achieve this, we leverage a training-based approach that harnesses the generative power of diffusion models. As video data naturally encodes real-world physical dynamics, we turn to video data for generating training data pairs, i.e., a source and a target frame. Rather than relying solely on a single trained model to infer transformations between source and target frames, we incorporate 3D guidance from an Image-to-3D model, which bridges this challenging task by explicitly projecting 2D information into 3D space. We design a data generation pipeline to ensure high-quality 3D guidance throughout training. Results show that by integrating these 3D priors, 3D-Fixup effectively supports complex, identity coherent 3D-aware edits, achieving high-quality results and advancing the application of diffusion models in realistic image manipulation. The code is provided at https://3dfixup.github.io/

cs.CV

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

DMesh++: An Efficient Differentiable Mesh for Complex Shapes

Recent probabilistic methods for 3D triangular meshes capture diverse shapes by differentiable mesh connectivity, but face high computational costs with increased shape details. We introduce a new differentiable mesh processing method that addresses this challenge and efficiently handles meshes with intricate structures. Our method reduces time complexity from O(N) to O(log N) and requires significantly less memory than previous approaches. Building on this innovation, we present a reconstruction algorithm capable of generating complex 2D and 3D shapes from point clouds or multi-view images. Visit our project page (https://sonsang.github.io/dmesh2-project) for source code and supplementary material.

cs.CV