SearcharxivSearch

arXiv subjects

Ming-Xian Lin

Publications and source records attributed to Ming-Xian Lin.

4 recordsLinked to original sources

2D Instance Editing in 3D Space

Generative models have achieved significant progress in advancing 2D image editing, demonstrating exceptional precision and realism. However, they often struggle with consistency and object identity preservation due to their inherent pixel-manipulation nature. To address this limitation, we introduce a novel "2D-3D-2D" framework. Our approach begins by lifting 2D objects into 3D representation, enabling edits within a physically plausible, rigidity-constrained 3D environment. The edited 3D objects are then reprojected and seamlessly inpainted back into the original 2D image. In contrast to existing 2D editing methods, such as DragGAN and DragDiffusion, our method directly manipulates objects in a 3D environment. Extensive experiments highlight that our framework surpasses previous methods in general performance, delivering highly consistent edits while robustly preserving object identity.

cs.CV

Deformable Radial Kernel Splatting

Recently, Gaussian splatting has emerged as a robust technique for representing 3D scenes, enabling real-time rasterization and high-fidelity rendering. However, Gaussians' inherent radial symmetry and smoothness constraints limit their ability to represent complex shapes, often requiring thousands of primitives to approximate detailed geometry. We introduce Deformable Radial Kernel (DRK), which extends Gaussian splatting into a more general and flexible framework. Through learnable radial bases with adjustable angles and scales, DRK efficiently models diverse shape primitives while enabling precise control over edge sharpness and boundary curvature. iven DRK's planar nature, we further develop accurate ray-primitive intersection computation for depth sorting and introduce efficient kernel culling strategies for improved rasterization efficiency. Extensive experiments demonstrate that DRK outperforms existing methods in both representation efficiency and rendering quality, achieving state-of-the-art performance while dramatically reducing primitive count.

cs.CV

Compositor: Bottom-up Clustering and Compositing for Robust Part and Object Segmentation

In this work, we present a robust approach for joint part and object segmentation. Specifically, we reformulate object and part segmentation as an optimization problem and build a hierarchical feature representation including pixel, part, and object-level embeddings to solve it in a bottom-up clustering manner. Pixels are grouped into several clusters where the part-level embeddings serve as cluster centers. Afterwards, object masks are obtained by compositing the part proposals. This bottom-up interaction is shown to be effective in integrating information from lower semantic levels to higher semantic levels. Based on that, our novel approach Compositor produces part and object segmentation masks simultaneously while improving the mask quality. Compositor achieves state-of-the-art performance on PartImageNet and Pascal-Part by outperforming previous methods by around 0.9% and 1.3% on PartImageNet, 0.4% and 1.7% on Pascal-Part in terms of part and object mIoU and demonstrates better robustness against occlusion by around 4.4% and 7.1% on part and object respectively. Code will be available at https://github.com/TACJu/Compositor.

cs.CV

TM-NET: Deep Generative Networks for Textured Meshes

We introduce TM-NET, a novel deep generative model for synthesizing textured meshes in a part-aware manner. Once trained, the network can generate novel textured meshes from scratch or predict textures for a given 3D mesh, without image guidance. Plausible and diverse textures can be generated for the same mesh part, while texture compatibility between parts in the same shape is achieved via conditional generation. Specifically, our method produces texture maps for individual shape parts, each as a deformable box, leading to a natural UV map with minimal distortion. The network separately embeds part geometry (via a PartVAE) and part texture (via a TextureVAE) into their respective latent spaces, so as to facilitate learning texture probability distributions conditioned on geometry. We introduce a conditional autoregressive model for texture generation, which can be conditioned on both part geometry and textures already generated for other parts to achieve texture compatibility. To produce high-frequency texture details, our TextureVAE operates in a high-dimensional latent space via dictionary-based vector quantization. We also exploit transparencies in the texture as an effective means to model complex shape structures including topological details. Extensive experiments demonstrate the plausibility, quality, and diversity of the textures and geometries generated by our network, while avoiding inconsistency issues that are common to novel view synthesis methods.

cs.GR