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Vaibhav Vavilala

Publications and source records attributed to Vaibhav Vavilala.

13 recordsLinked to original sources

Denoising Monte Carlo Renders with Diffusion Models

Physically-based renderings contain Monte Carlo noise, with variance that increases as the number of rays per pixel decreases. This noise, while zero-mean for good modern renderers, can have heavy tails (most notably, for scenes containing specular or refractive objects). Learned methods for restoring low fidelity renders are highly developed, because suppressing render noise means one can save compute and use fast renders with few rays per pixel. We demonstrate that a diffusion model can denoise low fidelity renders successfully. Furthermore, our method can be conditioned on a variety of natural render information, and this conditioning helps performance. Quantitative experiments show that our method is competitive with SOTA across a range of sampling rates. Qualitative examination of the reconstructions suggests that the image prior applied by a diffusion method strongly favors reconstructions that are like real images -- so have straight shadow boundaries, curved specularities and no fireflies.

cs.CV

Thinking in Boxes: 3D Editing in Real Images Made Easy

Text and 2D-conditioning interfaces provide weak, ambiguous control over spatial transformations in image editing -- particularly under large object motions and camera changes. Prior work has used 3D primitives such as boxes, but only as loose conditioning signals indicating approximate object location rather than specifying the transformation. We instead use 3D boxes as structured specifications: the user provides the input and output boxes of the edit, casting editing as a well-posed geometry problem. This ``thinking in boxes'' interface, where each box face is color-coded to convey 3D orientation, gives precise control over translation, rotation, scaling, and viewpoint changes in real images while preserving scene and object identity, and recovering previously unseen object regions. To ground transformations in scene appearance, we introduce a depth-aligned planar floor as a global reference frame, shaded with depth-aware cues. Conditioned on this structure, an image generator produces consistent results under large transformations. Trained in two stages -- on synthetic multi-object scenes and a small set of real-world videos from Objectron -- the system generalizes to complex, in-the-wild real images. Our method operates directly on real photographs and substantially outperforms recent state-of-the-art methods on large 3D edits.

cs.CV

Generative Blocks World: Moving Things Around in Pictures

We describe Generative Blocks World to interact with the scene of a generated image by manipulating simple geometric abstractions. Our method represents scenes as assemblies of convex 3D primitives, and the same scene can be represented by different numbers of primitives, allowing an editor to move either whole structures or small details. Once the scene geometry has been edited, the image is generated by a flow-based method, which is conditioned on depth and a texture hint. Our texture hint takes into account the modified 3D primitives, exceeding the texture-consistency provided by existing techniques. These texture hints (a) allow accurate object and camera moves and (b) preserve the identity of objects. Our experiments demonstrate that our approach outperforms prior works in visual fidelity, editability, and compositional generalization.

cs.GR

Improved Convex Decomposition with Ensembling and Negative Primitives

Describing a scene in terms of primitives -- geometrically simple shapes that offer a parsimonious but accurate abstraction of structure -- is an established and difficult fitting problem. Different scenes require different numbers of primitives, and these primitives interact strongly. Existing methods are evaluated by comparing predicted depth, normals, and segmentation against ground truth. The state of the art method involves a learned regression procedure to predict a start point consisting of a fixed number of primitives, followed by a descent method to refine the geometry and remove redundant primitives. CSG (Constructive Solid Geometry) representations are significantly enhanced by a set-differencing operation. Our representation incorporates negative primitives, which are differenced from the positive primitives. These notably enrich the geometry that the model can encode, while complicating the fitting problem. This paper presents a method that can (a) incorporate these negative primitives and (b) choose the overall number of positive and negative primitives by ensembling. Extensive experiments on the standard NYUv2 dataset confirm that (a) this approach results in substantial improvements in depth representation and segmentation over SOTA and (b) negative primitives improve fitting accuracy. Our method is robustly applicable across datasets: in a first, we evaluate primitive prediction for LAION images.

cs.CV

Dequantization and Color Transfer with Diffusion Models

We demonstrate an image dequantizing diffusion model that enables novel edits on natural images. We propose operating on quantized images because they offer easy abstraction for patch-based edits and palette transfer. In particular, we show that color palettes can make the output of the diffusion model easier to control and interpret. We first establish that existing image restoration methods are not sufficient, such as JPEG noise reduction models. We then demonstrate that our model can generate natural images that respect the color palette the user asked for. For palette transfer, we propose a method based on weighted bipartite matching. We then show that our model generates plausible images even after extreme palette transfers, respecting user query. Our method can optionally condition on the source texture in part or all of the image. In doing so, we overcome a common problem in existing image colorization methods that are unable to produce colors with a different luminance than the input. We evaluate several possibilities for texture conditioning and their trade-offs, including luminance, image gradients, and thresholded gradients, the latter of which performed best in maintaining texture and color control simultaneously. Our method can be usefully extended to another practical edit: recoloring patches of an image while respecting the source texture. Our procedure is supported by several qualitative and quantitative evaluations.

cs.CV

Convex Decomposition of Indoor Scenes

We describe a method to parse a complex, cluttered indoor scene into primitives which offer a parsimonious abstraction of scene structure. Our primitives are simple convexes. Our method uses a learned regression procedure to parse a scene into a fixed number of convexes from RGBD input, and can optionally accept segmentations to improve the decomposition. The result is then polished with a descent method which adjusts the convexes to produce a very good fit, and greedily removes superfluous primitives. Because the entire scene is parsed, we can evaluate using traditional depth, normal, and segmentation error metrics. Our evaluation procedure demonstrates that the error from our primitive representation is comparable to that of predicting depth from a single image.

cs.CV

Blocks2World: Controlling Realistic Scenes with Editable Primitives

We present Blocks2World, a novel method for 3D scene rendering and editing that leverages a two-step process: convex decomposition of images and conditioned synthesis. Our technique begins by extracting 3D parallelepipeds from various objects in a given scene using convex decomposition, thus obtaining a primitive representation of the scene. These primitives are then utilized to generate paired data through simple ray-traced depth maps. The next stage involves training a conditioned model that learns to generate images from the 2D-rendered convex primitives. This step establishes a direct mapping between the 3D model and its 2D representation, effectively learning the transition from a 3D model to an image. Once the model is fully trained, it offers remarkable control over the synthesis of novel and edited scenes. This is achieved by manipulating the primitives at test time, including translating or adding them, thereby enabling a highly customizable scene rendering process. Our method provides a fresh perspective on 3D scene rendering and editing, offering control and flexibility. It opens up new avenues for research and applications in the field, including authoring and data augmentation.

cs.CV

Controlled GAN-Based Creature Synthesis via a Challenging Game Art Dataset -- Addressing the Noise-Latent Trade-Off

The state-of-the-art StyleGAN2 network supports powerful methods to create and edit art, including generating random images, finding images "like" some query, and modifying content or style. Further, recent advancements enable training with small datasets. We apply these methods to synthesize card art, by training on a novel Yu-Gi-Oh dataset. While noise inputs to StyleGAN2 are essential for good synthesis, we find that coarse-scale noise interferes with latent variables on this dataset because both control long-scale image effects. We observe over-aggressive variation in art with changes in noise and weak content control via latent variable edits. Here, we demonstrate that training a modified StyleGAN2, where coarse-scale noise is suppressed, removes these unwanted effects. We obtain a superior FID; changes in noise result in local exploration of style; and identity control is markedly improved. These results and analysis lead towards a GAN-assisted art synthesis tool for digital artists of all skill levels, which can be used in film, games, or any creative industry for artistic ideation.

cs.CV

Combining high-performance hardware, cloud computing, and deep learning frameworks to accelerate physical simulations: probing the Hopfield network

The synthesis of high-performance computing (particularly graphics processing units), cloud computing services (like Google Colab), and high-level deep learning frameworks (such as PyTorch) has powered the burgeoning field of artificial intelligence. While these technologies are popular in the computer science discipline, the physics community is less aware of how such innovations, freely available online, can improve research and education. In this tutorial, we take the Hopfield network as an example to show how the confluence of these fields can dramatically accelerate physics-based computer simulations and remove technical barriers in implementing such programs, thereby making physics experimentation and education faster and more accessible. To do so, we introduce the cloud, the GPU, and AI frameworks that can be easily repurposed for physics simulation. We then introduce the Hopfield network and explain how to produce large-scale simulations and visualizations for free in the cloud with very little code (fully self-contained in the text). Finally, we suggest programming exercises throughout the paper, geared towards advanced undergraduate students studying physics, biophysics, or computer science.

physics.comp-ph

Global Patterns of Synchronization in Human Communications

Social media are transforming global communication and coordination. The data derived from social media can reveal patterns of human behavior at all levels and scales of society. Using geolocated Twitter data, we have quantified collective behaviors across multiple scales, ranging from the commutes of individuals, to the daily pulse of 50 major urban areas and global patterns of human coordination. Human activity and mobility patterns manifest the synchrony required for contingency of actions between individuals. Urban areas show regular cycles of contraction and expansion that resembles heartbeats linked primarily to social rather than natural cycles. Business hours and circadian rhythms influence daily cycles of work, recreation, and sleep. Different urban areas have characteristic signatures of daily collective activities. The differences are consistent with a new emergent global synchrony that couples behavior in distant regions across the world. A globally synchronized peak that includes exchange of ideas and information across Europe, Africa, Asia and Australasia. We propose a dynamical model to explain the emergence of global synchrony in the context of increasing global communication and reproduce the observed behavior. The collective patterns we observe show how social interactions lead to interdependence of behavior manifest in the synchronization of communication. The creation and maintenance of temporally sensitive social relationships results in the emergence of complexity of the larger scale behavior of the social system.

physics.soc-ph

3D Printed Stencils for Texturing Flat Surfaces

We address the problem of texturing flat surfaces by spray-painting through 3D printed stencils. We propose a system that (1) decomposes an image into alpha-blended layers; (2) computes a stippling given a transparency channel; (3) generates a 3D printed stencil given a stippling and (4) simulates the effects of spray-painting through the stencil.

cs.GR

Global Patterns of Human Synchronization

Social media are transforming global communication and coordination and provide unprecedented opportunities for studying socio-technical domains. Here we study global dynamical patterns of communication on Twitter across many scales. Underlying the observed patterns is both the diurnal rotation of the earth, day and night, and the synchrony required for contingency of actions between individuals. We find that urban areas show a cyclic contraction and expansion that resembles heartbeats linked to social rather than natural cycles. Different urban areas have characteristic signatures of daily collective activities. We show that the differences detected are consistent with a new emergent global synchrony that couples behavior in distant regions across the world. Although local synchrony is the major force that shapes the collective behavior in cities, a larger-scale synchronization is beginning to occur.

physics.soc-ph

Dynamics, disorder effects, and PT-symmetry breaking in waveguide lattices with localized eigenstates

Recently, waveguide lattices with non-uniform tunneling amplitudes have been explored due to their myriad tunable properties, many of which arise from the extended nature of their eigenstates in the absence of disorder. Here, we investigate the dynamics, localization, and parity- and time-reversal-($\mP\mT$) symmetry breaking in lattices that support only localized eigenstates in the disorder-free limit. We propose three families of tunneling profiles that lead to qualitatively different single-particle time evolution, and show that the effects of weak disorder contain signatures of the localized or extended nature of clean-lattice eigenstates. We show that in lattices with localized eigenstates, the signatures of $\mP\mT$-symmetry breaking are acutely sensitive to the initial form of the wave packet. Our results suggest that waveguide lattices with localized eigenstates will exhibit a wide array of phenomena that are absent in traditional systems.

physics.optics