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Vladimir G. Kim

Publications and source records attributed to Vladimir G. Kim.

At least 19 recordsLinked to original sources

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.

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Illustrator's Depth: Monocular Layer Index Prediction for Image Decomposition

We introduce Illustrator's Depth, a novel definition of depth that addresses a key challenge in digital content creation: decomposing flat images into editable, ordered layers. Inspired by an artist's compositional process, illustrator's depth infers a layer index to each pixel, forming an interpretable image decomposition through a discrete, globally consistent ordering of elements optimized for editability. We also propose and train a neural network using a curated dataset of layered vector graphics to predict layering directly from raster inputs. Our layer index inference unlocks a range of powerful downstream applications. In particular, it significantly outperforms state-of-the-art baselines for image vectorization while also enabling high-fidelity text-to-vector-graphics generation, automatic 3D relief generation from 2D images, and intuitive depth-aware editing. By reframing depth from a physical quantity to a creative abstraction, illustrator's depth prediction offers a new foundation for editable image decomposition.

cs.CV↗

SAMa: Material-aware 3D Selection and Segmentation

Decomposing 3D assets into material parts is a common task for artists, yet remains a highly manual process. In this work, we introduce Select Any Material (SAMa), a material selection approach for in-the-wild objects in arbitrary 3D representations. Building on SAM2's video prior, we construct a material-centric video dataset that extends it to the material domain. We propose an efficient way to lift the model's 2D predictions to 3D by projecting each view into an intermediary 3D point cloud using depth. Nearest-neighbor lookups between any 3D representation and this similarity point cloud allow us to efficiently reconstruct accurate selection masks over objects' surfaces that can be inspected from any view. Our method is multiview-consistent by design, alleviating the need for costly per-asset optimization, and performs optimization-free selection in seconds. SAMa outperforms several strong baselines in selection accuracy and multiview consistency and enables various compelling applications, such as replacing the diffuse-textured materials on a text-to-3D output with PBR materials or selecting and editing materials on NeRFs and 3DGS captures.

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PoissonNet: A Local-Global Approach for Learning on Surfaces

Many network architectures exist for learning on meshes, yet their constructions entail delicate trade-offs between difficulty learning high-frequency features, insufficient receptive field, sensitivity to discretization, and inefficient computational overhead. Drawing from classic local-global approaches in mesh processing, we introduce PoissonNet, a novel neural architecture that overcomes all of these deficiencies by formulating a local-global learning scheme, which uses Poisson's equation as the primary mechanism for feature propagation. Our core network block is simple; we apply learned local feature transformations in the gradient domain of the mesh, then solve a Poisson system to propagate scalar feature updates across the surface globally. Our local-global learning framework preserves the features's full frequency spectrum and provides a truly global receptive field, while remaining agnostic to mesh triangulation. Our construction is efficient, requiring far less compute overhead than comparable methods, which enables scalability -- both in the size of our datasets, and the size of individual training samples. These qualities are validated on various experiments where, compared to previous intrinsic architectures, we attain state-of-the-art performance on semantic segmentation and parameterizing highly-detailed animated surfaces. Finally, as a central application of PoissonNet, we show its ability to learn deformations, significantly outperforming state-of-the-art architectures that learn on surfaces.

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ART-DECO: Arbitrary Text Guidance for 3D Detailizer Construction

We introduce a 3D detailizer, a neural model which can instantaneously (in <1s) transform a coarse 3D shape proxy into a high-quality asset with detailed geometry and texture as guided by an input text prompt. Our model is trained using the text prompt, which defines the shape class and characterizes the appearance and fine-grained style of the generated details. The coarse 3D proxy, which can be easily varied and adjusted (e.g., via user editing), provides structure control over the final shape. Importantly, our detailizer is not optimized for a single shape; it is the result of distilling a generative model, so that it can be reused, without retraining, to generate any number of shapes, with varied structures, whose local details all share a consistent style and appearance. Our detailizer training utilizes a pretrained multi-view image diffusion model, with text conditioning, to distill the foundational knowledge therein into our detailizer via Score Distillation Sampling (SDS). To improve SDS and enable our detailizer architecture to learn generalizable features over complex structures, we train our model in two training stages to generate shapes with increasing structural complexity. Through extensive experiments, we show that our method generates shapes of superior quality and details compared to existing text-to-3D models under varied structure control. Our detailizer can refine a coarse shape in less than a second, making it possible to interactively author and adjust 3D shapes. Furthermore, the user-imposed structure control can lead to creative, and hence out-of-distribution, 3D asset generations that are beyond the current capabilities of leading text-to-3D generative models. We demonstrate an interactive 3D modeling workflow our method enables, and its strong generalizability over styles, structures, and object categories.

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Escher Tile Deformation via Closed-Form Solution

We present a real-time deformation method for Escher tiles -- interlocking organic forms that seamlessly tessellate the plane following symmetry rules. We formulate the problem as determining a periodic displacement field. The goal is to deform Escher tiles without introducing gaps or overlaps. The resulting displacement field is obtained in closed form by an analytical solution. Our method processes tiles of 17 wallpaper groups across various representations such as images and meshes. Rather than treating tiles as mere boundaries, we consider them as textured shapes, ensuring that both the boundary and interior deform simultaneously. To enable fine-grained artistic input, our interactive tool features a user-controllable adaptive fall-off parameter, allowing precise adjustment of locality and supporting deformations with meaningful semantic control. We demonstrate the effectiveness of our method through various examples, including photo editing and shape sculpting, showing its use in applications such as fabrication and animation.

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GenVDM: Generating Vector Displacement Maps From a Single Image

We introduce the first method for generating Vector Displacement Maps (VDMs): parameterized, detailed geometric stamps commonly used in 3D modeling. Given a single input image, our method first generates multi-view normal maps and then reconstructs a VDM from the normals via a novel reconstruction pipeline. We also propose an efficient algorithm for extracting VDMs from 3D objects, and present the first academic VDM dataset. Compared to existing 3D generative models focusing on complete shapes, we focus on generating parts that can be seamlessly attached to shape surfaces. The method gives artists rich control over adding geometric details to a 3D shape. Experiments demonstrate that our approach outperforms existing baselines. Generating VDMs offers additional benefits, such as using 2D image editing to customize and refine 3D details.

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MeshUp: Multi-Target Mesh Deformation via Blended Score Distillation

We propose MeshUp, a technique that deforms a 3D mesh towards multiple target concepts, and intuitively controls the region where each concept is expressed. Conveniently, the concepts can be defined as either text queries, e.g., "a dog" and "a turtle," or inspirational images, and the local regions can be selected as any number of vertices on the mesh. We can effectively control the influence of the concepts and mix them together using a novel score distillation approach, referred to as the Blended Score Distillation (BSD). BSD operates on each attention layer of the denoising U-Net of a diffusion model as it extracts and injects the per-objective activations into a unified denoising pipeline from which the deformation gradients are calculated. To localize the expression of these activations, we create a probabilistic Region of Interest (ROI) map on the surface of the mesh, and turn it into 3D-consistent masks that we use to control the expression of these activations. We demonstrate the effectiveness of BSD empirically and show that it can deform various meshes towards multiple objectives. Our project page is at https://threedle.github.io/MeshUp.

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Instant3dit: Multiview Inpainting for Fast Editing of 3D Objects

We propose a generative technique to edit 3D shapes, represented as meshes, NeRFs, or Gaussian Splats, in approximately 3 seconds, without the need for running an SDS type of optimization. Our key insight is to cast 3D editing as a multiview image inpainting problem, as this representation is generic and can be mapped back to any 3D representation using the bank of available Large Reconstruction Models. We explore different fine-tuning strategies to obtain both multiview generation and inpainting capabilities within the same diffusion model. In particular, the design of the inpainting mask is an important factor of training an inpainting model, and we propose several masking strategies to mimic the types of edits a user would perform on a 3D shape. Our approach takes 3D generative editing from hours to seconds and produces higher-quality results compared to previous works.

cs.CV↗

MagicClay: Sculpting Meshes With Generative Neural Fields

The recent developments in neural fields have brought phenomenal capabilities to the field of shape generation, but they lack crucial properties, such as incremental control - a fundamental requirement for artistic work. Triangular meshes, on the other hand, are the representation of choice for most geometry related tasks, offering efficiency and intuitive control, but do not lend themselves to neural optimization. To support downstream tasks, previous art typically proposes a two-step approach, where first a shape is generated using neural fields, and then a mesh is extracted for further processing. Instead, in this paper we introduce a hybrid approach that maintains both a mesh and a Signed Distance Field (SDF) representations consistently. Using this representation, we introduce MagicClay - an artist friendly tool for sculpting regions of a mesh according to textual prompts while keeping other regions untouched. Our framework carefully and efficiently balances consistency between the representations and regularizations in every step of the shape optimization; Relying on the mesh representation, we show how to render the SDF at higher resolutions and faster. In addition, we employ recent work in differentiable mesh reconstruction to adaptively allocate triangles in the mesh where required, as indicated by the SDF. Using an implemented prototype, we demonstrate superior generated geometry compared to the state-of-the-art, and novel consistent control, allowing sequential prompt-based edits to the same mesh for the first time.

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MemoVis: A GenAI-Powered Tool for Creating Companion Reference Images for 3D Design Feedback

Providing asynchronous feedback is a critical step in the 3D design workflow. A common approach to providing feedback is to pair textual comments with companion reference images, which helps illustrate the gist of text. Ideally, feedback providers should possess 3D and image editing skills to create reference images that can effectively describe what they have in mind. However, they often lack such skills, so they have to resort to sketches or online images which might not match well with the current 3D design. To address this, we introduce MemoVis, a text editor interface that assists feedback providers in creating reference images with generative AI driven by the feedback comments. First, a novel real-time viewpoint suggestion feature, based on a vision-language foundation model, helps feedback providers anchor a comment with a camera viewpoint. Second, given a camera viewpoint, we introduce three types of image modifiers, based on pre-trained 2D generative models, to turn a text comment into an updated version of the 3D scene from that viewpoint. We conducted a within-subjects study with feedback providers, demonstrating the effectiveness of MemoVis. The quality and explicitness of the companion images were evaluated by another eight participants with prior 3D design experience.

cs.HC↗

Text-guided Controllable Mesh Refinement for Interactive 3D Modeling

We propose a novel technique for adding geometric details to an input coarse 3D mesh guided by a text prompt. Our method is composed of three stages. First, we generate a single-view RGB image conditioned on the input coarse geometry and the input text prompt. This single-view image generation step allows the user to pre-visualize the result and offers stronger conditioning for subsequent multi-view generation. Second, we use our novel multi-view normal generation architecture to jointly generate six different views of the normal images. The joint view generation reduces inconsistencies and leads to sharper details. Third, we optimize our mesh with respect to all views and generate a fine, detailed geometry as output. The resulting method produces an output within seconds and offers explicit user control over the coarse structure, pose, and desired details of the resulting 3D mesh.

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DECOLLAGE: 3D Detailization by Controllable, Localized, and Learned Geometry Enhancement

We present a 3D modeling method which enables end-users to refine or detailize 3D shapes using machine learning, expanding the capabilities of AI-assisted 3D content creation. Given a coarse voxel shape (e.g., one produced with a simple box extrusion tool or via generative modeling), a user can directly "paint" desired target styles representing compelling geometric details, from input exemplar shapes, over different regions of the coarse shape. These regions are then up-sampled into high-resolution geometries which adhere with the painted styles. To achieve such controllable and localized 3D detailization, we build on top of a Pyramid GAN by making it masking-aware. We devise novel structural losses and priors to ensure that our method preserves both desired coarse structures and fine-grained features even if the painted styles are borrowed from diverse sources, e.g., different semantic parts and even different shape categories. Through extensive experiments, we show that our ability to localize details enables novel interactive creative workflows and applications. Our experiments further demonstrate that in comparison to prior techniques built on global detailization, our method generates structure-preserving, high-resolution stylized geometries with more coherent shape details and style transitions.

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One Noise to Rule Them All: Learning a Unified Model of Spatially-Varying Noise Patterns

Procedural noise is a fundamental component of computer graphics pipelines, offering a flexible way to generate textures that exhibit "natural" random variation. Many different types of noise exist, each produced by a separate algorithm. In this paper, we present a single generative model which can learn to generate multiple types of noise as well as blend between them. In addition, it is capable of producing spatially-varying noise blends despite not having access to such data for training. These features are enabled by training a denoising diffusion model using a novel combination of data augmentation and network conditioning techniques. Like procedural noise generators, the model's behavior is controllable via interpretable parameters and a source of randomness. We use our model to produce a variety of visually compelling noise textures. We also present an application of our model to improving inverse procedural material design; using our model in place of fixed-type noise nodes in a procedural material graph results in higher-fidelity material reconstructions without needing to know the type of noise in advance.

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GEM3D: GEnerative Medial Abstractions for 3D Shape Synthesis

We introduce GEM3D -- a new deep, topology-aware generative model of 3D shapes. The key ingredient of our method is a neural skeleton-based representation encoding information on both shape topology and geometry. Through a denoising diffusion probabilistic model, our method first generates skeleton-based representations following the Medial Axis Transform (MAT), then generates surfaces through a skeleton-driven neural implicit formulation. The neural implicit takes into account the topological and geometric information stored in the generated skeleton representations to yield surfaces that are more topologically and geometrically accurate compared to previous neural field formulations. We discuss applications of our method in shape synthesis and point cloud reconstruction tasks, and evaluate our method both qualitatively and quantitatively. We demonstrate significantly more faithful surface reconstruction and diverse shape generation results compared to the state-of-the-art, also involving challenging scenarios of reconstructing and synthesizing structurally complex, high-genus shape surfaces from Thingi10K and ShapeNet.

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As-Plausible-As-Possible: Plausibility-Aware Mesh Deformation Using 2D Diffusion Priors

We present As-Plausible-as-Possible (APAP) mesh deformation technique that leverages 2D diffusion priors to preserve the plausibility of a mesh under user-controlled deformation. Our framework uses per-face Jacobians to represent mesh deformations, where mesh vertex coordinates are computed via a differentiable Poisson Solve. The deformed mesh is rendered, and the resulting 2D image is used in the Score Distillation Sampling (SDS) process, which enables extracting meaningful plausibility priors from a pretrained 2D diffusion model. To better preserve the identity of the edited mesh, we fine-tune our 2D diffusion model with LoRA. Gradients extracted by SDS and a user-prescribed handle displacement are then backpropagated to the per-face Jacobians, and we use iterative gradient descent to compute the final deformation that balances between the user edit and the output plausibility. We evaluate our method with 2D and 3D meshes and demonstrate qualitative and quantitative improvements when using plausibility priors over geometry-preservation or distortion-minimization priors used by previous techniques. Our project page is at: https://as-plausible-aspossible.github.io/

cs.CV↗

Neural Semantic Surface Maps

We present an automated technique for computing a map between two genus-zero shapes, which matches semantically corresponding regions to one another. Lack of annotated data prohibits direct inference of 3D semantic priors; instead, current State-of-the-art methods predominantly optimize geometric properties or require varying amounts of manual annotation. To overcome the lack of annotated training data, we distill semantic matches from pre-trained vision models: our method renders the pair of 3D shapes from multiple viewpoints; the resulting renders are then fed into an off-the-shelf image-matching method which leverages a pretrained visual model to produce feature points. This yields semantic correspondences, which can be projected back to the 3D shapes, producing a raw matching that is inaccurate and inconsistent between different viewpoints. These correspondences are refined and distilled into an inter-surface map by a dedicated optimization scheme, which promotes bijectivity and continuity of the output map. We illustrate that our approach can generate semantic surface-to-surface maps, eliminating manual annotations or any 3D training data requirement. Furthermore, it proves effective in scenarios with high semantic complexity, where objects are non-isometrically related, as well as in situations where they are nearly isometric.

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Explorable Mesh Deformation Subspaces from Unstructured Generative Models

Exploring variations of 3D shapes is a time-consuming process in traditional 3D modeling tools. Deep generative models of 3D shapes often feature continuous latent spaces that can, in principle, be used to explore potential variations starting from a set of input shapes. In practice, doing so can be problematic: latent spaces are high dimensional and hard to visualize, contain shapes that are not relevant to the input shapes, and linear paths through them often lead to sub-optimal shape transitions. Furthermore, one would ideally be able to explore variations in the original high-quality meshes used to train the generative model, not its lower-quality output geometry. In this paper, we present a method to explore variations among a given set of landmark shapes by constructing a mapping from an easily-navigable 2D exploration space to a subspace of a pre-trained generative model. We first describe how to find a mapping that spans the set of input landmark shapes and exhibits smooth variations between them. We then show how to turn the variations in this subspace into deformation fields, to transfer those variations to high-quality meshes for the landmark shapes. Our results show that our method can produce visually-pleasing and easily-navigable 2D exploration spaces for several different shape categories, especially as compared to prior work on learning deformation spaces for 3D shapes.

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