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Yannick Hold-Geoffroy

Publications and source records attributed to Yannick Hold-Geoffroy.

At least 37 records · Page 2Linked to original sources

Text2Relight: Creative Portrait Relighting with Text Guidance

We present a lighting-aware image editing pipeline that, given a portrait image and a text prompt, performs single image relighting. Our model modifies the lighting and color of both the foreground and background to align with the provided text description. The unbounded nature in creativeness of a text allows us to describe the lighting of a scene with any sensory features including temperature, emotion, smell, time, and so on. However, the modeling of such mapping between the unbounded text and lighting is extremely challenging due to the lack of dataset where there exists no scalable data that provides large pairs of text and relighting, and therefore, current text-driven image editing models does not generalize to lighting-specific use cases. We overcome this problem by introducing a novel data synthesis pipeline: First, diverse and creative text prompts that describe the scenes with various lighting are automatically generated under a crafted hierarchy using a large language model (*e.g.,* ChatGPT). A text-guided image generation model creates a lighting image that best matches the text. As a condition of the lighting images, we perform image-based relighting for both foreground and background using a single portrait image or a set of OLAT (One-Light-at-A-Time) images captured from lightstage system. Particularly for the background relighting, we represent the lighting image as a set of point lights and transfer them to other background images. A generative diffusion model learns the synthesized large-scale data with auxiliary task augmentation (*e.g.,* portrait delighting and light positioning) to correlate the latent text and lighting distribution for text-guided portrait relighting.

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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/

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Generative Portrait Shadow Removal

We introduce a high-fidelity portrait shadow removal model that can effectively enhance the image of a portrait by predicting its appearance under disturbing shadows and highlights. Portrait shadow removal is a highly ill-posed problem where multiple plausible solutions can be found based on a single image. While existing works have solved this problem by predicting the appearance residuals that can propagate local shadow distribution, such methods are often incomplete and lead to unnatural predictions, especially for portraits with hard shadows. We overcome the limitations of existing local propagation methods by formulating the removal problem as a generation task where a diffusion model learns to globally rebuild the human appearance from scratch as a condition of an input portrait image. For robust and natural shadow removal, we propose to train the diffusion model with a compositional repurposing framework: a pre-trained text-guided image generation model is first fine-tuned to harmonize the lighting and color of the foreground with a background scene by using a background harmonization dataset; and then the model is further fine-tuned to generate a shadow-free portrait image via a shadow-paired dataset. To overcome the limitation of losing fine details in the latent diffusion model, we propose a guided-upsampling network to restore the original high-frequency details (wrinkles and dots) from the input image. To enable our compositional training framework, we construct a high-fidelity and large-scale dataset using a lightstage capturing system and synthetic graphics simulation. Our generative framework effectively removes shadows caused by both self and external occlusions while maintaining original lighting distribution and high-frequency details. Our method also demonstrates robustness to diverse subjects captured in real environments.

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COMPOSE: Comprehensive Portrait Shadow Editing

Existing portrait relighting methods struggle with precise control over facial shadows, particularly when faced with challenges such as handling hard shadows from directional light sources or adjusting shadows while remaining in harmony with existing lighting conditions. In many situations, completely altering input lighting is undesirable for portrait retouching applications: one may want to preserve some authenticity in the captured environment. Existing shadow editing methods typically restrict their application to just the facial region and often offer limited lighting control options, such as shadow softening or rotation. In this paper, we introduce COMPOSE: a novel shadow editing pipeline for human portraits, offering precise control over shadow attributes such as shape, intensity, and position, all while preserving the original environmental illumination of the portrait. This level of disentanglement and controllability is obtained thanks to a novel decomposition of the environment map representation into ambient light and an editable gaussian dominant light source. COMPOSE is a four-stage pipeline that consists of light estimation and editing, light diffusion, shadow synthesis, and finally shadow editing. We define facial shadows as the result of a dominant light source, encoded using our novel gaussian environment map representation. Utilizing an OLAT dataset, we have trained models to: (1) predict this light source representation from images, and (2) generate realistic shadows using this representation. We also demonstrate comprehensive and intuitive shadow editing with our pipeline. Through extensive quantitative and qualitative evaluations, we have demonstrated the robust capability of our system in shadow editing.

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RGB$\leftrightarrow$X: Image decomposition and synthesis using material- and lighting-aware diffusion models

The three areas of realistic forward rendering, per-pixel inverse rendering, and generative image synthesis may seem like separate and unrelated sub-fields of graphics and vision. However, recent work has demonstrated improved estimation of per-pixel intrinsic channels (albedo, roughness, metallicity) based on a diffusion architecture; we call this the RGB$\rightarrow$X problem. We further show that the reverse problem of synthesizing realistic images given intrinsic channels, X$\rightarrow$RGB, can also be addressed in a diffusion framework. Focusing on the image domain of interior scenes, we introduce an improved diffusion model for RGB$\rightarrow$X, which also estimates lighting, as well as the first diffusion X$\rightarrow$RGB model capable of synthesizing realistic images from (full or partial) intrinsic channels. Our X$\rightarrow$RGB model explores a middle ground between traditional rendering and generative models: we can specify only certain appearance properties that should be followed, and give freedom to the model to hallucinate a plausible version of the rest. This flexibility makes it possible to use a mix of heterogeneous training datasets, which differ in the available channels. We use multiple existing datasets and extend them with our own synthetic and real data, resulting in a model capable of extracting scene properties better than previous work and of generating highly realistic images of interior scenes.

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LightIt: Illumination Modeling and Control for Diffusion Models

We introduce LightIt, a method for explicit illumination control for image generation. Recent generative methods lack lighting control, which is crucial to numerous artistic aspects of image generation such as setting the overall mood or cinematic appearance. To overcome these limitations, we propose to condition the generation on shading and normal maps. We model the lighting with single bounce shading, which includes cast shadows. We first train a shading estimation module to generate a dataset of real-world images and shading pairs. Then, we train a control network using the estimated shading and normals as input. Our method demonstrates high-quality image generation and lighting control in numerous scenes. Additionally, we use our generated dataset to train an identity-preserving relighting model, conditioned on an image and a target shading. Our method is the first that enables the generation of images with controllable, consistent lighting and performs on par with specialized relighting state-of-the-art methods.

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Towards a Perceptual Evaluation Framework for Lighting Estimation

Progress in lighting estimation is tracked by computing existing image quality assessment (IQA) metrics on images from standard datasets. While this may appear to be a reasonable approach, we demonstrate that doing so does not correlate to human preference when the estimated lighting is used to relight a virtual scene into a real photograph. To study this, we design a controlled psychophysical experiment where human observers must choose their preference amongst rendered scenes lit using a set of lighting estimation algorithms selected from the recent literature, and use it to analyse how these algorithms perform according to human perception. Then, we demonstrate that none of the most popular IQA metrics from the literature, taken individually, correctly represent human perception. Finally, we show that by learning a combination of existing IQA metrics, we can more accurately represent human preference. This provides a new perceptual framework to help evaluate future lighting estimation algorithms.

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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/

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EverLight: Indoor-Outdoor Editable HDR Lighting Estimation

Because of the diversity in lighting environments, existing illumination estimation techniques have been designed explicitly on indoor or outdoor environments. Methods have focused specifically on capturing accurate energy (e.g., through parametric lighting models), which emphasizes shading and strong cast shadows; or producing plausible texture (e.g., with GANs), which prioritizes plausible reflections. Approaches which provide editable lighting capabilities have been proposed, but these tend to be with simplified lighting models, offering limited realism. In this work, we propose to bridge the gap between these recent trends in the literature, and propose a method which combines a parametric light model with 360° panoramas, ready to use as HDRI in rendering engines. We leverage recent advances in GAN-based LDR panorama extrapolation from a regular image, which we extend to HDR using parametric spherical gaussians. To achieve this, we introduce a novel lighting co-modulation method that injects lighting-related features throughout the generator, tightly coupling the original or edited scene illumination within the panorama generation process. In our representation, users can easily edit light direction, intensity, number, etc. to impact shading while providing rich, complex reflections while seamlessly blending with the edits. Furthermore, our method encompasses indoor and outdoor environments, demonstrating state-of-the-art results even when compared to domain-specific methods.

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A Deep Perceptual Measure for Lens and Camera Calibration

Image editing and compositing have become ubiquitous in entertainment, from digital art to AR and VR experiences. To produce beautiful composites, the camera needs to be geometrically calibrated, which can be tedious and requires a physical calibration target. In place of the traditional multi-image calibration process, we propose to infer the camera calibration parameters such as pitch, roll, field of view, and lens distortion directly from a single image using a deep convolutional neural network. We train this network using automatically generated samples from a large-scale panorama dataset, yielding competitive accuracy in terms of standard `2 error. However, we argue that minimizing such standard error metrics might not be optimal for many applications. In this work, we investigate human sensitivity to inaccuracies in geometric camera calibration. To this end, we conduct a large-scale human perception study where we ask participants to judge the realism of 3D objects composited with correct and biased camera calibration parameters. Based on this study, we develop a new perceptual measure for camera calibration and demonstrate that our deep calibration network outperforms previous single-image based calibration methods both on standard metrics as well as on this novel perceptual measure. Finally, we demonstrate the use of our calibration network for several applications, including virtual object insertion, image retrieval, and compositing. A demonstration of our approach is available at https://lvsn.github.io/deepcalib .

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PhotoMat: A Material Generator Learned from Single Flash Photos

Authoring high-quality digital materials is key to realism in 3D rendering. Previous generative models for materials have been trained exclusively on synthetic data; such data is limited in availability and has a visual gap to real materials. We circumvent this limitation by proposing PhotoMat: the first material generator trained exclusively on real photos of material samples captured using a cell phone camera with flash. Supervision on individual material maps is not available in this setting. Instead, we train a generator for a neural material representation that is rendered with a learned relighting module to create arbitrarily lit RGB images; these are compared against real photos using a discriminator. We then train a material maps estimator to decode material reflectance properties from the neural material representation. We train PhotoMat with a new dataset of 12,000 material photos captured with handheld phone cameras under flash lighting. We demonstrate that our generated materials have better visual quality than previous material generators trained on synthetic data. Moreover, we can fit analytical material models to closely match these generated neural materials, thus allowing for further editing and use in 3D rendering.

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Perspective Fields for Single Image Camera Calibration

Geometric camera calibration is often required for applications that understand the perspective of the image. We propose perspective fields as a representation that models the local perspective properties of an image. Perspective Fields contain per-pixel information about the camera view, parameterized as an up vector and a latitude value. This representation has a number of advantages as it makes minimal assumptions about the camera model and is invariant or equivariant to common image editing operations like cropping, warping, and rotation. It is also more interpretable and aligned with human perception. We train a neural network to predict Perspective Fields and the predicted Perspective Fields can be converted to calibration parameters easily. We demonstrate the robustness of our approach under various scenarios compared with camera calibration-based methods and show example applications in image compositing.

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PixHt-Lab: Pixel Height Based Light Effect Generation for Image Compositing

Lighting effects such as shadows or reflections are key in making synthetic images realistic and visually appealing. To generate such effects, traditional computer graphics uses a physically-based renderer along with 3D geometry. To compensate for the lack of geometry in 2D Image compositing, recent deep learning-based approaches introduced a pixel height representation to generate soft shadows and reflections. However, the lack of geometry limits the quality of the generated soft shadows and constrain reflections to pure specular ones. We introduce PixHt-Lab, a system leveraging an explicit mapping from pixel height representation to 3D space. Using this mapping, PixHt-Lab reconstructs both the cutout and background geometry and renders realistic, diverse, lighting effects for image compositing. Given a surface with physically-based materials, we can render reflections with varying glossiness. To generate more realistic soft shadows, we further propose to use 3D-aware buffer channels to guide a neural renderer. Both quantitative and qualitative evaluations demonstrate that PixHt-Lab significantly improves soft shadow generation.

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LM-GAN: A Photorealistic All-Weather Parametric Sky Model

We present LM-GAN, an HDR sky model that generates photorealistic environment maps with weathered skies. Our sky model retains the flexibility of traditional parametric models and enables the reproduction of photorealistic all-weather skies with visual diversity in cloud formations. This is achieved with flexible and intuitive user controls for parameters, including sun position, sky color, and atmospheric turbidity. Our method is trained directly from inputs fitted to real HDR skies, learning both to preserve the input's illumination and correlate it to the real reference's atmospheric components in an end-to-end manner. Our main contributions are a generative model trained on both sky appearance and scene rendering losses, as well as a novel sky-parameter fitting algorithm. We demonstrate that our fitting algorithm surpasses existing approaches in both accuracy and sky fidelity, and also provide quantitative and qualitative analyses, demonstrating LM-GAN's ability to match parametric input to photorealistic all-weather skies. The generated HDR environment maps are ready to use in 3D rendering engines and can be applied to a wide range of image-based lighting applications.

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Guided Co-Modulated GAN for 360° Field of View Extrapolation

We propose a method to extrapolate a 360° field of view from a single image that allows for user-controlled synthesis of the out-painted content. To do so, we propose improvements to an existing GAN-based in-painting architecture for out-painting panoramic image representation. Our method obtains state-of-the-art results and outperforms previous methods on standard image quality metrics. To allow controlled synthesis of out-painting, we introduce a novel guided co-modulation framework, which drives the image generation process with a common pretrained discriminative model. Doing so maintains the high visual quality of generated panoramas while enabling user-controlled semantic content in the extrapolated field of view. We demonstrate the state-of-the-art results of our method on field of view extrapolation both qualitatively and quantitatively, providing thorough analysis of our novel editing capabilities. Finally, we demonstrate that our approach benefits the photorealistic virtual insertion of highly glossy objects in photographs.

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PhotoScene: Photorealistic Material and Lighting Transfer for Indoor Scenes

Most indoor 3D scene reconstruction methods focus on recovering 3D geometry and scene layout. In this work, we go beyond this to propose PhotoScene, a framework that takes input image(s) of a scene along with approximately aligned CAD geometry (either reconstructed automatically or manually specified) and builds a photorealistic digital twin with high-quality materials and similar lighting. We model scene materials using procedural material graphs; such graphs represent photorealistic and resolution-independent materials. We optimize the parameters of these graphs and their texture scale and rotation, as well as the scene lighting to best match the input image via a differentiable rendering layer. We evaluate our technique on objects and layout reconstructions from ScanNet, SUN RGB-D and stock photographs, and demonstrate that our method reconstructs high-quality, fully relightable 3D scenes that can be re-rendered under arbitrary viewpoints, zooms and lighting.

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NeuTex: Neural Texture Mapping for Volumetric Neural Rendering

Recent work has demonstrated that volumetric scene representations combined with differentiable volume rendering can enable photo-realistic rendering for challenging scenes that mesh reconstruction fails on. However, these methods entangle geometry and appearance in a "black-box" volume that cannot be edited. Instead, we present an approach that explicitly disentangles geometry--represented as a continuous 3D volume--from appearance--represented as a continuous 2D texture map. We achieve this by introducing a 3D-to-2D texture mapping (or surface parameterization) network into volumetric representations. We constrain this texture mapping network using an additional 2D-to-3D inverse mapping network and a novel cycle consistency loss to make 3D surface points map to 2D texture points that map back to the original 3D points. We demonstrate that this representation can be reconstructed using only multi-view image supervision and generates high-quality rendering results. More importantly, by separating geometry and texture, we allow users to edit appearance by simply editing 2D texture maps.

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Single View Metrology in the Wild

Most 3D reconstruction methods may only recover scene properties up to a global scale ambiguity. We present a novel approach to single view metrology that can recover the absolute scale of a scene represented by 3D heights of objects or camera height above the ground as well as camera parameters of orientation and field of view, using just a monocular image acquired in unconstrained condition. Our method relies on data-driven priors learned by a deep network specifically designed to imbibe weakly supervised constraints from the interplay of the unknown camera with 3D entities such as object heights, through estimation of bounding box projections. We leverage categorical priors for objects such as humans or cars that commonly occur in natural images, as references for scale estimation. We demonstrate state-of-the-art qualitative and quantitative results on several datasets as well as applications including virtual object insertion. Furthermore, the perceptual quality of our outputs is validated by a user study.

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