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Yotam Gingold

Publications and source records attributed to Yotam Gingold.

10 recordsLinked to original sources

RBF Your SDF: Radial Basis Function Interpolation of Signed Distance Fields with Implied Tangent Points

Signed distance fields (SDFs) are a popular implicit representation of geometry. Converting a discrete set of SDF samples into an explicit surface is a fundamental problem in geometry processing. Traditional reconstruction methods such as marching cubes and dual contouring ignore the geometric information carried by samples far from the surface. Recently, Sell\'an et al.[2023] and several follow-up works leveraged the tangent-sphere structure of SDFs; every sample implies a point on a sphere tangent to the surface. However, these approaches extract the zero-level set via surface reconstruction, which considers only points and normals on the surface and ignores the remaining samples. We propose an approach that marries the tangent-sphere observation with radial basis function interpolation of all data, the implied surface points and the original data. By detecting spheres with extremely constrained tangent points, a configuration geometrically forced at sharp surface features, we identify and preserve surface corners that surface reconstruction-based methods systematically round. A partition-of-unity decomposition allows our method to scale efficiently to large grid resolutions. Our reconstructions improve both Chamfer and Hausdorff accuracy at every tested resolution.

cs.GR

Reparametrizing 3D Gaussian Splatting for Real-Time Palette-based Color and Luminance Editing

Professional color editing requires precise control over both color (hue and saturation) and lightness, ideally through separate, independent controls. We present a real-time interactive color editing framework for 3D Gaussian Splatting that supports palette-based recoloring, per-palette tone curves for color-aware luminance adjustment, and pixel-level color constraints. Rather than training a new representation from scratch, we reparameterize the spherical harmonics of a pretrained vanilla 3DGS to encode view-dependent palette weights. We simultaneously solve for weights and palette colors via a loss based on image-space sparsity. Luminance editing is realized as a per-pixel weight shift along the achromatic axis, which we show is equivalent to a per-pixel palette-aware luminance edit. This view-space formulation addresses a core limitation of prior primitive-space methods, where alpha-blending breaks per-Gaussian sparsity and causes edits to bleed into unintended regions. Our edits run in tens of milliseconds via an iteratively reweighted least squares and damped block-coordinate descent that couples tone curves and palette shifts under view-space sparsity. Our representation can be efficiently baked back into a vanilla 3DGS, preserving compatibility with standard viewers. We demonstrate sparser, more localized edits than prior palette-based 3DGS methods, while enabling independent luminance control per palette color and view-consistent pixel-level constraints, capabilities previously unavailable for 3DGS.

cs.GR

HandMade: Spatial Prompting for Generative 3D Creation with Part-Labeled VR Sketches

Text-to-3D generation lowers the barrier to 3D content creation, but text alone is a weak interface for specifying spatial intent: where parts should be placed, how they relate, and how an object should be organized in 3D. We present HandMade, a workflow that combines VR 3D sketching and language for open-domain 3D asset generation. HandMade treats coarse, part-labeled 3D sketches not as incomplete geometry to reconstruct directly, but as spatial prompts for existing generative models. It converts segmented VR strokes into multi-view part guidance and structured prompts, allowing users to specify object layout and part relationships through 3D sketching while using language for identity, material, style, and local details. A technical evaluation shows that HandMade better preserves user-authored spatial scaffolds than text-only and sketch-based baselines on 20 varied examples. A user study with eight participants characterizes how users make use of 3D sketching for spatial layout and language for identity, materials, and details across initial authoring and subsequent revision. HandMade contributes an interaction paradigm and interface-to-generation pipeline for spatially guided 3D creation.

cs.HC

ColorGradedGaussians: Palette-Based Color Grading for 3D Gaussian Splatting via View-Space Sparse Decomposition

Professional color editing requires precise control over both color (hue and saturation) and lightness, ideally through separate, independent controls. We present a real-time interactive color editing framework for 3D Gaussian Splatting (3DGS) that enables palette-based recoloring, per-palette tone curves for color-aware lightness adjustment, and accurate pixel-level constraints -- capabilities unavailable in prior palette-based 3DGS methods. Existing approaches decompose colors at the primitive level, optimizing per-Gaussian palette weights before splatting. However, sparse primitive-level weights do not guarantee sparse pixel-level decompositions after alpha-blending, causing palette edits to affect unintended regions and degrading editing quality. We address this through view-space palette decomposition, splatting weights instead of colors to optimize the observable appearance of the scene. We introduce a geometric loss using inverse barycentric coordinates to enforce consistent sparsity patterns, ensuring similar colors share similar decompositions. Our approach achieves superior editing quality compared to primitive-space methods, enabling professional color grading workflows for 3DGS scenes with real-time interaction.

cs.GR

Text-guided Image-and-Shape Editing and Generation: A Short Survey

Image and shape editing are ubiquitous among digital artworks. Graphics algorithms facilitate artists and designers to achieve desired editing intents without going through manually tedious retouching. In the recent advance of machine learning, artists' editing intents can even be driven by text, using a variety of well-trained neural networks. They have seen to be receiving an extensive success on such as generating photorealistic images, artworks and human poses, stylizing meshes from text, or auto-completion given image and shape priors. In this short survey, we provide an overview over 50 papers on state-of-the-art (text-guided) image-and-shape generation techniques. We start with an overview on recent editing algorithms in the introduction. Then, we provide a comprehensive review on text-guided editing techniques for 2D and 3D independently, where each of its sub-section begins with a brief background introduction. We also contextualize editing algorithms under recent implicit neural representations. Finally, we conclude the survey with the discussion over existing methods and potential research ideas.

cs.GR

I$\heartsuit$LA: Compilable Markdown for Linear Algebra

Communicating linear algebra in written form is challenging: mathematicians must choose between writing in languages that produce well-formatted but semantically-underdefined representations such as LaTeX; or languages with well-defined semantics but notation unlike conventional math, such as C++/Eigen. In both cases, the underlying linear algebra is obfuscated by the requirements of esoteric language syntax (as in LaTeX) or awkward APIs due to language semantics (as in C++). The gap between representations results in communication challenges, including underspecified and irreproducible research results, difficulty teaching math concepts underlying complex numerical code, as well as repeated, redundant, and error-prone translations from communicated linear algebra to executable code. We introduce I$\heartsuit$LA, a language with syntax designed to closely mimic conventionally-written linear algebra, while still ensuring an unambiguous, compilable interpretation. Inspired by Markdown, a language for writing naturally-structured plain text files that translate into valid HTML, I$\heartsuit$LA allows users to write linear algebra in text form and compile the same source into LaTeX, C++/Eigen, Python/NumPy/SciPy, and MATLAB, with easy extension to further math programming environments. We outline the principles of our language design and highlight design decisions that balance between readability and precise semantics, and demonstrate through case studies the ability for I$\heartsuit$LA to bridge the semantic gap between conventionally-written linear algebra and unambiguous interpretation in math programming environments.

cs.PL

Palette-based image decomposition, harmonization, and color transfer

We present a palette-based framework for color composition for visual applications. Color composition is a critical aspect of visual applications in art, design, and visualization. The color wheel is often used to explain pleasing color combinations in geometric terms, and, in digital design, to provide a user interface to visualize and manipulate colors. We abstract relationships between palette colors as a compact set of axes describing harmonic templates over perceptually uniform color wheels. Our framework provides a basis for a variety of color-aware image operations, such as color harmonization and color transfer, and can be applied to videos. To enable our approach, we introduce an extremely scalable and efficient yet simple palette-based image decomposition algorithm. Our approach is based on the geometry of images in RGBXY-space. This new geometric approach is orders of magnitude more efficient than previous work and requires no numerical optimization. We demonstrate a real-time layer decomposition tool. After preprocessing, our algorithm can decompose 6 MP images into layers in 20 milliseconds. We also conducted three large-scale, wide-ranging perceptual studies on the perception of harmonic colors and harmonization algorithms.

cs.GR

Pigmento: Pigment-Based Image Analysis and Editing

The colorful appearance of a physical painting is determined by the distribution of paint pigments across the canvas, which we model as a per-pixel mixture of a small number of pigments with multispectral absorption and scattering coefficients. We present an algorithm to efficiently recover this structure from an RGB image, yielding a plausible set of pigments and a low RGB reconstruction error. We show that under certain circumstances we are able to recover pigments that are close to ground truth, while in all cases our results are always plausible. Using our decomposition, we repose standard digital image editing operations as operations in pigment space rather than RGB, with interestingly novel results. We demonstrate tonal adjustments, selection masking, cut-copy-paste, recoloring, palette summarization, and edge enhancement.

cs.GR

Decomposing Digital Paintings into Layers via RGB-space Geometry

In digital painting software, layers organize paintings. However, layers are not explicitly represented, transmitted, or published with the final digital painting. We propose a technique to decompose a digital painting into layers. In our decomposition, each layer represents a coat of paint of a single paint color applied with varying opacity throughout the image. Our decomposition is based on the painting's RGB-space geometry. In RGB-space, a geometric structure is revealed due to the linear nature of the standard Porter-Duff "over" pixel compositing operation. The vertices of the convex hull of pixels in RGB-space suggest paint colors. Users choose the degree of simplification to perform on the convex hull, as well as a layer order for the colors. We solve a constrained optimization problem to find maximally translucent, spatially coherent opacity for each layer, such that the composition of the layers reproduces the original image. We demonstrate the utility of the resulting decompositions for re-editing.

cs.GR

Bijective Deformations in $\mathbb{R}^n$ via Integral Curve Coordinates

We introduce Integral Curve Coordinates, which identify each point in a bounded domain with a parameter along an integral curve of the gradient of a function $f$ on that domain; suitable functions have exactly one critical point, a maximum, in the domain, and the gradient of the function on the boundary points inward. Because every integral curve intersects the boundary exactly once, Integral Curve Coordinates provide a natural bijective mapping from one domain to another given a bijection of the boundary. Our approach can be applied to shapes in any dimension, provided that the boundary of the shape (or cage) is topologically equivalent to an $n$-sphere. We present a simple algorithm for generating a suitable function space for $f$ in any dimension. We demonstrate our approach in 2D and describe a practical (simple and robust) algorithm for tracing integral curves on a (piecewise-linear) triangulated regular grid.

cs.GR