Yulia Gryaditskaya

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21ranked-venue papers
4as first author
14since 2021 · last 2026
0000-0002-1951-6475ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 20 · 4 first-author · 13 since 2021Artificial intelligence and machine learning · 6 · 6 since 2021
YearPublicationVenuePosition
2026 GroundUpV2: Sketch-based 3D modeling of multi-building scenes from prototyping to vertex-efficient representations
Gizem Ünlü, Mohamed Sayed, Yulia Gryaditskaya, Gabriel Brostow
Comput. Graph.3
2024 Open Vocabulary Semantic Scene Sketch Understanding
abstract
We study the underexplored but fundamental problem of machine understanding of abstract freehand scene sketches. We introduce a sketch encoder that ensures a semantically-aware feature space, which we evaluate by testing its performance on a semantic sketch segmentation task. To train our model, we rely only on bitmap sketches accompanied by brief captions, avoiding the need for pixel-level annotations. To generalize to a large set of sketches and categories, we build upon a vision transformer encoder pre-trained with the CLIP model. We freeze the text encoder and perform visual-prompt tuning of the visual encoder branch while introducing a set of critical modifications. First, we augment the classical key-query (k-q) self-attention blocks with value-value (v-v) self-attention blocks. Central to our model is a two-level hierarchical training that enables efficient semantic disentanglement: The first level ensures holistic scene sketch encoding, and the second level focuses on individual categories. In the second level of the hierarchy, we introduce cross-attention between the text and vision branches. Our method outperforms zero-shot CLIP segmentation results by 37 points, reaching a pixel accuracy of 85.5% on the FS-COCO sketch dataset. Finally, we conduct a user study that allows us to identify further improvements needed over our method to reconcile machine and human understanding of freehand scene sketches.
Ahmed Bourouis, Judith Ellen Fan, Yulia Gryaditskaya
CVPR3
2024 GroundUp: Rapid Sketch-Based 3D City Massing
Gizem Ünlü, Mohamed Sayed, Yulia Gryaditskaya, Gabriel J. Brostow
ECCV (71)3
2024 Modelling complex vector drawings with stroke-clouds
abstract
Vector drawings are innately interactive as they preserve creational cues. Despite this desirable property they remain relatively under explored due to the difficulties in modeling complex vector drawings. This is in part due to the primarily _sequential and auto-regressive nature_ of existing approaches failing to scale beyond simple drawings. In this paper, we define generative models over _highly complex_ vector drawings by first representing them as “stroke-clouds” – _sets_ of arbitrary cardinality comprised of semantically meaningful strokes. The dimensionality of the strokes is a design choice that allows the model to adapt to a range of complexities. We learn to encode these _set of strokes_ into compact latent codes by a probabilistic reconstruction procedure backed by _De-Finetti’s Theorem of Exchangability_. The parametric generative model is then defined over the latent vectors of the encoded stroke-clouds. The resulting “Latent stroke-cloud generator (LSG)” thus captures the distribution of complex vector drawings on an implicit _set space_. We demonstrate the efficacy of our model on complex drawings (a newly created Anime line-art dataset) through a range of generative tasks.
Alexander Ashcroft, Ayan Das 0003, Yulia Gryaditskaya, Zhiyu Qu, Yi-Zhe Song
ICLR3
2023 SketchXAI: A First Look at Explainability for Human Sketches
abstract
This paper, for the very first time, introduces human sketches to the landscape of XAI (Explainable Artificial Intelligence). We argue that sketch as a “human-centred” data form, represents a natural interface to study explainability. We focus on cultivating sketch-specific explainability designs. This starts by identifying strokes as a unique building block that offers a degree of flexibility in object construction and manipulation impossible in photos. Following this, we design a simple explainability-friendly sketch encoder that accommodates the intrinsic properties of strokes: shape, location, and order. We then move on to define the first ever XAI task for sketch, that of stroke location inversion (SLI). Just as we have heat maps for photos, and correlation matrices for text, SLI offers an explainability angle to sketch in terms of asking a network how well it can recover stroke locations of an unseen sketch. We offer qualitative results for readers to interpret as snapshots of the SLI process in the paper, and as GIFs on the project page. A minor but interesting note is that thanks to its sketch-specific design, our sketch encoder also yields the best sketch recognition accuracy to date while having the smallest number of parameters. The code is available at https://sketchxai.github.io.
Zhiyu Qu, Yulia Gryaditskaya, Ke Li 0004, Kaiyue Pang, Tao Xiang 0002, Yi-Zhe Song
CVPR2
2023 3D VR Sketch Guided 3D Shape Prototyping and Exploration
abstract
3D shape modeling is labor-intensive, time-consuming, and requires years of expertise. To facilitate 3D shape modeling, we propose a 3D shape generation network that takes a 3D VR sketch as a condition. We assume that sketches are created by novices without art training and aim to reconstruct geometrically realistic 3D shapes of a given category. To handle potential sketch ambiguity, our method creates multiple 3D shapes that align with the original sketch’s structure. We carefully design our method, training the model step-by-step and leveraging multi-modal 3D shape representation to support training with limited training data. To guarantee the realism of generated 3D shapes we leverage the normalizing flow that models the distribution of the latent space of 3D shapes. To encourage the fidelity of the generated 3D shapes to an input sketch, we propose a dedicated loss that we deploy at different stages of the training process. The code is available at https://github.com/Rowl1ng/3Dsketch2shape.
Pinaki Nath Chowdhury, Tao Xiang 0002, Yi-Zhe Song, Yulia Gryaditskaya
ICCV5
2022 Garment Ideation: Iterative View-Aware Sketch-Based Garment Modeling
abstract
Designing real and virtual garments is becoming extremely demanding with rapidly changing fashion trends and increasing need for synthesizing realistically dressed digital humans for various applications. However, traditionally designing real and virtual garments has been time-consuming. Sketch based modeling aims to bring the ease and immediacy of drawing to the 3D world thereby motivating faster iterations. We propose a novel sketch-based garment modeling framework that is specifically targeted to synchronize with the iterative process of garment ideation, e.g., adding or removing details from different views in each iteration. At the core of our learning based approach is a view-aware feature aggregation module that fuses the features from the latest sketch with the thus far aggregated features to effective refine the generated 3D shape. We evaluate our approach on a wide variety of garment types and iterative refinement scenarios. We also provide comparisons to alternative feature aggregation methods and demonstrate favorable results. The code is available at https://github.com/pinakinathc/multiviewsketch-garment.
Pinaki Nath Chowdhury, Tuanfeng Y. Wang, Duygu Ceylan, Yi-Zhe Song, Yulia Gryaditskaya
3DV5
2022 Structure-Aware 3D VR Sketch to 3D Shape Retrieval
abstract
We study the practical task of fine-grained 3D-VR-sketch-based 3D shape retrieval. This task is of particular interest as 2D sketches were shown to be effective queries for 2D images. However, due to the domain gap, it remains hard to achieve strong performance in 3D shape retrieval from 2D sketches. Recent work demonstrated the advantage of 3D VR sketching on this task. In our work, we focus on the challenge caused by inherent inaccuracies in 3D VR sketches. We observe that retrieval results obtained with a triplet loss with a fixed margin value, commonly used for retrieval tasks, contain many irrelevant shapes and often just one or few with a similar structure to the query. To mitigate this problem, we for the first time draw a connection between adaptive margin values and shape similarities. In particular, we propose to use a triplet loss with an adaptive margin value driven by a ‘fitting gap’, which is the similarity of two shapes under structure-preserving deformations. We also conduct a user study which confirms that this fitting gap is indeed a suitable criterion to evaluate the structural similarity of shapes. Furthermore, we introduce a dataset of 202 VR sketches for 202 3D shapes drawn from memory rather than from observation. The code and data are available at https://github.com/Rowl1ng/Structure-Aware-VR-Sketch-Shape-Retrieval.
Yulia Gryaditskaya, Tao Xiang 0002, Yi-Zhe Song
3DV2
2022 FS-COCO: Towards Understanding of Freehand Sketches of Common Objects in Context
abstract
We advance sketch research to scenes with the first dataset of freehand scene sketches, FS-COCO. With practical applications in mind, we collect sketches that convey scene content well but can be sketched within a few minutes by a person with any sketching skills. Our dataset comprises 10, 000 freehand scene vector sketches with per point space-time information by 100 non-expert individuals, offering both object- and scene-level abstraction. Each sketch is augmented with its text description. Using our dataset, we study for the first time the problem of fine-grained image retrieval from freehand scene sketches and sketch captions. We draw insights on: (i) Scene salience encoded in sketches using the strokes temporal order; (ii) Performance comparison of image retrieval from a scene sketch and an image caption; (iii) Complementarity of information in sketches and image captions, as well as the potential benefit of combining the two modalities. In addition, we extend a popular vector sketch LSTM-based encoder to handle sketches with larger complexity than was supported by previous work. Namely, we propose a hierarchical sketch decoder, which we leverage at a sketch-specific “pretext” task. Our dataset enables for the first time research on freehand scene sketch understanding and its practical applications. We release the dataset under CC BY-NC 4.0 license: FS-COCO dataset ( https://github.com/pinakinathc/fscoco ).
Pinaki Nath Chowdhury, Aneeshan Sain, Ayan Kumar Bhunia, Tao Xiang 0002, Yulia Gryaditskaya, Yi-Zhe Song
ECCV (8)5
2022 A study of deep single sketch-based modeling: View/style invariance, sparsity and latent space disentanglement
Yulia Gryaditskaya, Honggang Zhang 0002, Yi-Zhe Song
Comput. Graph.2
2022 One Sketch for All: One-Shot Personalized Sketch Segmentation
abstract
We present the first one-shot personalized sketch segmentation method. We aim to segment all sketches belonging to the same category provisioned with a single sketch with a given part annotation while (i) preserving the parts semantics embedded in the exemplar, and (ii) being robust to input style and abstraction. We refer to this scenario as personalized. With that, we importantly enable a much-desired personalization capability for downstream fine-grained sketch analysis tasks. To train a robust segmentation module, we deform the exemplar sketch to each of the available sketches of the same category. Our method generalizes to sketches not observed during training. Our central contribution is a sketch-specific hierarchical deformation network. Given a multi-level sketch-strokes encoding obtained via a graph convolutional network, our method estimates rigid-body transformation from the target to the exemplar, on the upper level. Finer deformation from the exemplar to the globally warped target sketch is further obtained through stroke-wise deformations, on the lower-level. Both levels of deformation are guided by mean squared distances between the keypoints learned without supervision, ensuring that the stroke semantics are preserved. We evaluate our method against the state-of-the-art segmentation and perceptual grouping baselines re-purposed for the one-shot setting and against two few-shot 3D shape segmentation methods. We show that our method outperforms all the alternatives by more than 10% on average. Ablation studies further demonstrate that our method is robust to personalization: changes in input part semantics and style differences.
Anran Qi, Yulia Gryaditskaya, Tao Xiang 0002, Yi-Zhe Song
IEEE Trans. Image Process.2
2021 Fine-Grained VR Sketching: Dataset and Insights
abstract
We present the first fine-grained dataset of 1,497 3D VR sketch and 3D shape pairs of a chair category with large shapes diversity. Our dataset supports the recent trend in the sketch community on fine-grained data analysis, and extends it to an actively developing 3D domain. We argue for the most convenient sketching scenario where the sketch consists of sparse lines and does not require any sketching skills, prior training or time-consuming accurate drawing. We then, for the first time, study the scenario of fine-grained 3D VR sketch to 3D shape retrieval, as a novel VR sketching application and a proving ground to drive out generic insights to inform future research. By experimenting with carefully selected combinations of design factors on this new problem, we draw important conclusions to help follow-on work. We hope our dataset will enable other novel applications, especially those that require a fine-grained angle such as fine-grained 3D shape reconstruction. The dataset is available at tinyurl.com/ VRSketch3DV21.
Yulia Gryaditskaya, Yongxin Yang, Tao Xiang 0002, Yi-Zhe Song
3DV2
2021 Towards Practical Sketch-Based 3D Shape Generation: The Role of Professional Sketches
abstract
In this paper, for the first time, we investigate the problem of generating 3D shapes from professional 2D sketches via deep learning. We target sketches done by professional artists, as these sketches are likely to contain more details than the ones produced by novices, and thus the reconstruction from such sketches poses a higher demand on the level of detail in the reconstructed models. This is importantly different to previous work, where the training and testing was conducted on either synthetic sketches or sketches done by novices. Novices sketches often depict shapes that are physically unrealistic, while models trained with synthetic sketches could not cope with the level of abstraction and style found in real sketches. To address this problem, we collected the first large-scale dataset of professional sketches, where each sketch is paired with a reference 3D shape, with a total of 1,500 professional sketches collected across 500 3D shapes. The dataset is available at http://sketchx.ai/downloads/. We introduce two bespoke designs within a deep adversarial network to tackle the imprecision of human sketches and the unique figure/ground ambiguity problem inherent to sketch-based reconstruction. We show that existing 3D shapes generation methods designed for images fail to be naively applied to our problem, and demonstrate the effectiveness of our method both qualitatively and quantitatively.
Yonggang Qi, Yulia Gryaditskaya, Honggang Zhang 0002, Yi-Zhe Song
IEEE Trans. Circuits Syst. Video Technol.3
2021 Toward Fine-Grained Sketch-Based 3D Shape Retrieval
abstract
In this paper we study, for the first time, the problem of fine-grained sketch-based 3D shape retrieval. We advocate the use of sketches as a fine-grained input modality to retrieve 3D shapes at instance-level - e.g., given a sketch of a chair, we set out to retrieve a specific chair from a gallery of all chairs. Fine-grained sketch-based 3D shape retrieval (FG-SBSR) has not been possible till now due to a lack of datasets that exhibit one-to-one sketch-3D correspondences. The first key contribution of this paper is two new datasets, consisting a total of 4,680 sketch-3D pairings from two object categories. Even with the datasets, FG-SBSR is still highly challenging because (i) the inherent domain gap between 2D sketch and 3D shape is large, and (ii) retrieval needs to be conducted at the instance level instead of the coarse category level matching as in traditional SBSR. Thus, the second contribution of the paper is the first cross-modal deep embedding model for FG-SBSR, which specifically tackles the unique challenges presented by this new problem. Core to the deep embedding model is a novel cross-modal view attention module which automatically computes the optimal combination of 2D projections of a 3D shape given a query sketch.
Anran Qi, Yulia Gryaditskaya, Jifei Song, Yongxin Yang, Yonggang Qi, Timothy M. Hospedales, Tao Xiang 0002, Yi-Zhe Song
IEEE Trans. Image Process.2
2020 Towards 3D VR-Sketch to 3D Shape Retrieval
abstract
Growing free online 3D shapes collections dictated research on 3D retrieval. Active debate has however been had on (i) what the best input modality is to trigger retrieval, and (ii) the ultimate usage scenario for such retrieval. In this paper, we offer a different perspective towards answering these questions - we study the use of 3D sketches as an input modality and advocate a VR-scenario where retrieval is conducted. Thus, the ultimate vision is that users can freely retrieve a 3D model by air-doodling in a VR environment. As a first stab at this new 3D VR-sketch to 3D shape retrieval problem, we make four contributions. First, we code a VR utility to collect 3D VR-sketches and conduct retrieval. Second, we collect the first set of 167 3D VRsketches on two shape categories from ModelNet. Third, we propose a novel approach to generate a synthetic dataset of human-like 3D sketches of different abstract levels to train deep networks. At last, we compare the common multi-view and volumetric approaches: We show that, in contrast to 3D shape to 3D shape retrieval, volumetric point-based approaches exhibit superior performance on 3D sketch to 3D shape retrieval due to the sparse and abstract nature of 3D VR-sketches. We believe these contributions will collectively serve as enablers for future attempts at this problem. The VR interface, code and datasets are available at https://tinyurl.com/3DSketch3DV.
Yulia Gryaditskaya, Yongxin Yang, Tao Xiang 0002, Yi-Zhe Song
3DV2
2020 Deep Sketch-Based Modeling: Tips and Tricks
abstract
Deep image-based modeling received lots of attention in recent years, yet the parallel problem of sketch-based modeling has only been briefly studied, often as a potential application. In this work, for the first time, we identify the main differences between sketch and image inputs: (i) style variance, (ii) imprecise perspective, and (iii) sparsity. We discuss why each of these differences can pose a challenge, and even make a certain class of image-based methods inapplicable. We study alternative solutions to address each of the difference. By doing so, we drive out a few important insights: (i) sparsity commonly results in an incorrect prediction of foreground versus background, (ii) diversity of human styles, if not taken into account, can lead to very poor generalization properties, and finally (iii) unless a dedicated sketching interface is used, one can not expect sketches to match a perspective of a fixed viewpoint. Finally, we compare a set of representative deep single-image modeling solutions and show how their performance can be improved to tackle sketch input by taking into consideration the identified critical differences.
Yulia Gryaditskaya, Honggang Zhang 0002, Yi-Zhe Song
3DV2
2020 Pixelor: a competitive sketching AI agent. so you think you can sketch?
abstract
We present the first competitive drawing agent Pixelor that exhibits humanlevel performance at a Pictionary-like sketching game, where the participant whose sketch is recognized first is a winner. Our AI agent can autonomously sketch a given visual concept, and achieve a recognizable rendition as quickly or faster than a human competitor. The key to victory for the agent's goal is to learn the optimal stroke sequencing strategies that generate the most recognizable and distinguishable strokes first. Training Pixelor is done in two steps. First, we infer the stroke order that maximizes early recognizability of human training sketches. Second, this order is used to supervise the training of a sequence-to-sequence stroke generator. Our key technical contributions are a tractable search of the exponential space of orderings using neural sorting; and an improved Seq2Seq Wasserstein (S2S-WAE) generator that uses an optimal-transport loss to accommodate the multi-modal nature of the optimal stroke distribution. Our analysis shows that Pixelor is better than the human players of the Quick, Draw! game, under both AI and human judging of early recognition. To analyze the impact of human competitors' strategies, we conducted a further human study with participants being given unlimited thinking time and training in early recognizability by feedback from an AI judge. The study shows that humans do gradually improve their strategies with training, but overall Pixelor still matches human performance. The code and the dataset are available at http://sketchx.ai/pixelor.
Ayan Kumar Bhunia, Ayan Das 0003, Umar Riaz Muhammad, Yongxin Yang, Timothy M. Hospedales, Tao Xiang 0002, Yulia Gryaditskaya, Yi-Zhe Song
ACM Trans. Graph.7
2020 Lifting freehand concept sketches into 3D
abstract
We present the first algorithm capable of automatically lifting real-world, vector-format, industrial design sketches into 3D. Targeting real-world sketches raises numerous challenges due to inaccuracies, use of overdrawn strokes, and construction lines. In particular, while construction lines convey important 3D information, they add significant clutter and introduce multiple accidental 2D intersections. Our algorithm exploits the geometric cues provided by the construction lines and lifts them to 3D by computing their intended 3D intersections and depths. Once lifted to 3D, these lines provide valuable geometric constraints that we leverage to infer the 3D shape of other artist drawn strokes. The core challenge we address is inferring the 3D connectivity of construction and other lines from their 2D projections by separating 2D intersections into 3D intersections and accidental occlusions. We efficiently address this complex combinatorial problem using a dedicated search algorithm that leverages observations about designer drawing pREFERENCES, and uses those to explore only the most likely solutions of the 3D intersection detection problem. We demonstrate that our separator outputs are of comparable quality to human annotations, and that the 3D structures we recover enable a range of design editing and visualization applications, including novel view synthesis and 3D-aware scaling of the depicted shape.
Yulia Gryaditskaya, Felix Hähnlein, Chenxi Liu 0004, Alla Sheffer, Adrien Bousseau
ACM Trans. Graph.1
2019 OpenSketch: a richly-annotated dataset of product design sketches
abstract
Product designers extensively use sketches to create and communicate 3D shapes and thus form an ideal audience for sketch-based modeling, non-photorealistic rendering and sketch filtering. However, sketching requires significant expertise and time, making design sketches a scarce resource for the research community. We introduce OpenSketch , a dataset of product design sketches aimed at offering a rich source of information for a variety of computer-aided design tasks. OpenSketch contains more than 400 sketches representing 12 man-made objects drawn by 7 to 15 product designers of varying expertise. We provided participants with front, side and top views of these objects, and instructed them to draw from two novel perspective viewpoints. This drawing task forces designers to construct the shape from their mental vision rather than directly copy what they see. They achieve this task by employing a variety of sketching techniques and methods not observed in prior datasets. Together with industrial design teachers, we distilled a taxonomy of line types and used it to label each stroke of the 214 sketches drawn from one of the two viewpoints. While some of these lines have long been known in computer graphics, others remain to be reproduced algorithmically or exploited for shape inference. In addition, we also asked participants to produce clean presentation drawings from each of their sketches, resulting in aligned pairs of drawings of different styles. Finally, we registered each sketch to its reference 3D model by annotating sparse correspondences. We provide an analysis of our annotated sketches, which reveals systematic drawing strategies over time and shapes, as well as a positive correlation between presence of construction lines and accuracy. Our sketches, in combination with provided annotations, form challenging benchmarks for existing algorithms as well as a great source of inspiration for future developments. We illustrate the versatility of our data by using it to test a 3D reconstruction deep network trained on synthetic drawings, as well as to train a filtering network to convert concept sketches into presentation drawings. We distribute our dataset under the Creative Commons CC0 license: https://ns.inria.fr/d3/OpenSketch.
Yulia Gryaditskaya, Mark Sypesteyn, Jan Willem Hoftijzer, Sylvia C. Pont, Frédo Durand, Adrien Bousseau
ACM Trans. Graph.1
2015 Motion Aware Exposure Bracketing for HDR Video
abstract
Abstract Mobile phones and tablets are rapidly gaining significance as omnipresent image and video capture devices. In this context we present an algorithm that allows such devices to capture high dynamic range (HDR) video. The design of the algorithm was informed by a perceptual study that assesses the relative importance of motion and dynamic range. We found that ghosting artefacts are more visually disturbing than a reduction in dynamic range, even if a comparable number of pixels is affected by each. We incorporated these findings into a real‐time, adaptive metering algorithm that seamlessly adjusts its settings to take exposures that will lead to minimal visual artefacts after recombination into an HDR sequence. It is uniquely suitable for real‐time selection of exposure settings. Finally, we present an off‐line HDR reconstruction algorithm that is matched to the adaptive nature of our real‐time metering approach.
Yulia Gryaditskaya, Tania Pouli, Erik Reinhard, Karol Myszkowski, Hans-Peter Seidel
Comput. Graph. Forum1
2014 Sky Based Light Metering for High Dynamic Range Images
abstract
Abstract Image calibration requires both linearization of pixel values and scaling so that values in the image correspond to real‐world luminances. In this paper we focus on the latter and rather than rely on camera characterization, we calibrate images by analysing their content and metadata, obviating the need for expensive measuring devices or modeling of lens and camera combinations. Our analysis correlates sky pixel values to luminances that would be expected based on geographical metadata. Combined with high dynamic range (HDR) imaging, which gives us linear pixel data, our algorithm allows us to find absolute luminance values for each pixel—effectively turning digital cameras into absolute light meters. To validate our algorithm we have collected and annotated a calibrated set of HDR images and compared our estimation with several other approaches, showing that our approach is able to more accurately recover absolute luminance. We discuss various applications and demonstrate the utility of our method in the context of calibrated color appearance reproduction and lighting design.
Yulia Gryaditskaya, Tania Pouli, Erik Reinhard, Hans-Peter Seidel
Comput. Graph. Forum1