VLDB 2026 Research / reviewers in the wild / expert
Rana Hanocka
dblp:167/2260
· DBLP profile ↗
30ranked-venue papers
5as first author
22since 2021 · last 2025
0000-0003-3214-3703ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 28 · 5 first-author · 20 since 2021Artificial intelligence and machine learning · 12 · 10 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Security and privacy · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | MeshUp: Multi-Target Mesh Deformation via Blended Score DistillationabstractWe propose Mesh Up, 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 lo-calize 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/. Itai Lang, Noam Aigerman, Thibault Groueix, Vladimir G. Kim, Rana Hanocka |
3DV | 6 |
| 2025 | Geometry in Style: 3D Stylization via Surface Normal DeformationabstractWe present Geometry in Style, a new method for identity-preserving mesh stylization. Existing techniques either adhere to the original shape through overly restrictive deformations such as bump maps or significantly modify the input shape using expressive deformations that may introduce artifacts or alter the identity of the source shape. In contrast, we represent a deformation of a triangle mesh as a target normal vector for each vertex neighborhood. The deformations we recover from target normals are expressive enough to enable detailed stylizations yet restrictive enough to preserve the shape’s identity. We achieve such deformations using our novel differentiable As-Rigid-As-Possible (dARAP) layer, a neural-network-ready adaptation of the classical ARAP algorithm which we use to solve for per-vertex rotations and deformed vertices. As a differentiable layer, dARAP is paired with a visual loss from a text-to-image model to drive deformations toward style prompts, altogether giving us Geometry in Style. Our project page is at https://threedle.github.io/geometry-in-style. Nam Anh Dinh, Itai Lang, Oded Stein, Rana Hanocka |
CVPR | 5 |
| 2025 | Reusing Computation in Text-to-Image Diffusion for Efficient Generation of Image SetsabstractText-to-image diffusion models enable high-quality image generation but are computationally expensive. While prior work optimizes per-inference efficiency, we explore an orthogonal approach: reducing redundancy across correlated prompts. Our method leverages the coarse-to-fine nature of diffusion models, where early denoising steps capture shared structures among similar prompts. We propose a training-free approach that clusters prompts based on semantic similarity and shares computation in early diffusion steps. Experiments show that for models trained conditioned on image embeddings, our approach significantly reduces compute cost while improving image quality. By leveraging UnClip's text-to-image prior, we enhance diffusion step allocation for greater efficiency. Our method seamlessly integrates with existing pipelines, scales with prompt sets, and reduces the environmental and financial burden of large-scale text-to-image generation. Project page: https://ddecatur.github.io/hierarchical-diffusion/ Dale Decatur, Thibault Groueix, Wang Yifan 0001, Rana Hanocka, Vladimir G. Kim, Matheus Gadelha |
ICCV | 4 |
| 2025 | WIR3D: Visually-Informed and Geometry-Aware 3D Shape AbstractionabstractIn this work we present WIR3D, a technique for abstracting 3D shapes through a sparse set of visually meaningful curves in 3D. We optimize the parameters of Bezier curves such that they faithfully represent both the geometry and salient visual features (e.g. texture) of the shape from arbitrary viewpoints. We leverage the intermediate activations of a pre-trained foundation model (CLIP) to guide our optimization process. We divide our optimization into two phases: one for capturing the coarse geometry of the shape, and the other for representing fine-grained features. Our second phase supervision is spatially guided by a novel localized keypoint loss. This spatial guidance enables user control over abstracted features. We ensure fidelity to the original surface through a neural SDF loss, which allows the curves to be used as intuitive deformation handles. We successfully apply our method for shape abstraction over a broad dataset of shapes with varying complexity, geometric structure, and texture, and demonstrate downstream applications for feature control and shape deformation. Richard Liu, Daniel Fu, Noah Tan, Itai Lang, Rana Hanocka |
ICCV | 5 |
| 2025 | GeoCode: Interpretable Shape ProgramsabstractAbstract The task of crafting procedural programs capable of generating structurally valid 3D shapes easily and intuitively remains an elusive goal in computer vision and graphics. Within the graphics community, generating procedural 3D models has shifted to using node graph systems. They allow the artist to create complex shapes and animations through visual programming. Being a high‐level design tool, they made procedural 3D modelling more accessible. However, crafting those node graphs demands expertise and training. We present GeoCode, a novel framework designed to extend an existing node graph system and significantly lower the bar for the creation of new procedural 3D shape programs. Our approach meticulously balances expressiveness and generalization for part‐based shapes. We propose a curated set of new geometric building blocks that are expressive and reusable across domains. We showcase three innovative and expressive programs developed through our technique and geometric building blocks. Our programs enforce intricate rules, empowering users to execute intuitive high‐level parameter edits that seamlessly propagate throughout the entire shape at a lower level while maintaining its validity. To evaluate the user‐friendliness of our geometric building blocks among non‐experts, we conduct a user study that demonstrates their ease of use and highlights their applicability across diverse domains. Empirical evidence shows the superior accuracy of GeoCode in inferring and recovering 3D shapes compared to an existing competitor. Furthermore, our method demonstrates superior expressiveness compared to alternatives that utilize coarse primitives. Notably, we illustrate the ability to execute controllable local and global shape manipulations. Our code, programs, datasets and Blender add‐on are available at https://github.com/threedle/GeoCode . Ofek Pearl, Itai Lang, Yuhua Hu, Raymond A. Yeh, Rana Hanocka |
Comput. Graph. Forum | 5 |
| 2024 | 3D Paintbrush: Local Stylization of 3D Shapes with Cascaded Score DistillationabstractWe present 3D Paintbrush, a technique for automatically texturing local semantic regions on meshes via text descriptions. Our method is designed to operate directly on meshes, producing texture maps which seamlessly integrate into standard graphics pipelines. We opt to simultaneously produce a localization map (to specify the edit region) and a texture map which conforms to it. This approach improves the quality of both the localization and the stylization. To enhance the details and resolution of the textured area, we leverage multiple stages of a cascaded diffusion model to supervise our local editing technique with generative priors learned from images at different resolutions. Our technique, referred to as Cascaded Score Distillation (CSD), simultaneously distills scores at multiple resolutions in a cascaded fashion, enabling control over both the granularity and global understanding of the supervision. We demonstrate the effectiveness of 3D Paintbrush to locally texture different semantic regions on a variety of shapes. Project page: https://threedle.github.io/3d-paintbrush Dale Decatur, Itai Lang, Kfir Aberman, Rana Hanocka |
CVPR | 4 |
| 2024 | HyperFields: Towards Zero-Shot Generation of NeRFs from TextabstractWe introduce HyperFields, a method for generating text-conditioned Neural Radiance Fields (NeRFs) with a single forward pass and (optionally) some fine-tuning. Key to our approach are: (i) a dynamic hypernetwork, which learns a smooth mapping from text token embeddings to the space of NeRFs; (ii) NeRF distillation training, which distills scenes encoded in individual NeRFs into one dynamic hypernetwork. These techniques enable a single network to fit over a hundred unique scenes. We further demonstrate that HyperFields learns a more general map between text and NeRFs, and consequently is capable of predicting novel in-distribution and out-of-distribution scenes — either zero-shot or with a few finetuning steps. Finetuning HyperFields benefits from accelerated convergence thanks to the learned general map, and is capable of synthesizing novel scenes 5 to 10 times faster than existing neural optimization-based methods. Our ablation experiments show that both the dynamic architecture and NeRF distillation are critical to the expressivity of HyperFields. Sudarshan Babu, Richard Liu, Avery Zhou, Michael Maire, Gregory Shakhnarovich, Rana Hanocka |
ICML | 6 |
| 2024 | iSeg: Interactive 3D Segmentation via Interactive AttentionabstractWe present iSeg, a new interactive technique for segmenting 3D shapes. Previous works have focused mainly on leveraging pre-trained 2D foundation models for 3D segmentation based on text. However, text may be insufficient for accurately describing fine-grained spatial segmentations. Moreover, achieving a consistent 3D segmentation using a 2D model is highly challenging, since occluded areas of the same semantic region may not be visible together from any 2D view. Thus, we design a segmentation method conditioned on fine user clicks, which operates entirely in 3D. Our system accepts user clicks directly on the shape's surface, indicating the inclusion or exclusion of regions from the desired shape partition. To accommodate various click settings, we propose a novel interactive attention module capable of processing different numbers and types of clicks, enabling the training of a single unified interactive segmentation model. We apply iSeg to a myriad of shapes from different domains, demonstrating its versatility and faithfulness to the user's specifications. Our project page is at https://threedle.github.io/iSeg/. Itai Lang, Dale Decatur, Sudarshan Babu, Rana Hanocka |
SIGGRAPH Asia | 5 |
| 2024 | HaLo-NeRF: Learning Geometry-Guided Semantics for Exploring Unconstrained Photo CollectionsabstractAbstract Internet image collections containing photos captured by crowds of photographers show promise for enabling digital exploration of large‐scale tourist landmarks. However, prior works focus primarily on geometric reconstruction and visualization, neglecting the key role of language in providing a semantic interface for navigation and fine‐grained understanding. In more constrained 3D domains, recent methods have leveraged modern vision‐and‐language models as a strong prior of 2D visual semantics. While these models display an excellent understanding of broad visual semantics, they struggle with unconstrained photo collections depicting such tourist landmarks, as they lack expert knowledge of the architectural domain and fail to exploit the geometric consistency of images capturing multiple views of such scenes. In this work, we present a localization system that connects neural representations of scenes depicting large‐scale landmarks with text describing a semantic region within the scene, by harnessing the power of SOTA vision‐and‐language models with adaptations for understanding landmark scene semantics. To bolster such models with fine‐grained knowledge, we leverage large‐scale Internet data containing images of similar landmarks along with weakly‐related textual information. Our approach is built upon the premise that images physically grounded in space can provide a powerful supervision signal for localizing new concepts, whose semantics may be unlocked from Internet textual metadata with large language models. We use correspondences between views of scenes to bootstrap spatial understanding of these semantics, providing guidance for 3D‐compatible segmentation that ultimately lifts to a volumetric scene representation. To evaluate our method, we present a new benchmark dataset containing large‐scale scenes with ground‐truth segmentations for multiple semantic concepts. Our results show that HaLo‐NeRF can accurately localize a variety of semantic concepts related to architectural landmarks, surpassing the results of other 3D models as well as strong 2D segmentation baselines. Our code and data are publicly available at https://tau‐vailab.github.io/HaLo‐NeRF/ . Chen Dudai, Morris Alper, Hana Bezalel, Rana Hanocka, Itai Lang, Hadar Averbuch-Elor |
Comput. Graph. Forum | 4 |
| 2023 | 3D Highlighter: Localizing Regions on 3D Shapes via Text DescriptionsabstractWe present 3D Highlighter, a technique for localizing semantic regions on a mesh using text as input. A key feature of our system is the ability to interpret “out-of-domain” localizations. Our system demonstrates the ability to reason about where to place non-obviously related concepts on an input 3D shape, such as adding clothing to a bare 3D animal model. Our method contextualizes the text description using a neural field and colors the corresponding region of the shape using a probability-weighted blend. Our neural optimization is guided by a pre-trained CLIP encoder, which bypasses the need for any 3D datasets or 3D annotations. Thus, 3D Highlighter is highly flexible, general, and capable of producing localizations on a myriad of input shapes. Our code is publicly available at https://github.com/threedle/3DHighlighter. Dale Decatur, Itai Lang, Rana Hanocka |
CVPR | 3 |
| 2023 | DA Wand: Distortion-Aware Selection Using Neural Mesh ParameterizationabstractWe present a neural technique for learning to select a local sub-region around a point which can be used for mesh parameterization. The motivation for our framework is driven by interactive workflows used for decaling, texturing, or painting on surfaces. Our key idea is to incorporate segmentation probabilities as weights of a classical parameterization method, implemented as a novel differentiable parameterization layer within a neural network framework. We train a segmentation network to select 3D regions that are parameterized into 2D and penalized by the resulting distortion, giving rise to segmentations which are distortion-aware. Following training, a user can use our system to interactively select a point on the mesh and obtain a large, meaningful region around the selection which induces a low-distortion parameterization. Our code11https://github.com/threedle/DA-Wand and project22https://threedle.github.io/DA-Wand/ are publicly available. Richard Liu, Noam Aigerman, Vladimir G. Kim, Rana Hanocka |
CVPR | 4 |
| 2023 | ShapeSonic: Sonifying Fingertip Interactions for Non-Visual Virtual Shape PerceptionabstractFor sighted users, computer graphics and virtual reality allow them to model and perceive imaginary objects and worlds. However, these approaches are inaccessible to blind and visually impaired (BVI) users, since they primarily rely on visual feedback. To this end, we introduce ShapeSonic, a system designed to convey vivid 3D shape perception using purely audio feedback or sonification. ShapeSonic tracks users’ fingertips in 3D and provides real-time sound feedback (sonification). The shape’s geometry and sharp features (edges and corners) are expressed as sounds whose volumes modulate according to fingertip distance. ShapeSonic is based on a mass-produced, commodity hardware platform (Oculus Quest). In a study with 15 sighted and 6 BVI users, we demonstrate the value of ShapeSonic in shape landmark localization and recognition. ShapeSonic users were able to quickly and relatively accurately “touch” points on virtual 3D shapes in the air. Jialin Huang, Alexa F. Siu, Rana Hanocka, Yotam I. Gingold |
SIGGRAPH Asia | 3 |
| 2023 | Glaze: Protecting Artists from Style Mimicry by Text-to-Image Models
Shawn Shan, Jenna Cryan, Emily Wenger, Haitao Zheng 0001, Rana Hanocka, Ben Y. Zhao |
USENIX Security Symposium | 5 |
| 2022 | TetGAN: A Convolutional Neural Network for Tetrahedral Mesh Generation
William Gao, April Wang, Gal Metzer, Raymond A. Yeh, Rana Hanocka |
BMVC | 5 |
| 2022 | The Neurally-Guided Shape Parser: Grammar-based Labeling of 3D Shape Regions with Approximate InferenceabstractWe propose the Neurally-Guided Shape Parser (NGSP), a method that learns how to assign fine-grained semantic labels to regions of a 3D shape. NGSP solves this problem via MAP inference, modeling the posterior probability of a label assignment conditioned on an input shape with a learned likelihood function. To make this search tractable, NGSP employs a neural guide network that learns to approximate the posterior. NGSP finds high-probability label assignments by first sampling proposals with the guide network and then evaluating each proposal under the full likelihood. We evaluate NGSP on the task of fine-grained semantic segmentation of man ufactured 3D shapesfrom PartNet, where shapes have been decomposed into regions that correspond to part instance over-segmentations. We find that NGSP delivers significant performance improvements over comparison methods that (i) use regions to group per-point predictions, (ii) use regions as a self-supervisory signal or (iii) assign labels to regions under alternative formulations. Further, we show that NGSP maintains strong performance even with limited labeled data or noisy input shape regions. Finally, we demonstrate that NGSP can be directly applied to CAD shapes found in online repositories and validate its effectiveness with a perceptual study. R. Kenny Jones, Aalia Habib, Rana Hanocka, Daniel Ritchie 0001 |
CVPR | 3 |
| 2022 | Text2Mesh: Text-Driven Neural Stylization for MeshesabstractIn this work, we develop intuitive controls for editing the style of 3D objects. Our framework, Text2Mesh, stylizes a 3D mesh by predicting color and local geometric details which conform to a target text prompt. We consider a disentangled representation of a 3D object using a fixed mesh input (content) coupled with a learned neural network, which we term a neural style field network (NSF). In order to modify style, we obtain a similarity score between a text prompt (describing style) and a stylized mesh by harnessing the representational power of CLIP. Text2Mesh requires neither a pre-trained generative model nor a specialized 3D mesh dataset. It can handle low-quality meshes (non-manifold, boundaries, etc.) with arbitrary genus, and does not require UV parameterization. We demonstrate the ability of our technique to synthesize a myriad of styles over a wide variety of 3D meshes. Our code and results are available in our project webpage: https://threedle.github.io/text2meshl. Oscar Michel, Roi Bar-On, Richard Liu, Sagie Benaim, Rana Hanocka |
CVPR | 5 |
| 2022 | Learning Camera Control in Dynamic Scenes from Limited DemonstrationsabstractAbstract In this work, we present our strategy for camera control in dynamic scenes with multiple people (sports teams). We learn a generic model of the player dynamics offline in simulation. We use only a few sparse demonstrations of a user's camera control policy to learn a reward function to drive camera motion in an ongoing dynamic scene. Key to our approach is the creation of a low‐dimensional representation of the scene dynamics which is independent of the environment action and rewards, which enables learning the reward function using only a small number of examples. We cast the user‐specific control objective as an inverse reinforcement learning problem, aiming to learn an expert's intention from a small number of demonstrations. The learned reward function is used in combination with a visual model predictive controller (MPC). We learn a generic scene dynamics model that is agnostic to the user‐specific reward, enabling reusing the same dynamics model for different camera control policies. We show the effectiveness of our method on simulated and real soccer matches. Rana Hanocka, Jackie Assa, Daniel Cohen-Or, Raja Giryes |
Comput. Graph. Forum | 1 |
| 2022 | Z2P: Instant Visualization of Point CloudsabstractAbstract We present a technique for visualizing point clouds using a neural network. Our technique allows for an instant preview of any point cloud, and bypasses the notoriously difficult surface reconstruction problem or the need to estimate oriented normals for splat‐based rendering. We cast the preview problem as a conditional image‐to‐image translation task, and design a neural network that translates point depth‐map directly into an image, where the point cloud is visualized as though a surface was reconstructed from it. Furthermore, the resulting appearance of the visualized point cloud can be, optionally, conditioned on simple control variables (e.g., color and light). We demonstrate that our technique instantly produces plausible images, and can, on‐the‐fly effectively handle noise, non‐uniform sampling, and thin surfaces sheets. Gal Metzer, Rana Hanocka, Raja Giryes, Niloy J. Mitra, Daniel Cohen-Or |
Comput. Graph. Forum | 2 |
| 2022 | GANimator: neural motion synthesis from a single sequenceabstractWe present GANimator, a generative model that learns to synthesize novel motions from a single, short motion sequence. GANimator generates motions that resemble the core elements of the original motion, while simultaneously synthesizing novel and diverse movements. Existing data-driven techniques for motion synthesis require a large motion dataset which contains the desired and specific skeletal structure. By contrast, GANimator only requires training on a single motion sequence, enabling novel motion synthesis for a variety of skeletal structures e.g. , bipeds, quadropeds, hexapeds, and more. Our framework contains a series of generative and adversarial neural networks, each responsible for generating motions in a specific frame rate. The framework progressively learns to synthesize motion from random noise, enabling hierarchical control over the generated motion content across varying levels of detail. We show a number of applications, including crowd simulation, key-frame editing, style transfer, and interactive control, which all learn from a single input sequence. Code and data for this paper are at https://peizhuoli.github.io/ganimator. Peizhuo Li, Kfir Aberman, Rana Hanocka, Olga Sorkine-Hornung |
ACM Trans. Graph. | 4 |
| 2021 | Learning skeletal articulations with neural blend shapesabstractAnimating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape deformation in the joint regions, which often requires a tailored, pose-specific refinement. In this work, we develop a neural technique for articulating 3D characters using enveloping with a pre-defined skeletal structure which produces high quality pose dependent deformations. Our framework learns to rig and skin characters with the same articulation structure ( e.g. , bipeds or quadrupeds), and builds the desired skeleton hierarchy into the network architecture. Furthermore , we propose neural blend shapes - a set of corrective pose-dependent shapes which improve the deformation quality in the joint regions in order to address the notorious artifacts resulting from standard rigging and skinning. Our system estimates neural blend shapes for input meshes with arbitrary connectivity, as well as weighting coefficients which are conditioned on the input joint rotations. Unlike recent deep learning techniques which supervise the network with ground-truth rigging and skinning parameters, our approach does not assume that the training data has a specific underlying deformation model. Instead, during training, the network observes deformed shapes and learns to infer the corresponding rig, skin and blend shapes using indirect supervision. During inference, we demonstrate that our network generalizes to unseen characters with arbitrary mesh connectivity, including unrigged characters built by 3D artists. Conforming to standard skeletal animation models enables direct plug-and-play in standard animation software, as well as game engines. Peizhuo Li, Kfir Aberman, Rana Hanocka, Libin Liu 0002, Olga Sorkine-Hornung, Baoquan Chen |
ACM Trans. Graph. | 3 |
| 2021 | Self-Sampling for Neural Point Cloud ConsolidationabstractWe introduce a novel technique for neural point cloud consolidation which learns from only the input point cloud. Unlike other point up-sampling methods which analyze shapes via local patches, in this work, we learn from global subsets. We repeatedly self-sample the input point cloud with global subsets that are used to train a deep neural network. Specifically, we define source and target subsets according to the desired consolidation criteria (e.g., generating sharp points or points in sparse regions). The network learns a mapping from source to target subsets, and implicitly learns to consolidate the point cloud. During inference, the network is fed with random subsets of points from the input, which it displaces to synthesize a consolidated point set. We leverage the inductive bias of neural networks to eliminate noise and outliers, a notoriously difficult problem in point cloud consolidation. The shared weights of the network are optimized over the entire shape, learning non-local statistics and exploiting the recurrence of local-scale geometries. Specifically, the network encodes the distribution of the underlying shape surface within a fixed set of local kernels, which results in the best explanation of the underlying shape surface. We demonstrate the ability to consolidate point sets from a variety of shapes, while eliminating outliers and noise. Gal Metzer, Rana Hanocka, Raja Giryes, Daniel Cohen-Or |
ACM Trans. Graph. | 2 |
| 2021 | Orienting point clouds with dipole propagationabstractEstablishing a consistent normal orientation for point clouds is a notoriously difficult problem in geometry processing, requiring attention to both local and global shape characteristics. The normal direction of a point is a function of the local surface neighborhood; yet, point clouds do not disclose the full underlying surface structure. Even assuming known geodesic proximity, calculating a consistent normal orientation requires the global context. In this work, we introduce a novel approach for establishing a globally consistent normal orientation for point clouds. Our solution separates the local and global components into two different sub-problems. In the local phase, we train a neural network to learn a coherent normal direction per patch ( i.e. , consistently oriented normals within a single patch). In the global phase, we propagate the orientation across all coherent patches using a dipole propagation. Our dipole propagation decides to orient each patch using the electric field defined by all previously orientated patches. This gives rise to a global propagation that is stable, as well as being robust to nearby surfaces, holes, sharp features and noise. Gal Metzer, Rana Hanocka, Denis Zorin, Raja Giryes, Daniele Panozzo, Daniel Cohen-Or |
ACM Trans. Graph. | 2 |
| 2020 | PointGMM: A Neural GMM Network for Point CloudsabstractPoint clouds are a popular representation for 3D shapes. However, they encode a particular sampling without accounting for shape priors or non-local information. We advocate for the use of a hierarchical Gaussian mixture model (hGMM), which is a compact, adaptive and lightweight representation that probabilistically defines the underlying 3D surface. We present PointGMM, a neural network that learns to generate hGMMs which are characteristic of the shape class, and also coincide with the input point cloud. PointGMM is trained over a collection of shapes to learn a class-specific prior. The hierarchical representation has two main advantages: (i) coarse-to-fine learning, which avoids converging to poor local-minima; and (ii) (an unsupervised) consistent partitioning of the input shape. We show that as a generative model, PointGMM learns a meaningful latent space which enables generating consistent interpolations between existing shapes, as well as synthesizing novel shapes. We also present a novel framework for rigid registration using PointGMM, that learns to disentangle orientation from structure of an input shape. Amir Hertz, Rana Hanocka, Raja Giryes, Daniel Cohen-Or |
CVPR | 2 |
| 2020 | Point2Mesh: a self-prior for deformable meshesabstractIn this paper, we introduce Point2Mesh , a technique for reconstructing a surface mesh from an input point cloud. Instead of explicitly specifying a prior that encodes the expected shape properties, the prior is defined automatically using the input point cloud, which we refer to as a self-prior. The self-prior encapsulates reoccurring geometric repetitions from a single shape within the weights of a deep neural network. We optimize the network weights to deform an initial mesh to shrink-wrap a single input point cloud. This explicitly considers the entire reconstructed shape, since shared local kernels are calculated to fit the overall object. The convolutional kernels are optimized globally across the entire shape, which inherently encourages local-scale geometric self-similarity across the shape surface. We show that shrink-wrapping a point cloud with a self-prior converges to a desirable solution; compared to a prescribed smoothness prior, which often becomes trapped in undesirable local minima. While the performance of traditional reconstruction approaches degrades in non-ideal conditions that are often present in real world scanning, i.e. , unoriented normals, noise and missing (low density) parts, Point2Mesh is robust to non-ideal conditions. We demonstrate the performance of Point2Mesh on a large variety of shapes with varying complexity. Rana Hanocka, Gal Metzer, Raja Giryes, Daniel Cohen-Or |
ACM Trans. Graph. | 1 |
| 2020 | Deep geometric texture synthesisabstractRecently, deep generative adversarial networks for image generation have advanced rapidly; yet, only a small amount of research has focused on generative models for irregular structures, particularly meshes. Nonetheless, mesh generation and synthesis remains a fundamental topic in computer graphics. In this work, we propose a novel framework for synthesizing geometric textures. It learns geometric texture statistics from local neighborhoods ( i.e. , local triangular patches) of a single reference 3D model. It learns deep features on the faces of the input triangulation, which is used to subdivide and generate offsets across multiple scales, without parameterization of the reference or target mesh. Our network displaces mesh vertices in any direction ( i.e. , in the normal and tangential direction), enabling synthesis of geometric textures, which cannot be expressed by a simple 2D displacement map. Learning and synthesizing on local geometric patches enables a genus-oblivious framework, facilitating texture transfer between shapes of different genus. Amir Hertz, Rana Hanocka, Raja Giryes, Daniel Cohen-Or |
ACM Trans. Graph. | 2 |
| 2019 | Blind Visual Motif Removal From a Single ImageabstractMany images shared over the web include overlaid objects, or visual motifs, such as text, symbols or drawings, which add a description or decoration to the image. For example, decorative text that specifies where the image was taken, repeatedly appears across a variety of different images. Often, the reoccurring visual motif, is semantically similar, yet, differs in location, style and content (e.g. text placement, font and letters). This work proposes a deep learning based technique for blind removal of such objects. In the blind setting, the location and exact geometry of the motif are unknown. Our approach simultaneously estimates which pixels contain the visual motif, and synthesizes the underlying latent image. It is applied to a single input image, without any user assistance in specifying the location of the motif, achieving state-of-the-art results for blind removal of both opaque and semi-transparent visual motifs. Amir Hertz, Sharon Fogel, Rana Hanocka, Raja Giryes, Daniel Cohen-Or |
CVPR | 3 |
| 2019 | ALIGNet: Partial-Shape Agnostic Alignment via Unsupervised LearningabstractThe process of aligning a pair of shapes is a fundamental operation in computer graphics. Traditional approaches rely heavily on matching corresponding points or features to guide the alignment, a paradigm that falters when significant shape portions are missing. These techniques generally do not incorporate prior knowledge about expected shape characteristics, which can help compensate for any misleading cues left by inaccuracies exhibited in the input shapes. We present an approach based on a deep neural network, leveraging shape datasets to learn a shape-aware prior for source-to-target alignment that is robust to shape incompleteness. In the absence of ground truth alignments for supervision, we train a network on the task of shape alignment using incomplete shapes generated from full shapes for self-supervision. Our network, called ALIGNet , is trained to warp complete source shapes to incomplete targets, as if the target shapes were complete, thus essentially rendering the alignment partial-shape agnostic . We aim for the network to develop specialized expertise over the common characteristics of the shapes in each dataset, thereby achieving a higher-level understanding of the expected shape space to which a local approach would be oblivious. We constrain ALIGNet through an anisotropic total variation identity regularization to promote piecewise smooth deformation fields, facilitating both partial-shape agnosticism and post-deformation applications. We demonstrate that ALIGNet learns to align geometrically distinct shapes and is able to infer plausible mappings even when the target shape is significantly incomplete. We show that our network learns the common expected characteristics of shape collections without over-fitting or memorization, enabling it to produce plausible deformations on unseen data during test time. Rana Hanocka, Noa Fish, Zhenhua Wang 0002, Raja Giryes, Shachar Fleishman, Daniel Cohen-Or |
ACM Trans. Graph. | 1 |
| 2019 | MeshCNN: a network with an edgeabstractPolygonal meshes provide an efficient representation for 3D shapes. They explicitly captureboth shape surface and topology, and leverage non-uniformity to represent large flat regions as well as sharp, intricate features. This non-uniformity and irregularity, however, inhibits mesh analysis efforts using neural networks that combine convolution and pooling operations. In this paper, we utilize the unique properties of the mesh for a direct analysis of 3D shapes using MeshCNN , a convolutional neural network designed specifically for triangular meshes. Analogous to classic CNNs, MeshCNN combines specialized convolution and pooling layers that operate on the mesh edges, by leveraging their intrinsic geodesic connections. Convolutions are applied on edges and the four edges of their incident triangles, and pooling is applied via an edge collapse operation that retains surface topology, thereby, generating new mesh connectivity for the subsequent convolutions. MeshCNN learns which edges to collapse, thus forming a task-driven process where the network exposes and expands the important features while discarding the redundant ones. We demonstrate the effectiveness of MeshCNN on various learning tasks applied to 3D meshes. Rana Hanocka, Amir Hertz, Noa Fish, Raja Giryes, Shachar Fleishman, Daniel Cohen-Or |
ACM Trans. Graph. | 1 |
| 2017 | Fast and Easy Blind Deblurring Using an Inverse Filter and PROBE
Naftali Zon, Rana Hanocka, Nahum Kiryati |
CAIP (2) | 2 |
| 2015 | Progressive Blind Deconvolution
Rana Hanocka, Nahum Kiryati |
CAIP (2) | 1 |