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Arman Maesumi

dblp:269/9665 · DBLP profile ↗
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4ranked-venue papers
3as first author
4since 2021 · last 2026
0000-0001-7898-8061ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
4 papers
Geometric modeling and processing · 46% Rendering · 28% Visual content generation and editing · 14%
Artificial intelligence
3 papers
Generative modeling · 63% 3D vision · 37%

Topics — the 8 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
flow matching
1.012026
Matérn Noise for Triangulation-Agnostic Flow Matching on Meshes · ACM Trans. Graph. 2026
Computer vision › 3D vision
geometric deep learning
0.912025
PoissonNet: A Local-Global Approach for Learning on Surfaces · ACM Trans. Graph. 2025
Geometric modeling and processing
surface processing
0.912025
PoissonNet: A Local-Global Approach for Learning on Surfaces · ACM Trans. Graph. 2025
Rendering › procedural texture synthesis
procedural noise
0.812024
One Noise to Rule Them All: Learning a Unified Model of Spatially-Varying Noise Patterns · ACM Trans. Graph. 2024
Rendering
procedural texture synthesis
0.812024
One Noise to Rule Them All: Learning a Unified Model of Spatially-Varying Noise Patterns · ACM Trans. Graph. 2024
Geometric modeling and processing
mesh deformation
0.712023
Explorable Mesh Deformation Subspaces from Unstructured 3D Generative Models · SIGGRAPH Asia 2023
Computer animation and physical simulation › deformable body simulation
subspace deformation
0.712023
Explorable Mesh Deformation Subspaces from Unstructured 3D Generative Models · SIGGRAPH Asia 2023
Machine learning › Generative modeling
3d generative model
0.212023
Explorable Mesh Deformation Subspaces from Unstructured 3D Generative Models · SIGGRAPH Asia 2023

Methods — techniques the papers use, named apart from their topics

gradient-domain learning · 3.7poissonnet · 2.0matérn gaussian random field · 2.0flow matching · 2.0poisson equation · 1.7local-global feature propagation · 1.7deformation field · 1.3network conditioning · 0.8denoising diffusion model · 0.8data augmentation · 0.8latent space mapping · 0.7
YearPublicationVenuePosition
2026 Matérn Noise for Triangulation-Agnostic Flow Matching on Meshes
abstract
This paper tackles the task of learning to generate signals over triangle meshes in a triangulation-agnostic manner, meaning the trained model can be applied to different meshes and triangulations effectively. Practically, the paper adapts the flow matching (FM) paradigm to a mesh-based, triangulation-agnostic setting. Theoretically, it proposes a specific noise distribution which is triangulation agnostic, to be used inside the FM model's denoising process. While noise distributions are usually trivial to devise for, e.g., images, devising a triangulation-agnostic distribution proves to be a much more difficult task. We formulate a mathematical definition of triangulation agnosticism of distributions, via their spectrum. We then show that a discretization of a specific Gaussian random field called a Matérn process holds these desired properties, and provides a simple and efficient sampling algorithm. We use it as our noise model, and adapt FM to the triangulation-agnostic setting by using a state-of-the-art approach for learning signals on meshes in the gradient domain—PoissonNet—as the denoiser. We conduct experiments on elaborate tasks such as sampling elastic rest states, and generating poses of humanoids. Our method is shown to be capable of producing highly realistic results for meshes of over one million triangles, significantly exceeding the state-of-the-art in quality and diversity.
Tianshu Kuai, Arman Maesumi, Daniel Ritchie 0001, Noam Aigerman
ACM Trans. Graph.2
2025 PoissonNet: A Local-Global Approach for Learning on Surfaces
abstract
Many network architectures exist for learning on meshes, yet their constructions entail delicate trade-offs between difficulty learning high-frequency features, insufficient receptive field, sensitivity to discretization, and inefficient computational overhead. Drawing from classic local-global approaches in mesh processing, we introduce PoissonNet, a novel neural architecture that overcomes all of these deficiencies by formulating a local-global learning scheme, which uses Poisson's equation as the primary mechanism for feature propagation. Our core network block is simple; we apply learned local feature transformations in the gradient domain of the mesh, then solve a Poisson system to propagate scalar feature updates across the surface globally. Our local-global learning framework preserves the features's full frequency spectrum and provides a truly global receptive field, while remaining agnostic to mesh triangulation. Our construction is efficient, requiring far less compute overhead than comparable methods, which enables scalability—both in the size of our datasets, and the size of individual training samples. These qualities are validated on various experiments where, compared to previous intrinsic architectures, we attain state-of-the-art performance on semantic segmentation and parameterizing highly-detailed animated surfaces. Finally, as a central application of PoissonNet, we show its ability to learn deformations, significantly outperforming state-of-the-art architectures that learn on surfaces. https://github.com/ArmanMaesumi/poissonnet
Arman Maesumi, Tanish Makadia, Thibault Groueix, Vladimir G. Kim, Daniel Ritchie 0001, Noam Aigerman
ACM Trans. Graph.1
2024 One Noise to Rule Them All: Learning a Unified Model of Spatially-Varying Noise Patterns
abstract
Procedural noise is a fundamental component of computer graphics pipelines, offering a flexible way to generate textures that exhibit "natural" random variation. Many different types of noise exist, each produced by a separate algorithm. In this paper, we present a single generative model which can learn to generate multiple types of noise as well as blend between them. In addition, it is capable of producing spatially-varying noise blends despite not having access to such data for training. These features are enabled by training a denoising diffusion model using a novel combination of data augmentation and network conditioning techniques. Like procedural noise generators, the model's behavior is controllable via interpretable parameters plus a source of randomness. We use our model to produce a variety of visually compelling noise textures. We also present an application of our model to improving inverse procedural material design; using our model in place of fixed-type noise nodes in a procedural material graph results in higher-fidelity material reconstructions without needing to know the type of noise in advance. Open-sourced materials can be found at https://armanmaesumi.github.io/onenoise/
Arman Maesumi, Dylan Hu, Krishi Saripalli, Vladimir G. Kim, Matthew Fisher, Sören Pirk, Daniel Ritchie 0001
ACM Trans. Graph.1
2023 Explorable Mesh Deformation Subspaces from Unstructured 3D Generative Models
abstract
Exploring variations of 3D shapes is a time-consuming process in traditional 3D modeling tools. Deep generative models of 3D shapes often feature continuous latent spaces that can, in principle, be used to explore potential variations starting from a set of input shapes; in practice, doing so can be problematic—latent spaces are high dimensional and hard to visualize, contain shapes that are not relevant to the input shapes, and linear paths through them often lead to sub-optimal shape transitions. Furthermore, one would ideally be able to explore variations in the original high-quality meshes used to train the generative model, not its lower-quality output geometry. In this paper, we present a method to explore variations among a given set of landmark shapes by constructing a mapping from an easily-navigable 2D exploration space to a subspace of a pre-trained generative model. We first describe how to find a mapping that spans the set of input landmark shapes and exhibits smooth variations between them. We then show how to turn the variations in this subspace into deformation fields, to transfer those variations to high-quality meshes for the landmark shapes. Our results show that our method can produce visually-pleasing and easily-navigable 2D exploration spaces for several different shape categories, especially as compared to prior work on learning deformation spaces for 3D shapes.
Arman Maesumi, Paul Guerrero 0001, Noam Aigerman, Vladimir G. Kim, Matthew Fisher, Siddhartha Chaudhuri, Daniel Ritchie 0001
SIGGRAPH Asia1