Jonathan Granskog

dblp:272/7519 · DBLP profile ↗
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6ranked-venue papers
2as first author
5since 2021 · last 2025
0000-0002-7068-7085ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 5 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021
YearPublicationVenuePosition
2025 Dual-Process Image Generation
abstract
Prior methods for controlling image generation are limited in their ability to be taught new tasks. In contrast, vision-language models, or VLMs, can learn tasks in-context and produce the correct outputs for a given input. We propose a dual-process distillation scheme that allows feed-forward image generators to learn new tasks from deliberative VLMs. Our scheme uses a VLM to rate the generated images and backpropagates this gradient to update the weights of the image generator. Our general framework enables a wide variety of new control tasks through the same text-and-image based interface. We showcase a handful of applications of this technique for different types of control signals, such as commonsense inferences and visual prompts. With our method, users can implement multimodal controls for properties such as color palette, line weight, horizon position, and relative depth within a matter of minutes. Project page: https://dual-process.github.io.
Grace Luo, Jonathan Granskog, Aleksander Holynski, Trevor Darrell
ICCV2
2023 Structure and Content-Guided Video Synthesis with Diffusion Models
abstract
Text-guided generative diffusion models unlock powerful image creation and editing tools. Recent approaches that edit the content of footage while retaining structure require expensive re-training for every input or rely on error-prone propagation of image edits across frames.In this work, we present a structure and content-guided video diffusion model that edits videos based on descriptions of the desired output. Conflicts between user-provided content edits and structure representations occur due to insufficient disentanglement between the two aspects. As a solution, we show that training on monocular depth estimates with varying levels of detail provides control over structure and content fidelity. A novel guidance method, enabled by joint video and image training, exposes explicit control over temporal consistency. Our experiments demonstrate a wide variety of successes; fine-grained control over output characteristics, customization based on a few reference images, and a strong user preference towards results by our model.
Patrick Esser, Johnathan Chiu, Parmida Atighehchian, Jonathan Granskog, Anastasis Germanidis
ICCV4
2023 MesoGAN: Generative Neural Reflectance Shells
abstract
Abstract We introduce MesoGAN, a model for generative 3D neural textures. This new graphics primitive represents mesoscale appearance by combining the strengths of generative adversarial networks (StyleGAN) and volumetric neural field rendering. The primitive can be applied to surfaces as a neural reflectance shell; a thin volumetric layer above the surface with appearance parameters defined by a neural network. To construct the neural shell, we first generate a 2D feature texture using StyleGAN with carefully randomized Fourier features to support arbitrarily sized textures without repeating artefacts. We augment the 2D feature texture with a learned height feature, which aids the neural field renderer in producing volumetric parameters from the 2D texture. To facilitate filtering, and to enable end‐to‐end training within memory constraints of current hardware, we utilize a hierarchical texturing approach and train our model on multi‐scale synthetic datasets of 3D mesoscale structures. We propose one possible approach for conditioning MesoGAN on artistic parameters (e.g. fibre length, density of strands, lighting direction) and demonstrate and discuss integration into physically based renderers.
Stavros Diolatzis, Jan Novák, Fabrice Rousselle, Jonathan Granskog, Miika Aittala, Ravi Ramamoorthi, George Drettakis
Comput. Graph. Forum4
2022 NeRF-Tex: Neural Reflectance Field Textures
abstract
Abstract We investigate the use of neural fields for modelling diverse mesoscale structures, such as fur, fabric and grass. Instead of using classical graphics primitives to model the structure, we propose to employ a versatile volumetric primitive represented by a neural reflectance field (NeRF‐Tex), which jointly models the geometry of the material and its response to lighting. The NeRF‐Tex primitive can be instantiated over a base mesh to ‘texture’ it with the desired meso and microscale appearance. We condition the reflectance field on user‐defined parameters that control the appearance. A single NeRF texture thus captures an entire space of reflectance fields rather than one specific structure. This increases the gamut of appearances that can be modelled and provides a solution for combating repetitive texturing artifacts. We also demonstrate that NeRF textures naturally facilitate continuous level‐of‐detail rendering. Our approach unites the versatility and modelling power of neural networks with the artistic control needed for precise modelling of virtual scenes. While all our training data are currently synthetic, our work provides a recipe that can be further extended to extract complex, hard‐to‐model appearances from real images.
Hendrik Baatz, Jonathan Granskog, Marios Papas, Fabrice Rousselle, Jan Novák
Comput. Graph. Forum2
2021 Neural scene graph rendering
abstract
We present a neural scene graph---a modular and controllable representation of scenes with elements that are learned from data. We focus on the forward rendering problem, where the scene graph is provided by the user and references learned elements. The elements correspond to geometry and material definitions of scene objects and constitute the leaves of the graph; we store them as high-dimensional vectors. The position and appearance of scene objects can be adjusted in an artist-friendly manner via familiar transformations, e.g. translation, bending, or color hue shift, which are stored in the inner nodes of the graph. In order to apply a (non-linear) transformation to a learned vector, we adopt the concept of linearizing a problem by lifting it into higher dimensions: we first encode the transformation into a high-dimensional matrix and then apply it by standard matrix-vector multiplication. The transformations are encoded using neural networks. We render the scene graph using a streaming neural renderer, which can handle graphs with a varying number of objects, and thereby facilitates scalability. Our results demonstrate a precise control over the learned object representations in a number of animated 2D and 3D scenes. Despite the limited visual complexity, our work presents a step towards marrying traditional editing mechanisms with learned representations, and towards high-quality, controllable neural rendering.
Jonathan Granskog, Till N. Schnabel, Fabrice Rousselle, Jan Novák
ACM Trans. Graph.1
2020 Compositional neural scene representations for shading inference
abstract
We present a technique for adaptively partitioning neural scene representations. Our method disentangles lighting, material, and geometric information yielding a scene representation that preserves the orthogonality of these components, improves interpretability of the model, and allows compositing new scenes by mixing components of existing ones. The proposed adaptive partitioning respects the uneven entropy of individual components and permits compressing the scene representation to lower its memory footprint and potentially reduce the evaluation cost of the model. Furthermore, the partitioned representation enables an in-depth analysis of existing image generators. We compare the flow of information through individual partitions, and by contrasting it to the impact of additional inputs (G-buffer), we are able to identify the roots of undesired visual artifacts, and propose one possible solution to remedy the poor performance. We also demonstrate the benefits of complementing traditional forward renderers by neural representations and synthesis, e.g. to infer expensive shading effects, and show how these could improve production rendering in the future if developed further.
Jonathan Granskog, Fabrice Rousselle, Marios Papas, Jan Novák
ACM Trans. Graph.1