Vikas Thamizharasan

dblp:280/3267 · DBLP profile ↗
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6ranked-venue papers
4as first author
5since 2021 · last 2026
0009-0001-2417-2208ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 5 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 2 since 2021
YearPublicationVenuePosition
2026 Mean-Shift Distillation for Diffusion Mode Seeking
abstract
We present mean-shift distillation, a novel diffusion distillation technique that provides a provably good proxy for the gradient of the diffusion output distribution. This is derived directly from mean-shift mode seeking on the distribution, and we show that its extrema are aligned with the modes. We further derive an efficient product distribution sampling procedure to evaluate the gradient. Our method is formulated as a drop-in replacement for score distillation sampling (SDS), requiring neither model retraining nor extensive modification of the sampling procedure. We show that it exhibits superior mode alignment as well as improved convergence in both synthetic and practical setups, yielding higher-fidelity results when applied to both text-to-image and text-to-3D applications with Stable Diffusion.
Vikas Thamizharasan, Nikitas Chatzis, Iliyan Georgiev, Matthew Fisher, Evangelos Kalogerakis, Difan Liu, Nanxuan Zhao, Michal Lukác
WACV1
2024 VecFusion: Vector Font Generation with Diffusion
abstract
We present VecFusion, a new neural architecture that can generate vector fonts with varying topological structures and precise control point positions. Our approach is a cascaded diffusion model which consists of a raster diffusion model followed by a vector diffusion model. The raster model generates low-resolution, rasterized fonts with auxiliary control point information, capturing the global style and shape of the font, while the vector model synthesizes vector fonts conditioned on the low-resolution raster fonts from the first stage. To synthesize long and complex curves, our vector diffusion model uses a transformer architecture and a novel vector representation that enables the modeling of diverse vector geometry and the precise prediction of control points. Our experiments show that, in contrast to previous generative models for vector graphics, our new cascaded vector diffusion model generates higher quality vector fonts, with complex structures and diverse styles.
Vikas Thamizharasan, Difan Liu, Shantanu Agarwal, Matthew Fisher, Michaël Gharbi, Oliver Wang, Alec Jacobson, Evangelos Kalogerakis
CVPR1
2024 NIVeL: Neural Implicit Vector Layers for Text-to-Vector Generation
abstract
The success of denoising diffusion models in representing rich data distributions over 2D raster images has prompted research on extending them to other data representations, such as vector graphics. Unfortunately due to their variable structure and scarcity of vector training data, directly applying diffusion models on this domain remains a challenging problem. Using workarounds like optimization via Score Distillation Sampling (SDS) is also fraught with difficulty, as vector representations are non-trivial to directly optimize and tend to result in implausible geometries such as redundant or self-intersecting shapes. NIVeL addresses these challenges by reinterpreting the problem on an alternative, intermediate domain which preserves the desirable properties of vector graphicsmainly sparsity of representation and resolution-independence. This alternative domain is based on neural implicit fields expressed in a set of decomposable, editable layers. Based on our experiments, NIVeL produces text-to- vector graphics results of significantly better quality than the state-of-the-art.
Vikas Thamizharasan, Difan Liu, Matthew Fisher, Nanxuan Zhao, Evangelos Kalogerakis, Michal Lukác
CVPR1
2024 Learning physically based material and lighting decompositions for face editing
abstract
Lighting is crucial for portrait photography, yet the complex interactions between the skin and incident light are expensive to model computationally in graphics and difficult to reconstruct analytically via computer vision. Alternatively, to allow fast and controllable reflectance and lighting editing, we developed a physically based decomposition through deep learned priors from path-traced portrait images. Previous approaches that used simplified material models or low-frequency or low-dynamic-range lighting struggled to model specular reflections or relight directly without intermediate decomposition. However, we estimate the surface normal, skin albedo and roughness, and high-frequency HDRI maps, and propose an architecture to estimate both diffuse and specular reflectance components. In our experiments, we show that this approach can represent the true appearance function more effectively than simpler baseline methods, leading to better generalization and higher-quality editing.
Qian Zhang 0065, Vikas Thamizharasan, James Tompkin 0001
Comput. Vis. Media2
2023 Face attribute analysis from structured light: an end-to-end approach
Vikas Thamizharasan, Abhijit Das 0001, Daniele Battaglino, François Brémond, Antitza Dantcheva
Multim. Tools Appl.1
2020 Shape from Tracing: Towards Reconstructing 3D Object Geometry and SVBRDF Material from Images via Differentiable Path Tracing
abstract
Reconstructing object geometry and material from multiple views typically requires optimization. Differentiable path tracing is an appealing framework as it can reproduce complex appearance effects. However, it is difficult to use due to high computational cost. In this paper, we explore how to use differentiable ray tracing to refine an initial coarse mesh and per-mesh-facet material representation. In simulation, we find that it is possible to reconstruct fine geometric and material detail from low resolution input views, allowing high-quality reconstructions in a few hours despite the expense of path tracing. The reconstructions successfully disambiguate shading, shadow, and global illumination effects such as diffuse interreflection from material properties. We demonstrate the impact of different geometry initializations, including space carving, multi-view stereo, and 3D neural networks. Finally, with input captured using smartphone video and a consumer 360° camera for lighting estimation, we also show how to refine initial reconstructions of real-world objects in unconstrained environments.
Purvi Goel, Loudon Cohen, James Guesman, Vikas Thamizharasan, James Tompkin 0001, Daniel Ritchie 0001
3DV4