VLDB 2026 Research / reviewers in the wild / expert
Matthew Fisher
dblp:57/5879
· DBLP profile ↗
77ranked-venue papers
9as first author
42since 2021 · last 2026
0000-0002-8908-3417ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 67 · 6 first-author · 36 since 2021Artificial intelligence and machine learning · 38 · 3 first-author · 24 since 2021Human-computer interaction and ubiquitous computing · 6 · 4 since 2021Software engineering, systems software and programming languages · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Mean-Shift Distillation for Diffusion Mode SeekingabstractWe 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 |
WACV | 4 |
| 2025 | LogoMotion: Visually-Grounded Code Synthesis for Creating and Editing Animation
Vivian Liu, Rubaiat Habib Kazi, Li-Yi Wei, Matthew Fisher, Timothy R. Langlois, Seth Walker, Lydia B. Chilton |
CHI | 4 |
| 2025 | Pattern Analogies: Learning to Perform Programmatic Image Edits by AnalogyabstractPattern images are everywhere in the digital and physical worlds, and tools to edit them are valuable. But editing pattern images is tricky: desired edits are often programmatic: structure-aware edits that alter the underlying program which generates the pattern. One could attempt to infer this underlying program, but current methods for doing so struggle with complex images and produce unorganized programs that make editing tedious. In this work, we introduce a novel approach to perform programmatic edits on pattern images. By using a pattern analogy—a pair of simple patterns to demonstrate the intended edit—and a learning-based generative model to execute these edits, our method allows users to intuitively edit patterns. To enable this paradigm, we introduce SplitWeave, a domain-specific language that, combined with a framework for sampling synthetic pattern analogies, enables the creation of a large, high-quality synthetic training dataset. We also present TriFuser, a Latent Diffusion Model (LDM) designed to overcome critical issues that arise when naively deploying LDMs to this task. Extensive experiments on real-world, artist-sourced patterns reveals that our method faithfully performs the demonstrated edit while also generalizing to related pattern styles beyond its training distribution. Aditya Ganeshan, Thibault Groueix, Paul Guerrero 0001, Radomír Mech, Matthew Fisher, Daniel Ritchie 0001 |
CVPR | 5 |
| 2025 | ShapeShifter: 3D Variations Using Multiscale and Sparse Point-Voxel DiffusionabstractThis paper proposes ShapeShifter, a new 3D generative model that learns to synthesize shape variations based on a single reference model. While generative methods for 3D objects have recently attracted much attention, current techniques often lack geometric details and/or require long training times and large resources. Our approach remedies these issues by combining sparse voxel grids and point, normal, and color sampling within a multiscale neural architecture that can be trained efficiently and in parallel. We show that our resulting variations better capture the fine details of their original input and can handle more general types of surfaces than previous SDF-based methods. Moreover, we offer interactive generation of 3D shape variants, allowing more human control in the design loop if needed. Nissim Maruani, Wang Yifan 0001, Matthew Fisher, Pierre Alliez, Mathieu Desbrun |
CVPR | 3 |
| 2025 | DMesh++: An Efficient Differentiable Mesh for Complex ShapesabstractRecent probabilistic methods for 3D triangular meshes capture diverse shapes by differentiable mesh connectivity, but face high computational costs with increased shape details. We introduce a new differentiable mesh processing method in 2D and 3D that addresses this challenge and efficiently handles meshes with intricate structures. Additionally, we present an algorithm that adapts the mesh resolution to local geometry in 2D for efficient representation. We demonstrate the effectiveness of our approach on 2D point cloud and 3D multi-view reconstruction tasks. Visit our project page (https://sonsang.github.io/dmesh2-project) for source code and supplementary material. Sanghyun Son 0003, Matheus Gadelha, Yang Zhou 0009, Matthew Fisher, Zexiang Xu, Yi-Ling Qiao, Ming C. Lin, Yi Zhou 0023 |
ICCV | 4 |
| 2025 | Image Vectorization via Gradient ReconstructionabstractAbstract We present a fully automated technique that segments raster images into smooth shaded regions and reconstructs them using an optimal mix of solid fills, linear gradients, and radial gradients. Our method leverages a novel discontinuity‐aware segmentation strategy and gradient reconstruction algorithm to accurately capture intricate shading details and produce compact Bézier curve representations. Extensive evaluations on both designer‐created art and generative images demonstrate that our approach achieves high visual fidelity with minimal geometric complexity and fast processing times. This work offers a robust and versatile solution for converting detailed raster images into scalable vector graphics, addressing the evolving needs of modern design workflows. Souymodip Chakraborty, Vineet Batra, Ankit Phogat, Vishwas Jain, Jaswant Singh Ranawat, Sumit Dhingra, Kevin Wampler, Matthew Fisher, Michal Lukác |
Comput. Graph. Forum | 8 |
| 2025 | How to Train Your Dragon: Automatic Diffusion-Based Rigging for Characters with Diverse TopologiesabstractAbstract Recent diffusion‐based methods have achieved impressive results on animating images of human subjects. However, most of that success has built on human‐specific body pose representations and extensive training with labeled real videos. In this work, we extend the ability of such models to animate images of characters with more diverse skeletal topologies. Given a small number (3–5) of example frames showing the character in different poses with corresponding skeletal information, our model quickly infers a rig for that character that can generate images corresponding to new skeleton poses. We propose a procedural data generation pipeline that efficiently samples training data with diverse topologies on the fly. We use it, along with a novel skeleton representation, to train our model on articulated shapes spanning a large space of textures and topologies. Then during fine‐tuning, our model rapidly adapts to unseen target characters and generalizes well to rendering new poses, both for realistic and more stylized cartoon appearances. To better evaluate performance on this novel and challenging task, we create the first 2D video dataset that contains both humanoid and non‐humanoid subjects with per‐frame keypoint annotations. With extensive experiments, we demonstrate the superior quality of our results. Zeqi Gu, Difan Liu, Timothy R. Langlois, Matthew Fisher, Abe Davis |
Comput. Graph. Forum | 4 |
| 2025 | 2D Neural Fields with Learned DiscontinuitiesabstractAbstract Effective representation of 2D images is fundamental in digital image processing, where traditional methods like raster and vector graphics struggle with sharpness and textural complexity, respectively. Current neural fields offer high fidelity and resolution independence but require predefined meshes with known discontinuities, restricting their utility. We observe that by treating all mesh edges as potential discontinuities, we can represent the discontinuity magnitudes as continuous variables and optimize. We further introduce a novel discontinuous neural field model that jointly approximates the target image and recovers discontinuities. Through systematic evaluations, our neural field outperforms other methods that fit unknown discontinuities with discontinuous representations, exceeding Field of Junction and Boundary Attention by over 11dB in both denoising and super‐resolution tasks and achieving 3.5× smaller Chamfer distances than Mumford–Shah‐based methods. It also surpasses InstantNGP with improvements of more than 5dB (denoising) and 10dB (super‐resolution). Additionally, our approach shows remarkable capability in approximating complex artistic and natural images and cleaning up diffusion‐generated depth maps. Chenxi Liu 0004, Siqi Wang 0003, Matthew Fisher, Deepali Aneja, Alec Jacobson |
Comput. Graph. Forum | 3 |
| 2024 | Learning Subject-Aware Cropping by Outpainting Professional PhotosabstractHow to frame (or crop) a photo often depends on the image subject and its context; e.g., a human portrait. Recent works have defined the subject-aware image cropping task as a nuanced and practical version of image cropping. We propose a weakly-supervised approach (GenCrop) to learn what makes a high-quality, subject-aware crop from professional stock images. Unlike supervised prior work, GenCrop requires no new manual annotations beyond the existing stock image collection. The key challenge in learning from this data, however, is that the images are already cropped and we do not know what regions were removed. Our insight is to combine a library of stock images with a modern, pre-trained text-to-image diffusion model. The stock image collection provides diversity, and its images serve as pseudo-labels for a good crop. The text-image diffusion model is used to out-paint (i.e., outward inpainting) realistic uncropped images. Using this procedure, we are able to automatically generate a large dataset of cropped-uncropped training pairs to train a cropping model. Despite being weakly-supervised, GenCrop is competitive with state-of-the-art supervised methods and significantly better than comparable weakly-supervised baselines on quantitative and qualitative evaluation metrics. Michaël Gharbi, Matthew Fisher, Kayvon Fatahalian |
AAAI | 4 |
| 2024 | How do video content creation goals impact which concepts people prioritize for generating B-roll imagery?abstractB-roll is vital when producing high-quality videos, but finding the right images can be difficult and time-consuming. Moreover, what B-roll is most effective can depend on a video content creator’s intent—is the goal to entertain, to inform, or something else? While new text-to-image generation models provide promising avenues for streamlining B-roll production, it remains unclear how these tools can provide support for content creators with different goals. To close this gap, we aimed to understand how video content creator’s goals guide which visual concepts they prioritize for B-roll generation. Here we introduce a benchmark containing judgments from > 800 people as to which terms in 12 video transcripts should be assigned highest priority for B-roll imagery accompaniment. We verified that participants reliably prioritized different visual concepts depending on whether their goal was help produce informative or entertaining videos. We next explored how well several algorithms, including heuristic approaches and large language models (LLMs), could predict systematic patterns in human judgments. We found that none of these methods fully captured human judgments in either goal condition, with state-of-the-art LLMs (i.e., GPT-4) even underperforming a baseline that sampled only nouns or nouns and adjectives. Overall, our work identifies opportunities to develop improved algorithms to support video production workflows. Holly Huey, Mackenzie Leake, Deepali Aneja, Matthew Fisher, Judith E. Fan |
Creativity & Cognition | 4 |
| 2024 | Learning Continuous 3D Words for Text-to-Image GenerationabstractCurrent controls over diffusion models (e.g., through text or ControlNet) for image generation fall short in recognizing abstract, continuous attributes like illumination direction or non-rigid shape change. In this paper, we present an approach for allowing users of text-to-image models to have fine-grained control of several attributes in an image. We do this by engineering special sets of input tokens that can be transformed in a continuous manner – we call them Continuous 3D Words. These attributes can, for example, be represented as sliders and applied jointly with text prompts for fine-grained control over image generation. Given only a single mesh and a rendering engine, we show that our approach can be adopted to provide continuous user control over several 3D-aware attributes, including time-of-day illumination, bird wing orientation, dollyzoom effect, and object poses. Our method is capable of conditioning image creation with multiple Continuous 3D Words and text descriptions simultaneously while adding no overhead to the generative process. Project Page: https://ttchengab.github.io/continuous_3d_words Ta Ying Cheng, Matheus Gadelha, Thibault Groueix, Matthew Fisher, Radomír Mech, Andrew Markham, Agathoniki Trigoni |
CVPR | 4 |
| 2024 | Personalized Residuals for Concept-Driven Text-to-Image GenerationabstractWe present personalized residuals and localized attention-guided sampling for efficient concept-driven generation using text-to-image diffusion models. Our method first represents concepts by freezing the weights of a pretrained text-conditioned diffusion model and learning low-rank residuals for a small subset of the model's layers. The residual-based approach then directly enables application of our proposed sampling technique, which applies the learned residuals only in areas where the concept is localized via cross-attention and applies the original diffusion weights in all other regions. Localized sampling therefore combines the learned identity of the concept with the existing generative prior of the underlying diffusion model. We show that personalized residuals effectively capture the identity of a concept in$\sim$3 minutes on a single GPU without the use of regularization images and with fewer parameters than previous models, and localized sampling allows using the original model as strong prior for large parts of the image. Cusuh Ham, Matthew Fisher, James Hays, Nicholas I. Kolkin, Yuchen Liu 0002, Richard Zhang 0001, Tobias Hinz |
CVPR | 2 |
| 2024 | VecFusion: Vector Font Generation with DiffusionabstractWe 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 |
CVPR | 4 |
| 2024 | NIVeL: Neural Implicit Vector Layers for Text-to-Vector GenerationabstractThe 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 |
CVPR | 3 |
| 2024 | Temporal Residual Jacobians for Rig-Free Motion Transfer
Sanjeev Muralikrishnan, Niladri Shekhar Dutt, Siddhartha Chaudhuri, Noam Aigerman, Vladimir G. Kim, Matthew Fisher, Niloy J. Mitra |
ECCV (58) | 6 |
| 2024 | Region-Aware Simplification and Stylization of 3D Line DrawingsabstractAbstract Shape‐conveying line drawings generated from 3D models normally create closed regions in image space. These lines and regions can be stylized to mimic various artistic styles, but for complex objects, the extracted topology is unnecessarily dense, leading to unappealing and unnatural results under stylization. Prior works typically simplify line drawings without considering the regions between them, and lines and regions are stylized separately, then composited together, resulting in unintended inconsistencies. We present a method for joint simplification of lines and regions simultaneously that penalizes large changes to region structure, while keeping regions closed. This feature enables region stylization that remains consistent with the outline curves and underlying 3D geometry. Vivien Nguyen, Matthew Fisher, Aaron Hertzmann, Szymon Rusinkiewicz |
Comput. Graph. Forum | 2 |
| 2024 | Advances in Data-Driven Analysis and Synthesis of 3D Indoor ScenesabstractAbstract This report surveys advances in deep learning‐based modelling techniques that address four different 3D indoor scene analysis tasks, as well as synthesis of 3D indoor scenes. We describe different kinds of representations for indoor scenes, various indoor scene datasets available for research in the aforementioned areas, and discuss notable works employing machine learning models for such scene modelling tasks based on these representations. Specifically, we focus on the analysis and synthesis of 3D indoor scenes. With respect to analysis, we focus on four basic scene understanding tasks – 3D object detection, 3D scene segmentation, 3D scene reconstruction and 3D scene similarity. And for synthesis, we mainly discuss neural scene synthesis works, though also highlighting model‐driven methods that allow for human‐centric, progressive scene synthesis. We identify the challenges involved in modelling scenes for these tasks and the kind of machinery that needs to be developed to adapt to the data representation, and the task setting in general. For each of these tasks, we provide a comprehensive summary of the state‐of‐the‐art works across different axes such as the choice of data representation, backbone, evaluation metric, input, output and so on, providing an organized review of the literature. Towards the end, we discuss some interesting research directions that have the potential to make a direct impact on the way users interact and engage with these virtual scene models, making them an integral part of the metaverse. Akshay Gadi Patil, Supriya Gadi Patil, Manyi Li, Matthew Fisher, Manolis Savva, Hao (Richard) Zhang |
Comput. Graph. Forum | 4 |
| 2024 | One Noise to Rule Them All: Learning a Unified Model of Spatially-Varying Noise PatternsabstractProcedural 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. | 5 |
| 2024 | Deep Sketch Vectorization via Implicit Surface ExtractionabstractWe introduce an algorithm for sketch vectorization with state-of-the-art accuracy and capable of handling complex sketches. We approach sketch vectorization as a surface extraction task from an unsigned distance field, which is implemented using a two-stage neural network and a dual contouring domain post processing algorithm. The first stage consists of extracting unsigned distance fields from an input raster image. The second stage consists of an improved neural dual contouring network more robust to noisy input and more sensitive to line geometry. To address the issue of under-sampling inherent in grid-based surface extraction approaches, we explicitly predict undersampling and keypoint maps. These are used in our post-processing algorithm to resolve sharp features and multi-way junctions. The keypoint and undersampling maps are naturally controllable, which we demonstrate in an interactive topology refinement interface. Our proposed approach produces far more accurate vectorizations on complex input than previous approaches with efficient running time. Chuan Yan, Deepali Aneja, Matthew Fisher, Edgar Simo-Serra, Yotam I. Gingold |
ACM Trans. Graph. | 4 |
| 2023 | RenderDiffusion: Image Diffusion for 3D Reconstruction, Inpainting and GenerationabstractDiffusion models currently achieve state-of-the-art performance for both conditional and unconditional image generation. However, so far, image diffusion models do not support tasks required for 3D understanding, such as view-consistent 3D generation or single-view object reconstruction. In this paper, we present RenderDiffusion, the first diffusion model for 3D generation and inference, trained using only monocular 2D supervision. Central to our method is a novel image denoising architecture that generates and renders an intermediate three-dimensional representation of a scene in each denoising step. This enforces a strong inductive structure within the diffusion process, providing a 3D consistent representation while only requiring 2D supervision. The resulting 3D representation can be rendered from any view. We evaluate RenderDiffusion on FFHQ, AFHQ, ShapeNet and CLEVR datasets, showing competitive performance for generation of 3D scenes and inference of 3D scenes from 2D images. Additionally, our diffusion-based approach allows us to use 2D inpainting to edit 3D scenes. Titas Anciukevicius, Zexiang Xu, Matthew Fisher, Paul Henderson, Hakan Bilen, Niloy J. Mitra, Paul Guerrero 0001 |
CVPR | 3 |
| 2023 | DualVector: Unsupervised Vector Font Synthesis with Dual-Part RepresentationabstractAutomatic generation of fonts can be an important aid to typeface design. Many current approaches regard glyphs as pixelated images, which present artifacts when scaling and inevitable quality losses after vectorization. On the other hand, existing vector font synthesis methods either fail to represent the shape concisely or require vector supervision during training. To push the quality of vector font synthesis to the next level, we propose a novel dual-part representation for vector glyphs, where each glyph is modeled as a collection of closed “positive” and “negative” path pairs. The glyph contour is then obtained by boolean operations on these paths. We first learn such a representation only from glyph images and devise a subsequent contour refinement step to align the contour with an image representation to further enhance details. Our method, named DualVector, outperforms state-of-the-art methods in vector font synthesis both quantitatively and qualitatively. Our synthesized vector fonts can be easily converted to common digital font formats like TrueType Font for practical use. The code is released at https://github.com/thuliu-yt16/dualvector. Ying-Tian Liu, Matthew Fisher, Song-Hai Zhang |
CVPR | 4 |
| 2023 | Unsupervised 3D Shape Reconstruction by Part Retrieval and AssemblyabstractRepresenting a 3D shape with a set of primitives can aid perception of structure, improve robotic object manipulation, and enable editing, stylization, and compression of 3D shapes. Existing methods either use simple parametric primitives or learn a generative shape space of parts. Both have limitations: parametric primitives lead to coarse approximations, while learned parts offer too little control over the decomposition. We instead propose to decompose shapes using a library of 3D parts provided by the user, giving full control over the choice of parts. The library can contain parts with high-quality geometry that are suitable for a given category, resulting in meaningful decompositions with clean geometry. The type of decomposition can also be controlled through the choice of parts in the library. Our method works via a unsupervised approach that iteratively retrieves parts from the library and refines their placements. We show that this approach gives higher reconstruction accuracy and more desirable decompositions than existing approaches. Additionally, we show how the decomposition can be controlled through the part library by using different part libraries to reconstruct the same shapes. Xianghao Xu, Paul Guerrero 0001, Matthew Fisher, Siddhartha Chaudhuri, Daniel Ritchie 0001 |
CVPR | 3 |
| 2023 | Gradient-Free Kernel Stein DiscrepancyabstractStein discrepancies have emerged as a powerful statistical tool, being applied to fundamental statistical problems including parameter inference, goodness-of-fit testing, and sampling. The canonical Stein discrepancies require the derivatives of a statistical model to be computed, and in return provide theoretical guarantees of convergence detection and control. However, for complex statistical models, the stable numerical computation of derivatives can require bespoke algorithmic development and render Stein discrepancies impractical. This paper focuses on posterior approximation using Stein discrepancies, and introduces a collection of non-canonical Stein discrepancies that are gradient-free, meaning that derivatives of the statistical model are not required. Sufficient conditions for convergence detection and control are established, and applications to sampling and variational inference are presented. Matthew Fisher, Chris J. Oates |
NeurIPS | 1 |
| 2023 | Explorable Mesh Deformation Subspaces from Unstructured 3D Generative ModelsabstractExploring 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 Asia | 5 |
| 2023 | Discontinuity-Aware 2D Neural FieldsabstractNeural image representations offer the possibility of high fidelity, compact storage, and resolution-independent accuracy, providing an attractive alternative to traditional pixel- and grid-based representations. However, coordinate neural networks fail to capture discontinuities present in the image and tend to blur across them; we aim to address this challenge. In many cases, such as rendered images, vector graphics, diffusion curves, or solutions to partial differential equations, the locations of the discontinuities are known. We take those locations as input, represented as linear, quadratic, or cubic Bézier curves, and construct a feature field that is discontinuous across these locations and smooth everywhere else. Finally, we use a shallow multi-layer perceptron to decode the features into the signal value. To construct the feature field, we develop a new data structure based on a curved triangular mesh, with features stored on the vertices and on a subset of the edges that are marked as discontinuous. We show that our method can be used to compress a 100, 000 2 -pixel rendered image into a 25MB file; can be used as a new diffusion-curve solver by combining with Monte-Carlo-based methods or directly supervised by the diffusion-curve energy; or can be used for compressing 2D physics simulation data. Yash Belhe, Michaël Gharbi, Matthew Fisher, Iliyan Georgiev, Ravi Ramamoorthi, Tzu-Mao Li |
ACM Trans. Graph. | 3 |
| 2022 | GLASS: Geometric Latent Augmentation for Shape SpacesabstractWe investigate the problem of training generative models on very sparse collections of 3D models. Particularly, instead of using difficult-to-obtain large sets of 3D models, we demonstrate that geometrically-motivated energy functions can be used to effectively augment and boost only a sparse collection of example (training) models. Technically, we analyze the Hessian of the as-rigid-as-possible (ARAP) energy to adaptively sample from and project to the underlying (local) shape space, and use the augmented dataset to train a variational autoencoder (VAE). We iterate the process, of building latent spaces of VAE and augmenting the associated dataset, to progressively reveal a richer and more expressive generative space for creating geometrically and semantically valid samples. We evaluate our method against a set of strong baselines, provide ablation studies, and demonstrate application towards establishing shape correspondences. Glassproduces multiple interesting and meaningful shape variations even when starting from as few as 3–10 training shapes. Our code is available at https://sanjeevmk.github.io/glass_webpage/. Sanjeev Muralikrishnan, Siddhartha Chaudhuri, Noam Aigerman, Vladimir G. Kim, Matthew Fisher, Niloy J. Mitra |
CVPR | 5 |
| 2022 | APES: Articulated Part Extraction from Sprite SheetsabstractRigged puppets are one of the most prevalent representations to create 2D character animations. Creating these puppets requires partitioning characters into independently moving parts. In this work, we present a method to automatically identify such articulated parts from a small set of character poses shown in a sprite sheet, which is an illustration of the character that artists often draw before puppet creation. Our method is trained to infer articulated parts, e.g. head, torso and limbs, that can be reassembled to best reconstruct the given poses. Our results demonstrate significantly better performance than alternatives qualitatively and quantitatively. Our project page https://zhan-xu.github.io/parts/ includes our code and data. Matthew Fisher, Yang Zhou 0009, Deepali Aneja, Rushikesh Dudhat, Li Yi 0001, Evangelos Kalogerakis |
CVPR | 2 |
| 2022 | Spotting Temporally Precise, Fine-Grained Events in Video
Haotian Zhang 0004, Michaël Gharbi, Matthew Fisher, Kayvon Fatahalian |
ECCV (35) | 4 |
| 2022 | Share with Thy Neighbors: Single-View Reconstruction by Cross-Instance Consistency
Tom Monnier, Matthew Fisher, Alexei A. Efros, Mathieu Aubry |
ECCV (1) | 2 |
| 2022 | CharacterGAN: Few-Shot Keypoint Character Animation and ReposingabstractWe introduce CharacterGAN, a generative model that can be trained on only a few samples (8 – 15) of a given character. Our model generates novel poses based on keypoint locations, which can be modified in real time while providing interactive feedback, allowing for intuitive reposing and animation. Since we only have very limited training samples, one of the key challenges lies in how to address (dis)occlusions, e.g. when a hand moves behind or in front of a body. To address this, we introduce a novel layering approach which explicitly splits the input keypoints into different layers which are processed independently. These layers represent different parts of the character and provide a strong implicit bias that helps to obtain realistic results even with strong (dis)occlusions. To combine the features of individual layers we use an adaptive scaling approach conditioned on all keypoints. Finally, we introduce a mask connectivity constraint to reduce distortion artifacts that occur with extreme out-of-distribution poses at test time. We show that our approach outperforms recent baselines and creates realistic animations for diverse characters. We also show that our model can handle discrete state changes, for example a profile facing left or right, that the different layers do indeed learn features specific for the respective keypoints in those layers, and that our model scales to larger datasets when more data is available. Code is available at https://github.com/tohinz/CharacterGAN. Tobias Hinz, Matthew Fisher, Oliver Wang, Eli Shechtman, Stefan Wermter |
WACV | 2 |
| 2022 | ASSET: autoregressive semantic scene editing with transformers at high resolutionsabstractWe present ASSET, a neural architecture for automatically modifying an input high-resolution image according to a user's edits on its semantic segmentation map. Our architecture is based on a transformer with a novel attention mechanism. Our key idea is to sparsify the transformer's attention matrix at high resolutions, guided by dense attention extracted at lower image resolutions. While previous attention mechanisms are computationally too expensive for handling high-resolution images or are overly constrained within specific image regions hampering long-range interactions, our novel attention mechanism is both computationally efficient and effective. Our sparsified attention mechanism is able to capture long-range interactions and context, leading to synthesizing interesting phenomena in scenes, such as reflections of landscapes onto water or fora consistent with the rest of the landscape, that were not possible to generate reliably with previous convnets and transformer approaches. We present qualitative and quantitative results, along with user studies, demonstrating the effectiveness of our method. Our code and dataset are available at our project page: https://github.com/DifanLiu/ASSET Difan Liu, Sandesh Shetty, Tobias Hinz, Matthew Fisher, Richard Zhang 0001, Taesung Park, Evangelos Kalogerakis |
ACM Trans. Graph. | 4 |
| 2021 | Measure Transport with Kernel Stein DiscrepancyabstractMeasure transport underpins several recent algorithms for posterior approximation in the Bayesian context, wherein a transport map is sought to minimise the Kullback–Leibler divergence (KLD) from the posterior to the approximation. The KLD is a strong mode of convergence, requiring absolute continuity of measures and placing restrictions on which transport maps can be permitted. Here we propose to minimise a kernel Stein discrepancy (KSD) instead, requiring only that the set of transport maps is dense in an $L^2$ sense and demonstrating how this condition can be validated. The consistency of the associated posterior approximation is established and empirical results suggest that KSD is competitive and more flexible alternative to KLD for measure transport. Matthew Fisher, Tui Nolan, Matthew M. Graham, Dennis Prangle, Chris J. Oates |
AISTATS | 1 |
| 2021 | DECOR-GAN: 3D Shape Detailization by Conditional RefinementabstractWe introduce a deep generative network for 3D shape detailization, akin to stylization with the style being geometric details. We address the challenge of creating large varieties of high-resolution and detailed 3D geometry from a small set of exemplars by treating the problem as that of geometric detail transfer. Given a low-resolution coarse voxel shape, our network refines it, via voxel upsampling, into a higher-resolution shape enriched with geometric details. The output shape preserves the overall structure (or content) of the input, while its detail generation is conditioned on an input "style code" corresponding to a detailed exemplar. Our 3D detailization via conditional refinement is realized by a generative adversarial network, coined DECOR-GAN. The network utilizes a 3D CNN generator for upsampling coarse voxels and a 3D PatchGAN discriminator to enforce local patches of the generated model to be similar to those in the training detailed shapes. During testing, a style code is fed into the generator to condition the refinement. We demonstrate that our method can refine a coarse shape into a variety of detailed shapes with different styles. The generated results are evaluated in terms of content preservation, plausibility, and diversity. Comprehensive ablation studies are conducted to validate our network designs. Code is available at https://github.com/czq142857/DECOR-GAN. Vladimir G. Kim, Matthew Fisher, Noam Aigerman, Hao (Richard) Zhang, Siddhartha Chaudhuri |
CVPR | 3 |
| 2021 | LayoutGMN: Neural Graph Matching for Structural Layout SimilarityabstractWe present a deep neural network to predict structural similarity between 2D layouts by leveraging Graph Matching Networks (GMN). Our network, coined LayoutGMN, learns the layout metric via neural graph matching, using an attention-based GMN designed under a triplet network setting. To train our network, we utilize weak labels obtained by pixel-wise Intersection-over-Union (IoUs) to define the triplet loss. Importantly, LayoutGMN is built with a structural bias which can effectively compensate for the lack of structure awareness in IoUs. We demonstrate this on two prominent forms of layouts, viz., floorplans and UI designs, via retrieval experiments on large-scale datasets. In particular, retrieval results by our network better match human judgement of structural layout similarity compared to both IoUs and other baselines including a state-of-the-art method based on graph neural networks and image convolution. In addition, LayoutGMN is the first deep model to offer both metric learning of structural layout similarity and structural matching between layout elements. Akshay Gadi Patil, Manyi Li, Matthew Fisher, Manolis Savva, Hao (Richard) Zhang |
CVPR | 3 |
| 2021 | Exploring Sketch-based Character Design Guided by Automatic ColorizationabstractCharacter design is a lengthy process, requiring artists to iteratively alter their characters' features and colorization schemes according to feedback from creative directors or peers. Artists experiment with multiple colorization schemes before deciding on the right color palette. This process may necessitate several tedious manual re-colorizations of the character. Any substantial changes to the character's appearance may also require manual re-colorization. Such complications motivate a computational approach for visualizing characters and drafting solutions. We propose a character exploration tool that automatically colors a sketch based on a selected style. The tool employs a Generative Adversarial Network trained to automatically color sketches. The tool also allows a selection of faces to be used as a template for the character's design. We validated our tool by comparing it with using Photoshop for character exploration in our pilot study. Finally, we conducted a study to evaluate our tool's efficacy within the design pipeline. Rawan Alghofaili, Matthew Fisher, Richard Zhang 0001, Michal Lukác, Lap-Fai Yu |
Graphics Interface | 2 |
| 2021 | Video Pose Distillation for Few-Shot, Fine-Grained Sports Action RecognitionabstractHuman pose is a useful feature for fine-grained sports action understanding. However, pose estimators are often unreliable when run on sports video due to domain shift and factors such as motion blur and occlusions. This leads to poor accuracy when downstream tasks, such as action recognition, depend on pose. End-to-end learning circumvents pose, but requires more labels to generalize.We introduce Video Pose Distillation (VPD), a weakly-supervised technique to learn features for new video domains, such as individual sports that challenge pose estimation. Under VPD, a student network learns to extract robust pose features from RGB frames in the sports video, such that, whenever pose is considered reliable, the features match the output of a pretrained teacher pose detector. Our strategy retains the best of both pose and end-to-end worlds, exploiting the rich visual patterns in raw video frames, while learning features that agree with the athletes’ pose and motion in the target video domain to avoid over-fitting to patterns unrelated to athletes’ motion.VPD features improve performance on few-shot, fine-grained action recognition, retrieval, and detection tasks in four real-world sports video datasets, without requiring additional ground-truth pose annotations. Matthew Fisher, Michaël Gharbi, Kayvon Fatahalian |
ICCV | 2 |
| 2021 | Neural Strokes: Stylized Line Drawing of 3D ShapesabstractThis paper introduces a model for producing stylized line drawings from 3D shapes. The model takes a 3D shape and a viewpoint as input, and outputs a drawing with textured strokes, with variations in stroke thickness, deformation, and color learned from an artist’s style. The model is fully differentiable. We train its parameters from a single training drawing of another 3D shape. We show that, in contrast to previous image-based methods, the use of a geometric representation of 3D shape and 2D strokes allows the model to transfer important aspects of shape and texture style while preserving contours. Our method outputs the resulting drawing in a vector representation, enabling richer downstream analysis or editing in interactive applications. Our code and dataset are available at our project page: www.github.com/DifanLiu/NeuralStrokes Difan Liu, Matthew Fisher, Aaron Hertzmann, Evangelos Kalogerakis |
ICCV | 2 |
| 2021 | 3D Reconstruction By Parameterized Surface MappingabstractWe introduce an approach for computing a 3D mesh from one or more views of an object by establishing dense correspondences between pixels in the views and 3D locations on a learnable parameterized surface. We propose a multi-view shape encoder that can be jointly trained with the AtlasNet surface parameterization. The shape is further refined using a novel geometric cycle-consistency loss between the learnable parameterized surface and input views. We demonstrate the efficacy of our approach on the ShapeNet-COCO dataset. Pierre-Alain Langlois, Matthew Fisher, Oliver Wang, Vladimir G. Kim, Alexandre Boulch, Renaud Marlet, Bryan C. Russell |
ICIP | 2 |
| 2021 | A Multi-Implicit Neural Representation for FontsabstractFonts are ubiquitous across documents and come in a variety of styles. They are either represented in a native vector format or rasterized to produce fixed resolution images. In the first case, the non-standard representation prevents benefiting from latest network architectures for neural representations; while, in the latter case, the rasterized representation, when encoded via networks, results in loss of data fidelity, as font-specific discontinuities like edges and corners are difficult to represent using neural networks. Based on the observation that complex fonts can be represented by a superposition of a set of simpler occupancy functions, we introduce multi-implicits to represent fonts as a permutation-invariant set of learned implict functions, without losing features (e.g., edges and corners). However, while multi-implicits locally preserve font features, obtaining supervision in the form of ground truth multi-channel signals is a problem in itself. Instead, we propose how to train such a representation with only local supervision, while the proposed neural architecture directly finds globally consistent multi-implicits for font families. We extensively evaluate the proposed representation for various tasks including reconstruction, interpolation, and synthesis to demonstrate clear advantages with existing alternatives. Additionally, the representation naturally enables glyph completion, wherein a single characteristic font is used to synthesize a whole font family in the target style. Pradyumna Reddy, Matthew Fisher, Hailin Jin, Niloy J. Mitra |
NeurIPS | 4 |
| 2021 | MarioNette: Self-Supervised Sprite LearningabstractArtists and video game designers often construct 2D animations using libraries of sprites---textured patches of objects and characters. We propose a deep learning approach that decomposes sprite-based video animations into a disentangled representation of recurring graphic elements in a self-supervised manner. By jointly learning a dictionary of possibly transparent patches and training a network that places them onto a canvas, we deconstruct sprite-based content into a sparse, consistent, and explicit representation that can be easily used in downstream tasks, like editing or analysis. Our framework offers a promising approach for discovering recurring visual patterns in image collections without supervision. Dmitriy Smirnov 0001, Michaël Gharbi, Matthew Fisher, Vitor Campagnolo Guizilini, Alexei A. Efros, Justin Solomon 0001 |
NeurIPS | 3 |
| 2021 | Improved Techniques for Training Single-Image GANsabstractRecently there has been an interest in the potential of learning generative models from a single image, as opposed to from a large dataset. This task is of significance, as it means that generative models can be used in domains where collecting a large dataset is not feasible. However, training a model capable of generating realistic images from only a single sample is a difficult problem. In this work, we conduct a number of experiments to understand the challenges of training these methods and propose some best practices that we found allowed us to generate improved results over previous work. One key piece is that, unlike prior single image generation methods, we concurrently train several stages in a sequential multi-stage manner, allowing us to learn models with fewer stages of increasing image resolution. Compared to a recent state of the art baseline, our model is up to six times faster to train, has fewer parameters, and can better capture the global structure of images. Tobias Hinz, Matthew Fisher, Oliver Wang, Stefan Wermter |
WACV | 2 |
| 2021 | Interactive Monte Carlo denoising using affinity of neural featuresabstractHigh-quality denoising of Monte Carlo low-sample renderings remains a critical challenge for practical interactive ray tracing. We present a new learning-based denoiser that achieves state-of-the-art quality and runs at interactive rates. Our model processes individual path-traced samples with a lightweight neural network to extract per-pixel feature vectors. The rest of our pipeline operates in pixel space. We define a novel pairwise affinity over the features in a pixel neighborhood, from which we assemble dilated spatial kernels to filter the noisy radiance. Our denoiser is temporally stable thanks to two mechanisms. First, we keep a running average of the noisy radiance and intermediate features, using a per-pixel recursive filter with learned weights. Second, we use a small temporal kernel based on the pairwise affinity between features of consecutive frames. Our experiments show our new affinities lead to higher quality outputs than techniques with comparable computational costs, and better high-frequency details than kernel-predicting approaches. Our model matches or outperfoms state-of-the-art offline denoisers in the low-sample count regime (2--8 samples per pixel), and runs at interactive frame rates at 1080p resolution. Mustafa Isik, Krishna Mullia, Matthew Fisher, Jonathan Eisenmann, Michaël Gharbi |
ACM Trans. Graph. | 3 |
| 2020 | COALESCE: Component Assembly by Learning to Synthesize ConnectionsabstractWe introduce COALESCE, the first data-driven framework for component-based shape assembly which employs deep learning to synthesize part connections. To handle geometric and topological mismatches between parts, we remove the mismatched portions via erosion, and rely on a joint synthesis step, which is learned from data, to fill the gap and arrive at a natural and plausible part joint. Given a set of input parts extracted from different objects, COALESCE automatically aligns them and synthesizes plausible joints to connect the parts into a coherent 3D object represented by a mesh. The joint synthesis network, designed to focus on joint regions, reconstructs the surface between the parts by predicting an implicit shape representation that agrees with existing parts, while generating a smooth and topologically meaningful connection. We demonstrate that our method significantly outperforms prior approaches including baseline deep models for 3D shape synthesis, as well as state-of-the-art methods for shape completion. Kangxue Yin, Siddhartha Chaudhuri, Matthew Fisher, Vladimir G. Kim, Hao (Richard) Zhang |
3DV | 4 |
| 2020 | A Locally Adaptive Bayesian Cubature MethodabstractBayesian cubature (BC) is a popular inferential perspective on the cubature of expensive integrands, wherein the integrand is emulated using a stochastic process model. Several approaches have been put forward to encode sequential adaptation (i.e. dependence on previous integrand evaluations) into this framework. However, these proposals have been limited to either estimating the parameters of a stationary covariance model or focusing computational resources on regions where large values are taken by the integrand. In contrast, many classical adaptive cubature methods are locally adaptive in the sense that they focus computational resources on spatial regions in which local error estimates are largest. The main contributions of this work are twofold; first we establish that existing BC methods do not possess local adaptivity in the sense of many classical adaptive methods and secondly, we developed a novel BC method whose behaviour, demonstrated empirically, is analogous to such methods. Finally we present evidence that the novel method provides improved cubature performance, relative to standard BC, in a detailed empirical assessment. Matthew Fisher, Chris J. Oates, Catherine Elizabeth Powell, Aretha L. Teckentrup |
AISTATS | 1 |
| 2020 | Deep Parametric Shape Predictions Using Distance FieldsabstractMany tasks in graphics and vision demand machinery for converting shapes into consistent representations with sparse sets of parameters; these representations facilitate rendering, editing, and storage. When the source data is noisy or ambiguous, however, artists and engineers often manually construct such representations, a tedious and potentially time-consuming process. While advances in deep learning have been successfully applied to noisy geometric data, the task of generating parametric shapes has so far been difficult for these methods. Hence, we propose a new framework for predicting parametric shape primitives using deep learning. We use distance fields to transition between shape parameters like control points and input data on a pixel grid. We demonstrate efficacy on 2D and 3D tasks, including font vectorization and surface abstraction. Dmitriy Smirnov 0001, Matthew Fisher, Vladimir G. Kim, Richard Zhang 0001, Justin Solomon 0001 |
CVPR | 2 |
| 2020 | Coupling Explicit and Implicit Surface Representations for Generative 3D Modeling
Omid Poursaeed, Matthew Fisher, Noam Aigerman, Vladimir G. Kim |
ECCV (10) | 2 |
| 2020 | Modeling Artistic Workflows for Image Generation and Editing
Hung-Yu Tseng, Matthew Fisher, Jingwan Lu, Yijun Li 0001, Vladimir G. Kim, Ming-Hsuan Yang 0001 |
ECCV (18) | 2 |
| 2020 | Design Adjectives: A Framework for Interactive Model-Guided Exploration of Parameterized Design SpacesabstractMany digital design tasks require a user to set a large number of parameters. Gallery-based interfaces provide a way to quickly evaluate examples and explore the space of potential designs, but require systems to predict which designs from a high-dimensional space are the right ones to present to the user. In this paper we present the design adjectives framework for building parameterized design tools in high dimensional design spaces. The framework allows users to create and edit design adjectives, machine-learned models of user intent, to guide exploration through high-dimensional design spaces. We provide a domain-agnostic implementation of the design adjectives framework based on Gaussian process regression, which is able to rapidly learn user intent from only a few examples. Learning and sampling of the design adjective occurs at interactive rates, making the system suitable for iterative design workflows. We demonstrate use of the design adjectives framework to create design tools for three domains: materials, fonts, and particle systems. We evaluate these tools in a user study showing that participants were able to easily explore the design space and find designs that they liked, and in professional case studies that demonstrate the framework's ability to support professional design concepting workflows. Evan Shimizu, Matthew Fisher, Sylvain Paris, James McCann, Kayvon Fatahalian |
UIST | 2 |
| 2020 | Discovering pattern structure using differentiable compositingabstractPatterns, which are collections of elements arranged in regular or near-regular arrangements, are an important graphic art form and widely used due to their elegant simplicity and aesthetic appeal. When a pattern is encoded as a flat image without the underlying structure, manually editing the pattern is tedious and challenging as one has to both preserve the individual element shapes and their original relative arrangements. State-of-the-art deep learning frameworks that operate at the pixel level are unsuitable for manipulating such patterns. Specifically, these methods can easily disturb the shapes of the individual elements or their arrangement, and thus fail to preserve the latent structures of the input patterns. We present a novel differentiable compositing operator using pattern elements and use it to discover structures, in the form of a layered representation of graphical objects, directly from raw pattern images. This operator allows us to adapt current deep learning based image methods to effectively handle patterns. We evaluate our method on a range of patterns and demonstrate superiority in the context of pattern manipulations when compared against state-of-the-art pixel- or point-based alternatives. Pradyumna Reddy, Paul Guerrero 0001, Matthew Fisher, Wilmot Li, Niloy J. Mitra |
ACM Trans. Graph. | 3 |
| 2019 | Photometric Mesh Optimization for Video-Aligned 3D Object ReconstructionabstractIn this paper, we address the problem of 3D object mesh reconstruction from RGB videos. Our approach combines the best of multi-view geometric and data-driven methods for 3D reconstruction by optimizing object meshes for multi-view photometric consistency while constraining mesh deformations with a shape prior. We pose this as a piecewise image alignment problem for each mesh face projection. Our approach allows us to update shape parameters from the photometric error without any depth or mask information. Moreover, we show how to avoid a degeneracy of zero photometric gradients via rasterizing from a virtual viewpoint. We demonstrate 3D object mesh reconstruction results from both synthetic and real-world videos with our photometric mesh optimization, which is unachievable with either naive mesh generation networks or traditional pipelines of surface reconstruction without heavy manual post-processing. Chen-Hsuan Lin 0001, Oliver Wang, Bryan C. Russell, Eli Shechtman, Vladimir G. Kim, Matthew Fisher, Simon Lucey |
CVPR | 6 |
| 2019 | Shape Unicode: A Unified Shape Representationabstract3D shapes come in varied representations from a set of points to a set of images, each capturing different aspects of the shape. We propose a unified code for 3D shapes, dubbed Shape Unicode, that imbibes shape cues across these representations into a single code, and a novel framework to learn such a code space for any 3D shape dataset. We discuss this framework as a single go-to training model for any input representation, and demonstrate the effectiveness of the learned code space by applying it directly to common shape analysis tasks -- discriminative and generative. In this work, we use three common representations -- voxel grids, point clouds and multi-view projections -- and combine them into a single code. Note that while we use all three representations at training time, the code can be derived from any single representation during testing. We evaluate this code space on shape retrieval, segmentation and correspondence, and show that the unified code performs better than the individual representations themselves. Additionally, this code space compares quite well to the representation-specific state-of-the-art in these tasks. We also qualitatively discuss linear interpolation between points in this space, by synthesizing from intermediate points. Sanjeev Muralikrishnan, Vladimir G. Kim, Matthew Fisher, Siddhartha Chaudhuri |
CVPR | 3 |
| 2019 | Finding Layers Using Hover Visualizations
Evan Shimizu, Matthew Fisher, Sylvain Paris, Kayvon Fatahalian |
Graphics Interface | 2 |
| 2019 | BAE-NET: Branched Autoencoder for Shape Co-SegmentationabstractWe treat shape co-segmentation as a representation learning problem and introduce BAE-NET, a branched autoencoder network, for the task. The unsupervised BAE-NET is trained with a collection of un-segmented shapes, using a shape reconstruction loss, without any ground-truth labels. Specifically, the network takes an input shape and encodes it using a convolutional neural network, whereas the decoder concatenates the resulting feature code with a point coordinate and outputs a value indicating whether the point is inside/outside the shape. Importantly, the decoder is branched: each branch learns a compact representation for one commonly recurring part of the shape collection, e.g., airplane wings. By complementing the shape reconstruction loss with a label loss, BAE-NET is easily tuned for one-shot learning. We show unsupervised, weakly supervised, and one-shot learning results by BAE-NET, demonstrating that using only a couple of exemplars, our network can generally outperform state-of-the-art supervised methods trained on hundreds of segmented shapes. Code is available at https://github.com/czq142857/BAE-NET. Kangxue Yin, Matthew Fisher, Siddhartha Chaudhuri, Hao (Richard) Zhang |
ICCV | 3 |
| 2019 | UprightNet: Geometry-Aware Camera Orientation Estimation From Single ImagesabstractWe introduce UprightNet, a learning-based approach for estimating 2DoF camera orientation from a single RGB image of an indoor scene. Unlike recent methods that leverage deep learning to perform black-box regression from image to orientation parameters, we propose an end-to-end framework that incorporates explicit geometric reasoning. In particular, we design a network that predicts two representations of scene geometry, in both the local camera and global reference coordinate systems, and solves for the camera orientation as the rotation that best aligns these two predictions via a differentiable least squares module. This network can be trained end-to-end, and can be supervised with both ground truth camera poses and intermediate representations of surface geometry. We evaluate UprightNet on the single-image camera orientation task on synthetic and real datasets, and show significant improvements over prior state-of-the-art approaches. Wenqi Xian, Zhengqi Li, Noah Snavely, Matthew Fisher, Jonathan Eisenmann, Eli Shechtman |
ICCV | 4 |
| 2019 | Learning elementary structures for 3D shape generation and matchingabstractWe propose to represent shapes as the deformation and combination of learnt elementary 3D structures. We demonstrate this decomposition in learnt elementary 3D structures is highly interpretable and leads to clear improvements in 3D shape generation and matching. More precisely, we present two complementary approaches to learn elementary structures in a deep learning framework: (i) continuous surface deformation learning and (ii) 3D structure points learning. Both approaches can be extended to abstract structures of higher dimensions for improved results. We evaluate our method on two very different tasks: ShapeNet objects reconstruction and dense correspondences estimation between human scans. Qualitatively our approach provides interpretable and repeatable results. Quantitatively, we show an important 16% boost for 3D object generation via surface deformation, as well as a clear 6% improvement over state of the art correspondence results on the FAUST inter challenge. Theo Deprelle, Thibault Groueix, Matthew Fisher, Vladimir G. Kim, Bryan C. Russell, Mathieu Aubry |
NeurIPS | 3 |
| 2019 | Unsupervised cycle-consistent deformation for shape matchingabstractAbstract We propose a self‐supervised approach to deep surface deformation. Given a pair of shapes, our algorithm directly predicts a parametric transformation from one shape to the other respecting correspondences. Our insight is to use cycle‐consistency to define a notion of good correspondences in groups of objects and use it as a supervisory signal to train our network. Our method combines does not rely on a template, assume near isometric deformations or rely on point‐correspondence supervision. We demonstrate the efficacy of our approach by using it to transfer segmentation across shapes. We show, on Shapenet, that our approach is competitive with comparable state‐of‐the‐art methods when annotated training data is readily available, but outperforms them by a large margin in the few‐shot segmentation scenario. Thibault Groueix, Matthew Fisher, Vladimir G. Kim, Bryan C. Russell, Mathieu Aubry |
Comput. Graph. Forum | 2 |
| 2019 | Exploratory Stage Lighting Design using Visual ObjectivesabstractAbstract Lighting is a critical element of theater. A lighting designer is responsible for drawing the audience's attention to a specific part of the stage, setting time of day, creating a mood, and conveying emotions. Designers often begin the lighting design process by collecting reference visual imagery that captures different aspects of their artistic intent. Then, they experiment with various lighting options to determine which ideas work best on stage. However, modern stages contain tens to hundreds of lights, and setting each light source's parameters individually to realize an idea is both tedious and requires expert skill. In this paper, we describe an exploratory lighting design tool based on feedback from professional designers. The system extracts abstract visual objectives from reference imagery and applies them to target regions of the stage. Our system can rapidly generate plausible design candidates that embody the visual objectives through a Gibbs sampling method, and present them as a design gallery for rapid exploration and iterative refinement. We demonstrate that the resulting system allows lighting designers of all skill levels to quickly create and communicate complex designs, even for scenes containing many color‐changing lights. Evan Shimizu, Sylvain Paris, Matthew Fisher, Ersin Yumer, Kayvon Fatahalian |
Comput. Graph. Forum | 3 |
| 2018 | Multi-Content GAN for Few-Shot Font Style TransferabstractIn this work, we focus on the challenge of taking partial observations of highly-stylized text and generalizing the observations to generate unobserved glyphs in the ornamented typeface. To generate a set of multi-content images following a consistent style from very few examples, we propose an end-to-end stacked conditional GAN model considering content along channels and style along network layers. Our proposed network transfers the style of given glyphs to the contents of unseen ones, capturing highly stylized fonts found in the real-world such as those on movie posters or infographics. We seek to transfer both the typographic stylization (ex. serifs and ears) as well as the textual stylization (ex. color gradients and effects.) We base our experiments on our collected data set including 10,000 fonts with different styles and demonstrate effective generalization from a very small number of observed glyphs. Samaneh Azadi, Matthew Fisher, Vladimir G. Kim, Eli Shechtman, Trevor Darrell |
CVPR | 2 |
| 2018 | A Papier-Mâché Approach to Learning 3D Surface GenerationabstractWe introduce a method for learning to generate the surface of 3D shapes. Our approach represents a 3D shape as a collection of parametric surface elements and, in contrast to methods generating voxel grids or point clouds, naturally infers a surface representation of the shape. Beyond its novelty, our new shape generation framework, AtlasNet, comes with significant advantages, such as improved precision and generalization capabilities, and the possibility to generate a shape of arbitrary resolution without memory issues. We demonstrate these benefits and compare to strong baselines on the ShapeNet benchmark for two applications: (i) autoencoding shapes, and (ii) single-view reconstruction from a still image. We also provide results showing its potential for other applications, such as morphing, parametrization, super-resolution, matching, and co-segmentation. Thibault Groueix, Matthew Fisher, Vladimir G. Kim, Bryan C. Russell, Mathieu Aubry |
CVPR | 2 |
| 2018 | A Perceptual Measure for Deep Single Image Camera CalibrationabstractMost current single image camera calibration methods rely on specific image features or user input, and cannot be applied to natural images captured in uncontrolled settings. We propose directly inferring camera calibration parameters from a single image using a deep convolutional neural network. This network is trained using automatically generated samples from a large-scale panorama dataset, and considerably outperforms other methods, including recent deep learning-based approaches, in terms of standard L2 error. However, we argue that in many cases it is more important to consider how humans perceive errors in camera estimation. To this end, we conduct a large-scale human perception study where we ask users to judge the realism of 3D objects composited with and without ground truth camera calibration. Based on this study, we develop a new perceptual measure for camera calibration, and demonstrate that our deep calibration network outperforms other methods on this measure. Finally, we demonstrate the use of our calibration network for a number of applications including virtual object insertion, image retrieval and compositing. Yannick Hold-Geoffroy, Kalyan Sunkavalli, Jonathan Eisenmann, Matthew Fisher, Emiliano Gambaretto, Sunil Hadap, Jean-François Lalonde |
CVPR | 4 |
| 2018 | 3D-CODED: 3D Correspondences by Deep Deformation
Thibault Groueix, Matthew Fisher, Vladimir G. Kim, Bryan C. Russell, Mathieu Aubry |
ECCV (2) | 2 |
| 2018 | Language-driven synthesis of 3D scenes from scene databasesabstractWe introduce a novel framework for using natural language to generate and edit 3D indoor scenes, harnessing scene semantics and text-scene grounding knowledge learned from large annotated 3D scene databases. The advantage of natural language editing interfaces is strongest when performing semantic operations at the sub-scene level, acting on groups of objects. We learn how to manipulate these sub-scenes by analyzing existing 3D scenes. We perform edits by first parsing a natural language command from the user and transforming it into a semantic scene graph that is used to retrieve corresponding sub-scenes from the databases that match the command. We then augment this retrieved sub-scene by incorporating other objects that may be implied by the scene context. Finally, a new 3D scene is synthesized by aligning the augmented sub-scene with the user's current scene, where new objects are spliced into the environment, possibly triggering appropriate adjustments to the existing scene arrangement. A suggestive modeling interface with multiple interpretations of user commands is used to alleviate ambiguities in natural language. We conduct studies comparing our approach against both prior text-to-scene work and artist-made scenes and find that our method significantly outperforms prior work and is comparable to handmade scenes even when complex and varied natural sentences are used. Rui Ma 0011, Akshay Gadi Patil, Matthew Fisher, Manyi Li, Sören Pirk, Binh-Son Hua, Sai-Kit Yeung, Xin Tong 0001, Leonidas J. Guibas, Hao (Richard) Zhang |
ACM Trans. Graph. | 3 |
| 2017 | 3DMatch: Learning Local Geometric Descriptors from RGB-D ReconstructionsabstractMatching local geometric features on real-world depth images is a challenging task due to the noisy, low-resolution, and incomplete nature of 3D scan data. These difficulties limit the performance of current state-of-art methods, which are typically based on histograms over geometric properties. In this paper, we present 3DMatch, a data-driven model that learns a local volumetric patch descriptor for establishing correspondences between partial 3D data. To amass training data for our model, we propose a self-supervised feature learning method that leverages the millions of correspondence labels found in existing RGB-D reconstructions. Experiments show that our descriptor is not only able to match local geometry in new scenes for reconstruction, but also generalize to different tasks and spatial scales (e.g. instance-level object model alignment for the Amazon Picking Challenge, and mesh surface correspondence). Results show that 3DMatch consistently outperforms other state-of-the-art approaches by a significant margin. Code, data, benchmarks, and pre-trained models are available online at http://3dmatch.cs.princeton.edu. Andy Zeng 0001, Shuran Song, Matthias Nießner, Matthew Fisher, Jianxiong Xiao, Thomas A. Funkhouser |
CVPR | 4 |
| 2017 | Opt: A Domain Specific Language for Non-Linear Least Squares Optimization in Graphics and ImagingabstractMany graphics and vision problems can be expressed as non-linear least squares optimizations of objective functions over visual data, such as images and meshes. The mathematical descriptions of these functions are extremely concise, but their implementation in real code is tedious, especially when optimized for real-time performance on modern GPUs in interactive applications. In this work, we propose a new language, Opt, 1 for writing these objective functions over image- or graph-structured unknowns concisely and at a high level. Our compiler automatically transforms these specifications into state-of-the-art GPU solvers based on Gauss-Newton or Levenberg-Marquardt methods. Opt can generate different variations of the solver, so users can easily explore tradeoffs in numerical precision, matrix-free methods, and solver approaches. In our results, we implement a variety of real-world graphics and vision applications. Their energy functions are expressible in tens of lines of code and produce highly optimized GPU solver implementations. These solvers are competitive in performance with the best published hand-tuned, application-specific GPU solvers, and orders of magnitude beyond a general-purpose auto-generated solver. Zach DeVito, Michael Mara, Michael Zollhöfer, Gilbert Louis Bernstein, Jonathan Ragan-Kelley, Christian Theobalt, Pat Hanrahan, Matthew Fisher, Matthias Nießner |
ACM Trans. Graph. | 8 |
| 2016 | Real-Time Rendering Techniques with Hardware TessellationabstractAbstract Graphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on the fly within the GPU's rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real‐time applications. However, many well‐established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly detailed surfaces in real time. Matthias Nießner, Benjamin Keinert, Matthew Fisher, Marc Stamminger, Charles T. Loop, Henry Schäfer |
Comput. Graph. Forum | 3 |
| 2016 | Ebb: A DSL for Physical Simulation on CPUs and GPUsabstractDesigning programming environments for physical simulation is challenging because simulations rely on diverse algorithms and geometric domains. These challenges are compounded when we try to run efficiently on heterogeneous parallel architectures. We present Ebb, a Domain-Specific Language (DSL) for simulation, that runs efficiently on both CPUs and GPUs. Unlike previous DSLs, Ebb uses a three-layer architecture to separate (1) simulation code, (2) definition of data structures for geometric domains, and (3) runtimes supporting parallel architectures. Different geometric domains are implemented as libraries that use a common, unified, relational data model. By structuring the simulation framework in this way, programmers implementing simulations can focus on the physics and algorithms for each simulation without worrying about their implementation on parallel computers. Because the geometric domain libraries are all implemented using a common runtime based on relations, new geometric domains can be added as needed, without specifying the details of memory management, mapping to different parallel architectures, or having to expand the runtime’s interface. We evaluate Ebb by comparing it to several widely used simulations, demonstrating comparable performance to handwritten GPU code where available, and surpassing existing CPU performance optimizations by up to 9 × when no GPU code exists. Gilbert Louis Bernstein, Chinmayee Shah, Crystal Lemire, Zach DeVito, Matthew Fisher, Philip Alexander Levis, Pat Hanrahan |
ACM Trans. Graph. | 5 |
| 2016 | PiGraphs: learning interaction snapshots from observationsabstractWe learn a probabilistic model connecting human poses and arrangements of object geometry from real-world observations of interactions collected with commodity RGB-D sensors. This model is encoded as a set of prototypical interaction graphs (PiGraphs), a human-centric representation capturing physical contact and visual attention linkages between 3D geometry and human body parts. We use this encoding of the joint probability distribution over pose and geometry during everyday interactions to generate interaction snapshots , which are static depictions of human poses and relevant objects during human-object interactions. We demonstrate that our model enables a novel human-centric understanding of 3D content and allows for jointly generating 3D scenes and interaction poses given terse high-level specifications, natural language, or reconstructed real-world scene constraints. Manolis Savva, Angel X. Chang, Pat Hanrahan, Matthew Fisher, Matthias Nießner |
ACM Trans. Graph. | 4 |
| 2015 | Activity-centric scene synthesis for functional 3D scene modelingabstractWe present a novel method to generate 3D scenes that allow the same activities as real environments captured through noisy and incomplete 3D scans. As robust object detection and instance retrieval from low-quality depth data is challenging, our algorithm aims to model semantically-correct rather than geometrically-accurate object arrangements. Our core contribution is a new scene synthesis technique which, conditioned on a coarse geometric scene representation, models functionally similar scenes using prior knowledge learned from a scene database. The key insight underlying our scene synthesis approach is that many real-world environments are structured to facilitate specific human activities, such as sleeping or eating. We represent scene functionalities through virtual agents that associate object arrangements with the activities for which they are typically used. When modeling a scene, we first identify the activities supported by a scanned environment. We then determine semantically-plausible arrangements of virtual objects -- retrieved from a shape database -- constrained by the observed scene geometry. For a given 3D scan, our algorithm produces a variety of synthesized scenes which support the activities of the captured real environments. In a perceptual evaluation study, we demonstrate that our results are judged to be visually appealing and functionally comparable to manually designed scenes. Matthew Fisher, Manolis Savva, Yangyan Li, Pat Hanrahan, Matthias Nießner |
ACM Trans. Graph. | 1 |
| 2014 | First-class runtime generation of high-performance types using exotypesabstractWe introduce exotypes, user-defined types that combine the flexibility of meta-object protocols in dynamically-typed languages with the performance control of low-level languages. Like objects in dynamic languages, exotypes are defined programmatically at run-time, allowing behavior based on external data such as a database schema. To achieve high performance, we use staged programming to define the behavior of an exotype during a runtime compilation step and implement exotypes in Terra, a low-level staged programming language. Zach DeVito, Daniel Ritchie 0001, Matthew Fisher, Alex Aiken, Pat Hanrahan |
PLDI | 3 |
| 2014 | Real-time non-rigid reconstruction using an RGB-D cameraabstractWe present a combined hardware and software solution for markerless reconstruction of non-rigidly deforming physical objects with arbitrary shape in real-time . Our system uses a single self-contained stereo camera unit built from off-the-shelf components and consumer graphics hardware to generate spatio-temporally coherent 3D models at 30 Hz. A new stereo matching algorithm estimates real-time RGB-D data. We start by scanning a smooth template model of the subject as they move rigidly. This geometric surface prior avoids strong scene assumptions, such as a kinematic human skeleton or a parametric shape model. Next, a novel GPU pipeline performs non-rigid registration of live RGB-D data to the smooth template using an extended non-linear as-rigid-as-possible (ARAP) framework. High-frequency details are fused onto the final mesh using a linear deformation model. The system is an order of magnitude faster than state-of-the-art methods, while matching the quality and robustness of many offline algorithms. We show precise real-time reconstructions of diverse scenes, including: large deformations of users' heads, hands, and upper bodies; fine-scale wrinkles and folds of skin and clothing; and non-rigid interactions performed by users on flexible objects such as toys. We demonstrate how acquired models can be used for many interactive scenarios, including re-texturing, online performance capture and preview, and real-time shape and motion re-targeting. Michael Zollhöfer, Matthias Nießner, Shahram Izadi, Christoph Rhemann, Christopher Zach, Matthew Fisher, Chenglei Wu, Andrew W. Fitzgibbon, Charles T. Loop, Christian Theobalt, Marc Stamminger |
ACM Trans. Graph. | 6 |
| 2013 | Probabilistic color-by-numbers: suggesting pattern colorizations using factor graphsabstractWe present a probabilistic factor graph model for automatically coloring 2D patterns. The model is trained on example patterns to statistically capture their stylistic properties. It incorporates terms for enforcing both color compatibility and spatial arrangements of colors that are consistent with the training examples. Using Markov Chain Monte Carlo, the model can be sampled to generate a diverse set of new colorings for a target pattern. This general probabilistic framework allows users to guide the generated suggestions via conditional inference or additional soft constraints. We demonstrate results on a variety of coloring tasks, and we evaluate the model through a perceptual study in which participants judged sampled colorings to be significantly preferable to other automatic baselines. Sharon Lin, Daniel Ritchie 0001, Matthew Fisher, Pat Hanrahan |
ACM Trans. Graph. | 3 |
| 2013 | Synthesis of tiled patterns using factor graphsabstractPatterns with pleasing structure are common in art, video games, and virtual worlds. We describe a method for synthesizing new patterns of tiles on a regular grid that are similar in appearance to a set of example patterns. Exemplars are used both to specify valid tile arrangements and to emphasize multi-tile structures. We model a pattern as a probabilistic graphical model called a factor graph . Factors represent the hard logical constraints between tiles, the soft statistical relationships that determine style, and the local dependencies between tiles at neighboring sites. We describe a simple method for learning factor functions from a small exemplar. We then synthesize new patterns through a stochastic search method that is inspired by MC-SAT. Efficient synthesis is challenging because of the combination of hard and soft constraints. Our synthesis algorithm, called BlockSS, scales linearly with the number of tiles and the hardness of the problem. We use our technique to model building facades, cities, and decorative patterns. Katherine Breeden, Lingfeng Yang, Matthew Fisher, Pat Hanrahan |
ACM Trans. Graph. | 4 |
| 2012 | Example-based synthesis of 3D object arrangementsabstractWe present a method for synthesizing 3D object arrangements from examples. Given a few user-provided examples, our system can synthesize a diverse set of plausible new scenes by learning from a larger scene database. We rely on three novel contributions. First, we introduce a probabilistic model for scenes based on Bayesian networks and Gaussian mixtures that can be trained from a small number of input examples. Second, we develop a clustering algorithm that groups objects occurring in a database of scenes according to their local scene neighborhoods. These contextual categories allow the synthesis process to treat a wider variety of objects as interchangeable. Third, we train our probabilistic model on a mix of user-provided examples and relevant scenes retrieved from the database. This mixed model learning process can be controlled to introduce additional variety into the synthesized scenes. We evaluate our algorithm through qualitative results and a perceptual study in which participants judged synthesized scenes to be highly plausible, as compared to hand-created scenes. Matthew Fisher, Daniel Ritchie 0001, Manolis Savva, Thomas A. Funkhouser, Pat Hanrahan |
ACM Trans. Graph. | 1 |
| 2011 | Characterizing structural relationships in scenes using graph kernelsabstractModeling virtual environments is a time consuming and expensive task that is becoming increasingly popular for both professional and casual artists. The model density and complexity of the scenes representing these virtual environments is rising rapidly. This trend suggests that data-mining a 3D scene corpus could be a very powerful tool enabling more efficient scene design. In this paper, we show how to represent scenes as graphs that encode models and their semantic relationships. We then define a kernel between these relationship graphs that compares common virtual substructures in two graphs and captures the similarity between their corresponding scenes. We apply this framework to several scene modeling problems, such as finding similar scenes, relevance feedback, and context-based model search. We show that incorporating structural relationships allows our method to provide a more relevant set of results when compared against previous approaches to model context search. Matthew Fisher, Manolis Savva, Pat Hanrahan |
ACM Trans. Graph. | 1 |
| 2010 | Context-based search for 3D modelsabstractLarge corpora of 3D models, such as Google 3D Warehouse, are now becoming available on the web. It is possible to search these databases using a keyword search. This makes it possible for designers to easily include existing content into new scenes. In this paper, we describe a method for context-based search of 3D scenes. We first downloaded a large set of scene graphs from Google 3D Warehouse. These scene graphs were segmented into individual objects. We also extracted tags from the names of the models. Given the object shape, tags, and spatial relationship between pairs of objects, we can predict the strength of a relationship between a candidate model and an existing object in the scene. Using this function, we can perform context-based queries. The user specifies a region in the scene they are modeling using a 3D bounding box, and the system returns a list of related objects. We show that context-based queries perform better than keyword queries alone, and that without any keywords our algorithm still returns a relevant set of models. Matthew Fisher, Pat Hanrahan |
ACM Trans. Graph. | 1 |
| 2009 | DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon renderingabstractWe present DiagSplit, a parallel algorithm for adaptively tessellating displaced parametric surfaces into high-quality, crack-free micropolygon meshes. DiagSplit modifies the split-dice tessellation algorithm to allow splits along non-isoparametric directions in the surface's parametric domain, and uses a dicing scheme that supports unique tessellation factors for each subpatch edge. Edge tessellation factors are computed using only information local to subpatch edges. These modifications allow all subpatches generated by DiagSplit to be processed independently without introducing T-junctions or mesh cracks and without incurring the tessellation overhead of binary dicing. We demonstrate that DiagSplit produces output that is better (in terms of image quality and number of micropolygons produced) than existing parallel tessellation schemes, and as good as highly adaptive split-dice implementations that are less amenable to parallelization. Matthew Fisher, Kayvon Fatahalian, Solomon Boulos, Kurt Akeley, William R. Mark, Pat Hanrahan |
ACM Trans. Graph. | 1 |
| 2007 | Design of tangent vector fieldsabstractTangent vector fields are an essential ingredient in controlling surface appearance for applications ranging from anisotropic shading to texture synthesis and non-photorealistic rendering. To achieve a desired effect one is typically interested in smoothly varying fields that satisfy a sparse set of user-provided constraints. Using tools from Discrete Exterior Calculus, we present a simple and efficient algorithm for designing such fields over arbitrary triangle meshes. By representing the field as scalars over mesh edges ( i.e. , discrete 1-forms), we obtain an intrinsic, coordinate-free formulation in which field smoothness is enforced through discrete Laplace operators. Unlike previous methods, such a formulation leads to a linear system whose sparsity permits efficient pre-factorization. Constraints are incorporated through weighted least squares and can be updated rapidly enough to enable interactive design, as we demonstrate in the context of anisotropic texture synthesis. Matthew Fisher, Peter Schröder, Mathieu Desbrun, Hugues Hoppe |
ACM Trans. Graph. | 1 |