EDBT 2026 Demo / reviewers in the wild / expert
Duygu Ceylan
dblp:118/2739
· DBLP profile ↗
71ranked-venue papers
5as first author
37since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 68 · 5 first-author · 35 since 2021Artificial intelligence and machine learning · 39 · 1 first-author · 22 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PRISM: A Unified Framework for Photorealistic Reconstruction and Intrinsic Scene Modeling
Alara Dirik, Tuanfeng Y. Wang, Duygu Ceylan, Stefanos Zafeiriou, Anna Frühstück |
ICPR (4) | 3 |
| 2026 | GeoFusionLRM: Geometry-Aware Self-Correction for Consistent 3D ReconstructionabstractAbstract Single‐image 3D reconstruction with large reconstruction models (LRMs) has advanced rapidly, yet reconstructions often exhibit geometric inconsistencies and misaligned details that limit fidelity. We introduce GeoFusionLRM, a geometry‐aware self‐correction framework that leverages the model's own normal and depth predictions to refine structural accuracy. Unlike prior approaches that rely solely on features extracted from the input image, GeoFusionLRM feeds back geometric cues through a dedicated transformer and fusion module, enabling the model to correct errors and enforce consistency with the conditioning image. This design improves the alignment between the reconstructed mesh and the input views without additional supervision or external signals. Extensive experiments demonstrate that GeoFusionLRM achieves sharper geometry, more consistent normals, and higher fidelity than state‐of‐the‐art LRM baselines. Ahmet Burak Yildirim, Tuna Saygin, Duygu Ceylan, Aysegul Dundar |
Comput. Graph. Forum | 3 |
| 2025 | Free-viewpoint Human Animation with Pose-correlated Reference SelectionabstractDiffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to generate high-fidelity poses, but struggle with significant viewpoint changes, especially in zoom-in/zoom-out scenarios where camera-character distance varies. This limits the applications such as cinematic shot type plan or camera control. We propose a pose-correlated reference selection diffusion network, supporting substantial viewpoint variations in human animation. Our key idea is to enable the network to utilize multiple reference images as input, since significant viewpoint changes often lead to missing appearance details on the human body. To eliminate the computational cost, we first introduce a novel pose correlation module to compute similarities between non-aligned target and source poses, and then propose an adaptive reference selection strategy, utilizing the attention map to identify key regions for animation generation. To train our model, we curated a large dataset from public TED talks featuring varied shots of the same character, helping the model learn synthesis for different perspectives. Our experimental results show that with the same number of reference images, our model performs favorably compared to the current SOTA methods under large viewpoint changes. We further show that the adaptive reference selection is able to choose the most relevant reference regions to generate humans under free viewpoints. Fa-Ting Hong, Qinjie Lin, Luchuan Song, Zhixin Shu, Duygu Ceylan, Dan Xu 0002 |
CVPR | 8 |
| 2025 | Track4Gen: Teaching Video Diffusion Models to Track Points Improves Video GenerationabstractWhile recent foundational video generators produce visually rich output, they still struggle with appearance drift, where objects gradually degrade or change inconsistently across frames, breaking visual coherence. We hypothesize that this is because there is no explicit supervision in terms of spatial tracking at the feature level. We propose Track4Gen, a spatially aware video generator that combines video diffusion loss with point tracking across frames, providing enhanced spatial supervision on the diffusion features. Track4Gen merges the video generation and point tracking tasks into a single network by making minimal changes to existing video generation architectures. Using Stable Video Diffusion [4] as a backbone, Track4Gen demonstrates that it is possible to unify video generation and point tracking, which are typically handled as separate tasks. Our extensive evaluations show that Track4Gen effectively reduces appearance drift, resulting in temporally stable and visually coherent video generation. Project page: hyeonho99.github.io/track4gen Hyeonho Jeong, Chun-Hao P. Huang, Jong Chul Ye, Niloy J. Mitra, Duygu Ceylan |
CVPR | 5 |
| 2025 | ShotAdapter: Text-to-Multi-Shot Video Generation with Diffusion ModelsabstractCurrent diffusion-based text-to-video methods are limited to producing short video clips of a single shot and lack the capability to generate multi-shot videos with discrete transitions where the same character performs distinct activities across the same or different backgrounds. To address this limitation we propose a framework that includes a dataset collection pipeline and architectural extensions to video diffusion models to enable text-to-multi-shot video generation. Our approach enables generation of multi-shot videos as a single video with full attention across all frames of all shots, ensuring character and background consistency, and allows users to control the number, duration, and content of shots through shot-specific conditioning. This is achieved by incorporating a transition token into the text-to-video model to control at which frames a new shot begins and a local attention masking strategy which controls the transition token’s effect and allows shot-specific prompting. To obtain training data we propose a novel data collection pipeline to construct a multi-shot video dataset from existing single-shot video datasets. Extensive experiments demonstrate that fine-tuning a pre-trained text-to-video model for a few thousand iterations is enough for the model to subsequently be able to generate multi-shot videos with shot-specific control, outperforming the baselines. You can find more details in our webpage. Özgür Kara, Krishna Kumar Singh, Duygu Ceylan, James M. Rehg, Tobias Hinz |
CVPR | 4 |
| 2025 | VideoHandles: Editing 3D Object Compositions in Videos Using Video Generative PriorsabstractGenerative methods for image and video editing leverage generative models as priors to perform edits despite incomplete information, such as changing the composition of 3D objects depicted in a single image. Recent methods have shown promising composition editing results for images. However, in the video domain, editing methods have focused on editing objects’ appearance and motion, or camera motion. As a result, methods for editing object composition in videos remain largely unexplored. We propose VideoHandles as a method for editing 3D object compositions in videos of static scenes with camera motion. Our approach enables the editing of an object’s 3D position across all frames of a video in a temporally consistent manner. This is achieved by lifting intermediate features of a generative model to a 3D reconstruction that is shared between all frames, editing the reconstruction, and projecting the features on the edited reconstruction back to each frame. To the best of our knowledge, this is the first generative approach to edit object compositions in videos. Our approach is simple and training-free, while outperforming state-of-the-art image editing baselines. Our project page is https://videohandles.github.io. Juil Koo, Paul Guerrero 0001, Chun-Hao Paul Huang, Duygu Ceylan, Minhyuk Sung |
CVPR | 4 |
| 2025 | Learned Single-Pass Multitasking Perceptual Graphics for Immersive Displays
Doga Yilmaz, He Wang 0002, Towaki Takikawa, Duygu Ceylan, Kaan Aksit |
ACM Multimedia | 4 |
| 2025 | GANFusion: Feed-Forward Text-to-3D with Diffusion in GAN SpaceabstractWe train a feed-forward text-to-3D diffusion generator for human characters using only single-view 2D data for supervision. Existing 3D generative models cannot yet match the fidelity of image and/or video generative models. State-of-the-art 3D generators are either trained with explicit 3D supervision and are thus limited by the volume and diversity of existing 3D data. Meanwhile, generators that can be trained with only 2D data as supervision typically produce coarser results, cannot be text-conditioned, and/or must revert to test-time optimization. We observe that GAN- and diffusion-based generators have complementary qualities: GANs can be trained efficiently with 2D supervision to produce high-quality 3D objects but are hard to condition on text. In contrast, denoising diffusion models can be conditioned efficiently but tend to be hard to train with only 2D supervision. We introduce GANFusion that starts by generating unconditional triplane features for 3D data using a GAN architecture trained with only single-view 2D data. We then generate random samples from the GAN, caption them, and train a text-conditioned diffusion model that directly learns to sample from the space of good triplane features that can be decoded into 3D objects. We evaluate the proposed method in the context of text-conditioned full-body human generation and show improvements over possible alternatives. Souhaib Attaiki, Paul Guerrero 0001, Duygu Ceylan, Niloy J. Mitra, Maks Ovsjanikov |
WACV | 3 |
| 2025 | MonetGPT: Solving Puzzles Enhances MLLMs' Image Retouching SkillsabstractRetouching is an essential task in post-manipulation of raw photographs. Generative editing, guided by text or strokes, provides a new tool accessible to users but can easily change the identity of the original objects in unacceptable and unpredictable ways. In contrast, although traditional procedural edits, as commonly supported by photoediting tools (e.g., Gimp, Lightroom), are conservative, they are still preferred by professionals. Unfortunately, professional quality retouching involves many individual procedural editing operations that is challenging to plan for most novices. In this paper, we ask if a multimodal large language model (MLLM) can be taught to critique raw photographs, suggest suitable remedies, and finally realize them with a given set of pre-authored procedural image operations. We demonstrate that MLLMs can be first made aware of the underlying image processing operations, by training them to solve specially-designed visual puzzles. Subsequently, such an operation-aware MLLM can both plan and propose edit sequences. To facilitate training, given a set of expert-edited photos, we synthesize a reasoning dataset by procedurally manipulating the expert edits and then grounding a pretrained LLM on the visual adjustments, to synthesize reasoning for finetuning. The proposed retouching operations are, by construction, understandable by the users, preserve object details and resolution, and can be optionally overridden. We evaluate our setup on a variety of test examples and show advantages, in terms of explainability and identity preservation, over existing generative and other procedural alternatives. Code, data, models, and supplementary results can be found via our project website at https://monetgpt.github.io. Niladri Shekhar Dutt, Duygu Ceylan, Niloy J. Mitra |
ACM Trans. Graph. | 2 |
| 2024 | BLiSS: Bootstrapped Linear Shape SpaceabstractMorphable models are fundamental to numerous human-centered processes as they offer a simple yet expressive shape space. Creating such morphable models, however, is both tedious and expensive. The main challenge is establishing dense correspondences across raw scans that capture sufficient shape variation. This is often addressed using a mix of significant manual intervention and nonrigid registration. We observe that creating a shape space and solving for dense correspondence are tightly coupled – while dense correspondence is needed to build shape spaces, an expressive shape space provides a reduced dimensional space to regularize the search. We introduce BLiSS, a method to solve both progressively. Starting from a small set of manually registered scans to bootstrap the process, we enrich the shape space and then use that to get new unregistered scans into correspondence automatically. The critical component of BLiSS is a non-linear deformation model that captures details missed by the low-dimensional shape space, thus allowing progressive enrichment of the space. Sanjeev Muralikrishnan, Chun-Hao Paul Huang, Duygu Ceylan, Niloy J. Mitra |
3DV | 3 |
| 2024 | GRIP: Generating Interaction Poses Using Spatial Cues and Latent ConsistencyabstractHands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to encourage motion temporal consistency in the latent space (LTC) and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP “upgrades” them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets. Our models and code are available for research purposes at https://grip.is.tue.mpg.de. Omid Taheri, Yi Zhou 0023, Dimitrios Tzionas, Yang Zhou 0009, Duygu Ceylan, Sören Pirk, Michael J. Black |
3DV | 5 |
| 2024 | Generative Rendering: Controllable 4D-Guided Video Generation with 2D Diffusion ModelsabstractTraditional 3D content creation tools empower users to bring their imagination to life by giving them direct control over a scene's geometry, appearance, motion, and camera path. Creating computer-generated videos, however, is a tedious manual process, which can be automated by emerging text-to-video diffusion models. Despite great promise, video diffusion models are difficult to control, hindering a user to apply their own creativity rather than amplifying it. To address this challenge, we present a novel approach that combines the controllability of dynamic 3D meshes with the expressivity and editability of emerging diffusion models. For this purpose, our approach takes an animated, low-fidelity rendered mesh as input and injects the ground truth cor-respondence information obtained from the dynamic mesh into various stages of a pre-trained text-to-image generation model to output high-quality and temporally consistent frames. We demonstrate our approach on various examples where motion can be obtained by animating rigged assets or changing the camera path. Project page: primecai.github.io/ generative. rendering. Shengqu Cai, Duygu Ceylan, Matheus Gadelha, Chun-Hao Paul Huang, Tuanfeng Y. Wang, Gordon Wetzstein |
CVPR | 2 |
| 2024 | SUPERGAUSSIAN: Repurposing Video Models for 3D Super Resolution
Duygu Ceylan, Paul Guerrero 0001, Zexiang Xu, Niloy J. Mitra, Shenlong Wang, Anna Frühstück |
ECCV (29) | 2 |
| 2024 | HyperGAN-CLIP: A Unified Framework for Domain Adaptation, Image Synthesis and Manipulation
Abdul Basit Anees, Ahmet Canberk Baykal, Muhammed Burak Kizil, Duygu Ceylan, Erkut Erdem, Aykut Erdem |
SIGGRAPH Asia | 4 |
| 2024 | Neural Garment Dynamics via Manifold-Aware TransformersabstractAbstract Data driven and learning based solutions for modeling dynamic garments have significantly advanced, especially in the context of digital humans. However, existing approaches often focus on modeling garments with respect to a fixed parametric human body model and are limited to garment geometries that were seen during training. In this work, we take a different approach and model the dynamics of a garment by exploiting its local interactions with the underlying human body. Specifically, as the body moves, we detect local garment‐body collisions, which drive the deformation of the garment. At the core of our approach is a mesh‐agnostic garment representation and a manifold‐aware transformer network design, which together enable our method to generalize to unseen garment and body geometries. We evaluate our approach on a wide variety of garment types and motion sequences and provide competitive qualitative and quantitative results with respect to the state of the art. Peizhuo Li, Tuanfeng Y. Wang, Timur Levent Kesdogan, Duygu Ceylan, Olga Sorkine-Hornung |
Comput. Graph. Forum | 4 |
| 2023 | Blowing in the Wind: CycleNet for Human Cinemagraphs from Still ImagesabstractCinemagraphs are short looping videos created by adding subtle motions to a static image. This kind of media is popular and engaging. However, automatic generation of cinemagraphs is an underexplored area and current solutions require tedious low-level manual authoring by artists. In this paper, we present an automatic method that allows generating human cinemagraphs from single RGB images. We investigate the problem in the context of dressed humans under the wind. At the core of our method is a novel cyclic neural network that produces looping cinemagraphs for the target loop duration. To circumvent the problem of collecting real data, we demonstrate that it is possible, by working in the image normal space, to learn garment motion dynamics on synthetic data and generalize to real data. We evaluate our method on both synthetic and real data and demonstrate that it is possible to create compelling and plausible cinemagraphs from single RGB images. Hugo Bertiche, Niloy J. Mitra, Kuldeep Kulkarni, Chun-Hao Paul Huang, Tuanfeng Y. Wang, Meysam Madadi, Sergio Escalera, Duygu Ceylan |
CVPR | 8 |
| 2023 | Normal-guided Garment UV Prediction for Human Re-texturingabstractClothes undergo complex geometric deformations, which lead to appearance changes. To edit human videos in a physically plausible way, a texture map must take into account not only the garment transformation induced by the body movements and clothes fitting, but also its 3D fine-grained surface geometry. This poses, however, a new challenge of 3D reconstruction of dynamic clothes from an image or a video. In this paper, we show that it is possible to edit dressed human images and videos without 3D reconstruction. We estimate a geometry aware texture map between the garment region in an image and the texture space, a.k.a, UV map. Our UV map is designed to preserve isometry with respect to the underlying 3D surface by making use of the 3D surface normals predicted from the image. Our approach captures the underlying geometry of the garment in a self-supervised way, requiring no ground truth annotation of UV maps and can be readily extended to predict temporally coherent UV maps. We demonstrate that our method outperforms the state-of-the-art human UV map estimation approaches on both real and synthetic data. Yasamin Jafarian, Tuanfeng Y. Wang, Duygu Ceylan, Jimei Yang, Nathan Carr 0001, Yi Zhou 0023, Hyun Soo Park |
CVPR | 3 |
| 2023 | VGFlow: Visibility guided Flow Network for Human ReposingabstractThe task of human reposing involves generating a realistic image of a person standing in an arbitrary conceivable pose. There are multiple difficulties in generating perceptually accurate images, and existing methods suffer from limitations in preserving texture, maintaining pattern co-herence, respecting cloth boundaries, handling occlusions, manipulating skin generation, etc. These difficulties are further exacerbated by the fact that the possible space of pose orientation for humans is large and variable, the nature of clothing items is highly non-rigid, and the diversity in body shape differs largely among the population. To alle-viate these difficulties and synthesize perceptually accurate images, we propose VGFlow. Our model uses a visibility-guided flow module to disentangle the flow into visible and invisible parts of the target for simultaneous texture preser-vation and style manipulation. Furthermore, to tackle dis-tinct body shapes and avoid network artifacts, we also in-corporate a self-supervised patch-wise “realness” loss to improve the output. VGFlow achieves state-of-the-art results as observed qualitatively and quantitatively on different image quality metrics (SSIM, LPIPS, FID). Results can be downloaded from Project Webpage Rishabh Jain 0001, Krishna Kumar Singh, Mayur Hemani, Jingwan Lu, Mausoom Sarkar, Duygu Ceylan, Balaji Krishnamurthy |
CVPR | 6 |
| 2023 | VidStyleODE: Disentangled Video Editing via StyleGAN and NeuralODEsabstractWe propose VidStyleODE, a spatiotemporally continuous disentangled video representation based upon StyleGAN and Neural-ODEs. Effective traversal of the latent space learned by Generative Adversarial Networks (GANs) has been the basis for recent breakthroughs in image editing. However, the applicability of such advancements to the video domain has been hindered by the difficulty of representing and controlling videos in the latent space of GANs. In particular, videos are composed of content (i.e., appearance) and complex motion components that require a special mechanism to disentangle and control. To achieve this, VidStyleODE encodes the video content in a pre-trained StyleGAN ${\mathcal{W}_ + }$ space and benefits from a latent ODE component to summarize the spatiotemporal dynamics of the input video. Our novel continuous video generation process then combines the two to generate high-quality and temporally consistent videos with varying frame rates. We show that our proposed method enables a variety of applications on real videos: text-guided appearance manipulation, motion manipulation, image animation, and video interpolation and extrapolation. Project website: https://cyberiada.github.io/VidStyleODE Moayed Haji Ali, Andrew Bond, Levent Karacan, Tolga Birdal, Erkut Erdem, Duygu Ceylan, Aykut Erdem |
ICCV | 6 |
| 2023 | Pix2Video: Video Editing using Image DiffusionabstractImage diffusion models, trained on massive image collections, have emerged as the most versatile image generator model in terms of quality and diversity. They support inverting real images and conditional (e.g., text) generation, making them attractive for high-quality image editing applications. We investigate how to use such pre-trained image models for text-guided video editing. The critical challenge is to achieve the target edits while still preserving the content of the source video. Our method works in two simple steps: first, we use a pre-trained structure-guided (e.g., depth) image diffusion model to perform text-guided edits on an anchor frame; then, in the key step, we progressively propagate the changes to the future frames via self-attention feature injection to adapt the core denoising step of the diffusion model. We then consolidate the changes by adjusting the latent code for the frame before continuing the process. Our approach is training-free and generalizes to a wide range of edits. We demonstrate the effectiveness of the approach by extensive experimentation and compare it against four different prior and parallel efforts (on ArXiv). We demonstrate that realistic text-guided video edits are possible, without any compute-intensive preprocessing or video-specific finetuning. https://duyguceylan.github.io/pix2video.github.io/. Duygu Ceylan, Chun-Hao Paul Huang, Niloy J. Mitra |
ICCV | 1 |
| 2023 | UMFuse: Unified Multi View Fusion for Human Editing applicationsabstractNumerous pose-guided human editing methods have been explored by the vision community due to their extensive practical applications. However, most of these methods still use an image-to-image formulation in which a single image is given as input to produce an edited image as output. This objective becomes ill-defined in cases when the target pose differs significantly from the input pose. Existing methods then resort to in-painting or style transfer to handle occlusions and preserve content. In this paper, we explore the utilization of multiple views to minimize the issue of missing information and generate an accurate representation of the underlying human model. To fuse knowledge from multiple viewpoints, we design a multi-view fusion network that takes the pose key points and texture from multiple source images and generates an explainable per-pixel appearance retrieval map. Thereafter, the encodings from a separate network (trained on a single-view human reposing task) are merged in the latent space. This enables us to generate accurate, precise, and visually coherent images for different editing tasks. We show the application of our network on two newly proposed tasks - Multi-view human reposing and Mix&Match Human Image generation. Additionally, we study the limitations of single-view editing and scenarios in which multi-view provides a better alternative. Datasplits and results can be found at Project Webpage. Rishabh Jain 0001, Mayur Hemani, Duygu Ceylan, Krishna Kumar Singh, Jingwan Lu, Mausoom Sarkar, Balaji Krishnamurthy |
ICCV | 3 |
| 2023 | Neural Image-based Avatars: Generalizable Radiance Fields for Human Avatar Modeling
Youngjoong Kwon, Dahun Kim, Duygu Ceylan, Henry Fuchs |
ICLR | 3 |
| 2023 | CLIP-guided StyleGAN Inversion for Text-driven Real Image EditingabstractResearchers have recently begun exploring the use of StyleGAN-based models for real image editing. One particularly interesting application is using natural language descriptions to guide the editing process. Existing approaches for editing images using language either resort to instance-level latent code optimization or map predefined text prompts to some editing directions in the latent space. However, these approaches have inherent limitations. The former is not very efficient, while the latter often struggles to effectively handle multi-attribute changes. To address these weaknesses, we present CLIPInverter, a new text-driven image editing approach that is able to efficiently and reliably perform multi-attribute changes. The core of our method is the use of novel, lightweight text-conditioned adapter layers integrated into pretrained GAN-inversion networks. We demonstrate that by conditioning the initial inversion step on the Contrastive Language-Image Pre-training (CLIP) embedding of the target description, we are able to obtain more successful edit directions. Additionally, we use a CLIP-guided refinement step to make corrections in the resulting residual latent codes, which further improves the alignment with the text prompt. Our method outperforms competing approaches in terms of manipulation accuracy and photo-realism on various domains including human faces, cats, and birds, as shown by our qualitative and quantitative results. Ahmet Canberk Baykal, Abdul Basit Anees, Duygu Ceylan, Erkut Erdem, Aykut Erdem, Deniz Yuret |
ACM Trans. Graph. | 3 |
| 2022 | Garment Ideation: Iterative View-Aware Sketch-Based Garment ModelingabstractDesigning real and virtual garments is becoming extremely demanding with rapidly changing fashion trends and increasing need for synthesizing realistically dressed digital humans for various applications. However, traditionally designing real and virtual garments has been time-consuming. Sketch based modeling aims to bring the ease and immediacy of drawing to the 3D world thereby motivating faster iterations. We propose a novel sketch-based garment modeling framework that is specifically targeted to synchronize with the iterative process of garment ideation, e.g., adding or removing details from different views in each iteration. At the core of our learning based approach is a view-aware feature aggregation module that fuses the features from the latest sketch with the thus far aggregated features to effective refine the generated 3D shape. We evaluate our approach on a wide variety of garment types and iterative refinement scenarios. We also provide comparisons to alternative feature aggregation methods and demonstrate favorable results. The code is available at https://github.com/pinakinathc/multiviewsketch-garment. Pinaki Nath Chowdhury, Tuanfeng Y. Wang, Duygu Ceylan, Yi-Zhe Song, Yulia Gryaditskaya |
3DV | 3 |
| 2022 | Learning Motion-Dependent Appearance for High-Fidelity Rendering of Dynamic Humans from a Single CameraabstractAppearance of dressed humans undergoes a complex geometric transformation induced not only by the static pose but also by its dynamics, i.e., there exists a number of cloth geometric configurations given a pose depending on the way it has moved. Such appearance modeling conditioned on motion has been largely neglected in existing human rendering methods, resulting in rendering of physically implausible motion. A key challenge of learning the dynamics of the appearance lies in the requirement of a prohibitively large amount of observations. In this paper, we present a compact motion representation by enforcing equivariance—a representation is expected to be transformed in the way that the pose is transformed. We model an equivariant encoder that can generate the generalizable representation from the spatial and temporal derivatives of the 3D body surface. This learned representation is decoded by a compositional multi-task decoder that renders high fidelity time-varying appearance. Our experiments show that our method can generate a temporally coherent video of dynamic humans for unseen body poses and novel views given a single view video. Jae Shin Yoon, Duygu Ceylan, Tuanfeng Y. Wang, Jingwan Lu, Jimei Yang, Zhixin Shu, Hyun Soo Park |
CVPR | 2 |
| 2022 | A Repulsive Force Unit for Garment Collision Handling in Neural Networks
Qingyang Tan, Yi Zhou 0023, Tuanfeng Y. Wang, Duygu Ceylan, Xin Sun 0014, Dinesh Manocha |
ECCV (3) | 4 |
| 2022 | Learning Visibility for Robust Dense Human Body Estimation
Chun-Han Yao, Jimei Yang, Duygu Ceylan, Yi Zhou 0023, Yang Zhou 0009, Ming-Hsuan Yang 0001 |
ECCV (1) | 3 |
| 2022 | Motion Guided Deep Dynamic 3D GarmentsabstractRealistic dynamic garments on animated characters have many AR/VR applications. While authoring such dynamic garment geometry is still a challenging task, data-driven simulation provides an attractive alternative, especially if it can be controlled simply using the motion of the underlying character. In this work, we focus on motion guided dynamic 3D garments, especially for loose garments. In a data-driven setup, we first learn a generative space of plausible garment geometries. Then, we learn a mapping to this space to capture the motion dependent dynamic deformations, conditioned on the previous state of the garment as well as its relative position with respect to the underlying body. Technically, we model garment dynamics, driven using the input character motion, by predicting per-frame local displacements in a canonical state of the garment that is enriched with frame-dependent skinning weights to bring the garment to the global space. We resolve any remaining per-frame collisions by predicting residual local displacements. The resultant garment geometry is used as history to enable iterative roll-out prediction. We demonstrate plausible generalization to unseen body shapes and motion inputs, and show improvements over multiple state-of-the-art alternatives. Code and data is released in https://geometry.cs.ucl.ac.uk/projects/2022/MotionDeepGarment/ Meng Zhang 0043, Duygu Ceylan, Niloy J. Mitra |
ACM Trans. Graph. | 2 |
| 2021 | Task-Generic Hierarchical Human Motion Prior using VAEsabstractA deep generative model that describes human motions can benefit a wide range of fundamental computer vision and graphics tasks, such as providing robustness to video-based human pose estimation, predicting complete body movements for motion capture systems during occlusions, and assisting key frame animation with plausible movements. In this paper, we present a method for learning complex human motions independent of specific tasks using a combined global and local latent space to facilitate coarse and fine-grained modeling. Specifically, we propose a hierarchical motion variational autoencoder (HM-VAE) that consists of a 2-level hierarchical latent space. While the global latent space captures the overall global body motion, the local latent space enables to capture the refined poses of the different body parts. We demonstrate the effectiveness of our hierarchical motion variational autoencoder in a variety of tasks including video-based human pose estimation, motion completion from partial observations, and motion synthesis from sparse key-frames. Even though, our model has not been trained for any of these tasks specifically, it provides superior performance than task-specific alternatives. Our general-purpose human motion prior model can fix corrupted human body animations and generate complete movements from incomplete observations. Jiaman Li, Ruben Villegas, Duygu Ceylan, Jimei Yang, Zhengfei Kuang, Hao Li 0015 |
3DV | 3 |
| 2021 | Dance In the Wild: Monocular Human Animation with Neural Dynamic Appearance SynthesisabstractSynthesizing dynamic appearances of humans in motion plays a central role in applications such as ARWR and video editing. While many recent methods have been proposed to tackle this problem, handling loose garments with complex textures and high dynamic motion still remains challenging. In this paper, we propose a video based appearance synthesis method that tackles such challenges and demonstrates high quality results for in-the-wild videos that have not been shown before. Specifically, we adopt a StyleGAN based architecture to the task of person specific video based motion retargeting. We introduce a novel motion signature that is used to modulate the generator weights to capture dynamic appearance changes as well as regularizing the single frame based pose estimates to improve temporal coherency. We evaluate our method on a set of challenging videos and show that our approach achieves state-of-the-art performance both qualitatively and quantitatively. Tuanfeng Y. Wang, Duygu Ceylan, Krishna Kumar Singh, Niloy J. Mitra |
3DV | 2 |
| 2021 | A Deep Emulator for Secondary Motion of 3D CharactersabstractFast and light-weight methods for animating 3D characters are desirable in various applications such as computer games. We present a learning-based approach to enhance skinning-based animations of 3D characters with vivid secondary motion effects. We design a neural network that encodes each local patch of a character simulation mesh where the edges implicitly encode the internal forces between the neighboring vertices. The network emulates the ordinary differential equations of the character dynamics, predicting new vertex positions from the current accelerations, velocities and positions. Being a local method, our network is independent of the mesh topology and generalizes to arbitrarily shaped 3D character meshes at test time. We further represent per-vertex constraints and material properties such as stiffness, enabling us to easily adjust the dynamics in different parts of the mesh. We evaluate our method on various character meshes and complex motion sequences. Our method can be over 30 times more efficient than ground-truth physically based simulation, and outperforms alternative solutions that provide fast approximations. Mianlun Zheng, Yi Zhou 0023, Duygu Ceylan, Jernej Barbic |
CVPR | 3 |
| 2021 | Stochastic Scene-Aware Motion PredictionabstractA long-standing goal in computer vision is to capture, model, and realistically synthesize human behavior. Specifically, by learning from data, our goal is to enable virtual humans to navigate within cluttered indoor scenes and naturally interact with objects. Such embodied behavior has applications in virtual reality, computer games, and robotics, while synthesized behavior can be used as training data. The problem is challenging because real human motion is diverse and adapts to the scene. For example, a person can sit or lie on a sofa in many places and with varying styles. We must model this diversity to synthesize virtual humans that realistically perform human-scene interactions. We present a novel data-driven, stochastic motion synthesis method that models different styles of performing a given action with a target object. Our Scene-Aware Motion Prediction method (SAMP) generalizes to target objects of various geometries while enabling the character to navigate in cluttered scenes. To train SAMP, we collected MoCap data covering various sitting, lying down, walking, and running styles. We demonstrate SAMP on complex indoor scenes and achieve superior performance than existing solutions. Code and data are available for research at https://samp.is.tue.mpg.de. Mohamed Hassan 0003, Duygu Ceylan, Ruben Villegas, Jun Saito, Jimei Yang, Yi Zhou 0023, Michael J. Black |
ICCV | 2 |
| 2021 | CPFN: Cascaded Primitive Fitting Networks for High-Resolution Point CloudsabstractRepresenting human-made objects as a collection of base primitives has a long history in computer vision and reverse engineering. In the case of high-resolution point cloud scans, the challenge is to be able to detect both large primitives as well as those explaining the detailed parts. While the classical RANSAC approach requires case-specific parameter tuning, state-of-the-art networks are limited by memory consumption of their backbone modules such as PointNet++ [27], and hence fail to detect the fine-scale primitives. We present Cascaded Primitive Fitting Networks (CPFN) that relies on an adaptive patch sampling network to assemble detection results of global and local primitive detection networks. As a key enabler, we present a merging formulation that dynamically aggregates the primitives across global and local scales. Our evaluation demonstrates that CPFN improves the state-of-the-art SPFN performance by 13 − 14% on high-resolution point cloud datasets and specifically improves the detection of fine-scale primitives by 20 − 22%. Our code is available at: https://github.com/erictuanle/CPFN Eric-Tuan Le, Minhyuk Sung, Duygu Ceylan, Radomír Mech, Tamy Boubekeur, Niloy J. Mitra |
ICCV | 3 |
| 2021 | Contact-Aware Retargeting of Skinned MotionabstractThis paper introduces a motion retargeting method that preserves self-contacts and prevents interpenetration. Self-contacts, such as when hands touch each other or the torso or the head, are important attributes of human body language and dynamics, yet existing methods do not model or preserve these contacts. Likewise, interpenetration, such as a hand passing into the torso, are a typical artifact of motion estimation methods. The input to our method is a human motion sequence and a target skeleton and character geometry. The method identifies self-contacts and ground contacts in the input motion, and optimizes the motion to apply to the output skeleton, while preserving these contacts and reducing interpenetration. We introduce a novel geometry-conditioned recurrent network with an encoder-space optimization strategy that achieves efficient retargeting while satisfying contact constraints. In experiments, our results quantitatively outperform previous methods and we conduct a user study where our retargeted motions are rated as higher-quality than those produced by recent works. We also show our method generalizes to motion estimated from human videos where we improve over previous works that produce noticeable interpenetration. Ruben Villegas, Duygu Ceylan, Aaron Hertzmann, Jimei Yang, Jun Saito |
ICCV | 2 |
| 2021 | Neural Human Performer: Learning Generalizable Radiance Fields for Human Performance RenderingabstractIn this paper, we aim at synthesizing a free-viewpoint video of an arbitrary human performance using sparse multi-view cameras. Recently, several works have addressed this problem by learning person-specific neural radiance fields (NeRF) to capture the appearance of a particular human. In parallel, some work proposed to use pixel-aligned features to generalize radiance fields to arbitrary new scenes and objects. Adopting such generalization approaches to humans, however, is highly challenging due to the heavy occlusions and dynamic articulations of body parts. To tackle this, we propose Neural Human Performer, a novel approach that learns generalizable neural radiance fields based on a parametric human body model for robust performance capture. Specifically, we first introduce a temporal transformer that aggregates tracked visual features based on the skeletal body motion over time. Moreover, a multi-view transformer is proposed to perform cross-attention between the temporally-fused features and the pixel-aligned features at each time step to integrate observations on the fly from multiple views. Experiments on the ZJU-MoCap and AIST datasets show that our method significantly outperforms recent generalizable NeRF methods on unseen identities and poses. Youngjoong Kwon, Dahun Kim, Duygu Ceylan, Henry Fuchs |
NeurIPS | 3 |
| 2021 | Deep Detail Enhancement for Any GarmentabstractAbstract Creating fine garment details requires significant efforts and huge computational resources. In contrast, a coarse shape may be easy to acquire in many scenarios (e.g., via low‐resolution physically‐based simulation, linear blend skinning driven by skeletal motion, portable scanners). In this paper, we show how to enhance, in a data‐driven manner, rich yet plausible details starting from a coarse garment geometry. Once the parameterization of the garment is given, we formulate the task as a style transfer problem over the space of associated normal maps. In order to facilitate generalization across garment types and character motions, we introduce a patch‐based formulation, that produces high‐resolution details by matching a Gram matrix based style loss, to hallucinate geometric details (i.e., wrinkle density and shape). We extensively evaluate our method on a variety of production scenarios and show that our method is simple, light‐weight, efficient, and generalizes across underlying garment types, sewing patterns, and body motion. Project page: http://geometry.cs.ucl.ac.uk/projects/2021/DeepDetailEnhance/ Meng Zhang 0043, Tuanfeng Y. Wang, Duygu Ceylan, Niloy J. Mitra |
Comput. Graph. Forum | 3 |
| 2021 | Dynamic neural garmentsabstractA vital task of the wider digital human effort is the creation of realistic garments on digital avatars, both in the form of characteristic fold patterns and wrinkles in static frames as well as richness of garment dynamics under avatars' motion. Existing workflow of modeling, simulation, and rendering closely replicates the physics behind real garments, but is tedious and requires repeating most of the workflow under changes to characters' motion, camera angle, or garment resizing. Although data-driven solutions exist, they either focus on static scenarios or only handle dynamics of tight garments. We present a solution that, at test time, takes in body joint motion to directly produce realistic dynamic garment image sequences. Specifically, given the target joint motion sequence of an avatar, we propose dynamic neural garments to synthesize plausible dynamic garment appearance from a desired viewpoint. Technically, our solution generates a coarse garment proxy sequence, learns deep dynamic features attached to this template, and neurally renders the features to produce appearance changes such as folds, wrinkles, and silhouettes. We demonstrate generalization behavior to both unseen motion and unseen camera views. Further, our network can be fine-tuned to adopt to new body shape and/or background images. We demonstrate our method on a wide range of real and synthetic garments. We also provide comparisons against existing neural rendering and image sequence translation approaches, and report clear quantitative and qualitative improvements. Project page: http://geometry.cs.ucl.ac.uk/projects/2021/DynamicNeuralGarments/ Meng Zhang 0043, Tuanfeng Y. Wang, Duygu Ceylan, Niloy J. Mitra |
ACM Trans. Graph. | 3 |
| 2020 | Unsupervised Learning of Intrinsic Structural Representation PointsabstractLearning structures of 3D shapes is a fundamental problem in the field of computer graphics and geometry processing. We present a simple yet interpretable unsupervised method for learning a new structural representation in the form of 3D structure points. The 3D structure points produced by our method encode the shape structure intrinsically and exhibit semantic consistency across all the shape instances with similar structures. This is a challenging goal that has not fully been achieved by other methods. Specifically, our method takes a 3D point cloud as input and encodes it as a set of local features. The local features are then passed through a novel point integration module to produce a set of 3D structure points. The chamfer distance is used as reconstruction loss to ensure the structure points lie close to the input point cloud. Extensive experiments have shown that our method outperforms the state-of-the-art on the semantic shape correspondence task and achieves comparable performance with the state-of-the-art on the segmentation label transfer task. Moreover, the PCA based shape embedding built upon consistent structure points demonstrates good performance in preserving the shape structures. Code is available at https://github.com/NolenChen/3DStructurePoints. Nenglun Chen, Lingjie Liu, Zhiming Cui 0001, Runnan Chen, Duygu Ceylan, Changhe Tu, Wenping Wang 0001 |
CVPR | 5 |
| 2020 | Learning Generative Models of Shape HandlesabstractWe present a generative model to synthesize 3D shapes as sets of handles -- lightweight proxies that approximate the original 3D shape -- for applications in interactive editing, shape parsing, and building compact 3D representations. Our model can generate handle sets with varying cardinality and different types of handles. Key to our approach is a deep architecture that predicts both the parameters and existence of shape handles and a novel similarity measure that can easily accommodate different types of handles, such as cuboids or sphere-meshes. We leverage the recent advances in semantic 3D annotation as well as automatic shape summarization techniques to supervise our approach. We show that the resulting shape representations are not only intuitive, but achieve superior quality than previous state-of-the-art. Finally, we demonstrate how our method can be used in applications such as interactive shape editing and completion, leveraging the latent space learned by our model to guide these tasks. Matheus Gadelha, Giorgio Gori, Duygu Ceylan, Radomír Mech, Nathan Carr 0001, Tamy Boubekeur, Rui Wang 0003, Subhransu Maji |
CVPR | 3 |
| 2020 | Intuitive, Interactive Beard and Hair Synthesis With Generative ModelsabstractWe present an interactive approach to synthesizing realistic variations in facial hair in images, ranging from subtle edits to existing hair to the addition of complex and challenging hair in images of clean-shaven subjects. To circumvent the tedious and computationally expensive tasks of modeling, rendering and compositing the 3D geometry of the target hairstyle using the traditional graphics pipeline, we employ a neural network pipeline that synthesizes realistic and detailed images of facial hair directly in the target image in under one second. The synthesis is controlled by simple and sparse guide strokes from the user defining the general structural and color properties of the target hairstyle. We qualitatively and quantitatively evaluate our chosen method compared to several alternative approaches. We show compelling interactive editing results with a prototype user interface that allows novice users to progressively refine the generated image to match their desired hairstyle, and demonstrate that our approach also allows for flexible and high-fidelity scalp hair synthesis. Kyle Olszewski, Duygu Ceylan, Jun Xing, Jose Echevarria, Weikai Chen 0001, Hao Li 0015 |
CVPR | 2 |
| 2020 | Learning Monocular Face Reconstruction using Multi-View SupervisionabstractWe present a method to reconstruct faces from a single portrait image. While traditional face reconstruction methods fit low-dimensional 3D morphable models to images, we train a deep network to regress depth from a single image directly. We do so by combining supervised losses on synthetic data with indirect supervision on real data using a novel multi-view photo-consistency loss. Furthermore, we regularize the depth estimation using a 3D morphable model (3DMM). We demonstrate that this leads to results that preserve facial features, capture facial geometry that goes beyond 3DMMs, and is also robust to viewpoint conditions. We evaluate our method on various datasets and via ablation studies, and demonstrate that it outperforms previous work significantly. Zhixin Shu, Duygu Ceylan, Kalyan Sunkavalli, Eli Shechtman, Sunil Hadap, Dimitris Samaras |
FG | 2 |
| 2020 | Reducing Footskate in Human Motion Reconstruction with Ground Contact ConstraintsabstractIn this paper, we aim to reduce the footskate artifacts when reconstructing human dynamics from monocular RGB videos. Recent work has made substantial progress in improving the temporal smoothness of the reconstructed motion trajectories. Their results, however, still suffer from severe foot skating and slippage artifacts. To tackle this issue, we present a neural network based detector for localizing ground contact events of human feet and use it to impose a physical constraint for optimization of the whole human dynamics in a video. We present a detailed study on the proposed ground contact detector and demonstrate high-quality human motion reconstruction results in various videos. Yuliang Zou, Jimei Yang, Duygu Ceylan, Jianming Zhang 0001, Federico Perazzi, Jia-Bin Huang 0001 |
WACV | 3 |
| 2019 | 3DN: 3D Deformation NetworkabstractApplications in virtual and augmented reality create a demand for rapid creation and easy access to large sets of 3D models. An effective way to address this demand is to edit or deform existing 3D models based on a reference, e.g., a 2D image which is very easy to acquire. Given such a source 3D model and a target which can be a 2D image, 3D model, or a point cloud acquired as a depth scan, we introduce 3DN, an end-to-end network that deforms the source model to resemble the target. Our method infers per-vertex offset displacements while keeping the mesh connectivity of the source model fixed. We present a training strategy which uses a novel differentiable operation, mesh sampling operator, to generalize our method across source and target models with varying mesh densities. Mesh sampling operator can be seamlessly integrated into the network to handle meshes with different topologies. Qualitative and quantitative results show that our method generates higher quality results compared to the state-of-the art learning-based methods for 3D shape generation. Weiyue Wang 0002, Duygu Ceylan, Radomír Mech, Ulrich Neumann |
CVPR | 2 |
| 2019 | FreiHAND: A Dataset for Markerless Capture of Hand Pose and Shape From Single RGB ImagesabstractEstimating 3D hand pose from single RGB images is a highly ambiguous problem that relies on an unbiased training dataset. In this paper, we analyze cross-dataset generalization when training on existing datasets. We find that approaches perform well on the datasets they are trained on, but do not generalize to other datasets or in-the-wild scenarios. As a consequence, we introduce the first large-scale, multi-view hand dataset that is accompanied by both 3D hand pose and shape annotations. For annotating this real-world dataset, we propose an iterative, semi-automated `human-in-the-loop' approach, which includes hand fitting optimization to infer both the 3D pose and shape for each sample. We show that methods trained on our dataset consistently perform well when tested on other datasets. Moreover, the dataset allows us to train a network that predicts the full articulated hand shape from a single RGB image. The evaluation set can serve as a benchmark for articulated hand shape estimation. Christian Zimmermann 0001, Duygu Ceylan, Jimei Yang, Bryan C. Russell, Max Argus, Thomas Brox |
ICCV | 2 |
| 2019 | DISN: Deep Implicit Surface Network for High-quality Single-view 3D ReconstructionabstractReconstructing 3D shapes from single-view images has been a long-standing research problem. In this paper, we present DISN, a Deep Implicit Surface Net- work which can generate a high-quality detail-rich 3D mesh from a 2D image by predicting the underlying signed distance fields. In addition to utilizing global image features, DISN predicts the projected location for each 3D point on the 2D image and extracts local features from the image feature maps. Combin- ing global and local features significantly improves the accuracy of the signed distance field prediction, especially for the detail-rich areas. To the best of our knowledge, DISN is the first method that constantly captures details such as holes and thin structures present in 3D shapes from single-view images. DISN achieves the state-of-the-art single-view reconstruction performance on a variety of shape categories reconstructed from both synthetic and real images. Code is available at https://github.com/laughtervv/DISN. The supplemen- tary can be found at https://xharlie.github.io/images/neurips_ 2019_supp.pdf Qiangeng Xu, Weiyue Wang 0002, Duygu Ceylan, Radomír Mech, Ulrich Neumann |
NeurIPS | 3 |
| 2019 | iMapper: interaction-guided scene mapping from monocular videosabstractNext generation smart and augmented reality systems demand a computational understanding of monocular footage that captures humans in physical spaces to reveal plausible object arrangements and human-object interactions. Despite recent advances, both in scene layout and human motion analysis, the above setting remains challenging to analyze due to regular occlusions that occur between objects and human motions. We observe that the interaction between object arrangements and human actions is often strongly correlated, and hence can be used to help recover from these occlusions. We present iMapper, a data-driven method to identify such human-object interactions and utilize them to infer layouts of occluded objects. Starting from a monocular video with detected 2D human joint positions that are potentially noisy and occluded, we first introduce the notion of interaction-saliency as space-time snapshots where informative human-object interactions happen. Then, we propose a global optimization to retrieve and fit interactions from a database to the detected salient interactions in order to best explain the input video. We extensively evaluate the approach, both quantitatively against manually annotated ground truth and through a user study, and demonstrate that iMapper produces plausible scene layouts for scenes with medium to heavy occlusion. Code and data are available on the project page. Áron Monszpart, Paul Guerrero 0001, Duygu Ceylan, Ersin Yumer, Niloy J. Mitra |
ACM Trans. Graph. | 3 |
| 2018 | PlaneNet: Piece-Wise Planar Reconstruction From a Single RGB ImageabstractThis paper proposes a deep neural network (DNN) for piece-wise planar depthmap reconstruction from a single RGB image. While DNNs have brought remarkable progress to single-image depth prediction, piece-wise planar depthmap reconstruction requires a structured geometry representation, and has been a difficult task to master even for DNNs. The proposed end-to-end DNN learns to directly infer a set of plane parameters and corresponding plane segmentation masks from a single RGB image. We have generated more than 50,000 piece-wise planar depthmaps for training and testing from ScanNet, a large-scale RGBD video database. Our qualitative and quantitative evaluations demonstrate that the proposed approach outperforms baseline methods in terms of both plane segmentation and depth estimation accuracy. To the best of our knowledge, this paper presents the first end-to-end neural architecture for piece-wise planar reconstruction from a single RGB image. Code and data are available at https://github.com/art-programmer/PlaneNet. Chen Liu 0012, Jimei Yang, Duygu Ceylan, Ersin Yumer, Yasutaka Furukawa |
CVPR | 3 |
| 2018 | Neural Kinematic Networks for Unsupervised Motion RetargettingabstractWe propose a recurrent neural network architecture with a Forward Kinematics layer and cycle consistency based adversarial training objective for unsupervised motion retargetting. Our network captures the high-level properties of an input motion by the forward kinematics layer, and adapts them to a target character with different skeleton bone lengths (e.g., shorter, longer arms etc.). Collecting paired motion training sequences from different characters is expensive. Instead, our network utilizes cycle consistency to learn to solve the Inverse Kinematics problem in an unsupervised manner. Our method works online, i.e., it adapts the motion sequence on-the-fly as new frames are received. In our experiments, we use the Mixamo animation data1 to test our method for a variety of motions and characters and achieve state-of-the-art results. We also demonstrate motion retargetting from monocular human videos to 3D characters using an off-the-shelf 3D pose estimator. Ruben Villegas, Jimei Yang, Duygu Ceylan, Honglak Lee |
CVPR | 3 |
| 2018 | SwapNet: Image Based Garment Transfer
Amit Raj, Patsorn Sangkloy, Huiwen Chang, James Hays, Duygu Ceylan, Jingwan Lu |
ECCV (12) | 5 |
| 2018 | BodyNet: Volumetric Inference of 3D Human Body Shapes
Gül Varol, Duygu Ceylan, Bryan C. Russell, Jimei Yang, Ersin Yumer, Ivan Laptev, Cordelia Schmid |
ECCV (7) | 2 |
| 2018 | Perception-driven semi-structured boundary vectorizationabstractArtist-drawn images with distinctly colored, piecewise continuous boundaries, which we refer to as semi-structured imagery , are very common in online raster databases and typically allow for a perceptually unambiguous mental vector interpretation. Yet, perhaps surprisingly, existing vectorization algorithms frequently fail to generate these viewer-expected interpretations on such imagery. In particular, the vectorized region boundaries they produce frequently diverge from those anticipated by viewers. We propose a new approach to region boundary vectorization that targets semi-structured inputs and leverages observations about human perception of shapes to generate vector images consistent with viewer expectations. When viewing raster imagery observers expect the vector output to be an accurate representation of the raster input. However, perception studies suggest that viewers implicitly account for the lossy nature of the rasterization process and mentally smooth and simplify the observed boundaries. Our core algorithmic challenge is to balance these conflicting cues and obtain a piecewise continuous vectorization whose discontinuities, or corners, are aligned with human expectations. Our framework centers around a simultaneous spline fitting and corner detection method that combines a learned metric, that approximates human perception of boundary discontinuities on raster inputs, with perception-driven algorithmic discontinuity analysis. The resulting method balances local cues provided by the learned metric with global cues obtained by balancing simplicity and continuity expectations. Given the finalized set of corners, our framework connects those using simple, continuous curves that capture input regularities. We demonstrate our method on a range of inputs and validate its superiority over existing alternatives via an extensive comparative user study. Shayan Hoshyari, Edoardo A. Dominici, Alla Sheffer, Nathan Carr 0001, Duygu Ceylan, I-Chao Shen |
ACM Trans. Graph. | 6 |
| 2018 | Learning Local Shape Descriptors from Part Correspondences with Multiview Convolutional NetworksabstractWe present a new local descriptor for 3D shapes, directly applicable to a wide range of shape analysis problems such as point correspondences, semantic segmentation, affordance prediction, and shape-to-scan matching. The descriptor is produced by a convolutional network that is trained to embed geometrically and semantically similar points close to one another in descriptor space. The network processes surface neighborhoods around points on a shape that are captured at multiple scales by a succession of progressively zoomed-out views, taken from carefully selected camera positions. We leverage two extremely large sources of data to train our network. First, since our network processes rendered views in the form of 2D images, we repurpose architectures pretrained on massive image datasets. Second, we automatically generate a synthetic dense point correspondence dataset by nonrigid alignment of corresponding shape parts in a large collection of segmented 3D models. As a result of these design choices, our network effectively encodes multiscale local context and fine-grained surface detail. Our network can be trained to produce either category-specific descriptors or more generic descriptors by learning from multiple shape categories. Once trained, at test time, the network extracts local descriptors for shapes without requiring any part segmentation as input. Our method can produce effective local descriptors even for shapes whose category is unknown or different from the ones used while training. We demonstrate through several experiments that our learned local descriptors are more discriminative compared to state-of-the-art alternatives and are effective in a variety of shape analysis applications. Evangelos Kalogerakis, Siddhartha Chaudhuri, Duygu Ceylan, Vladimir G. Kim, Ersin Yumer |
ACM Trans. Graph. | 4 |
| 2018 | CurveFusion: reconstructing thin structures from RGBD sequencesabstractWe introduce C urve F usion , the first approach for high quality scanning of thin structures at interactive rates using a handheld RGBD camera. Thin filament-like structures are mathematically just 1D curves embedded in R 3 , and integration-based reconstruction works best when depth sequences (from the thin structure parts) are fused using the object's (unknown) curve skeleton. Thus, using the complementary but noisy color and depth channels, C urve F usion first automatically identifies point samples on potential thin structures and groups them into bundles , each being a group of a fixed number of aligned consecutive frames. Then, the algorithm extracts per-bundle skeleton curves using L 1 axes, and aligns and iteratively merges the L 1 segments from all the bundles to form the final complete curve skeleton. Thus, unlike previous methods, reconstruction happens via integration along a data-dependent fusion primitive , i.e., the extracted curve skeleton. We extensively evaluate C urve F usion on a range of challenging examples, different scanner and calibration settings, and present high fidelity thin structure reconstructions previously just not possible from raw RGBD sequences. Lingjie Liu, Nenglun Chen, Duygu Ceylan, Christian Theobalt, Wenping Wang 0001, Niloy J. Mitra |
ACM Trans. Graph. | 3 |
| 2018 | Learning a shared shape space for multimodal garment designabstractDesigning real and virtual garments is becoming extremely demanding with rapidly changing fashion trends and increasing need for synthesizing realisticly dressed digital humans for various applications. This necessitates creating simple and effective workflows to facilitate authoring sewing patterns customized to garment and target body shapes to achieve desired looks. Traditional workflow involves a trial-and-error procedure wherein a mannequin is draped to judge the resultant folds and the sewing pattern iteratively adjusted until the desired look is achieved. This requires time and experience. Instead, we present a data-driven approach wherein the user directly indicates desired fold patterns simply by sketching while our system estimates corresponding garment and body shape parameters at interactive rates. The recovered parameters can then be further edited and the updated draped garment previewed. Technically, we achieve this via a novel shared shape space that allows the user to seamlessly specify desired characteristics across multimodal input without requiring to run garment simulation at design time. We evaluate our approach qualitatively via a user study and quantitatively against test datasets, and demonstrate how our system can generate a rich quality of on-body garments targeted for a range of body shapes while achieving desired fold characteristics. Code and data are available at our project webpage. Tuanfeng Y. Wang, Duygu Ceylan, Jovan Popovic, Niloy J. Mitra |
ACM Trans. Graph. | 2 |
| 2017 | Transformation-Grounded Image Generation Network for Novel 3D View SynthesisabstractWe present a transformation-grounded image generation network for novel 3D view synthesis from a single image. Our approach first explicitly infers the parts of the geometry visible both in the input and novel views and then casts the remaining synthesis problem as image completion. Specifically, we both predict a flow to move the pixels from the input to the novel view along with a novel visibility map that helps deal with occulsion/disocculsion. Next, conditioned on those intermediate results, we hallucinate (infer) parts of the object invisible in the input image. In addition to the new network structure, training with a combination of adversarial and perceptual loss results in a reduction in common artifacts of novel view synthesis such as distortions and holes, while successfully generating high frequency details and preserving visual aspects of the input image. We evaluate our approach on a wide range of synthetic and real examples. Both qualitative and quantitative results show our method achieves significantly better results compared to existing methods. Eunbyung Park, Jimei Yang, Ersin Yumer, Duygu Ceylan, Alexander C. Berg |
CVPR | 4 |
| 2017 | Material Editing Using a Physically Based Rendering NetworkabstractThe ability to edit materials of objects in images is desirable by many content creators. However, this is an extremely challenging task as it requires to disentangle intrinsic physical properties of an image. We propose an end-to-end network architecture that replicates the forward image formation process to accomplish this task. Specifically, given a single image, the network first predicts intrinsic properties, i.e. shape, illumination, and material, which are then provided to a rendering layer. This layer performs in-network image synthesis, thereby enabling the network to understand the physics behind the image formation process. The proposed rendering layer is fully differentiable, supports both diffuse and specular materials, and thus can be applicable in a variety of problem settings. We demonstrate a rich set of visually plausible material editing examples and provide an extensive comparative study. Guilin Liu, Duygu Ceylan, Ersin Yumer, Jimei Yang, Jyh-Ming Lien |
ICCV | 2 |
| 2017 | Learning Dense Facial Correspondences in Unconstrained ImagesabstractWe present a minimalists but effective neural network that computes dense facial correspondences in highly unconstrained RGB images. Our network learns a per-pixel flow and a matchability mask between 2D input photographs of a person and the projection of a textured 3D face model. To train such a network, we generate a massive dataset of synthetic faces with dense labels using renderings of a morphable face model with variations in pose, expressions, lighting, and occlusions. We found that a training refinement using real photographs is required to drastically improve the ability to handle real images. When combined with a facial detection and 3D face fitting step, we show that our approach outperforms the state-of-the-art face alignment methods in terms of accuracy and speed. By directly estimating dense correspondences, we do not rely on the full visibility of sparse facial landmarks and are not limited to the model space of regression-based approaches. We also assess our method on video frames and demonstrate successful per-frame processing under extreme pose variations, occlusions, and lighting conditions. Compared to existing 3D facial tracking techniques, our fitting does not rely on previous frames or frontal facial initialization and is robust to imperfect face detections. Ronald Yu, Shunsuke Saito, Duygu Ceylan, Hao Li 0015 |
ICCV | 4 |
| 2017 | 3D-PRNN: Generating Shape Primitives with Recurrent Neural NetworksabstractThe success of various applications including robotics, digital content creation, and visualization demand a structured and abstract representation of the 3D world from limited sensor data. Inspired by the nature of human perception of 3D shapes as a collection of simple parts, we explore such an abstract shape representation based on primitives. Given a single depth image of an object, we present 3DPRNN, a generative recurrent neural network that synthesizes multiple plausible shapes composed of a set of primitives. Our generative model encodes symmetry characteristics of common man-made objects, preserves long-range structural coherence, and describes objects of varying complexity with a compact representation. We also propose a method based on Gaussian Fields to generate a large scale dataset of primitive-based shape representations to train our network. We evaluate our approach on a wide range of examples and show that it outperforms nearest-neighbor based shape retrieval methods and is on-par with voxelbased generative models while using a significantly reduced parameter space. Chuhang Zou, Ersin Yumer, Jimei Yang, Duygu Ceylan, Derek Hoiem |
ICCV | 4 |
| 2017 | 6-DOF VR videos with a single 360-cameraabstractRecent breakthroughs in consumer level virtual reality (VR) headsets are creating a growing user-base in demand for immersive, full 3D VR experiences. While monoscopic 360-videos are perhaps the most prevalent type of content for VR headsets, they lack 3D information and thus cannot be viewed with full 6 degree-of-freedom (DOF). We present an approach that addresses this limitation via a novel warping algorithm that can synthesize new views both with rotational and translational motion of the viewpoint. This enables the ability to perform VR playback of input monoscopic 360-videos files in full stereo with full 6-DOF of head motion. Our method synthesizes novel views for each eye in accordance with the 6-DOF motion of the headset. Our solution tailors standard structure-from-motion and dense reconstruction algorithms to work accurately for 360-videos and is optimized for GPUs to achieve VR frame rates (>120 fps). We demonstrate the effectiveness our approach on a variety of videos with interesting content. Jingwei Huang 0001, Duygu Ceylan, Hailin Jin |
VR | 3 |
| 2017 | Discovering Structured Variations Via Template MatchingabstractAbstract Understanding patterns of variation from raw measurement data remains a central goal of shape analysis. Such an understanding reveals which elements are repeated, or how elements can be derived as structured variations from a common base element. We investigate this problem in the context of 3D acquisitions of buildings. Utilizing a set of template models, we discover geometric similarities across a set of building elements. Each template is equipped with a deformation model that defines variations of a base geometry. Central to our algorithm is a simultaneous template matching and deformation analysis that detects patterns across building elements by extracting similarities in the deformation modes of their matching templates. We demonstrate that such an analysis can successfully detect structured variations even for noisy and incomplete data. Duygu Ceylan, Minh Dang, Niloy J. Mitra, Boris Neubert, Mark Pauly |
Comput. Graph. Forum | 1 |
| 2017 | Image-based reconstruction of wire artabstractObjects created by connecting and bending wires are common in furniture design, metal sculpting, wire jewelry, etc. Reconstructing such objects with traditional depth and image based methods is extremely difficult due to their unique characteristics such as lack of features, thin elements, and severe self-occlusions. We present a novel image-based method that reconstructs a set of continuous 3D wires used to create such an object, where each wire is composed of an ordered set of 3D curve segments. Our method exploits two main observations: simplicity - wire objects are often created using only a small number of wires, and smoothness - each wire is primarily smoothly bent with sharp features appearing only at joints or isolated points. In light of these observations, we tackle the challenging image correspondence problem across featureless wires by first generating multiple candidate 3D curve segments and then solving a global selection problem that balances between image and smoothness cues to identify the correct 3D curves. Next, we recover a decomposition of such curves into a set of distinct and continuous wires by formulating a multiple traveling salesman problem , which finds smooth paths, i.e. , wires, connecting the curves. We demonstrate our method on a wide set of real examples with varying complexity and present high-fidelity results using only 3 images for each object. We provide the source code and data for our work in the project website. Lingjie Liu, Duygu Ceylan, Cheng Lin 0001, Wenping Wang 0001, Niloy J. Mitra |
ACM Trans. Graph. | 2 |
| 2017 | Functionality-aware retargeting of mechanisms to 3D shapesabstractWe present an interactive design system to create functional mechanical objects. Our computational approach allows novice users to retarget an existing mechanical template to a user-specified input shape. Our proposed representation for a mechanical template encodes a parameterized mechanism, mechanical constraints that ensure a physically valid configuration, spatial relationships of mechanical parts to the user-provided shape, and functional constraints that specify an intended functionality. We provide an intuitive interface and optimization-in-the-loop approach for finding a valid configuration of the mechanism and the shape to ensure that higher-level functional goals are met. Our algorithm interactively optimizes the mechanism while the user manipulates the placement of mechanical components and the shape. Our system allows users to efficiently explore various design choices and to synthesize customized mechanical objects that can be fabricated with rapid prototyping technologies. We demonstrate the efficacy of our approach by retargeting various mechanical templates to different shapes and fabricating the resulting functional mechanical objects. Ran Zhang 0007, Thomas Auzinger, Duygu Ceylan, Wilmot Li, Bernd Bickel |
ACM Trans. Graph. | 3 |
| 2016 | Dense Human Body Correspondences Using Convolutional NetworksabstractWe propose a deep learning approach for finding dense correspondences between 3D scans of people. Our method requires only partial geometric information in the form of two depth maps or partial reconstructed surfaces, works for humans in arbitrary poses and wearing any clothing, does not require the two people to be scanned from similar view-points, and runs in real time. We use a deep convolutional neural network to train a feature descriptor on depth map pixels, but crucially, rather than training the network to solve the shape correspondence problem directly, we train it to solve a body region classification problem, modified to increase the smoothness of the learned descriptors near region boundaries. This approach ensures that nearby points on the human body are nearby in feature space, and vice versa, rendering the feature descriptor suitable for computing dense correspondences between the scans. We validate our method on real and synthetic data for both clothed and unclothed humans, and show that our correspondences are more robust than is possible with state-of-the-art unsupervised methods, and more accurate than those found using methods that require full watertight 3D geometry. Lingyu Wei, Qixing Huang, Duygu Ceylan, Etienne Vouga, Hao Li 0015 |
CVPR | 3 |
| 2016 | Capturing Dynamic Textured Surfaces of Moving Targets
Ruizhe Wang 0002, Lingyu Wei, Etienne Vouga, Qixing Huang, Duygu Ceylan, Gérard G. Medioni, Hao Li 0015 |
ECCV (7) | 5 |
| 2016 | A scalable active framework for region annotation in 3D shape collectionsabstractLarge repositories of 3D shapes provide valuable input for data-driven analysis and modeling tools. They are especially powerful once annotated with semantic information such as salient regions and functional parts. We propose a novel active learning method capable of enriching massive geometric datasets with accurate semantic region annotations. Given a shape collection and a user-specified region label our goal is to correctly demarcate the corresponding regions with minimal manual work. Our active framework achieves this goal by cycling between manually annotating the regions, automatically propagating these annotations across the rest of the shapes, manually verifying both human and automatic annotations, and learning from the verification results to improve the automatic propagation algorithm. We use a unified utility function that explicitly models the time cost of human input across all steps of our method. This allows us to jointly optimize for the set of models to annotate and for the set of models to verify based on the predicted impact of these actions on the human efficiency. We demonstrate that incorporating verification of all produced labelings within this unified objective improves both accuracy and efficiency of the active learning procedure. We automatically propagate human labels across a dynamic shape network using a conditional random field (CRF) framework, taking advantage of global shape-to-shape similarities, local feature similarities, and point-to-point correspondences. By combining these diverse cues we achieve higher accuracy than existing alternatives. We validate our framework on existing benchmarks demonstrating it to be significantly more efficient at using human input compared to previous techniques. We further validate its efficiency and robustness by annotating a massive shape dataset, labeling over 93,000 shape parts, across multiple model classes, and providing a labeled part collection more than one order of magnitude larger than existing ones. Li Yi 0001, Vladimir G. Kim, Duygu Ceylan, I-Chao Shen, Mengyuan Yan, Hao Su 0001, Cewu Lu, Qixing Huang, Alla Sheffer, Leonidas J. Guibas |
ACM Trans. Graph. | 3 |
| 2015 | Interactive design of probability density functions for shape grammarsabstractA shape grammar defines a procedural shape space containing a variety of models of the same class, e.g. buildings, trees, furniture, airplanes, bikes, etc. We present a framework that enables a user to interactively design a probability density function (pdf) over such a shape space and to sample models according to the designed pdf. First, we propose a user interface that enables a user to quickly provide preference scores for selected shapes and suggest sampling strategies to decide which models to present to the user to evaluate. Second, we propose a novel kernel function to encode the similarity between two procedural models. Third, we propose a framework to interpolate user preference scores by combining multiple techniques: function factorization, Gaussian process regression, autorelevance detection, and l 1 regularization. Fourth, we modify the original grammars to generate models with a pdf proportional to the user preference scores. Finally, we provide evaluations of our user interface and framework parameters and a comparison to other exploratory modeling techniques using modeling tasks in five example shape spaces: furniture, low-rise buildings, skyscrapers, airplanes, and vegetation. Minh Dang, Stefan Lienhard, Duygu Ceylan, Boris Neubert, Peter Wonka, Mark Pauly |
ACM Trans. Graph. | 3 |
| 2014 | SAFE: Structure-aware facade editingabstractAbstract Many man‐made objects, in particular building facades, exhibit dominant structural relations such as symmetry and regularity. When editing these shapes, a common objective is to preserve these relations. However, often there are numerous plausible editing results that all preserve the desired structural relations of the input, creating ambiguity. We propose an interactive facade editing framework that explores this structural ambiguity. We first analyze the input in a semi‐automatic manner to detect different groupings of the facade elements and the relations among them. We then provide an incremental editing process where a set of variations that preserve the detected relations in a particular grouping are generated at each step. Starting from one input example, our system can quickly generate various facade configurations. Minh Dang, Duygu Ceylan, Boris Neubert, Mark Pauly |
Comput. Graph. Forum | 2 |
| 2014 | Coupled structure-from-motion and 3D symmetry detection for urban facadesabstractRepeated structures are ubiquitous in urban facades. Such repetitions lead to ambiguity in establishing correspondences across sets of unordered images. A decoupled structure-from-motion reconstruction followed by symmetry detection often produces errors: outputs are either noisy and incomplete, or even worse, appear to be valid but actually have a wrong number of repeated elements. We present an optimization framework for extracting repeated elements in images of urban facades, while simultaneously calibrating the input images and recovering the 3D scene geometry using a graph-based global analysis. We evaluate the robustness of the proposed scheme on a range of challenging examples containing widespread repetitions and nondistinctive features. These image sets are common but cannot be handled well with state-of-the-art methods. We show that the recovered symmetry information along with the 3D geometry enables a range of novel image editing operations that maintain consistency across the images. Duygu Ceylan, Niloy J. Mitra, Youyi Zheng, Mark Pauly |
ACM Trans. Graph. | 1 |
| 2013 | Symmetry in 3D Geometry: Extraction and ApplicationsabstractAbstract The concept of symmetry has received significant attention in computer graphics and computer vision research in recent years. Numerous methods have been proposed to find, extract, encode and exploit geometric symmetries and high‐level structural information for a wide variety of geometry processing tasks. This report surveys and classifies recent developments in symmetry detection. We focus on elucidating the key similarities and differences between existing methods to gain a better understanding of a fundamental problem in digital geometry processing and shape understanding in general. We discuss a variety of applications in computer graphics and geometry processing that benefit from symmetry information for more effective processing. An analysis of the strengths and limitations of existing algorithms highlights the plenitude of opportunities for future research both in terms of theory and applications. Niloy J. Mitra, Mark Pauly, Michael Wand 0001, Duygu Ceylan |
Comput. Graph. Forum | 4 |
| 2013 | Designing and fabricating mechanical automata from mocap sequencesabstractMechanical figures that mimic human motions continue to entertain us and capture our imagination. Creating such automata requires expertise in motion planning, knowledge of mechanism design, and familiarity with fabrication constraints. Thus, automaton design remains restricted to only a handful of experts. We propose an automatic algorithm that takes a motion sequence of a humanoid character and generates the design for a mechanical figure that approximates the input motion when driven with a single input crank. Our approach has two stages. The motion approximation stage computes a motion that approximates the input sequence as closely as possible while remaining compatible with the geometric and motion constraints of the mechanical parts in our design. Then, in the layout stage, we solve for the sizing parameters and spatial layout of all the elements, while respecting all fabrication and assembly constraints. We apply our algorithm on a range of input motions taken from motion capture databases. We also fabricate two of our designs to demonstrate the viability of our approach. Duygu Ceylan, Wilmot Li, Niloy J. Mitra, Maneesh Agrawala, Mark Pauly |
ACM Trans. Graph. | 1 |
| 2012 | Factored Facade Acquisition using Symmetric Line ArrangementsabstractAbstract We introduce a novel framework for image‐based 3D reconstruction of urban buildings based on symmetry priors. Starting from image‐level edges, we generate a sparse and approximate set of consistent 3D lines. These lines are then used to simultaneously detect symmetric line arrangements while refining the estimated 3D model. Operating both on 2D image data and intermediate 3D feature representations, we perform iterative feature consolidation and effective outlier pruning, thus eliminating reconstruction artifacts arising from ambiguous or wrong stereo matches. We exploit non‐local coherence of symmetric elements to generate precise model reconstructions, even in the presence of a significant amount of outlier image‐edges arising from reflections, shadows, outlier objects, etc. We evaluate our algorithm on several challenging test scenarios, both synthetic and real. Beyond reconstruction, the extracted symmetry patterns are useful towards interactive and intuitive model manipulations. Duygu Ceylan, Niloy J. Mitra, Hao Li 0015, Thibaut Weise, Mark Pauly |
Comput. Graph. Forum | 1 |