Itai Lang

dblp:179/4367 · DBLP profile ↗
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17ranked-venue papers
5as first author
15since 2021 · last 2026
0000-0003-4066-4293ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 17 · 5 first-author · 15 since 2021Artificial intelligence and machine learning · 9 · 2 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Structurally Disentangled Feature Fields Distillation for 3D Understanding and Editing
abstract
Recent work demonstrated the ability to leverage or distill pre-trained 2D features obtained using large pretrained 2D foundation models into 3D features, enabling impressive 3D editing and understanding capabilities with only 2D supervision. While powerful, such features contain significant view-dependent components, especially in scenes with complex materials and reflections. When distilled into a single 3D feature field, these inconsistencies are averaged, degrading feature quality and harming downstream tasks like segmentation. We hypothesize that explicitly modeling the physical causes of view-dependence is key to “cleaning” these features during distillation. To this end, we propose to decompose the 3D feature field into view-independent and view-dependent components, guided by a physically-based reflection model. Our core contribution is demonstrating that this structural disentanglement improves the quality and view-invariance of the distilled semantic features. This leads to improved 3D seg-mentation, particularly in challenging reflective regions,and enables higher-fidelity physically-grounded editing applications. Our project page is available at https://structurallydisentangled.github.io/.
Yoel Levy, David Shavin, Itai Lang, Sagie Benaim
3DV3
2025 MeshUp: Multi-Target Mesh Deformation via Blended Score Distillation
abstract
We propose Mesh Up, a technique that deforms a 3D mesh towards multiple target concepts, and intuitively controls the region where each concept is expressed. Conveniently, the concepts can be defined as either text queries, e.g., “a dog” and “a turtle,” or inspirational images, and the local regions can be selected as any number of vertices on the mesh. We can effectively control the influence of the concepts and mix them together using a novel score distillation approach, referred to as the Blended Score Distillation (BSD). BSD operates on each attention layer of the denoising U-Net of a diffusion model as it extracts and injects the per-objective activations into a unified denoising pipeline from which the deformation gradients are calculated. To lo-calize the expression of these activations, we create a probabilistic Region of Interest (ROI) map on the surface of the mesh, and turn it into 3D-consistent masks that we use to control the expression of these activations. We demonstrate the effectiveness of BSD empirically and show that it can deform various meshes towards multiple objectives. Our project page is at https://threedle.github.io/meshup/.
Itai Lang, Noam Aigerman, Thibault Groueix, Vladimir G. Kim, Rana Hanocka
3DV2
2025 Geometry in Style: 3D Stylization via Surface Normal Deformation
abstract
We present Geometry in Style, a new method for identity-preserving mesh stylization. Existing techniques either adhere to the original shape through overly restrictive deformations such as bump maps or significantly modify the input shape using expressive deformations that may introduce artifacts or alter the identity of the source shape. In contrast, we represent a deformation of a triangle mesh as a target normal vector for each vertex neighborhood. The deformations we recover from target normals are expressive enough to enable detailed stylizations yet restrictive enough to preserve the shape’s identity. We achieve such deformations using our novel differentiable As-Rigid-As-Possible (dARAP) layer, a neural-network-ready adaptation of the classical ARAP algorithm which we use to solve for per-vertex rotations and deformed vertices. As a differentiable layer, dARAP is paired with a visual loss from a text-to-image model to drive deformations toward style prompts, altogether giving us Geometry in Style. Our project page is at https://threedle.github.io/geometry-in-style.
Nam Anh Dinh, Itai Lang, Oded Stein, Rana Hanocka
CVPR2
2025 WIR3D: Visually-Informed and Geometry-Aware 3D Shape Abstraction
abstract
In this work we present WIR3D, a technique for abstracting 3D shapes through a sparse set of visually meaningful curves in 3D. We optimize the parameters of Bezier curves such that they faithfully represent both the geometry and salient visual features (e.g. texture) of the shape from arbitrary viewpoints. We leverage the intermediate activations of a pre-trained foundation model (CLIP) to guide our optimization process. We divide our optimization into two phases: one for capturing the coarse geometry of the shape, and the other for representing fine-grained features. Our second phase supervision is spatially guided by a novel localized keypoint loss. This spatial guidance enables user control over abstracted features. We ensure fidelity to the original surface through a neural SDF loss, which allows the curves to be used as intuitive deformation handles. We successfully apply our method for shape abstraction over a broad dataset of shapes with varying complexity, geometric structure, and texture, and demonstrate downstream applications for feature control and shape deformation.
Richard Liu, Daniel Fu, Noah Tan, Itai Lang, Rana Hanocka
ICCV4
2025 GeoCode: Interpretable Shape Programs
abstract
Abstract The task of crafting procedural programs capable of generating structurally valid 3D shapes easily and intuitively remains an elusive goal in computer vision and graphics. Within the graphics community, generating procedural 3D models has shifted to using node graph systems. They allow the artist to create complex shapes and animations through visual programming. Being a high‐level design tool, they made procedural 3D modelling more accessible. However, crafting those node graphs demands expertise and training. We present GeoCode, a novel framework designed to extend an existing node graph system and significantly lower the bar for the creation of new procedural 3D shape programs. Our approach meticulously balances expressiveness and generalization for part‐based shapes. We propose a curated set of new geometric building blocks that are expressive and reusable across domains. We showcase three innovative and expressive programs developed through our technique and geometric building blocks. Our programs enforce intricate rules, empowering users to execute intuitive high‐level parameter edits that seamlessly propagate throughout the entire shape at a lower level while maintaining its validity. To evaluate the user‐friendliness of our geometric building blocks among non‐experts, we conduct a user study that demonstrates their ease of use and highlights their applicability across diverse domains. Empirical evidence shows the superior accuracy of GeoCode in inferring and recovering 3D shapes compared to an existing competitor. Furthermore, our method demonstrates superior expressiveness compared to alternatives that utilize coarse primitives. Notably, we illustrate the ability to execute controllable local and global shape manipulations. Our code, programs, datasets and Blender add‐on are available at https://github.com/threedle/GeoCode .
Ofek Pearl, Itai Lang, Yuhua Hu, Raymond A. Yeh, Rana Hanocka
Comput. Graph. Forum2
2024 3D Paintbrush: Local Stylization of 3D Shapes with Cascaded Score Distillation
abstract
We present 3D Paintbrush, a technique for automatically texturing local semantic regions on meshes via text descriptions. Our method is designed to operate directly on meshes, producing texture maps which seamlessly integrate into standard graphics pipelines. We opt to simultaneously produce a localization map (to specify the edit region) and a texture map which conforms to it. This approach improves the quality of both the localization and the stylization. To enhance the details and resolution of the textured area, we leverage multiple stages of a cascaded diffusion model to supervise our local editing technique with generative priors learned from images at different resolutions. Our technique, referred to as Cascaded Score Distillation (CSD), simultaneously distills scores at multiple resolutions in a cascaded fashion, enabling control over both the granularity and global understanding of the supervision. We demonstrate the effectiveness of 3D Paintbrush to locally texture different semantic regions on a variety of shapes. Project page: https://threedle.github.io/3d-paintbrush
Dale Decatur, Itai Lang, Kfir Aberman, Rana Hanocka
CVPR2
2024 DGD: Dynamic 3D Gaussians Distillation
Isaac Labe, Noam Issachar, Itai Lang, Sagie Benaim
ECCV (68)3
2024 iSeg: Interactive 3D Segmentation via Interactive Attention
abstract
We present iSeg, a new interactive technique for segmenting 3D shapes. Previous works have focused mainly on leveraging pre-trained 2D foundation models for 3D segmentation based on text. However, text may be insufficient for accurately describing fine-grained spatial segmentations. Moreover, achieving a consistent 3D segmentation using a 2D model is highly challenging, since occluded areas of the same semantic region may not be visible together from any 2D view. Thus, we design a segmentation method conditioned on fine user clicks, which operates entirely in 3D. Our system accepts user clicks directly on the shape's surface, indicating the inclusion or exclusion of regions from the desired shape partition. To accommodate various click settings, we propose a novel interactive attention module capable of processing different numbers and types of clicks, enabling the training of a single unified interactive segmentation model. We apply iSeg to a myriad of shapes from different domains, demonstrating its versatility and faithfulness to the user's specifications. Our project page is at https://threedle.github.io/iSeg/.
Itai Lang, Dale Decatur, Sudarshan Babu, Rana Hanocka
SIGGRAPH Asia1
2024 HaLo-NeRF: Learning Geometry-Guided Semantics for Exploring Unconstrained Photo Collections
abstract
Abstract Internet image collections containing photos captured by crowds of photographers show promise for enabling digital exploration of large‐scale tourist landmarks. However, prior works focus primarily on geometric reconstruction and visualization, neglecting the key role of language in providing a semantic interface for navigation and fine‐grained understanding. In more constrained 3D domains, recent methods have leveraged modern vision‐and‐language models as a strong prior of 2D visual semantics. While these models display an excellent understanding of broad visual semantics, they struggle with unconstrained photo collections depicting such tourist landmarks, as they lack expert knowledge of the architectural domain and fail to exploit the geometric consistency of images capturing multiple views of such scenes. In this work, we present a localization system that connects neural representations of scenes depicting large‐scale landmarks with text describing a semantic region within the scene, by harnessing the power of SOTA vision‐and‐language models with adaptations for understanding landmark scene semantics. To bolster such models with fine‐grained knowledge, we leverage large‐scale Internet data containing images of similar landmarks along with weakly‐related textual information. Our approach is built upon the premise that images physically grounded in space can provide a powerful supervision signal for localizing new concepts, whose semantics may be unlocked from Internet textual metadata with large language models. We use correspondences between views of scenes to bootstrap spatial understanding of these semantics, providing guidance for 3D‐compatible segmentation that ultimately lifts to a volumetric scene representation. To evaluate our method, we present a new benchmark dataset containing large‐scale scenes with ground‐truth segmentations for multiple semantic concepts. Our results show that HaLo‐NeRF can accurately localize a variety of semantic concepts related to architectural landmarks, surpassing the results of other 3D models as well as strong 2D segmentation baselines. Our code and data are publicly available at https://tau‐vailab.github.io/HaLo‐NeRF/ .
Chen Dudai, Morris Alper, Hana Bezalel, Rana Hanocka, Itai Lang, Hadar Averbuch-Elor
Comput. Graph. Forum5
2023 3D Highlighter: Localizing Regions on 3D Shapes via Text Descriptions
abstract
We present 3D Highlighter, a technique for localizing semantic regions on a mesh using text as input. A key feature of our system is the ability to interpret “out-of-domain” localizations. Our system demonstrates the ability to reason about where to place non-obviously related concepts on an input 3D shape, such as adding clothing to a bare 3D animal model. Our method contextualizes the text description using a neural field and colors the corresponding region of the shape using a probability-weighted blend. Our neural optimization is guided by a pre-trained CLIP encoder, which bypasses the need for any 3D datasets or 3D annotations. Thus, 3D Highlighter is highly flexible, general, and capable of producing localizations on a myriad of input shapes. Our code is publicly available at https://github.com/threedle/3DHighlighter.
Dale Decatur, Itai Lang, Rana Hanocka
CVPR2
2023 SCOOP: Self-Supervised Correspondence and Optimization-Based Scene Flow
abstract
Scene flow estimation is a long-standing problem in computer vision, where the goal is to find the 3D motion of a scene from its consecutive observations. Recently, there have been efforts to compute the scene flow from 3D point clouds. A common approach is to train a regression model that consumes source and target point clouds and outputs the per-point translation vector. An alternative is to learn point matches between the point clouds concurrently with regressing a refinement of the initial correspondence flow. In both cases, the learning task is very challenging since the flow regression is done in the free 3D space, and a typical solution is to resort to a large annotated synthetic dataset. We introduce SCOOP, a new method for scene flow estimation that can be learned on a small amount of data without employing ground-truth flow supervision. In contrast to previous work, we train a pure correspondence model focused on learning point feature representation and initialize the flow as the difference between a source point and its softly corresponding target point. Then, in the run-time phase, we directly optimize a flow refinement component with a self-supervised objective, which leads to a coherent and accurate flow field between the point clouds. Experiments on widespread datasets demonstrate the performance gains achieved by our method compared to existing leading techniques while using a fraction of the training data. Our code is publicly available11https://github.com/itailang/SCOOP .
Itai Lang, Dror Aiger, Forrester Cole, Shai Avidan, Michael Rubinstein
CVPR1
2023 SAGA: Spectral Adversarial Geometric Attack on 3D Meshes
abstract
A triangular mesh is one of the most popular 3D data representations. As such, the deployment of deep neural networks for mesh processing is widely spread and is increasingly attracting more attention. However, neural networks are prone to adversarial attacks, where carefully crafted inputs impair the model’s functionality. The need to explore these vulnerabilities is a fundamental factor in the future development of 3D-based applications. Recently, mesh attacks were studied on the semantic level, where classifiers are misled to produce wrong predictions. Nevertheless, mesh surfaces possess complex geometric attributes beyond their semantic meaning, and their analysis often includes the need to encode and reconstruct the geometry of the shape.We propose a novel framework for a geometric adversarial attack on a 3D mesh autoencoder. In this setting, an adversarial input mesh deceives the autoencoder by forcing it to reconstruct a different geometric shape at its output. The malicious input is produced by perturbing a clean shape in the spectral domain. Our method leverages the spectral decomposition of the mesh along with additional mesh-related properties to obtain visually credible results that consider the delicacy of surface distortions1.
Tomer Stolik, Itai Lang, Shai Avidan
ICCV2
2022 Co-occurrence based texture synthesis
abstract
As image generation techniques mature, there is a growing interest in explainable representations that are easy to understand and intuitive to manipulate. In this work, we turn to co-occurrence statistics, which have long been used for texture analysis, to learn a controllable texture synthesis model. We propose a fully convolutional generative adversarial network, conditioned locally on co-occurrence statistics, to generate arbitrarily large images while having local, interpretable control over texture appearance. To encourage fidelity to the input condition, we introduce a novel differentiable co-occurrence loss that is integrated seamlessly into our framework in an end-to-end fashion. We demonstrate that our solution offers a stable, intuitive, and interpretable latent representation for texture synthesis, which can be used to generate smooth texture morphs between different textures. We further show an interactive texture tool that allows a user to adjust local characteristics of the synthesized texture by directly using the co-occurrence values.
Anna Darzi, Itai Lang, Ashutosh Taklikar, Hadar Averbuch-Elor, Shai Avidan
Comput. Vis. Media2
2021 DPC: Unsupervised Deep Point Correspondence via Cross and Self Construction
abstract
We present a new method for real-time non-rigid dense correspondence between point clouds based on structured shape construction. Our method, termed Deep Point Correspondence (DPC), requires a fraction of the training data compared to previous techniques and presents better generalization capabilities. Until now, two main approaches have been suggested for the dense correspondence problem. The first is a spectral-based approach that obtains great results on synthetic datasets but requires mesh connectivity of the shapes and long inference processing time while being unstable in real-world scenarios. The second is a spatial approach that uses an encoder-decoder framework to regress an ordered point cloud for the matching alignment from an irregular input. Unfortunately, the decoder brings considerable disadvantages, as it requires a large amount of training data and struggles to generalize well in cross-dataset evaluations. DPC’s novelty lies in its lack of a decoder component. Instead, we use latent similarity and the input coordinates themselves to construct the point cloud and determine correspondence, replacing the coordinate regression done by the decoder. Extensive experiments show that our construction scheme leads to a performance boost in comparison to recent state-of-the-art correspondence methods. Our code is publicly available1.
Itai Lang, Dvir Ginzburg, Shai Avidan, Dan Raviv
3DV1
2021 Geometric Adversarial Attacks and Defenses on 3D Point Clouds
abstract
Deep neural networks are prone to adversarial examples that maliciously alter the network’s outcome. Due to the increasing popularity of 3D sensors in safety-critical systems and the vast deployment of deep learning models for 3D point sets, there is a growing interest in adversarial attacks and defenses for such models. So far, the research has focused on the semantic level, namely, deep point cloud classifiers. However, point clouds are also widely used in a geometric-related form that includes encoding and reconstructing the geometry. In this work, we are the first to consider the problem of adversarial examples at a geometric level. In this setting, the question is how to craft a small change to a clean source point cloud that leads, after passing through an autoencoder model, to the reconstruction of a different target shape. Our attack is in sharp contrast to existing semantic attacks on 3D point clouds. While such works aim to modify the predicted label by a classifier, we alter the entire reconstructed geometry. Additionally, we demonstrate the robustness of our attack in the case of defense, where we show that remnant characteristics of the target shape are still present at the output after applying the defense to the adversarial input. Our code is publicly available1.
Itai Lang, Uriel Kotlicki, Shai Avidan
3DV1
2020 SampleNet: Differentiable Point Cloud Sampling
abstract
There is a growing number of tasks that work directly on point clouds. As the size of the point cloud grows, so do the computational demands of these tasks. A possible solution is to sample the point cloud first. Classic sampling approaches, such as farthest point sampling (FPS), do not consider the downstream task. A recent work showed that learning a task-specific sampling can improve results significantly. However, the proposed technique did not deal with the non-differentiability of the sampling operation and offered a workaround instead. We introduce a novel differentiable relaxation for point cloud sampling that approximates sampled points as a mixture of points in the primary input cloud. Our approximation scheme leads to consistently good results on classification and geometry reconstruction applications. We also show that the proposed sampling method can be used as a front to a point cloud registration network. This is a challenging task since sampling must be consistent across two different point clouds for a shared downstream task. In all cases, our approach outperforms existing non-learned and learned sampling alternatives. Our code is publicly available.
Itai Lang, Asaf Manor, Shai Avidan
CVPR1
2019 Learning to Sample
abstract
Processing large point clouds is a challenging task. Therefore, the data is often sampled to a size that can be processed more easily. The question is how to sample the data? A popular sampling technique is Farthest Point Sampling (FPS). However, FPS is agnostic to a downstream application (classification, retrieval, etc.). The underlying assumption seems to be that minimizing the farthest point distance, as done by FPS, is a good proxy to other objective functions. We show that it is better to learn how to sample. To do that, we propose a deep network to simplify 3D point clouds. The network, termed S-NET, takes a point cloud and produces a smaller point cloud that is optimized for a particular task. The simplified point cloud is not guaranteed to be a subset of the original point cloud. Therefore, we match it to a subset of the original points in a post-processing step. We contrast our approach with FPS by experimenting on two standard data sets and show significantly better results for a variety of applications. Our code is publicly available.
Oren Dovrat, Itai Lang, Shai Avidan
CVPR2