EDBT 2026 Demo / reviewers in the wild / expert
Matheus Gadelha
dblp:192/1466
· DBLP profile ↗
25ranked-venue papers
7as first author
16since 2021 · last 2026
0000-0002-4971-7980ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 22 · 6 first-author · 14 since 2021Artificial intelligence and machine learning · 19 · 6 first-author · 12 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Seeing Through Clutter Structured 3D Scene Reconstruction via Iterative Object RemovalabstractWe present SeeingThroughClutter, a method for reconstructing structured 3D representations from single images by segmenting and modeling objects individually. Prior approaches rely on intermediate tasks such as semantic segmentation and depth estimation, which often underperform in complex scenes, particularly in the presence of occlusion and clutter. We address this by introducing an iterative object removal and reconstruction pipeline that decomposes complex scenes into a sequence of simpler subtasks. Using VLMs as orchestrators, foreground objects are removed one at a time via detection, segmentation, object removal, and 3D fitting. We show that removing objects allows for cleaner segmentations of subsequent objects, even in highly occluded scenes. Our method requires no task-specific training and benefits directly from ongoing advances in foundation models. We demonstrate state-of-the-art robustness on 3D-Front and ADE20K datasets. Project Page: https://rioak.github.io/seeingthroughclutter/ Rio Aguina-Kang, Kevin Matzen, Thibault Groueix, Vladimir G. Kim, Matheus Gadelha |
3DV | 5 |
| 2025 | Instant3dit: Multiview Inpainting for Fast Editing of 3D ObjectsabstractWe propose a generative technique to edit 3D shapes, represented as meshes, NeRFs, or Gaussian Splats, in ≈ 3 seconds, without the need for running an SDS type of optimization. Our key insight is to cast 3D editing as a multiview image inpainting problem, as this representation is generic and can be mapped back to any 3D representation using the bank of available Large Reconstruction Models. We explore different fine-tuning strategies to obtain both multiview generation and inpainting capabilities within the same diffusion model. In particular, the design of the inpainting mask is an important factor of training an inpainting model, and we propose several masking strategies to mimic the types of edits a user would perform on a 3D shape. Our approach takes 3D generative editing from hours to seconds and produces higher-quality results compared to previous works. Amir Barda, Matheus Gadelha, Vladimir G. Kim, Noam Aigerman, Amit Bermano, Thibault Groueix |
CVPR | 2 |
| 2025 | PreciseCam: Precise Camera Control for Text-to-Image GenerationabstractImages as an artistic medium often rely on specific camera angles and lens distortions to convey ideas or emotions; however, such precise control is missing in current text-to-image models. We propose an efficient and general solution that allows precise control over the camera when generating both photographic and artistic images. Unlike prior methods that rely on predefined shots, we rely solely on four simple extrinsic and intrinsic camera parameters, removing the need for pre-existing geometry, reference 3D objects, and multi-view data. We also present a novel dataset with more than 57,000 images, along with their text prompts and ground-truth camera parameters. Our evaluation shows precise camera control in text-to-image generation, surpassing traditional prompt engineering approaches. Edurne Bernal-Berdun, Ana Serrano, Belén Masiá, Matheus Gadelha, Yannick Hold-Geoffroy, Xin Sun 0014, Diego Gutierrez |
CVPR | 4 |
| 2025 | Motion Modes: What Could Happen Next?abstractPredicting diverse object motions from a single static image remains challenging, as current video generation models often entangle object movement with camera motion and other scene changes. While recent methods can predict specific motions from motion arrow input, they rely on synthetic data and predefined motions, limiting their application to complex scenes. We introduce Motion Modes, a training-free approach that explores a pre-trained imageto-video generator’s latent distribution to discover various distinct and plausible motions focused on selected objects in static images. We achieve this by employing a flow generator guided by energy functions designed to disentangle object and camera motion. Additionally, we use an energy inspired by particle guidance [8] to diversify the generated motions, without requiring explicit training data. Experimental results demonstrate that Motion Modes generates realistic and varied object animations, surpassing previous methods and even human predictions regarding plausibility and diversity. Karran Pandey, Yannick Hold-Geoffroy, Matheus Gadelha, Niloy J. Mitra, Karan Singh 0004, Paul Guerrero 0001 |
CVPR | 3 |
| 2025 | Reusing Computation in Text-to-Image Diffusion for Efficient Generation of Image SetsabstractText-to-image diffusion models enable high-quality image generation but are computationally expensive. While prior work optimizes per-inference efficiency, we explore an orthogonal approach: reducing redundancy across correlated prompts. Our method leverages the coarse-to-fine nature of diffusion models, where early denoising steps capture shared structures among similar prompts. We propose a training-free approach that clusters prompts based on semantic similarity and shares computation in early diffusion steps. Experiments show that for models trained conditioned on image embeddings, our approach significantly reduces compute cost while improving image quality. By leveraging UnClip's text-to-image prior, we enhance diffusion step allocation for greater efficiency. Our method seamlessly integrates with existing pipelines, scales with prompt sets, and reduces the environmental and financial burden of large-scale text-to-image generation. Project page: https://ddecatur.github.io/hierarchical-diffusion/ Dale Decatur, Thibault Groueix, Wang Yifan 0001, Rana Hanocka, Vladimir G. Kim, Matheus Gadelha |
ICCV | 6 |
| 2025 | DMesh++: An Efficient Differentiable Mesh for Complex ShapesabstractRecent probabilistic methods for 3D triangular meshes capture diverse shapes by differentiable mesh connectivity, but face high computational costs with increased shape details. We introduce a new differentiable mesh processing method in 2D and 3D that addresses this challenge and efficiently handles meshes with intricate structures. Additionally, we present an algorithm that adapts the mesh resolution to local geometry in 2D for efficient representation. We demonstrate the effectiveness of our approach on 2D point cloud and 3D multi-view reconstruction tasks. Visit our project page (https://sonsang.github.io/dmesh2-project) for source code and supplementary material. Sanghyun Son 0003, Matheus Gadelha, Yang Zhou 0009, Matthew Fisher, Zexiang Xu, Yi-Ling Qiao, Ming C. Lin, Yi Zhou 0023 |
ICCV | 2 |
| 2025 | Frame In-N-Out: Unbounded Controllable Image-to-Video GenerationabstractControllability, temporal coherence, and detail synthesis remain the most critical challenges in video generation. In this paper, we focus on a commonly used yet underexplored cinematic technique known as Frame In and Frame Out. Specifically, starting from image-to-video generation, users can control the objects in the image to naturally leave the scene or provide breaking new identity references to enter the scene, guided by a user-specified motion trajectory. To support this task, we introduce a new dataset that is curated semi-automatically, an efficient identity-preserving motion-controllable video Diffusion Transformer architecture, and a comprehensive evaluation protocol targeting this task. Our evaluation shows that our proposed approach significantly outperforms existing baselines. Xuweiyi Chen, Matheus Gadelha, Zezhou Cheng |
NeurIPS | 3 |
| 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 | 3 |
| 2024 | Learning Continuous 3D Words for Text-to-Image GenerationabstractCurrent controls over diffusion models (e.g., through text or ControlNet) for image generation fall short in recognizing abstract, continuous attributes like illumination direction or non-rigid shape change. In this paper, we present an approach for allowing users of text-to-image models to have fine-grained control of several attributes in an image. We do this by engineering special sets of input tokens that can be transformed in a continuous manner – we call them Continuous 3D Words. These attributes can, for example, be represented as sliders and applied jointly with text prompts for fine-grained control over image generation. Given only a single mesh and a rendering engine, we show that our approach can be adopted to provide continuous user control over several 3D-aware attributes, including time-of-day illumination, bird wing orientation, dollyzoom effect, and object poses. Our method is capable of conditioning image creation with multiple Continuous 3D Words and text descriptions simultaneously while adding no overhead to the generative process. Project Page: https://ttchengab.github.io/continuous_3d_words Ta Ying Cheng, Matheus Gadelha, Thibault Groueix, Matthew Fisher, Radomír Mech, Andrew Markham, Agathoniki Trigoni |
CVPR | 2 |
| 2024 | Diffusion Handles Enabling 3D Edits for Diffusion Models by Lifting Activations to 3DabstractDiffusion Handles is a novel approach to enable 3D object edits on diffusion images, requiring only existing pre-trained diffusion models depth estimation, without any fine-tuning or 3D object retrieval. The edited results remain plausible, photo-real, and preserve object identity. Diffusion Handles address a critically missing facet of generative image-based creative design. Our key insight is to lift diffusion activations for a selected object to 3D using a proxy depth, 3D-transform the depth and associated activations, and project them back to image space. The diffusion process guided by the manipulated activations produces plausible edited images showing complex 3D occlusion and lighting effects. We evaluate Diffusion Handles: quantitatively, on a large synthetic data benchmark; and qualitatively by a user study, showing our output to be more plausible, and better than prior art at both, 3D editing and identity control. Karran Pandey, Paul Guerrero 0001, Matheus Gadelha, Yannick Hold-Geoffroy, Karan Singh 0004, Niloy J. Mitra |
CVPR | 3 |
| 2024 | DMesh: A Differentiable Mesh RepresentationabstractWe present a differentiable representation, DMesh, for general 3D triangular meshes. DMesh considers both the geometry and connectivity information of a mesh. In our design, we first get a set of convex tetrahedra that compactly tessellates the domain based on Weighted Delaunay Triangulation (WDT), and select triangular faces on the tetrahedra to define the final mesh. We formulate probability of faces to exist on the actual surface in a differentiable manner based on the WDT. This enables DMesh to represent meshes of various topology in a differentiable way, and allows us to reconstruct the mesh under various observations, such as point clouds and multi-view images using gradient-based optimization. We publicize the source code and supplementary material at our project page (https://sonsang.github.io/dmesh-project). Sanghyun Son 0003, Matheus Gadelha, Yang Zhou 0009, Zexiang Xu, Ming C. Lin, Yi Zhou 0023 |
NeurIPS | 2 |
| 2024 | Text-guided Controllable Mesh Refinement for Interactive 3D Modeling
Yun-Chun Chen, Selena Ling, Vladimir G. Kim, Matheus Gadelha, Alec Jacobson |
SIGGRAPH Asia | 5 |
| 2024 | ANISE: Assembly-Based Neural Implicit Surface ReconstructionabstractWe present ANISE, a method that reconstructs a 3D shape from partial observations (images or sparse point clouds) using a part-aware neural implicit shape representation. The shape is formulated as an assembly of neural implicit functions, each representing a different part instance. In contrast to previous approaches, the prediction of this representation proceeds in a coarse-to-fine manner. Our model first reconstructs a structural arrangement of the shape in the form of geometric transformations of its part instances. Conditioned on them, the model predicts part latent codes encoding their surface geometry. Reconstructions can be obtained in two ways: (i) by directly decoding the part latent codes to part implicit functions, then combining them into the final shape; or (ii) by using part latents to retrieve similar part instances in a part database and assembling them in a single shape. We demonstrate that, when performing reconstruction by decoding part representations into implicit functions, our method achieves state-of-the-art part-aware reconstruction results from both images and sparse point clouds. When reconstructing shapes by assembling parts retrieved from a dataset, our approach significantly outperforms traditional shape retrieval methods even when significantly restricting the database size. We present our results in well-known sparse point cloud reconstruction and single-view reconstruction benchmarks. Dmitry Petrov, Matheus Gadelha, Radomír Mech, Evangelos Kalogerakis |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2023 | 3DMiner: Discovering Shapes from Large-Scale Unannotated Image DatasetsabstractWe present 3DMiner – a pipeline for mining 3D shapes from challenging large-scale unannotated image datasets. Unlike other unsupervised 3D reconstruction methods, we assume that, within a large-enough dataset, there must exist images of objects with similar shapes but varying backgrounds, textures, and viewpoints. Our approach leverages the recent advances in learning self-supervised image representations to cluster images with geometrically similar shapes and find common image correspondences between them. We then exploit these correspondences to obtain rough camera estimates as initialization for bundle-adjustment. Finally, for every image cluster, we apply a progressive bundle-adjusting reconstruction method to learn a neural occupancy field representing the underlying shape. We show that this procedure is robust to several types of errors introduced in previous steps (e.g., wrong camera poses, images containing dissimilar shapes, etc.), allowing us to obtain shape and pose annotations for images in-the-wild. When using images from Pix3D chairs, our method is capable of producing significantly better results than state-of-the-art unsupervised 3D reconstruction techniques, both quantitatively and qualitatively. Furthermore, we show how 3DMiner can be applied to in-the-wild data by reconstructing shapes present in images from the LAION-5B dataset. Project Page: https://ttchengab.github.io/3dminerOfficial. Ta Ying Cheng, Matheus Gadelha, Sören Pirk, Thibault Groueix, Radomír Mech, Andrew Markham, Agathoniki Trigoni |
ICCV | 2 |
| 2022 | PlanarRecon: Realtime 3D Plane Detection and Reconstruction from Posed Monocular VideosabstractWe present PlanarRecon - a novel framework for globally coherent detection and reconstruction of 3D planes from a posed monocular video. Unlike previous works that detect planes in 2D from a single image, PlanarRecon incrementally detects planes in 3D for each video fragment, which consists of a set of key frames, from a volumetric representation of the scene using neural networks. A learning-based tracking and fusion module is designed to merge planes from previous fragments to form a coherent global plane reconstruction. Such design allows Planar-Recon to integrate observations from multiple views within each fragment and temporal information across different ones, resulting in an accurate and coherent reconstruction of the scene abstraction with low-polygonal geometry. Experiments show that the proposed approach achieves state-of-the-art performances on the ScanNet dataset while being real-time. Code is available at the project page: https://neu-vi.github.io/planarrecon/. Matheus Gadelha, Fengting Yang, Xiaowei Zhou 0001, Huaizu Jiang |
CVPR | 2 |
| 2022 | PriFit: Learning to Fit Primitives Improves Few Shot Point Cloud SegmentationabstractAbstract We present PriFit, a semi‐supervised approach for label‐efficient learning of 3D point cloud segmentation networks. PriFit combines geometric primitive fitting with point‐based representation learning. Its key idea is to learn point representations whose clustering reveals shape regions that can be approximated well by basic geometric primitives, such as cuboids and ellipsoids. The learned point representations can then be re‐used in existing network architectures for 3D point cloud segmentation, and improves their performance in the few‐shot setting. According to our experiments on the widely used ShapeNet and PartNet benchmarks, PriFit outperforms several state‐of‐the‐art methods in this setting, suggesting that decomposability into primitives is a useful prior for learning representations predictive of semantic parts. We present a number of ablative experiments varying the choice of geometric primitives and downstream tasks to demonstrate the effectiveness of the method. Gopal Sharma, Bidya Dash, Aruni Roy Chowdhury, Matheus Gadelha, Marios Loizou, Liangliang Cao, Rui Wang 0003, Erik G. Learned-Miller, Subhransu Maji, Evangelos Kalogerakis |
Comput. Graph. Forum | 4 |
| 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 | 1 |
| 2020 | Label-Efficient Learning on Point Clouds Using Approximate Convex Decompositions
Matheus Gadelha, Aruni Roy Chowdhury, Gopal Sharma, Evangelos Kalogerakis, Liangliang Cao, Erik G. Learned-Miller, Rui Wang 0003, Subhransu Maji |
ECCV (10) | 1 |
| 2020 | Inferring 3D Shapes from Image Collections Using Adversarial Networks
Matheus Gadelha, Aartika Rai, Subhransu Maji, Rui Wang 0003 |
Int. J. Comput. Vis. | 1 |
| 2019 | A Bayesian Perspective on the Deep Image PriorabstractThe deep image prior was recently introduced as a prior for natural images. It represents images as the output of a convolutional network with random inputs. For “inference”, gradient descent is performed to adjust network parameters to make the output match observations. This approach yields good performance on a range of image reconstruction tasks. We show that the deep image prior is asymptotically equivalent to a stationary Gaussian process prior in the limit as the number of channels in each layer of the network goes to infinity, and derive the corresponding kernel. This informs a Bayesian approach to inference. We show that by conducting posterior inference using stochastic gradient Langevin dynamics we avoid the need for early stopping, which is a drawback of the current approach, and improve results for denoising and impainting tasks. We illustrate these intuitions on a number of 1D and 2D signal reconstruction tasks. Zezhou Cheng, Matheus Gadelha, Subhransu Maji, Daniel Sheldon |
CVPR | 2 |
| 2019 | Shape Reconstruction Using Differentiable Projections and Deep PriorsabstractWe investigate the problem of reconstructing shapes from noisy and incomplete projections in the presence of viewpoint uncertainities. The problem is cast as an optimization over the shape given measurements obtained by a projection operator and a prior. We present differentiable projection operators for a number of reconstruction problems which when combined with the deep image prior or shape prior allows efficient inference through gradient descent. We apply our method on a variety of reconstruction problems, such as tomographic reconstruction from a few samples, visual hull reconstruction incorporating view uncertainties, and 3D shape reconstruction from noisy depth maps. Experimental results show that our approach is effective for such shape reconstruction problems, without requiring any task-specific training. Matheus Gadelha, Rui Wang 0003, Subhransu Maji |
ICCV | 1 |
| 2018 | Multiresolution Tree Networks for 3D Point Cloud Processing
Matheus Gadelha, Rui Wang 0003, Subhransu Maji |
ECCV (7) | 1 |
| 2017 | 3D Shape Induction from 2D Views of Multiple ObjectsabstractIn this paper we investigate the problem of inducing a distribution over three-dimensional structures given two-dimensional views of multiple objects taken from unknown viewpoints. Our approach called "projective generative adversarial networks" (PrGANs) trains a deep generative model of 3D shapes whose projections match the distributions of the input 2D views. The addition of a projection module allows us to infer the underlying 3D shape distribution without using any 3D, viewpoint information, or annotation during the learning phase. We show that our approach produces 3D shapes of comparable quality to GANs trained on 3D data for a number of shape categories including chairs, airplanes, and cars. Experiments also show that the disentangled representation of 2D shapes into geometry and viewpoint leads to a good generative model of 2D shapes. The key advantage is that our model allows us to predict 3D, viewpoint, and generate novel views from an input image in a completely unsupervised manner. Matheus Gadelha, Subhransu Maji, Rui Wang 0003 |
3DV | 1 |
| 2017 | 3D Shape Reconstruction from Sketches via Multi-view Convolutional NetworksabstractWe propose a method for reconstructing 3D shapes from 2D sketches in the form of line drawings. Our method takes as input a single sketch, or multiple sketches, and outputs a dense point cloud representing a 3D reconstruction of the input sketch(es). The point cloud is then converted into a polygon mesh. At the heart of our method lies a deep, encoder-decoder network. The encoder converts the sketch into a compact representation encoding shape information. The decoder converts this representation into depth and normal maps capturing the underlying surface from several output viewpoints. The multi-view maps are then consolidated into a 3D point cloud by solving an optimization problem that fuses depth and normals across all viewpoints. Based on our experiments, compared to other methods, such as volumetric networks, our architecture offers several advantages, including more faithful reconstruction, higher output surface resolution, better preservation of topology and shape structure. Zhaoliang Lun, Matheus Gadelha, Evangelos Kalogerakis, Subhransu Maji, Rui Wang 0003 |
3DV | 2 |
| 2017 | Shape Generation using Spatially Partitioned Point Clouds
Matheus Gadelha, Subhransu Maji, Rui Wang 0003 |
BMVC | 1 |