EDBT 2026 Demo / reviewers in the wild / expert
Thibault Groueix
dblp:215/4301
· DBLP profile ↗
24ranked-venue papers
3as first author
19since 2021 · last 2026
0000-0002-7984-8252ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 20 · 3 first-author · 17 since 2021Artificial intelligence and machine learning · 13 · 2 first-author · 9 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 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 | 3 |
| 2026 | SAMa: Material-Aware 3D Selection and SegmentationabstractDecomposing 3D assets into material parts is a common task for artists, yet remains a highly manual process. In this work, we introduce Select Any Material (SAMa), a material selection approach for in-the-wild objects in arbitrary 3D representations. Building on SAM2's video prior, we construct a material-centric video dataset that extends it to the material domain. We propose an efficient way to lift the model's 2D predictions to 3D by projecting each view into an intermediary 3D point cloud using depth. Nearestneighbor lookups between any 3D representation and this similarity point cloud allow us to efficiently reconstruct accurate selection masks over objects' surfaces that can be inspected from any view. Our method is multiview-consistent by design, alleviating the need for costly per-asset optimization, and performs optimization-free selection in seconds. SAMa outperforms several strong baselines in selection accuracy and multiview consistency and enables various compelling applications, such as replacing the diffuse-textured materials on a text-to-3D output with PBR materials or selecting and editing materials on NeRFs and 3DGS captures. Project page: https://mfischer-ucl.github.io/sama/. Michael Fischer 0011, Iliyan Georgiev, Thibault Groueix, Vladimir G. Kim, Tobias Ritschel 0001, Valentin Deschaintre |
3DV | 3 |
| 2026 | Generative Cutout AnimationabstractAbstract Cutout animation is one of the earliest forms of animation, and to this day remains a popular technique featured in numerous films including Monty Python and South Park series. Most computer animation systems, however, focus on different styles, including cel animation, making cutout animation somewhat underexplored. As creating cutouts is meticulous, we propose a novel generative cutout animation system. Taking a skeletal animation and a text prompt as input, we automatically generate a 2.5D cutout rig ready for production in films and games. Our system optimizes cutout images with an SDS (Score Distillation Sampling) loss with a LoRA (Low‐Rank Adaptation) prior, in multiple target poses. Naïvely optimizing an SDS loss, however, would lead to inconsistent target pose images, and, as a result, blurry or transparent cutouts. To address this, we introduce a novel optimization with techniques targeting pose and noise consistency, resulting in coherent target images and sharp cutouts. We validate our system by demonstrating a gallery of results, comparing with previous works, ablations, and other analyses. Once generated, our cutout rigs can be used both for the given input animation and repurposed for other animations or edited as independent assets. Ivan Puhachov, Noam Aigerman, Thibault Groueix, Mikhail Bessmeltsev |
Comput. Graph. Forum | 3 |
| 2025 | MeshUp: Multi-Target Mesh Deformation via Blended Score DistillationabstractWe 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 |
3DV | 4 |
| 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 | 6 |
| 2025 | Pattern Analogies: Learning to Perform Programmatic Image Edits by AnalogyabstractPattern images are everywhere in the digital and physical worlds, and tools to edit them are valuable. But editing pattern images is tricky: desired edits are often programmatic: structure-aware edits that alter the underlying program which generates the pattern. One could attempt to infer this underlying program, but current methods for doing so struggle with complex images and produce unorganized programs that make editing tedious. In this work, we introduce a novel approach to perform programmatic edits on pattern images. By using a pattern analogy—a pair of simple patterns to demonstrate the intended edit—and a learning-based generative model to execute these edits, our method allows users to intuitively edit patterns. To enable this paradigm, we introduce SplitWeave, a domain-specific language that, combined with a framework for sampling synthetic pattern analogies, enables the creation of a large, high-quality synthetic training dataset. We also present TriFuser, a Latent Diffusion Model (LDM) designed to overcome critical issues that arise when naively deploying LDMs to this task. Extensive experiments on real-world, artist-sourced patterns reveals that our method faithfully performs the demonstrated edit while also generalizing to related pattern styles beyond its training distribution. Aditya Ganeshan, Thibault Groueix, Paul Guerrero 0001, Radomír Mech, Matthew Fisher, Daniel Ritchie 0001 |
CVPR | 2 |
| 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 | 2 |
| 2025 | PoissonNet: A Local-Global Approach for Learning on SurfacesabstractMany network architectures exist for learning on meshes, yet their constructions entail delicate trade-offs between difficulty learning high-frequency features, insufficient receptive field, sensitivity to discretization, and inefficient computational overhead. Drawing from classic local-global approaches in mesh processing, we introduce PoissonNet, a novel neural architecture that overcomes all of these deficiencies by formulating a local-global learning scheme, which uses Poisson's equation as the primary mechanism for feature propagation. Our core network block is simple; we apply learned local feature transformations in the gradient domain of the mesh, then solve a Poisson system to propagate scalar feature updates across the surface globally. Our local-global learning framework preserves the features's full frequency spectrum and provides a truly global receptive field, while remaining agnostic to mesh triangulation. Our construction is efficient, requiring far less compute overhead than comparable methods, which enables scalability—both in the size of our datasets, and the size of individual training samples. These qualities are validated on various experiments where, compared to previous intrinsic architectures, we attain state-of-the-art performance on semantic segmentation and parameterizing highly-detailed animated surfaces. Finally, as a central application of PoissonNet, we show its ability to learn deformations, significantly outperforming state-of-the-art architectures that learn on surfaces. https://github.com/ArmanMaesumi/poissonnet Arman Maesumi, Tanish Makadia, Thibault Groueix, Vladimir G. Kim, Daniel Ritchie 0001, Noam Aigerman |
ACM Trans. Graph. | 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 | 3 |
| 2024 | NOPE: Novel Object Pose Estimation from a Single ImageabstractThe practicality of 3D object pose estimation remains limited for many applications due to the need for prior knowledge of a 3D model and a training period for new objects. To address this limitation, we propose an approach that takes a single image of a new object as input and pre-dicts the relative pose of this object in new images without prior knowledge of the object's 3D model and without re-quiring training time for new objects and categories. We achieve this by training a model to directly predict discrim-inative embeddings for viewpoints surrounding the object. This prediction is done using a simple U-Net architecture with attention and conditioned on the desired pose, which yields extremely fast inference. We compare our approach to state-of-the-art methods and show it outperforms them both in terms of accuracy and robustness. Van Nguyen Nguyen, Thibault Groueix, Georgy Ponimatkin, Yinlin Hu, Renaud Marlet, Mathieu Salzmann, Vincent Lepetit |
CVPR | 2 |
| 2024 | GigaPose: Fast and Robust Novel Object Pose Estimation via One CorrespondenceabstractWe present GigaPose, afast, robust, and accurate method for CAD-based novel object pose estimation in RGB images. GigaPose first leverages discriminative “templates ”, ren-dered images of the CAD models, to recover the out-of-plane rotation and then uses patch correspondences to estimate the four remaining parameters. Our approach samples tem-plates in only a two-degrees-of-freedom space instead of the usual three and matches the input image to the templates using fast nearest-neighbor search in feature space, results in a speedup factor of 35x compared to the state of the art. More-over, GigaPose is significantly more robust to segmentation errors. Our extensive evaluation on the seven core datasets of the BOP challenge demonstrates that it achieves state-of-the-art accuracy and can be seamlessly integrated with existing refinement methods. Additionally, we show the potential of GigaPose with 3D models predicted by recent work on 3D reconstruction from a single image, relaxing the need for CAD models and making 6D pose object estimation much more convenient. Our source code and trained models are publicly available at https://github.conllnv-nguyenlgigaPose. Van Nguyen Nguyen, Thibault Groueix, Mathieu Salzmann, Vincent Lepetit |
CVPR | 2 |
| 2024 | TutteNet: Injective 3D Deformations by Composition of 2D Mesh DeformationsabstractThis work proposes a novel representation of injective deformations of 3D space, which overcomes existing limi-tations of injective methods, namely inaccuracy, lack of ro-bustness, and incompatibility with general learning and op-timization frameworks. Our core idea is to reduce the prob-lem to a “deep” composition of multiple 2D mesh-based piecewise-linear maps. Namely, we build differentiable lay-ers that produce mesh deformations through Tutte's embed-ding (guaranteed to be injective in 2D), and compose these layers over different planes to create complex 3D injective deformations of the 3D volume. We show our method pro-vides the ability to efficiently and accurately optimize and learn complex deformations, outperforming other injective approaches. As a main application, we produce complex and artifact-free NeRF and SDF deformations. Thibault Groueix, Qixing Huang, Noam Aigerman |
CVPR | 2 |
| 2024 | MagicClay: Sculpting Meshes With Generative Neural Fields
Amir Barda, Vladimir G. Kim, Noam Aigerman, Amit Bermano, Thibault Groueix |
SIGGRAPH Asia | 5 |
| 2024 | MemoVis: A GenAI-Powered Tool for Creating Companion Reference Images for 3D Design FeedbackabstractProviding asynchronous feedback is a critical step in the 3D design workflow. A common approach to providing feedback is to pair textual comments with companion reference images, which helps illustrate the gist of text. Ideally, feedback providers should possess 3D and image editing skills to create reference images that can effectively describe what they have in mind. However, they often lack such skills, so they have to resort to sketches or online images that might not match well with the current 3D design. To address this, we introduce MemoVis , a text editor interface that assists feedback providers in creating reference images with generative AI driven by the feedback comments. First, a novel real-time viewpoint suggestion feature, based on a vision-language foundation model, helps feedback providers anchor a comment with a camera viewpoint. Second, given a camera viewpoint, we introduce three types of image modifiers based on pre-trained 2D generative models to turn a text comment into an updated version of the 3D scene from that viewpoint. We conducted a within-subjects study with \(14\) feedback providers, demonstrating the effectiveness of MemoVis. The quality and explicitness of the companion images were evaluated by another eight participants with prior 3D design experience. Chen Chen 0070, Cuong Nguyen 0003, Thibault Groueix, Vladimir G. Kim, Nadir Weibel |
ACM Trans. Comput. Hum. Interact. | 3 |
| 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 | 4 |
| 2023 | PSDR-Room: Single Photo to Scene using Differentiable RenderingabstractA 3D digital scene contains many components: lights, materials and geometries, interacting to reach the desired appearance. Staging such a scene is time-consuming and requires both artistic and technical skills. In this work, we propose PSDR-Room, a system allowing to optimize lighting as well as the pose and materials of individual objects to match a target image of a room scene, with minimal user input. To this end, we leverage a recent path-space differentiable rendering approach that provides unbiased gradients of the rendering with respect to geometry, lighting, and procedural materials, allowing us to optimize all of these components using gradient descent to visually match the input photo appearance. We use recent single-image scene understanding methods to initialize the optimization and search for appropriate 3D models and materials. We evaluate our method on real photographs of indoor scenes and demonstrate the editability of the resulting scene components. Kai Yan 0006, Fujun Luan, Milos Hasan, Thibault Groueix, Valentin Deschaintre |
SIGGRAPH Asia | 4 |
| 2023 | PoseBERT: A Generic Transformer Module for Temporal 3D Human ModelingabstractTraining state-of-the-art models for human pose estimation in videos requires datasets with annotations that are really hard and expensive to obtain. Although transformers have been recently utilized for body pose sequence modeling, related methods rely on pseudo-ground truth to augment the currently limited training data available for learning such models. In this paper, we introduce PoseBERT, a transformer module that is fully trained on 3D Motion Capture (MoCap) data via masked modeling. It is simple, generic and versatile, as it can be plugged on top of any image-based model to transform it in a video-based model leveraging temporal information. We showcase variants of PoseBERT with different inputs varying from 3D skeleton keypoints to rotations of a 3D parametric model for either the full body (SMPL) or just the hands (MANO). Since PoseBERT training is task agnostic, the model can be applied to several tasks such as pose refinement, future pose prediction or motion completion without finetuning. Our experimental results validate that adding PoseBERT on top of various state-of-the-art pose estimation methods consistently improves their performances, while its low computational cost allows us to use it in a real-time demo for smoothly animating a robotic hand via a webcam. Test code and models are available at https://github.com/naver/posebert. Fabien Baradel, Romain Brégier, Thibault Groueix, Philippe Weinzaepfel, Yannis Kalantidis, Grégory Rogez |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2022 | Neural jacobian fields: learning intrinsic mappings of arbitrary meshesabstractThis paper introduces a framework designed to accurately predict piecewise linear mappings of arbitrary meshes via a neural network, enabling training and evaluating over heterogeneous collections of meshes that do not share a triangulation, as well as producing highly detail-preserving maps whose accuracy exceeds current state of the art. The framework is based on reducing the neural aspect to a prediction of a matrix for a single given point, conditioned on a global shape descriptor. The field of matrices is then projected onto the tangent bundle of the given mesh, and used as candidate jacobians for the predicted map. The map is computed by a standard Poisson solve, implemented as a differentiable layer with cached pre-factorization for efficient training. This construction is agnostic to the triangulation of the input, thereby enabling applications on datasets with varying triangulations. At the same time, by operating in the intrinsic gradient domain of each individual mesh, it allows the framework to predict highly-accurate mappings. We validate these properties by conducting experiments over a broad range of scenarios, from semantic ones such as morphing, registration, and deformation transfer, to optimization-based ones, such as emulating elastic deformations and contact correction, as well as being the first work, to our knowledge, to tackle the task of learning to compute UV parameterizations of arbitrary meshes. The results exhibit the high accuracy of the method as well as its versatility, as it is readily applied to the above scenarios without any changes to the framework. Noam Aigerman, Kunal Gupta, Vladimir G. Kim, Siddhartha Chaudhuri, Jun Saito, Thibault Groueix |
ACM Trans. Graph. | 6 |
| 2021 | Leveraging MoCap Data for Human Mesh RecoveryabstractTraining state-of-the-art models for human body pose and shape recovery from images or videos requires datasets with corresponding annotations that are really hard and expensive to obtain. Our goal in this paper is to study whether poses from 3D Motion Capture (MoCap) data can be used to improve image-based and video-based human mesh recovery methods. We find that fine-tune image-based models with synthetic renderings from MoCap data can increase their performance, by providing them with a wider variety of poses, textures and backgrounds. In fact, we show that simply fine-tuning the batch normalization layers of the model is enough to achieve large gains. We further study the use of MoCap data for video, and introduce PoseBERT, a transformer module that directly regresses the pose parameters and is trained via masked modeling. It is simple, generic and can be plugged on top of any state-of-the-art image-based model in order to transform it in a video-based model leveraging temporal information. Our experimental results show that the proposed approaches reach state-of-the-art performance on various datasets including 3DPW, MPI-INF-3DHP, MuPoTS-3D, MCB and AIST. Fabien Baradel, Thibault Groueix, Philippe Weinzaepfel, Romain Brégier, Yannis Kalantidis, Grégory Rogez |
3DV | 2 |
| 2020 | Deep Transformation-Invariant ClusteringabstractRecent advances in image clustering typically focus on learning better deep representations. In contrast, we present an orthogonal approach that does not rely on abstract features but instead learns to predict transformations and performs clustering directly in image space. This learning process naturally fits in the gradient-based training of K-means and Gaussian mixture model, without requiring any additional loss or hyper-parameters. It leads us to two new deep transformation-invariant clustering frameworks, which jointly learn prototypes and transformations. More specifically, we use deep learning modules that enable us to resolve invariance to spatial, color and morphological transformations. Our approach is conceptually simple and comes with several advantages, including the possibility to easily adapt the desired invariance to the task and a strong interpretability of both cluster centers and assignments to clusters. We demonstrate that our novel approach yields competitive and highly promising results on standard image clustering benchmarks. Finally, we showcase its robustness and the advantages of its improved interpretability by visualizing clustering results over real photograph collections. Tom Monnier, Thibault Groueix, Mathieu Aubry |
NeurIPS | 2 |
| 2019 | Learning elementary structures for 3D shape generation and matchingabstractWe propose to represent shapes as the deformation and combination of learnt elementary 3D structures. We demonstrate this decomposition in learnt elementary 3D structures is highly interpretable and leads to clear improvements in 3D shape generation and matching. More precisely, we present two complementary approaches to learn elementary structures in a deep learning framework: (i) continuous surface deformation learning and (ii) 3D structure points learning. Both approaches can be extended to abstract structures of higher dimensions for improved results. We evaluate our method on two very different tasks: ShapeNet objects reconstruction and dense correspondences estimation between human scans. Qualitatively our approach provides interpretable and repeatable results. Quantitatively, we show an important 16% boost for 3D object generation via surface deformation, as well as a clear 6% improvement over state of the art correspondence results on the FAUST inter challenge. Theo Deprelle, Thibault Groueix, Matthew Fisher, Vladimir G. Kim, Bryan C. Russell, Mathieu Aubry |
NeurIPS | 2 |
| 2019 | Unsupervised cycle-consistent deformation for shape matchingabstractAbstract We propose a self‐supervised approach to deep surface deformation. Given a pair of shapes, our algorithm directly predicts a parametric transformation from one shape to the other respecting correspondences. Our insight is to use cycle‐consistency to define a notion of good correspondences in groups of objects and use it as a supervisory signal to train our network. Our method combines does not rely on a template, assume near isometric deformations or rely on point‐correspondence supervision. We demonstrate the efficacy of our approach by using it to transfer segmentation across shapes. We show, on Shapenet, that our approach is competitive with comparable state‐of‐the‐art methods when annotated training data is readily available, but outperforms them by a large margin in the few‐shot segmentation scenario. Thibault Groueix, Matthew Fisher, Vladimir G. Kim, Bryan C. Russell, Mathieu Aubry |
Comput. Graph. Forum | 1 |
| 2018 | A Papier-Mâché Approach to Learning 3D Surface GenerationabstractWe introduce a method for learning to generate the surface of 3D shapes. Our approach represents a 3D shape as a collection of parametric surface elements and, in contrast to methods generating voxel grids or point clouds, naturally infers a surface representation of the shape. Beyond its novelty, our new shape generation framework, AtlasNet, comes with significant advantages, such as improved precision and generalization capabilities, and the possibility to generate a shape of arbitrary resolution without memory issues. We demonstrate these benefits and compare to strong baselines on the ShapeNet benchmark for two applications: (i) autoencoding shapes, and (ii) single-view reconstruction from a still image. We also provide results showing its potential for other applications, such as morphing, parametrization, super-resolution, matching, and co-segmentation. Thibault Groueix, Matthew Fisher, Vladimir G. Kim, Bryan C. Russell, Mathieu Aubry |
CVPR | 1 |
| 2018 | 3D-CODED: 3D Correspondences by Deep Deformation
Thibault Groueix, Matthew Fisher, Vladimir G. Kim, Bryan C. Russell, Mathieu Aubry |
ECCV (2) | 1 |