Paper Index
Search computational fabrication papers, source venues, authors, implementations, and code availability from the GEOMDIGEST knowledge graph.
Can a generative model be trained to produce images from a specific domain, guided only by a text prompt, without seeing any image? In other words: can an image generator be trained "blindly"? Leveraging the semantic power of large scale Contrastive-Language-I...
Recently, numerous facial editing techniques have been proposed that leverage the generative power of a pretrained StyleGAN. To successfully edit an image this way, one must first project (or invert) the image into the pretrained generator’s domain. As it turn...
3D avatar creation plays a crucial role in the digital age. However, the whole production process is prohibitively time-consuming and labor-intensive. To democratize this technology to a larger audience, we propose AvatarCLIP, a zero-shot text-driven framework...
The incredible feats of athleticism demonstrated by humans are made possible in part by a vast repertoire of general-purpose motor skills, acquired through years of practice and experience. These skills not only enable humans to perform complex tasks, but also...
Abstraction is at the heart of sketching due to the simple and minimal nature of line drawings. Abstraction entails identifying the essential visual properties of an object or scene, which requires semantic understanding and prior knowledge of high-level conce...
Generating high-quality and diverse human images is an important yet challenging task in vision and graphics. However, existing generative models often fall short under the high diversity of clothing shapes and textures. Furthermore, the generation process is ...
Learning the spatial-temporal structure of body movements is a fundamental problem for character motion synthesis. In this work, we propose a novel neural network architecture called the Periodic Autoencoder that can learn periodic features from large unstruct...
Convolutionalneural networks (CNNs) have made great breakthroughs in two-dimensional (2D) computer vision. However, their irregular structure makes it hard to harness the potential of CNNs directly on meshes. A subdivision surface provides a hierarchical multi...
DR.JIT is a new just-in-time compiler for physically based rendering and its derivative. DR.JIT expedites research on these topics in two ways: first, it traces high-level simulation code (e.g., written in Python) and aggressively simplifies and specializes th...
In this paper we present ADOP, a novel point-based, differentiable neural rendering pipeline. Like other neural renderers, our system takes as input calibrated camera images and a proxy geometry of the scene, in our case a point cloud. To generate a novel view...
Automatic synthesis of realistic co-speech gestures is an increasingly important yet challenging task in artificial embodied agent creation. Previous systems mainly focus on generating gestures in an end-to-end manner, which leads to difficulties in mining the...
Creating photorealistic avatars of existing people currently requires extensive person-specific data capture, which is usually only accessible to the VFX industry and not the general public. Our work aims to address this drawback by relying only on a short mob...
We present a novel semantic model for human head defined with neural radiance field. The 3D-consistent head model consist of a set of disentangled and interpretable bases, and can be driven by low-dimensional expression coefficients. Thanks to the powerful rep...
Physically-based differentiable rendering has recently emerged as an attractive new technique for solving inverse problems that recover complete 3D scene representations from images. The inversion of shape parameters is of particular interest but also poses se...
Existing 3D-aware facial generation methods face a dilemma in quality versus editability: they either generate editable results in low resolution, or high-quality ones with no editing flexibility. In this work, we propose a new approach that brings the best of...
We have recently seen tremendous progress in the neural advances for photo-real human modeling and rendering. However, it's still challenging to integrate them into an existing mesh-based pipeline for downstream applications. In this paper, we present a compre...
We approach the problem of high-DOF reaching-and-grasping via learning joint planning of grasp and motion with deep reinforcement learning. To resolve the sample efficiency issue in learning the high-dimensional and complex control of dexterous grasping, we pr...
This paper presents a stylized novel view synthesis method. Applying state-of-the-art stylization methods to novel views frame by frame often causes jittering artifacts due to the lack of cross-view consistency. Therefore, this paper investigates 3D scene styl...
High-quality motion capture datasets are now publicly available, and researchers have used them to create kinematics-based controllers that can generate plausible and diverse human motions without conditioning on specific goals (i.e., a task-agnostic generativ...
We view the reconstruction of CAD models in the boundary representation (B-Rep) as the detection of geometric primitives of different orders, i.e. , vertices, edges and surface patches, and the correspondence of primitives, which are holistically modeled as a ...