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Jul 30

Self-supervised Learning of Implicit Shape Representation with Dense Correspondence for Deformable Objects

Learning 3D shape representation with dense correspondence for deformable objects is a fundamental problem in computer vision. Existing approaches often need additional annotations of specific semantic domain, e.g., skeleton poses for human bodies or animals, which require extra annotation effort and suffer from error accumulation, and they are limited to specific domain. In this paper, we propose a novel self-supervised approach to learn neural implicit shape representation for deformable objects, which can represent shapes with a template shape and dense correspondence in 3D. Our method does not require the priors of skeleton and skinning weight, and only requires a collection of shapes represented in signed distance fields. To handle the large deformation, we constrain the learned template shape in the same latent space with the training shapes, design a new formulation of local rigid constraint that enforces rigid transformation in local region and addresses local reflection issue, and present a new hierarchical rigid constraint to reduce the ambiguity due to the joint learning of template shape and correspondences. Extensive experiments show that our model can represent shapes with large deformations. We also show that our shape representation can support two typical applications, such as texture transfer and shape editing, with competitive performance. The code and models are available at https://iscas3dv.github.io/deformshape

  • 6 authors
·
Aug 24, 2023

SMF: Template-free and Rig-free Animation Transfer using Kinetic Codes

Animation retargetting applies sparse motion description (e.g., keypoint sequences) to a character mesh to produce a semantically plausible and temporally coherent full-body mesh sequence. Existing approaches come with restrictions -- they require access to template-based shape priors or artist-designed deformation rigs, suffer from limited generalization to unseen motion and/or shapes, or exhibit motion jitter. We propose Self-supervised Motion Fields (SMF), a self-supervised framework that is trained with only sparse motion representations, without requiring dataset-specific annotations, templates, or rigs. At the heart of our method are Kinetic Codes, a novel autoencoder-based sparse motion encoding, that exposes a semantically rich latent space, simplifying large-scale training. Our architecture comprises dedicated spatial and temporal gradient predictors, which are jointly trained in an end-to-end fashion. The combined network, regularized by the Kinetic Codes' latent space, has good generalization across both unseen shapes and new motions. We evaluated our method on unseen motion sampled from AMASS, D4D, Mixamo, and raw monocular video for animation transfer on various characters with varying shapes and topology. We report a new SoTA on the AMASS dataset in the context of generalization to unseen motion. Code, weights, and supplementary are available on the project webpage at https://motionfields.github.io/

  • 3 authors
·
Apr 7, 2025

Hypergraph as Language

Large language models (LLMs) have recently shown strong potential in modeling relational structures. However, existing approaches remain fundamentally graph-centric: they focus on processing pairwise graph structures into tokens that LLMs can understand. In contrast, many real-world relational patterns do not naturally conform to the pairwise-edge assumption, and are better modeled as high-order associations in hypergraphs. For hypergraph structures, existing methods often fail to preserve the native semantics that multiple objects are jointly connected by the same high-order relation, limiting their ability to exploit complex structures. To address this limitation, we put forth the "Hypergraph as Language" perspective and propose Hyper-Align, a hypergraph-native alignment framework for large language models. Hyper-Align compiles the query-object-centered hypergraph context into hypergraph tokens directly consumable by a base LLM. Specifically, we introduce Hypergraph Incidence Detail Template with Overview (HIDT-O), which serializes high-order association structures into a fixed-shape hybrid template combining local incidence details and overview-level summaries. We then design a Hypergraph Incidence Projector (HIP), which maps native high-order incidence structures into the LLM token space through explicit semantic-structural decoupling and bidirectional message passing between vertices and hyperedges. We further define a concrete Hypergraph-as-Language input protocol, which jointly feeds hypergraph tokens and textual prompts into a frozen base LLM, supporting both vertex-level and hyperedge-level tasks under a unified question-answering paradigm. To systematically evaluate different methods in hypergraph structural modeling, we introduce HyperAlign-Bench. Extensive experiments show that Hyper-Align significantly outperforms existing methods across in-domain and zero-shot evaluations.

  • 7 authors
·
May 20

Realistic Clothed Human and Object Joint Reconstruction from a Single Image

Recent approaches to jointly reconstruct 3D humans and objects from a single RGB image represent 3D shapes with template-based or coarse models, which fail to capture details of loose clothing on human bodies. In this paper, we introduce a novel implicit approach for jointly reconstructing realistic 3D clothed humans and objects from a monocular view. For the first time, we model both the human and the object with an implicit representation, allowing to capture more realistic details such as clothing. This task is extremely challenging due to human-object occlusions and the lack of 3D information in 2D images, often leading to poor detail reconstruction and depth ambiguity. To address these problems, we propose a novel attention-based neural implicit model that leverages image pixel alignment from both the input human-object image for a global understanding of the human-object scene and from local separate views of the human and object images to improve realism with, for example, clothing details. Additionally, the network is conditioned on semantic features derived from an estimated human-object pose prior, which provides 3D spatial information about the shared space of humans and objects. To handle human occlusion caused by objects, we use a generative diffusion model that inpaints the occluded regions, recovering otherwise lost details. For training and evaluation, we introduce a synthetic dataset featuring rendered scenes of inter-occluded 3D human scans and diverse objects. Extensive evaluation on both synthetic and real-world datasets demonstrates the superior quality of the proposed human-object reconstructions over competitive methods.

  • 5 authors
·
Feb 25, 2025

Deep Human Parsing with Active Template Regression

In this work, the human parsing task, namely decomposing a human image into semantic fashion/body regions, is formulated as an Active Template Regression (ATR) problem, where the normalized mask of each fashion/body item is expressed as the linear combination of the learned mask templates, and then morphed to a more precise mask with the active shape parameters, including position, scale and visibility of each semantic region. The mask template coefficients and the active shape parameters together can generate the human parsing results, and are thus called the structure outputs for human parsing. The deep Convolutional Neural Network (CNN) is utilized to build the end-to-end relation between the input human image and the structure outputs for human parsing. More specifically, the structure outputs are predicted by two separate networks. The first CNN network is with max-pooling, and designed to predict the template coefficients for each label mask, while the second CNN network is without max-pooling to preserve sensitivity to label mask position and accurately predict the active shape parameters. For a new image, the structure outputs of the two networks are fused to generate the probability of each label for each pixel, and super-pixel smoothing is finally used to refine the human parsing result. Comprehensive evaluations on a large dataset well demonstrate the significant superiority of the ATR framework over other state-of-the-arts for human parsing. In particular, the F1-score reaches 64.38% by our ATR framework, significantly higher than 44.76% based on the state-of-the-art algorithm.

  • 8 authors
·
Mar 9, 2015

GenCorres: Consistent Shape Matching via Coupled Implicit-Explicit Shape Generative Models

This paper introduces GenCorres, a novel unsupervised joint shape matching (JSM) approach. Our key idea is to learn a mesh generator to fit an unorganized deformable shape collection while constraining deformations between adjacent synthetic shapes to preserve geometric structures such as local rigidity and local conformality. GenCorres presents three appealing advantages over existing JSM techniques. First, GenCorres performs JSM among a synthetic shape collection whose size is much bigger than the input shapes and fully leverages the datadriven power of JSM. Second, GenCorres unifies consistent shape matching and pairwise matching (i.e., by enforcing deformation priors between adjacent synthetic shapes). Third, the generator provides a concise encoding of consistent shape correspondences. However, learning a mesh generator from an unorganized shape collection is challenging, requiring a good initialization. GenCorres addresses this issue by learning an implicit generator from the input shapes, which provides intermediate shapes between two arbitrary shapes. We introduce a novel approach for computing correspondences between adjacent implicit surfaces, which we use to regularize the implicit generator. Synthetic shapes of the implicit generator then guide initial fittings (i.e., via template-based deformation) for learning the mesh generator. Experimental results show that GenCorres considerably outperforms state-of-the-art JSM techniques. The synthetic shapes of GenCorres also achieve salient performance gains against state-of-the-art deformable shape generators.

  • 5 authors
·
Apr 20, 2023

RigAnything: Template-Free Autoregressive Rigging for Diverse 3D Assets

We present RigAnything, a novel autoregressive transformer-based model, which makes 3D assets rig-ready by probabilistically generating joints, skeleton topologies, and assigning skinning weights in a template-free manner. Unlike most existing auto-rigging methods, which rely on predefined skeleton template and are limited to specific categories like humanoid, RigAnything approaches the rigging problem in an autoregressive manner, iteratively predicting the next joint based on the global input shape and the previous prediction. While autoregressive models are typically used to generate sequential data, RigAnything extends their application to effectively learn and represent skeletons, which are inherently tree structures. To achieve this, we organize the joints in a breadth-first search (BFS) order, enabling the skeleton to be defined as a sequence of 3D locations and the parent index. Furthermore, our model improves the accuracy of position prediction by leveraging diffusion modeling, ensuring precise and consistent placement of joints within the hierarchy. This formulation allows the autoregressive model to efficiently capture both spatial and hierarchical relationships within the skeleton. Trained end-to-end on both RigNet and Objaverse datasets, RigAnything demonstrates state-of-the-art performance across diverse object types, including humanoids, quadrupeds, marine creatures, insects, and many more, surpassing prior methods in quality, robustness, generalizability, and efficiency. Please check our website for more details: https://www.liuisabella.com/RigAnything.

  • 8 authors
·
Feb 13, 2025

SEEAvatar: Photorealistic Text-to-3D Avatar Generation with Constrained Geometry and Appearance

Powered by large-scale text-to-image generation models, text-to-3D avatar generation has made promising progress. However, most methods fail to produce photorealistic results, limited by imprecise geometry and low-quality appearance. Towards more practical avatar generation, we present SEEAvatar, a method for generating photorealistic 3D avatars from text with SElf-Evolving constraints for decoupled geometry and appearance. For geometry, we propose to constrain the optimized avatar in a decent global shape with a template avatar. The template avatar is initialized with human prior and can be updated by the optimized avatar periodically as an evolving template, which enables more flexible shape generation. Besides, the geometry is also constrained by the static human prior in local parts like face and hands to maintain the delicate structures. For appearance generation, we use diffusion model enhanced by prompt engineering to guide a physically based rendering pipeline to generate realistic textures. The lightness constraint is applied on the albedo texture to suppress incorrect lighting effect. Experiments show that our method outperforms previous methods on both global and local geometry and appearance quality by a large margin. Since our method can produce high-quality meshes and textures, such assets can be directly applied in classic graphics pipeline for realistic rendering under any lighting condition. Project page at: https://seeavatar3d.github.io.

  • 3 authors
·
Dec 13, 2023 1

Towards Category Unification of 3D Single Object Tracking on Point Clouds

Category-specific models are provenly valuable methods in 3D single object tracking (SOT) regardless of Siamese or motion-centric paradigms. However, such over-specialized model designs incur redundant parameters, thus limiting the broader applicability of 3D SOT task. This paper first introduces unified models that can simultaneously track objects across all categories using a single network with shared model parameters. Specifically, we propose to explicitly encode distinct attributes associated to different object categories, enabling the model to adapt to cross-category data. We find that the attribute variances of point cloud objects primarily occur from the varying size and shape (e.g., large and square vehicles v.s. small and slender humans). Based on this observation, we design a novel point set representation learning network inheriting transformer architecture, termed AdaFormer, which adaptively encodes the dynamically varying shape and size information from cross-category data in a unified manner. We further incorporate the size and shape prior derived from the known template targets into the model's inputs and learning objective, facilitating the learning of unified representation. Equipped with such designs, we construct two category-unified models SiamCUT and MoCUT.Extensive experiments demonstrate that SiamCUT and MoCUT exhibit strong generalization and training stability. Furthermore, our category-unified models outperform the category-specific counterparts by a significant margin (e.g., on KITTI dataset, 12% and 3% performance gains on the Siamese and motion paradigms). Our code will be available.

  • 6 authors
·
Jan 20, 2024

Facial Geometric Detail Recovery via Implicit Representation

Learning a dense 3D model with fine-scale details from a single facial image is highly challenging and ill-posed. To address this problem, many approaches fit smooth geometries through facial prior while learning details as additional displacement maps or personalized basis. However, these techniques typically require vast datasets of paired multi-view data or 3D scans, whereas such datasets are scarce and expensive. To alleviate heavy data dependency, we present a robust texture-guided geometric detail recovery approach using only a single in-the-wild facial image. More specifically, our method combines high-quality texture completion with the powerful expressiveness of implicit surfaces. Initially, we inpaint occluded facial parts, generate complete textures, and build an accurate multi-view dataset of the same subject. In order to estimate the detailed geometry, we define an implicit signed distance function and employ a physically-based implicit renderer to reconstruct fine geometric details from the generated multi-view images. Our method not only recovers accurate facial details but also decomposes normals, albedos, and shading parts in a self-supervised way. Finally, we register the implicit shape details to a 3D Morphable Model template, which can be used in traditional modeling and rendering pipelines. Extensive experiments demonstrate that the proposed approach can reconstruct impressive facial details from a single image, especially when compared with state-of-the-art methods trained on large datasets.

  • 7 authors
·
Mar 17, 2022

Advancing WordArt-Oriented Scene Text Recognition: Datasets and Methods

WordArt (artistic text) features highly customized fonts, textures, and layouts, making WordArt-oriented scene TExt Recognition (WATER) substantially more challenging than general Scene Text Recognition (STR). Existing STR datasets and methods, typically built around regular scene text and fixed-template inputs, struggle to scale to WATER. Thus, we aim to advance this task from both data and model perspectives. On the data side, we construct a 2M synthetic dataset, WATER-S, with the scale improved by hundreds of times compared to existing artistic text data. WATER-S consists of two complementary subsets. One rendered by an upgraded rendering pipeline (SynthWordArt), which provides highly accurate and controllable synthetic WordArt data. The other is generated by combining Qwen3-VL for prompt mining and Z-Image for image synthesis, which improves the coverage of realistic and diverse data. On the model side, we propose WATERec. It adopts an visual encoder supporting arbitrary-shaped inputs and an autoregressive decoder to model complex layouts, structurally breaking the bottleneck of fixed-template STR on WordArt. Experiments show that this architecture outperforms prior STR methods, achieving state-of-the-art performance on irregular texts such as WordArt. Together with WATER-R, carefully reorganized from existing real STR data, our strong baseline with the new synthetic data and model design reaches 90.40% accuracy on WordArt-Bench, surpassing both general-purpose and OCR-specialized vision-language models by a large margin. Code and data are available at https://github.com/YesianRohn/WATER.

One-shot Implicit Animatable Avatars with Model-based Priors

Existing neural rendering methods for creating human avatars typically either require dense input signals such as video or multi-view images, or leverage a learned prior from large-scale specific 3D human datasets such that reconstruction can be performed with sparse-view inputs. Most of these methods fail to achieve realistic reconstruction when only a single image is available. To enable the data-efficient creation of realistic animatable 3D humans, we propose ELICIT, a novel method for learning human-specific neural radiance fields from a single image. Inspired by the fact that humans can effortlessly estimate the body geometry and imagine full-body clothing from a single image, we leverage two priors in ELICIT: 3D geometry prior and visual semantic prior. Specifically, ELICIT utilizes the 3D body shape geometry prior from a skinned vertex-based template model (i.e., SMPL) and implements the visual clothing semantic prior with the CLIP-based pretrained models. Both priors are used to jointly guide the optimization for creating plausible content in the invisible areas. Taking advantage of the CLIP models, ELICIT can use text descriptions to generate text-conditioned unseen regions. In order to further improve visual details, we propose a segmentation-based sampling strategy that locally refines different parts of the avatar. Comprehensive evaluations on multiple popular benchmarks, including ZJU-MoCAP, Human3.6M, and DeepFashion, show that ELICIT has outperformed strong baseline methods of avatar creation when only a single image is available. The code is public for research purposes at https://huangyangyi.github.io/ELICIT/.

  • 9 authors
·
Dec 5, 2022

3D Magic Mirror: Clothing Reconstruction from a Single Image via a Causal Perspective

This research aims to study a self-supervised 3D clothing reconstruction method, which recovers the geometry shape and texture of human clothing from a single image. Compared with existing methods, we observe that three primary challenges remain: (1) 3D ground-truth meshes of clothing are usually inaccessible due to annotation difficulties and time costs; (2) Conventional template-based methods are limited to modeling non-rigid objects, e.g., handbags and dresses, which are common in fashion images; (3) The inherent ambiguity compromises the model training, such as the dilemma between a large shape with a remote camera or a small shape with a close camera. In an attempt to address the above limitations, we propose a causality-aware self-supervised learning method to adaptively reconstruct 3D non-rigid objects from 2D images without 3D annotations. In particular, to solve the inherent ambiguity among four implicit variables, i.e., camera position, shape, texture, and illumination, we introduce an explainable structural causal map (SCM) to build our model. The proposed model structure follows the spirit of the causal map, which explicitly considers the prior template in the camera estimation and shape prediction. When optimization, the causality intervention tool, i.e., two expectation-maximization loops, is deeply embedded in our algorithm to (1) disentangle four encoders and (2) facilitate the prior template. Extensive experiments on two 2D fashion benchmarks (ATR and Market-HQ) show that the proposed method could yield high-fidelity 3D reconstruction. Furthermore, we also verify the scalability of the proposed method on a fine-grained bird dataset, i.e., CUB. The code is available at https://github.com/layumi/ 3D-Magic-Mirror .

  • 5 authors
·
Apr 27, 2022

MeshMamba: State Space Models for Articulated 3D Mesh Generation and Reconstruction

In this paper, we introduce MeshMamba, a neural network model for learning 3D articulated mesh models by employing the recently proposed Mamba State Space Models (Mamba-SSMs). MeshMamba is efficient and scalable in handling a large number of input tokens, enabling the generation and reconstruction of body mesh models with more than 10,000 vertices, capturing clothing and hand geometries. The key to effectively learning MeshMamba is the serialization technique of mesh vertices into orderings that are easily processed by Mamba. This is achieved by sorting the vertices based on body part annotations or the 3D vertex locations of a template mesh, such that the ordering respects the structure of articulated shapes. Based on MeshMamba, we design 1) MambaDiff3D, a denoising diffusion model for generating 3D articulated meshes and 2) Mamba-HMR, a 3D human mesh recovery model that reconstructs a human body shape and pose from a single image. Experimental results showed that MambaDiff3D can generate dense 3D human meshes in clothes, with grasping hands, etc., and outperforms previous approaches in the 3D human shape generation task. Additionally, Mamba-HMR extends the capabilities of previous non-parametric human mesh recovery approaches, which were limited to handling body-only poses using around 500 vertex tokens, to the whole-body setting with face and hands, while achieving competitive performance in (near) real-time.

  • 3 authors
·
Jul 20, 2025

DreamVTON: Customizing 3D Virtual Try-on with Personalized Diffusion Models

Image-based 3D Virtual Try-ON (VTON) aims to sculpt the 3D human according to person and clothes images, which is data-efficient (i.e., getting rid of expensive 3D data) but challenging. Recent text-to-3D methods achieve remarkable improvement in high-fidelity 3D human generation, demonstrating its potential for 3D virtual try-on. Inspired by the impressive success of personalized diffusion models (e.g., Dreambooth and LoRA) for 2D VTON, it is straightforward to achieve 3D VTON by integrating the personalization technique into the diffusion-based text-to-3D framework. However, employing the personalized module in a pre-trained diffusion model (e.g., StableDiffusion (SD)) would degrade the model's capability for multi-view or multi-domain synthesis, which is detrimental to the geometry and texture optimization guided by Score Distillation Sampling (SDS) loss. In this work, we propose a novel customizing 3D human try-on model, named DreamVTON, to separately optimize the geometry and texture of the 3D human. Specifically, a personalized SD with multi-concept LoRA is proposed to provide the generative prior about the specific person and clothes, while a Densepose-guided ControlNet is exploited to guarantee consistent prior about body pose across various camera views. Besides, to avoid the inconsistent multi-view priors from the personalized SD dominating the optimization, DreamVTON introduces a template-based optimization mechanism, which employs mask templates for geometry shape learning and normal/RGB templates for geometry/texture details learning. Furthermore, for the geometry optimization phase, DreamVTON integrates a normal-style LoRA into personalized SD to enhance normal map generative prior, facilitating smooth geometry modeling.

  • 5 authors
·
Jul 22, 2024

Training and Evaluating Language Models with Template-based Data Generation

The rapid advancement of large language models (LLMs) such as GPT-3, PaLM, and Llama has significantly transformed natural language processing, showcasing remarkable capabilities in understanding and generating language. However, these models often struggle with tasks requiring complex reasoning, particularly in mathematical problem-solving, due in part to the scarcity of large-scale, high-quality, domain-specific datasets necessary for training sophisticated reasoning abilities. To address this limitation, we introduce Template-based Data Generation (TDG), a novel approach that leverages LLMs (GPT-4) to automatically generate parameterized meta-templates, which are then used to synthesize a vast array of high-quality problems and solutions. Leveraging TDG, we create TemplateMath Part I: TemplateGSM, a dataset comprising over 7 million synthetically generated grade school math problems--each accompanied by code-based and natural language solutions--with the potential to generate an effectively unlimited number more. This dataset alleviates the scarcity of large-scale mathematical datasets and serves as a valuable resource for pre-training, fine-tuning, and evaluating LLMs in mathematical reasoning. Our method not only enables the generation of virtually infinite data but also elevates data augmentation to a new level by using GPT-4 for meta-template generation, ensuring diverse and high-quality problem structures. The TemplateMath Part I: TemplateGSM dataset is publicly available at https://huggingface.co/datasets/math-ai/TemplateGSM. The code is available at https://github.com/iiis-ai/TemplateMath.

math-ai math-ai
·
Nov 27, 2024 3

PatternGSL: A Structured Specification Language for Template-Free and Simulation-Ready 3D Garments

Reconstructing realistic, physically plausible garments from a single image remains a fundamental challenge. Template-free methods capture surface geometry but lack explicit sewing structure for simulation; while programmatic systems are simulation-ready but constrained by predefined templates. This reveals a fundamental representation gap between geometric reconstruction and structured garment construction. We present PatternGSL, a structured garment representation in the form of a template-free and learnable specification language that encodes complete sewing patterns, including panel boundaries, parameterized seams, and explicit stitch topology, in a compact and standardized form. PatternGSL preserves the physical rigor of pattern-based models while removing template dependence, elevating sewing structure as a first-class target for generative modeling. We further propose a vision-language framework that predicts PatternGSL specifications directly from a single image and decodes them into garments using lightweight deterministic validity handling, without optimization-based refinement or manual cleanup. In addition, we introduce PatternGSLData, the first large-scale image-to-GSL paired dataset comprising 300K samples with complete sewing pattern annotations, enabling supervised VLM training for structured garment reconstruction. Experiments demonstrate improved pattern accuracy over prior baselines, explicit sewing-structure recovery, reliable cloth simulation, and pattern-level editing through the same deterministic decoding pipeline. Code and data-processing scripts will be released at https://github.com/PatternGSL/PatternGSL.

  • 7 authors
·
Jun 22

ShapeCoder: Discovering Abstractions for Visual Programs from Unstructured Primitives

Programs are an increasingly popular representation for visual data, exposing compact, interpretable structure that supports manipulation. Visual programs are usually written in domain-specific languages (DSLs). Finding "good" programs, that only expose meaningful degrees of freedom, requires access to a DSL with a "good" library of functions, both of which are typically authored by domain experts. We present ShapeCoder, the first system capable of taking a dataset of shapes, represented with unstructured primitives, and jointly discovering (i) useful abstraction functions and (ii) programs that use these abstractions to explain the input shapes. The discovered abstractions capture common patterns (both structural and parametric) across the dataset, so that programs rewritten with these abstractions are more compact, and expose fewer degrees of freedom. ShapeCoder improves upon previous abstraction discovery methods, finding better abstractions, for more complex inputs, under less stringent input assumptions. This is principally made possible by two methodological advancements: (a) a shape to program recognition network that learns to solve sub-problems and (b) the use of e-graphs, augmented with a conditional rewrite scheme, to determine when abstractions with complex parametric expressions can be applied, in a tractable manner. We evaluate ShapeCoder on multiple datasets of 3D shapes, where primitive decompositions are either parsed from manual annotations or produced by an unsupervised cuboid abstraction method. In all domains, ShapeCoder discovers a library of abstractions that capture high-level relationships, remove extraneous degrees of freedom, and achieve better dataset compression compared with alternative approaches. Finally, we investigate how programs rewritten to use discovered abstractions prove useful for downstream tasks.

  • 4 authors
·
May 9, 2023

Learning From Design Procedure To Generate CAD Programs for Data Augmentation

Large Language Models (LLMs) have demonstrated impressive capabilities in a wide range of code generation tasks. However, generating code for certain domains remains challenging. One such domain is Computer-Aided Design (CAD) program, where the goal is to produce scripted parametric models that define object geometry for precise design and manufacturing applications. A key challenge in LLM-based CAD program generation is the limited geometric complexity of generated shapes compared to those found in real-world industrial designs. This shortfall is in part due to the lack of diversity in the available CAD program training data. To address this, we propose a novel data augmentation paradigm that prompts an LLM to generate CAD programs conditioned on a reference surface program and a modeling procedure - an idea inspired by practices in industrial design. By varying the reference surface using a collection of organic shapes, our method enriches the geometric distribution of generated CAD models. In particular, it introduces edges and faces defined by spline-based curvature, which are typically missing or underrepresented in existing open-source CAD program datasets. Experiments show that our method produces CAD samples with significantly greater geometric diversity and a higher resemblance to industry-grade CAD designs in terms of the proportion of organic shape primitives. This enhancement makes our CAD data augmentation approach a useful tool for training LLMs and other deep learning models in CAD generation.

  • 6 authors
·
Mar 5

MedShapeNet -- A Large-Scale Dataset of 3D Medical Shapes for Computer Vision

Prior to the deep learning era, shape was commonly used to describe the objects. Nowadays, state-of-the-art (SOTA) algorithms in medical imaging are predominantly diverging from computer vision, where voxel grids, meshes, point clouds, and implicit surface models are used. This is seen from numerous shape-related publications in premier vision conferences as well as the growing popularity of ShapeNet (about 51,300 models) and Princeton ModelNet (127,915 models). For the medical domain, we present a large collection of anatomical shapes (e.g., bones, organs, vessels) and 3D models of surgical instrument, called MedShapeNet, created to facilitate the translation of data-driven vision algorithms to medical applications and to adapt SOTA vision algorithms to medical problems. As a unique feature, we directly model the majority of shapes on the imaging data of real patients. As of today, MedShapeNet includes 23 dataset with more than 100,000 shapes that are paired with annotations (ground truth). Our data is freely accessible via a web interface and a Python application programming interface (API) and can be used for discriminative, reconstructive, and variational benchmarks as well as various applications in virtual, augmented, or mixed reality, and 3D printing. Exemplary, we present use cases in the fields of classification of brain tumors, facial and skull reconstructions, multi-class anatomy completion, education, and 3D printing. In future, we will extend the data and improve the interfaces. The project pages are: https://medshapenet.ikim.nrw/ and https://github.com/Jianningli/medshapenet-feedback

  • 157 authors
·
Aug 30, 2023

CreatiPoster: Towards Editable and Controllable Multi-Layer Graphic Design Generation

Graphic design plays a crucial role in both commercial and personal contexts, yet creating high-quality, editable, and aesthetically pleasing graphic compositions remains a time-consuming and skill-intensive task, especially for beginners. Current AI tools automate parts of the workflow, but struggle to accurately incorporate user-supplied assets, maintain editability, and achieve professional visual appeal. Commercial systems, like Canva Magic Design, rely on vast template libraries, which are impractical for replicate. In this paper, we introduce CreatiPoster, a framework that generates editable, multi-layer compositions from optional natural-language instructions or assets. A protocol model, an RGBA large multimodal model, first produces a JSON specification detailing every layer (text or asset) with precise layout, hierarchy, content and style, plus a concise background prompt. A conditional background model then synthesizes a coherent background conditioned on this rendered foreground layers. We construct a benchmark with automated metrics for graphic-design generation and show that CreatiPoster surpasses leading open-source approaches and proprietary commercial systems. To catalyze further research, we release a copyright-free corpus of 100,000 multi-layer designs. CreatiPoster supports diverse applications such as canvas editing, text overlay, responsive resizing, multilingual adaptation, and animated posters, advancing the democratization of AI-assisted graphic design. Project homepage: https://github.com/graphic-design-ai/creatiposter

  • 9 authors
·
Jun 12, 2025 2

Skills Made to Order: Efficient Acquisition of Robot Cooking Skills Guided by Multiple Forms of Internet Data

This study explores the utility of various internet data sources to select among a set of template robot behaviors to perform skills. Learning contact-rich skills involving tool use from internet data sources has typically been challenging due to the lack of physical information such as contact existence, location, areas, and force in this data. Prior works have generally used internet data and foundation models trained on this data to generate low-level robot behavior. We hypothesize that these data and models may be better suited to selecting among a set of basic robot behaviors to perform these contact-rich skills. We explore three methods of template selection: querying large language models, comparing video of robot execution to retrieved human video using features from a pretrained video encoder common in prior work, and performing the same comparison using features from an optic flow encoder trained on internet data. Our results show that LLMs are surprisingly capable template selectors despite their lack of visual information, optical flow encoding significantly outperforms video encoders trained with an order of magnitude more data, and important synergies exist between various forms of internet data for template selection. By exploiting these synergies, we create a template selector using multiple forms of internet data that achieves a 79\% success rate on a set of 16 different cooking skills involving tool-use.

  • 2 authors
·
Sep 23, 2024

Mosaic-SDF for 3D Generative Models

Current diffusion or flow-based generative models for 3D shapes divide to two: distilling pre-trained 2D image diffusion models, and training directly on 3D shapes. When training a diffusion or flow models on 3D shapes a crucial design choice is the shape representation. An effective shape representation needs to adhere three design principles: it should allow an efficient conversion of large 3D datasets to the representation form; it should provide a good tradeoff of approximation power versus number of parameters; and it should have a simple tensorial form that is compatible with existing powerful neural architectures. While standard 3D shape representations such as volumetric grids and point clouds do not adhere to all these principles simultaneously, we advocate in this paper a new representation that does. We introduce Mosaic-SDF (M-SDF): a simple 3D shape representation that approximates the Signed Distance Function (SDF) of a given shape by using a set of local grids spread near the shape's boundary. The M-SDF representation is fast to compute for each shape individually making it readily parallelizable; it is parameter efficient as it only covers the space around the shape's boundary; and it has a simple matrix form, compatible with Transformer-based architectures. We demonstrate the efficacy of the M-SDF representation by using it to train a 3D generative flow model including class-conditioned generation with the 3D Warehouse dataset, and text-to-3D generation using a dataset of about 600k caption-shape pairs.

  • 5 authors
·
Dec 14, 2023 4

Diffusion Templates: A Unified Plugin Framework for Controllable Diffusion

Controllable diffusion methods have substantially expanded the practical utility of diffusion models, but they are typically developed as isolated, backbone-specific systems with incompatible training pipelines, parameter formats, and runtime hooks. This fragmentation makes it difficult to reuse infrastructure across tasks, transfer capabilities across backbones, or compose multiple controls within a single generation pipeline. We present Diffusion Templates, a unified and open plugin framework that decouples base-model inference from controllable capability injection. The framework is organized around three components: Template models that map arbitrary task-specific inputs to an intermediate capability representation, a Template cache that functions as a standardized interface for capability injection, and a Template pipeline that loads, merges, and injects one or more Template caches into the base diffusion runtime. Because the interface is defined at the systems level rather than tied to a specific control architecture, heterogeneous capability carriers such as KV-Cache and LoRA can be supported under the same abstraction. Based on this design, we build a diverse model zoo spanning structural control, brightness adjustment, color adjustment, image editing, super-resolution, sharpness enhancement, aesthetic alignment, content reference, local inpainting, and age control. These case studies show that Diffusion Templates can unify a broad range of controllable generation tasks while preserving modularity, composability, and practical extensibility across rapidly evolving diffusion backbones. All resources will be open sourced, including code, models, and datasets.

  • 3 authors
·
Apr 26 3

Make-A-Shape: a Ten-Million-scale 3D Shape Model

Significant progress has been made in training large generative models for natural language and images. Yet, the advancement of 3D generative models is hindered by their substantial resource demands for training, along with inefficient, non-compact, and less expressive representations. This paper introduces Make-A-Shape, a new 3D generative model designed for efficient training on a vast scale, capable of utilizing 10 millions publicly-available shapes. Technical-wise, we first innovate a wavelet-tree representation to compactly encode shapes by formulating the subband coefficient filtering scheme to efficiently exploit coefficient relations. We then make the representation generatable by a diffusion model by devising the subband coefficients packing scheme to layout the representation in a low-resolution grid. Further, we derive the subband adaptive training strategy to train our model to effectively learn to generate coarse and detail wavelet coefficients. Last, we extend our framework to be controlled by additional input conditions to enable it to generate shapes from assorted modalities, e.g., single/multi-view images, point clouds, and low-resolution voxels. In our extensive set of experiments, we demonstrate various applications, such as unconditional generation, shape completion, and conditional generation on a wide range of modalities. Our approach not only surpasses the state of the art in delivering high-quality results but also efficiently generates shapes within a few seconds, often achieving this in just 2 seconds for most conditions.

  • 7 authors
·
Jan 19, 2024 1

GLDesigner: Leveraging Multi-Modal LLMs as Designer for Enhanced Aesthetic Text Glyph Layouts

Text logo design heavily relies on the creativity and expertise of professional designers, in which arranging element layouts is one of the most important procedures. However, few attention has been paid to this specific task which needs to take precise textural details and user constraints into consideration, but only on the broader tasks such as document/poster layout generation. In this paper, we propose a VLM-based framework that generates content-aware text logo layouts by integrating multi-modal inputs with user constraints, supporting a more flexible and stable layout design in real-world applications. We introduce two model techniques to reduce the computation for processing multiple glyph images simultaneously, while does not face performance degradation. To support instruction-tuning of out model, we construct two extensive text logo datasets, which are 5x more larger than the existing public dataset. Except for the geometric annotations (e.g. text masks and character recognition), we also compliment with comprehensive layout descriptions in natural language format, for more effective training to have reasoning ability when dealing with complex layouts and custom user constraints. Experimental studies demonstrate the effectiveness of our proposed model and datasets, when comparing with previous methods in various benchmarks to evaluate geometric aesthetics and human preferences. The code and datasets will be publicly available.

  • 10 authors
·
Nov 18, 2024

OpenECAD: An Efficient Visual Language Model for Editable 3D-CAD Design

Computer-aided design (CAD) tools are utilized in the manufacturing industry for modeling everything from cups to spacecraft. These programs are complex to use and typically require years of training and experience to master. Structured and well-constrained 2D sketches and 3D constructions are crucial components of CAD modeling. A well-executed CAD model can be seamlessly integrated into the manufacturing process, thereby enhancing production efficiency. Deep generative models of 3D shapes and 3D object reconstruction models have garnered significant research interest. However, most of these models produce discrete forms of 3D objects that are not editable. Moreover, the few models based on CAD operations often have substantial input restrictions. In this work, we fine-tuned pre-trained models to create OpenECAD models (0.55B, 0.89B, 2.4B and 3.1B), leveraging the visual, logical, coding, and general capabilities of visual language models. OpenECAD models can process images of 3D designs as input and generate highly structured 2D sketches and 3D construction commands, ensuring that the designs are editable. These outputs can be directly used with existing CAD tools' APIs to generate project files. To train our network, we created a series of OpenECAD datasets. These datasets are derived from existing public CAD datasets, adjusted and augmented to meet the specific requirements of vision language model (VLM) training. Additionally, we have introduced an approach that utilizes dependency relationships to define and generate sketches, further enriching the content and functionality of the datasets.

  • 3 authors
·
Jun 14, 2024

Ghost on the Shell: An Expressive Representation of General 3D Shapes

The creation of photorealistic virtual worlds requires the accurate modeling of 3D surface geometry for a wide range of objects. For this, meshes are appealing since they 1) enable fast physics-based rendering with realistic material and lighting, 2) support physical simulation, and 3) are memory-efficient for modern graphics pipelines. Recent work on reconstructing and statistically modeling 3D shape, however, has critiqued meshes as being topologically inflexible. To capture a wide range of object shapes, any 3D representation must be able to model solid, watertight, shapes as well as thin, open, surfaces. Recent work has focused on the former, and methods for reconstructing open surfaces do not support fast reconstruction with material and lighting or unconditional generative modelling. Inspired by the observation that open surfaces can be seen as islands floating on watertight surfaces, we parameterize open surfaces by defining a manifold signed distance field on watertight templates. With this parameterization, we further develop a grid-based and differentiable representation that parameterizes both watertight and non-watertight meshes of arbitrary topology. Our new representation, called Ghost-on-the-Shell (G-Shell), enables two important applications: differentiable rasterization-based reconstruction from multiview images and generative modelling of non-watertight meshes. We empirically demonstrate that G-Shell achieves state-of-the-art performance on non-watertight mesh reconstruction and generation tasks, while also performing effectively for watertight meshes.

  • 7 authors
·
Oct 23, 2023

Fourier Contour Embedding for Arbitrary-Shaped Text Detection

One of the main challenges for arbitrary-shaped text detection is to design a good text instance representation that allows networks to learn diverse text geometry variances. Most of existing methods model text instances in image spatial domain via masks or contour point sequences in the Cartesian or the polar coordinate system. However, the mask representation might lead to expensive post-processing, while the point sequence one may have limited capability to model texts with highly-curved shapes. To tackle these problems, we model text instances in the Fourier domain and propose one novel Fourier Contour Embedding (FCE) method to represent arbitrary shaped text contours as compact signatures. We further construct FCENet with a backbone, feature pyramid networks (FPN) and a simple post-processing with the Inverse Fourier Transformation (IFT) and Non-Maximum Suppression (NMS). Different from previous methods, FCENet first predicts compact Fourier signatures of text instances, and then reconstructs text contours via IFT and NMS during test. Extensive experiments demonstrate that FCE is accurate and robust to fit contours of scene texts even with highly-curved shapes, and also validate the effectiveness and the good generalization of FCENet for arbitrary-shaped text detection. Furthermore, experimental results show that our FCENet is superior to the state-of-the-art (SOTA) methods on CTW1500 and Total-Text, especially on challenging highly-curved text subset.

  • 6 authors
·
Apr 21, 2021

PosterLLaVa: Constructing a Unified Multi-modal Layout Generator with LLM

Layout generation is the keystone in achieving automated graphic design, requiring arranging the position and size of various multi-modal design elements in a visually pleasing and constraint-following manner. Previous approaches are either inefficient for large-scale applications or lack flexibility for varying design requirements. Our research introduces a unified framework for automated graphic layout generation, leveraging the multi-modal large language model (MLLM) to accommodate diverse design tasks. In contrast, our data-driven method employs structured text (JSON format) and visual instruction tuning to generate layouts under specific visual and textual constraints, including user-defined natural language specifications. We conducted extensive experiments and achieved state-of-the-art (SOTA) performance on public multi-modal layout generation benchmarks, demonstrating the effectiveness of our method. Moreover, recognizing existing datasets' limitations in capturing the complexity of real-world graphic designs, we propose two new datasets for much more challenging tasks (user-constrained generation and complicated poster), further validating our model's utility in real-life settings. Marking by its superior accessibility and adaptability, this approach further automates large-scale graphic design tasks. The code and datasets will be publicly available on https://github.com/posterllava/PosterLLaVA.

  • 6 authors
·
Jun 4, 2024 2

Odo: Depth-Guided Diffusion for Identity-Preserving Body Reshaping

Human shape editing enables controllable transformation of a person's body shape, such as thin, muscular, or overweight, while preserving pose, identity, clothing, and background. Unlike human pose editing, which has advanced rapidly, shape editing remains relatively under-explored. Current approaches typically rely on 3D morphable models or image warping, often introducing unrealistic body proportions, texture distortions, and background inconsistencies due to alignment errors and deformations. A key limitation is the lack of large-scale, publicly available datasets for training and evaluating body shape manipulation methods. In this work, we introduce the first large-scale dataset of 18,573 images across 1523 subjects, specifically designed for controlled human shape editing. It features diverse variations in body shape, including fat, muscular and thin, captured under consistent identity, clothing, and background conditions. Using this dataset, we propose Odo, an end-to-end diffusion-based method that enables realistic and intuitive body reshaping guided by simple semantic attributes. Our approach combines a frozen UNet that preserves fine-grained appearance and background details from the input image with a ControlNet that guides shape transformation using target SMPL depth maps. Extensive experiments demonstrate that our method outperforms prior approaches, achieving per-vertex reconstruction errors as low as 7.5mm, significantly lower than the 13.6mm observed in baseline methods, while producing realistic results that accurately match the desired target shapes.

  • 3 authors
·
Aug 18, 2025

Template-Driven LLM-Paraphrased Framework for Tabular Math Word Problem Generation

Solving tabular math word problems (TMWPs) has become a critical role in evaluating the mathematical reasoning ability of large language models (LLMs), where large-scale TMWP samples are commonly required for LLM fine-tuning. Since the collection of high-quality TMWP datasets is costly and time-consuming, recent research has concentrated on automatic TMWP generation. However, current generated samples usually suffer from issues of either correctness or diversity. In this paper, we propose a Template-driven LLM-paraphrased (TeLL) framework for generating high-quality TMWP samples with diverse backgrounds and accurate tables, questions, answers, and solutions. To this end, we first extract templates from existing real samples to generate initial problems, ensuring correctness. Then, we adopt an LLM to extend templates and paraphrase problems, obtaining diverse TMWP samples. Furthermore, we find the reasoning annotation is important for solving TMWPs. Therefore, we propose to enrich each solution with illustrative reasoning steps. Through the proposed framework, we construct a high-quality dataset TabMWP-TeLL by adhering to the question types in the TabMWP dataset, and we conduct extensive experiments on a variety of LLMs to demonstrate the effectiveness of TabMWP-TeLL in improving TMWP solving performance. The code and data of this paper are available at: https://github.com/Jason8Kang/TELL.

  • 6 authors
·
Dec 20, 2024

CADmium: Fine-Tuning Code Language Models for Text-Driven Sequential CAD Design

Computer-aided design (CAD) is the digital construction of 2D and 3D objects, and is central to a wide range of engineering and manufacturing applications like automobile and aviation. Despite its importance, CAD modeling remains largely a time-intensive, manual task. Recent works have attempted to automate this process with small transformer-based models and handcrafted CAD sequence representations. However, there has been little effort to leverage the potential of large language models (LLMs) for sequential CAD design. In this work, we introduce a new large-scale dataset of more than 170k CAD models annotated with high-quality, human-like descriptions generated with our pipeline based on GPT-4.1. Using this dataset, we fine-tune powerful code-LLMs to generate CAD sequences represented in a JSON-based format from natural language descriptions, demonstrating the viability and effectiveness of this approach for text-conditioned CAD generation. Because simple metrics often fail to reflect the quality of generated objects, we introduce geometric and topological metrics based on sphericity, mean curvature, and Euler characteristic to provide richer structural insights. Our experiments and ablation studies on both synthetic and human-annotated data demonstrate that CADmium is able to automate CAD design, drastically speeding up the design of new objects. The dataset, code, and fine-tuned models are available online.

  • 5 authors
·
Jul 13, 2025

TactileNet: Bridging the Accessibility Gap with AI-Generated Tactile Graphics for Individuals with Vision Impairment

Tactile graphics are essential for providing access to visual information for the 43 million people globally living with vision loss. Traditional methods for creating these graphics are labor-intensive and cannot meet growing demand. We introduce TactileNet, the first comprehensive dataset and AI-driven framework for generating embossing-ready 2D tactile templates using text-to-image Stable Diffusion (SD) models. By integrating Low-Rank Adaptation (LoRA) and DreamBooth, our method fine-tunes SD models to produce high-fidelity, guideline-compliant graphics while reducing computational costs. Quantitative evaluations with tactile experts show 92.86% adherence to accessibility standards. Structural fidelity analysis revealed near-human design similarity, with an SSIM of 0.538 between generated graphics and expert-designed tactile images. Notably, our method preserves object silhouettes better than human designs (SSIM = 0.259 vs. 0.215 for binary masks), addressing a key limitation of manual tactile abstraction. The framework scales to 32,000 images (7,050 high-quality) across 66 classes, with prompt editing enabling customizable outputs (e.g., adding or removing details). By automating the 2D template generation step-compatible with standard embossing workflows-TactileNet accelerates production while preserving design flexibility. This work demonstrates how AI can augment (not replace) human expertise to bridge the accessibility gap in education and beyond. Code, data, and models will be publicly released to foster further research.

  • 5 authors
·
Apr 7, 2025

FontCrafter: High-Fidelity Element-Driven Artistic Font Creation with Visual In-Context Generation

Artistic font generation aims to synthesize stylized glyphs based on a reference style. However, existing approaches suffer from limited style diversity and coarse control. In this work, we explore the potential of element-driven artistic font generation. Elements are the fundamental visual units of a font, serving as reference images for the desired style. Conceptually, we categorize elements into object elements (e.g., flowers or stones) with distinct structures and amorphous elements (e.g., flames or clouds) with unstructured textures. We introduce FontCrafter, an element-driven framework for font creation, and construct a large-scale dataset, ElementFont, which contains diverse element types and high-quality glyph images. However, achieving high-fidelity reconstruction of both texture and structure of reference elements remains challenging. To address this, we propose an in-context generation strategy that treats element images as visual context and uses an inpainting model to transfer element styles into glyph regions at the pixel level. To further control glyph shapes, we design a lightweight Context-aware Mask Adapter (CMA) that injects shape information. Moreover, a training-free attention redirection mechanism enables region-aware style control and suppresses stroke hallucination. In addition, edge repainting is applied to make boundaries more natural. Extensive experiments demonstrate that FontCrafter achieves strong zero-shot generation performance, particularly in preserving structural and textural fidelity, while also supporting flexible controls such as style mixture.

  • 6 authors
·
Mar 27

CHORD: Category-level Hand-held Object Reconstruction via Shape Deformation

In daily life, humans utilize hands to manipulate objects. Modeling the shape of objects that are manipulated by the hand is essential for AI to comprehend daily tasks and to learn manipulation skills. However, previous approaches have encountered difficulties in reconstructing the precise shapes of hand-held objects, primarily owing to a deficiency in prior shape knowledge and inadequate data for training. As illustrated, given a particular type of tool, such as a mug, despite its infinite variations in shape and appearance, humans have a limited number of 'effective' modes and poses for its manipulation. This can be attributed to the fact that humans have mastered the shape prior of the 'mug' category, and can quickly establish the corresponding relations between different mug instances and the prior, such as where the rim and handle are located. In light of this, we propose a new method, CHORD, for Category-level Hand-held Object Reconstruction via shape Deformation. CHORD deforms a categorical shape prior for reconstructing the intra-class objects. To ensure accurate reconstruction, we empower CHORD with three types of awareness: appearance, shape, and interacting pose. In addition, we have constructed a new dataset, COMIC, of category-level hand-object interaction. COMIC contains a rich array of object instances, materials, hand interactions, and viewing directions. Extensive evaluation shows that CHORD outperforms state-of-the-art approaches in both quantitative and qualitative measures. Code, model, and datasets are available at https://kailinli.github.io/CHORD.

  • 9 authors
·
Aug 21, 2023

Garment3DGen: 3D Garment Stylization and Texture Generation

We introduce Garment3DGen a new method to synthesize 3D garment assets from a base mesh given a single input image as guidance. Our proposed approach allows users to generate 3D textured clothes based on both real and synthetic images, such as those generated by text prompts. The generated assets can be directly draped and simulated on human bodies. First, we leverage the recent progress of image to 3D diffusion methods to generate 3D garment geometries. However, since these geometries cannot be utilized directly for downstream tasks, we propose to use them as pseudo ground-truth and set up a mesh deformation optimization procedure that deforms a base template mesh to match the generated 3D target. Second, we introduce carefully designed losses that allow the input base mesh to freely deform towards the desired target, yet preserve mesh quality and topology such that they can be simulated. Finally, a texture estimation module generates high-fidelity texture maps that are globally and locally consistent and faithfully capture the input guidance, allowing us to render the generated 3D assets. With Garment3DGen users can generate the textured 3D garment of their choice without the need of artist intervention. One can provide a textual prompt describing the garment they desire to generate a simulation-ready 3D asset. We present a plethora of quantitative and qualitative comparisons on various assets both real and generated and provide use-cases of how one can generate simulation-ready 3D garments.

  • 6 authors
·
Mar 27, 2024 3

Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation

This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.

  • 10 authors
·
Feb 19, 2025 2

FontStudio: Shape-Adaptive Diffusion Model for Coherent and Consistent Font Effect Generation

Recently, the application of modern diffusion-based text-to-image generation models for creating artistic fonts, traditionally the domain of professional designers, has garnered significant interest. Diverging from the majority of existing studies that concentrate on generating artistic typography, our research aims to tackle a novel and more demanding challenge: the generation of text effects for multilingual fonts. This task essentially requires generating coherent and consistent visual content within the confines of a font-shaped canvas, as opposed to a traditional rectangular canvas. To address this task, we introduce a novel shape-adaptive diffusion model capable of interpreting the given shape and strategically planning pixel distributions within the irregular canvas. To achieve this, we curate a high-quality shape-adaptive image-text dataset and incorporate the segmentation mask as a visual condition to steer the image generation process within the irregular-canvas. This approach enables the traditionally rectangle canvas-based diffusion model to produce the desired concepts in accordance with the provided geometric shapes. Second, to maintain consistency across multiple letters, we also present a training-free, shape-adaptive effect transfer method for transferring textures from a generated reference letter to others. The key insights are building a font effect noise prior and propagating the font effect information in a concatenated latent space. The efficacy of our FontStudio system is confirmed through user preference studies, which show a marked preference (78% win-rates on aesthetics) for our system even when compared to the latest unrivaled commercial product, Adobe Firefly.

  • 8 authors
·
Jun 12, 2024

Vitruvion: A Generative Model of Parametric CAD Sketches

Parametric computer-aided design (CAD) tools are the predominant way that engineers specify physical structures, from bicycle pedals to airplanes to printed circuit boards. The key characteristic of parametric CAD is that design intent is encoded not only via geometric primitives, but also by parameterized constraints between the elements. This relational specification can be viewed as the construction of a constraint program, allowing edits to coherently propagate to other parts of the design. Machine learning offers the intriguing possibility of accelerating the design process via generative modeling of these structures, enabling new tools such as autocompletion, constraint inference, and conditional synthesis. In this work, we present such an approach to generative modeling of parametric CAD sketches, which constitute the basic computational building blocks of modern mechanical design. Our model, trained on real-world designs from the SketchGraphs dataset, autoregressively synthesizes sketches as sequences of primitives, with initial coordinates, and constraints that reference back to the sampled primitives. As samples from the model match the constraint graph representation used in standard CAD software, they may be directly imported, solved, and edited according to downstream design tasks. In addition, we condition the model on various contexts, including partial sketches (primers) and images of hand-drawn sketches. Evaluation of the proposed approach demonstrates its ability to synthesize realistic CAD sketches and its potential to aid the mechanical design workflow.

  • 4 authors
·
Sep 28, 2021

NIV: Neural Axis Variations for Variable Font Generation

Variable fonts enable continuous variation of glyph geometry along semantic design axes such as weight, width, slant, and optical size. However, constructing a variable font from a static font remains a labor-intensive process requiring expert typographic design and manual specification of glyph variation data. We introduce NIV (Neural Axis Variations), a method that automatically converts a static font into a fully functional variable font. Given glyph outlines and a set of desired design axes, NIV predicts per-point displacements. The model operates directly on vector glyph geometry and employs a novel Property Embedding mechanism that captures interactions between multiple axes, enabling consistent multi-axis variation within a unified framework. We train NIV on a newly constructed dataset derived from variable Google Fonts, comprising over one million variation tuples. The resulting model generalizes across unseen code points, unseen font styles, high-complexity CJK glyphs, and even out-of-distribution handwriting inputs. The generated outputs are standard variable font files supporting continuous interpolation via existing rendering engines. To facilitate research, we release the dataset, the complete training and inference implementation, and trained models at https://github.com/ndvbd/NIV. Beyond typography, our approach demonstrates how structured geometric objects with continuous parametric variation can be synthesized using neural deformations.

  • 3 authors
·
Jun 2

NAISR: A 3D Neural Additive Model for Interpretable Shape Representation

Deep implicit functions (DIFs) have emerged as a powerful paradigm for many computer vision tasks such as 3D shape reconstruction, generation, registration, completion, editing, and understanding. However, given a set of 3D shapes with associated covariates there is at present no shape representation method which allows to precisely represent the shapes while capturing the individual dependencies on each covariate. Such a method would be of high utility to researchers to discover knowledge hidden in a population of shapes. For scientific shape discovery, we propose a 3D Neural Additive Model for Interpretable Shape Representation (NAISR) which describes individual shapes by deforming a shape atlas in accordance to the effect of disentangled covariates. Our approach captures shape population trends and allows for patient-specific predictions through shape transfer. NAISR is the first approach to combine the benefits of deep implicit shape representations with an atlas deforming according to specified covariates. We evaluate NAISR with respect to shape reconstruction, shape disentanglement, shape evolution, and shape transfer on three datasets: 1) Starman, a simulated 2D shape dataset; 2) the ADNI hippocampus 3D shape dataset; and 3) a pediatric airway 3D shape dataset. Our experiments demonstrate that Starman achieves excellent shape reconstruction performance while retaining interpretability. Our code is available at https://github.com/uncbiag/NAISR{https://github.com/uncbiag/NAISR}.

  • 11 authors
·
Mar 16, 2023

PAID: A Framework of Product-Centric Advertising Image Design

Creating visually appealing advertising images is often a labor-intensive and time-consuming process. Is it possible to automatically generate such images using only basic product information--specifically, a product foreground image, taglines, and a target size? Existing methods mainly focus on parts of the problem and fail to provide a comprehensive solution. To address this gap, we propose a novel multistage framework called Product-Centric Advertising Image Design (PAID). It consists of four sequential stages to highlight product foregrounds and taglines while achieving overall image aesthetics: prompt generation, layout generation, background image generation, and graphics rendering. Different expert models are designed and trained for the first three stages: First, we use a visual language model (VLM) to generate background prompts that match the products. Next, a VLM-based layout generation model arranges the placement of product foregrounds, graphic elements (taglines and decorative underlays), and various nongraphic elements (objects from the background prompt). Following this, we train an SDXL-based image generation model that can simultaneously accept prompts, layouts, and foreground controls. To support the PAID framework, we create corresponding datasets with over 50,000 labeled images. Extensive experimental results and online A/B tests demonstrate that PAID can produce more visually appealing advertising images.

  • 8 authors
·
Jan 24, 2025

PosterLayout: A New Benchmark and Approach for Content-aware Visual-Textual Presentation Layout

Content-aware visual-textual presentation layout aims at arranging spatial space on the given canvas for pre-defined elements, including text, logo, and underlay, which is a key to automatic template-free creative graphic design. In practical applications, e.g., poster designs, the canvas is originally non-empty, and both inter-element relationships as well as inter-layer relationships should be concerned when generating a proper layout. A few recent works deal with them simultaneously, but they still suffer from poor graphic performance, such as a lack of layout variety or spatial non-alignment. Since content-aware visual-textual presentation layout is a novel task, we first construct a new dataset named PosterLayout, which consists of 9,974 poster-layout pairs and 905 images, i.e., non-empty canvases. It is more challenging and useful for greater layout variety, domain diversity, and content diversity. Then, we propose design sequence formation (DSF) that reorganizes elements in layouts to imitate the design processes of human designers, and a novel CNN-LSTM-based conditional generative adversarial network (GAN) is presented to generate proper layouts. Specifically, the discriminator is design-sequence-aware and will supervise the "design" process of the generator. Experimental results verify the usefulness of the new benchmark and the effectiveness of the proposed approach, which achieves the best performance by generating suitable layouts for diverse canvases.

  • 5 authors
·
Mar 28, 2023

OReX: Object Reconstruction from Planar Cross-sections Using Neural Fields

Reconstructing 3D shapes from planar cross-sections is a challenge inspired by downstream applications like medical imaging and geographic informatics. The input is an in/out indicator function fully defined on a sparse collection of planes in space, and the output is an interpolation of the indicator function to the entire volume. Previous works addressing this sparse and ill-posed problem either produce low quality results, or rely on additional priors such as target topology, appearance information, or input normal directions. In this paper, we present OReX, a method for 3D shape reconstruction from slices alone, featuring a Neural Field as the interpolation prior. A modest neural network is trained on the input planes to return an inside/outside estimate for a given 3D coordinate, yielding a powerful prior that induces smoothness and self-similarities. The main challenge for this approach is high-frequency details, as the neural prior is overly smoothing. To alleviate this, we offer an iterative estimation architecture and a hierarchical input sampling scheme that encourage coarse-to-fine training, allowing the training process to focus on high frequencies at later stages. In addition, we identify and analyze a ripple-like effect stemming from the mesh extraction step. We mitigate it by regularizing the spatial gradients of the indicator function around input in/out boundaries during network training, tackling the problem at the root. Through extensive qualitative and quantitative experimentation, we demonstrate our method is robust, accurate, and scales well with the size of the input. We report state-of-the-art results compared to previous approaches and recent potential solutions, and demonstrate the benefit of our individual contributions through analysis and ablation studies.

  • 3 authors
·
Nov 23, 2022

Shape-for-Motion: Precise and Consistent Video Editing with 3D Proxy

Recent advances in deep generative modeling have unlocked unprecedented opportunities for video synthesis. In real-world applications, however, users often seek tools to faithfully realize their creative editing intentions with precise and consistent control. Despite the progress achieved by existing methods, ensuring fine-grained alignment with user intentions remains an open and challenging problem. In this work, we present Shape-for-Motion, a novel framework that incorporates a 3D proxy for precise and consistent video editing. Shape-for-Motion achieves this by converting the target object in the input video to a time-consistent mesh, i.e., a 3D proxy, allowing edits to be performed directly on the proxy and then inferred back to the video frames. To simplify the editing process, we design a novel Dual-Propagation Strategy that allows users to perform edits on the 3D mesh of a single frame, and the edits are then automatically propagated to the 3D meshes of the other frames. The 3D meshes for different frames are further projected onto the 2D space to produce the edited geometry and texture renderings, which serve as inputs to a decoupled video diffusion model for generating edited results. Our framework supports various precise and physically-consistent manipulations across the video frames, including pose editing, rotation, scaling, translation, texture modification, and object composition. Our approach marks a key step toward high-quality, controllable video editing workflows. Extensive experiments demonstrate the superiority and effectiveness of our approach. Project page: https://shapeformotion.github.io/

  • 5 authors
·
Jun 27, 2025 1

LaTCoder: Converting Webpage Design to Code with Layout-as-Thought

Converting webpage designs into code (design-to-code) plays a vital role in User Interface (UI) development for front-end developers, bridging the gap between visual design and functional implementation. While recent Multimodal Large Language Models (MLLMs) have shown significant potential in design-to-code tasks, they often fail to accurately preserve the layout during code generation. To this end, we draw inspiration from the Chain-of-Thought (CoT) reasoning in human cognition and propose LaTCoder, a novel approach that enhances layout preservation in webpage design during code generation with Layout-as-Thought (LaT). Specifically, we first introduce a simple yet efficient algorithm to divide the webpage design into image blocks. Next, we prompt MLLMs using a CoTbased approach to generate code for each block. Finally, we apply two assembly strategies-absolute positioning and an MLLM-based method-followed by dynamic selection to determine the optimal output. We evaluate the effectiveness of LaTCoder using multiple backbone MLLMs (i.e., DeepSeek-VL2, Gemini, and GPT-4o) on both a public benchmark and a newly introduced, more challenging benchmark (CC-HARD) that features complex layouts. The experimental results on automatic metrics demonstrate significant improvements. Specifically, TreeBLEU scores increased by 66.67% and MAE decreased by 38% when using DeepSeek-VL2, compared to direct prompting. Moreover, the human preference evaluation results indicate that annotators favor the webpages generated by LaTCoder in over 60% of cases, providing strong evidence of the effectiveness of our method.

  • 13 authors
·
Aug 5, 2025 2

Automatic Image-Level Morphological Trait Annotation for Organismal Images

Morphological traits are physical characteristics of biological organisms that provide vital clues on how organisms interact with their environment. Yet extracting these traits remains a slow, expert-driven process, limiting their use in large-scale ecological studies. A major bottleneck is the absence of high-quality datasets linking biological images to trait-level annotations. In this work, we demonstrate that sparse autoencoders trained on foundation-model features yield monosemantic, spatially grounded neurons that consistently activate on meaningful morphological parts. Leveraging this property, we introduce a trait annotation pipeline that localizes salient regions and uses vision-language prompting to generate interpretable trait descriptions. Using this approach, we construct Bioscan-Traits, a dataset of 80K trait annotations spanning 19K insect images from BIOSCAN-5M. Human evaluation confirms the biological plausibility of the generated morphological descriptions. We assess design sensitivity through a comprehensive ablation study, systematically varying key design choices and measuring their impact on the quality of the resulting trait descriptions. By annotating traits with a modular pipeline rather than prohibitively expensive manual efforts, we offer a scalable way to inject biologically meaningful supervision into foundation models, enable large-scale morphological analyses, and bridge the gap between ecological relevance and machine-learning practicality.

CAD-Llama: Leveraging Large Language Models for Computer-Aided Design Parametric 3D Model Generation

Recently, Large Language Models (LLMs) have achieved significant success, prompting increased interest in expanding their generative capabilities beyond general text into domain-specific areas. This study investigates the generation of parametric sequences for computer-aided design (CAD) models using LLMs. This endeavor represents an initial step towards creating parametric 3D shapes with LLMs, as CAD model parameters directly correlate with shapes in three-dimensional space. Despite the formidable generative capacities of LLMs, this task remains challenging, as these models neither encounter parametric sequences during their pretraining phase nor possess direct awareness of 3D structures. To address this, we present CAD-Llama, a framework designed to enhance pretrained LLMs for generating parametric 3D CAD models. Specifically, we develop a hierarchical annotation pipeline and a code-like format to translate parametric 3D CAD command sequences into Structured Parametric CAD Code (SPCC), incorporating hierarchical semantic descriptions. Furthermore, we propose an adaptive pretraining approach utilizing SPCC, followed by an instruction tuning process aligned with CAD-specific guidelines. This methodology aims to equip LLMs with the spatial knowledge inherent in parametric sequences. Experimental results demonstrate that our framework significantly outperforms prior autoregressive methods and existing LLM baselines.

  • 6 authors
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May 7, 2025