Abstract:We introduce TetWeave, a novel isosurface representation for gradient-based mesh optimization that jointly optimizes the placement of a tetrahedral grid used for Marching Tetrahedra and a novel directional signed distance at each point. TetWeave constructs tetrahedral grids on-the-fly via Delaunay triangulation, enabling increased flexibility compared to predefined grids. The extracted meshes are guaranteed to be watertight, two-manifold and intersection-free. The flexibility of TetWeave enables a resampling strategy that places new points where reconstruction error is high and allows to encourage mesh fairness without compromising on reconstruction error. This leads to high-quality, adaptive meshes that require minimal memory usage and few parameters to optimize. Consequently, TetWeave exhibits near-linear memory scaling relative to the vertex count of the output mesh - a substantial improvement over predefined grids. We demonstrate the applicability of TetWeave to a broad range of challenging tasks in computer graphics and vision, such as multi-view 3D reconstruction, mesh compression and geometric texture generation.
Abstract:Low-resolution quantized imagery, such as pixel art, is seeing a revival in modern applications ranging from video game graphics to digital design and fabrication, where creativity is often bound by a limited palette of elemental units. Despite their growing popularity, the automated generation of quantized images from raw inputs remains a significant challenge, often necessitating intensive manual input. We introduce SD-$\pi$XL, an approach for producing quantized images that employs score distillation sampling in conjunction with a differentiable image generator. Our method enables users to input a prompt and optionally an image for spatial conditioning, set any desired output size $H \times W$, and choose a palette of $n$ colors or elements. Each color corresponds to a distinct class for our generator, which operates on an $H \times W \times n$ tensor. We adopt a softmax approach, computing a convex sum of elements, thus rendering the process differentiable and amenable to backpropagation. We show that employing Gumbel-softmax reparameterization allows for crisp pixel art effects. Unique to our method is the ability to transform input images into low-resolution, quantized versions while retaining their key semantic features. Our experiments validate SD-$\pi$XL's performance in creating visually pleasing and faithful representations, consistently outperforming the current state-of-the-art. Furthermore, we showcase SD-$\pi$XL's practical utility in fabrication through its applications in interlocking brick mosaic, beading and embroidery design.
Abstract:We present SENS, a novel method for generating and editing 3D models from hand-drawn sketches, including those of an abstract nature. Our method allows users to quickly and easily sketch a shape, and then maps the sketch into the latent space of a part-aware neural implicit shape architecture. SENS analyzes the sketch and encodes its parts into ViT patch encoding, then feeds them into a transformer decoder that converts them to shape embeddings, suitable for editing 3D neural implicit shapes. SENS not only provides intuitive sketch-based generation and editing, but also excels in capturing the intent of the user's sketch to generate a variety of novel and expressive 3D shapes, even from abstract sketches. We demonstrate the effectiveness of our model compared to the state-of-the-art using objective metric evaluation criteria and a decisive user study, both indicating strong performance on sketches with a medium level of abstraction. Furthermore, we showcase its intuitive sketch-based shape editing capabilities.