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In this work, we use multi-view aerial images to reconstruct the geometry, lighting, and material of facades using neural signed distance fields (SDFs). Without the requirement of complex equipment, our method only takes simple RGB images…
In this paper, we address the problem of reconstructing an object's surface from a single image using generative networks. First, we represent a 3D surface with an aggregation of dense point clouds from multiple views. Each point cloud is…
We propose two novel ideas (adoption of deferred rendering and mesh-based representation) to improve the quality of 3D Gaussian splatting (3DGS) based inverse rendering. We first report a problem incurred by hidden Gaussians, where…
A feature-mapping framework for inverse reconstruction of density-based topology optimization results is proposed. Unlike SIMP, whose voxelized outputs are hard to interpret or reuse, the method represents designs with high-level geometric…
High-quality quadrilateral mesh generation is a fundamental challenge in computer graphics. Traditional optimization-based methods are often constrained by the topological quality of input meshes and suffer from severe efficiency…
Generative reconstruction methods compute the 3D configuration (such as pose and/or geometry) of a shape by optimizing the overlap of the projected 3D shape model with images. Proper handling of occlusions is a big challenge, since the…
Inspired by the seminal result that a graph and an associated rotation system uniquely determine the topology of a closed manifold, we propose a combinatorial method for reconstruction of surfaces from points. Our method constructs a…
Recent point-based differentiable rendering techniques have achieved significant success in high-fidelity reconstruction and fast rendering. However, due to the unstructured nature of point-based representations, they are difficult to apply…
Metasurface-generated holography has emerged as a promising route for fully reproducing vivid scenes by manipulating the optical properties of light using ultra-compact devices. However, achieving multiple holographic images using a single…
Multi-view mesh reconstruction remains a core challenge in computer graphics and vision, especially for recovering high-frequency geometry from sparse observations. Recent methods such as 3D Gaussian Splatting (3DGS) and Neural Radiance…
The dominant paradigm for high-fidelity 3D generation relies on a VAE-Diffusion pipeline, where the VAE's reconstruction capability sets a firm upper bound on generation quality. A fundamental challenge limiting existing VAEs is the…
Parametric boundary representation models (B-Reps) are the de facto standard in CAD, graphics, and robotics, yet converting them into valid meshes remains fragile. The difficulty originates from the unavoidable approximation of high-order…
A fundamental problem in the texturing of 3D meshes using pre-trained text-to-image models is to ensure multi-view consistency. State-of-the-art approaches typically use diffusion models to aggregate multi-view inputs, where common issues…
Recent advances in Gaussian Splatting-based inverse rendering extend Gaussian primitives with shading parameters and physically grounded light transport, enabling high-quality material recovery from dense multi-view captures. However, these…
Learning-based 3D reconstruction methods have shown impressive results. However, most methods require 3D supervision which is often hard to obtain for real-world datasets. Recently, several works have proposed differentiable rendering…
Reconstructing objects from posed images is a crucial and complex task in computer graphics and computer vision. While NeRF-based neural reconstruction methods have exhibited impressive reconstruction ability, they tend to be…
We introduce InverseFaceNet, a deep convolutional inverse rendering framework for faces that jointly estimates facial pose, shape, expression, reflectance and illumination from a single input image. By estimating all parameters from just a…
Estimating 3D poses and shapes in the form of meshes from monocular RGB images is challenging. Obviously, it is more difficult than estimating 3D poses only in the form of skeletons or heatmaps. When interacting persons are involved, the 3D…
We present a method for generating high-quality watertight manifold meshes from multi-view input images. Existing volumetric rendering methods are robust in optimization but tend to generate noisy meshes with poor topology. Differentiable…
The synthesis of a metasurface exhibiting a specific set of desired scattering properties is a time-consuming and resource-demanding process, which conventionally relies on many cycles of full-wave simulations. It requires an experienced…