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SubscribeCLIPasso: Semantically-Aware Object Sketching
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 concepts. Abstract depictions are therefore challenging for artists, and even more so for machines. We present CLIPasso, an object sketching method that can achieve different levels of abstraction, guided by geometric and semantic simplifications. While sketch generation methods often rely on explicit sketch datasets for training, we utilize the remarkable ability of CLIP (Contrastive-Language-Image-Pretraining) to distill semantic concepts from sketches and images alike. We define a sketch as a set of B\'ezier curves and use a differentiable rasterizer to optimize the parameters of the curves directly with respect to a CLIP-based perceptual loss. The abstraction degree is controlled by varying the number of strokes. The generated sketches demonstrate multiple levels of abstraction while maintaining recognizability, underlying structure, and essential visual components of the subject drawn.
Compositional Sketch Search
We present an algorithm for searching image collections using free-hand sketches that describe the appearance and relative positions of multiple objects. Sketch based image retrieval (SBIR) methods predominantly match queries containing a single, dominant object invariant to its position within an image. Our work exploits drawings as a concise and intuitive representation for specifying entire scene compositions. We train a convolutional neural network (CNN) to encode masked visual features from sketched objects, pooling these into a spatial descriptor encoding the spatial relationships and appearances of objects in the composition. Training the CNN backbone as a Siamese network under triplet loss yields a metric search embedding for measuring compositional similarity which may be efficiently leveraged for visual search by applying product quantization.
Do Generalised Classifiers really work on Human Drawn Sketches?
This paper, for the first time, marries large foundation models with human sketch understanding. We demonstrate what this brings -- a paradigm shift in terms of generalised sketch representation learning (e.g., classification). This generalisation happens on two fronts: (i) generalisation across unknown categories (i.e., open-set), and (ii) generalisation traversing abstraction levels (i.e., good and bad sketches), both being timely challenges that remain unsolved in the sketch literature. Our design is intuitive and centred around transferring the already stellar generalisation ability of CLIP to benefit generalised learning for sketches. We first "condition" the vanilla CLIP model by learning sketch-specific prompts using a novel auxiliary head of raster to vector sketch conversion. This importantly makes CLIP "sketch-aware". We then make CLIP acute to the inherently different sketch abstraction levels. This is achieved by learning a codebook of abstraction-specific prompt biases, a weighted combination of which facilitates the representation of sketches across abstraction levels -- low abstract edge-maps, medium abstract sketches in TU-Berlin, and highly abstract doodles in QuickDraw. Our framework surpasses popular sketch representation learning algorithms in both zero-shot and few-shot setups and in novel settings across different abstraction boundaries.
Diff3DS: Generating View-Consistent 3D Sketch via Differentiable Curve Rendering
3D sketches are widely used for visually representing the 3D shape and structure of objects or scenes. However, the creation of 3D sketch often requires users to possess professional artistic skills. Existing research efforts primarily focus on enhancing the ability of interactive sketch generation in 3D virtual systems. In this work, we propose Diff3DS, a novel differentiable rendering framework for generating view-consistent 3D sketch by optimizing 3D parametric curves under various supervisions. Specifically, we perform perspective projection to render the 3D rational B\'ezier curves into 2D curves, which are subsequently converted to a 2D raster image via our customized differentiable rasterizer. Our framework bridges the domains of 3D sketch and raster image, achieving end-toend optimization of 3D sketch through gradients computed in the 2D image domain. Our Diff3DS can enable a series of novel 3D sketch generation tasks, including textto-3D sketch and image-to-3D sketch, supported by the popular distillation-based supervision, such as Score Distillation Sampling (SDS). Extensive experiments have yielded promising results and demonstrated the potential of our framework.
SketchINR: A First Look into Sketches as Implicit Neural Representations
We propose SketchINR, to advance the representation of vector sketches with implicit neural models. A variable length vector sketch is compressed into a latent space of fixed dimension that implicitly encodes the underlying shape as a function of time and strokes. The learned function predicts the xy point coordinates in a sketch at each time and stroke. Despite its simplicity, SketchINR outperforms existing representations at multiple tasks: (i) Encoding an entire sketch dataset into a fixed size latent vector, SketchINR gives 60times and 10times data compression over raster and vector sketches, respectively. (ii) SketchINR's auto-decoder provides a much higher-fidelity representation than other learned vector sketch representations, and is uniquely able to scale to complex vector sketches such as FS-COCO. (iii) SketchINR supports parallelisation that can decode/render sim100times faster than other learned vector representations such as SketchRNN. (iv) SketchINR, for the first time, emulates the human ability to reproduce a sketch with varying abstraction in terms of number and complexity of strokes. As a first look at implicit sketches, SketchINR's compact high-fidelity representation will support future work in modelling long and complex sketches.
What Sketch Explainability Really Means for Downstream Tasks
In this paper, we explore the unique modality of sketch for explainability, emphasising the profound impact of human strokes compared to conventional pixel-oriented studies. Beyond explanations of network behavior, we discern the genuine implications of explainability across diverse downstream sketch-related tasks. We propose a lightweight and portable explainability solution -- a seamless plugin that integrates effortlessly with any pre-trained model, eliminating the need for re-training. Demonstrating its adaptability, we present four applications: highly studied retrieval and generation, and completely novel assisted drawing and sketch adversarial attacks. The centrepiece to our solution is a stroke-level attribution map that takes different forms when linked with downstream tasks. By addressing the inherent non-differentiability of rasterisation, we enable explanations at both coarse stroke level (SLA) and partial stroke level (P-SLA), each with its advantages for specific downstream tasks.
FlipSketch: Flipping Static Drawings to Text-Guided Sketch Animations
Sketch animations offer a powerful medium for visual storytelling, from simple flip-book doodles to professional studio productions. While traditional animation requires teams of skilled artists to draw key frames and in-between frames, existing automation attempts still demand significant artistic effort through precise motion paths or keyframe specification. We present FlipSketch, a system that brings back the magic of flip-book animation -- just draw your idea and describe how you want it to move! Our approach harnesses motion priors from text-to-video diffusion models, adapting them to generate sketch animations through three key innovations: (i) fine-tuning for sketch-style frame generation, (ii) a reference frame mechanism that preserves visual integrity of input sketch through noise refinement, and (iii) a dual-attention composition that enables fluid motion without losing visual consistency. Unlike constrained vector animations, our raster frames support dynamic sketch transformations, capturing the expressive freedom of traditional animation. The result is an intuitive system that makes sketch animation as simple as doodling and describing, while maintaining the artistic essence of hand-drawn animation.
SketchXAI: A First Look at Explainability for Human Sketches
This paper, for the very first time, introduces human sketches to the landscape of XAI (Explainable Artificial Intelligence). We argue that sketch as a ``human-centred'' data form, represents a natural interface to study explainability. We focus on cultivating sketch-specific explainability designs. This starts by identifying strokes as a unique building block that offers a degree of flexibility in object construction and manipulation impossible in photos. Following this, we design a simple explainability-friendly sketch encoder that accommodates the intrinsic properties of strokes: shape, location, and order. We then move on to define the first ever XAI task for sketch, that of stroke location inversion SLI. Just as we have heat maps for photos, and correlation matrices for text, SLI offers an explainability angle to sketch in terms of asking a network how well it can recover stroke locations of an unseen sketch. We offer qualitative results for readers to interpret as snapshots of the SLI process in the paper, and as GIFs on the project page. A minor but interesting note is that thanks to its sketch-specific design, our sketch encoder also yields the best sketch recognition accuracy to date while having the smallest number of parameters. The code is available at https://sketchxai.github.io.
Sketch3D: Style-Consistent Guidance for Sketch-to-3D Generation
Recently, image-to-3D approaches have achieved significant results with a natural image as input. However, it is not always possible to access these enriched color input samples in practical applications, where only sketches are available. Existing sketch-to-3D researches suffer from limitations in broad applications due to the challenges of lacking color information and multi-view content. To overcome them, this paper proposes a novel generation paradigm Sketch3D to generate realistic 3D assets with shape aligned with the input sketch and color matching the textual description. Concretely, Sketch3D first instantiates the given sketch in the reference image through the shape-preserving generation process. Second, the reference image is leveraged to deduce a coarse 3D Gaussian prior, and multi-view style-consistent guidance images are generated based on the renderings of the 3D Gaussians. Finally, three strategies are designed to optimize 3D Gaussians, i.e., structural optimization via a distribution transfer mechanism, color optimization with a straightforward MSE loss and sketch similarity optimization with a CLIP-based geometric similarity loss. Extensive visual comparisons and quantitative analysis illustrate the advantage of our Sketch3D in generating realistic 3D assets while preserving consistency with the input.
Towards Interactive Image Inpainting via Sketch Refinement
One tough problem of image inpainting is to restore complex structures in the corrupted regions. It motivates interactive image inpainting which leverages additional hints, e.g., sketches, to assist the inpainting process. Sketch is simple and intuitive to end users, but meanwhile has free forms with much randomness. Such randomness may confuse the inpainting models, and incur severe artifacts in completed images. To address this problem, we propose a two-stage image inpainting method termed SketchRefiner. In the first stage, we propose using a cross-correlation loss function to robustly calibrate and refine the user-provided sketches in a coarse-to-fine fashion. In the second stage, we learn to extract informative features from the abstracted sketches in the feature space and modulate the inpainting process. We also propose an algorithm to simulate real sketches automatically and build a test protocol with different applications. Experimental results on public datasets demonstrate that SketchRefiner effectively utilizes sketch information and eliminates the artifacts due to the free-form sketches. Our method consistently outperforms the state-of-the-art ones both qualitatively and quantitatively, meanwhile revealing great potential in real-world applications. Our code and dataset are available.
SketchDreamer: Interactive Text-Augmented Creative Sketch Ideation
Artificial Intelligence Generated Content (AIGC) has shown remarkable progress in generating realistic images. However, in this paper, we take a step "backward" and address AIGC for the most rudimentary visual modality of human sketches. Our objective is on the creative nature of sketches, and that creative sketching should take the form of an interactive process. We further enable text to drive the sketch ideation process, allowing creativity to be freely defined, while simultaneously tackling the challenge of "I can't sketch". We present a method to generate controlled sketches using a text-conditioned diffusion model trained on pixel representations of images. Our proposed approach, referred to as SketchDreamer, integrates a differentiable rasteriser of Bezier curves that optimises an initial input to distil abstract semantic knowledge from a pretrained diffusion model. We utilise Score Distillation Sampling to learn a sketch that aligns with a given caption, which importantly enable both text and sketch to interact with the ideation process. Our objective is to empower non-professional users to create sketches and, through a series of optimisation processes, transform a narrative into a storyboard by expanding the text prompt while making minor adjustments to the sketch input. Through this work, we hope to aspire the way we create visual content, democratise the creative process, and inspire further research in enhancing human creativity in AIGC. The code is available at https://github.com/WinKawaks/SketchDreamer.
VIRES: Video Instance Repainting with Sketch and Text Guidance
We introduce VIRES, a video instance repainting method with sketch and text guidance, enabling video instance repainting, replacement, generation, and removal. Existing approaches struggle with temporal consistency and accurate alignment with the provided sketch sequence. VIRES leverages the generative priors of text-to-video models to maintain temporal consistency and produce visually pleasing results. We propose the Sequential ControlNet with the standardized self-scaling, which effectively extracts structure layouts and adaptively captures high-contrast sketch details. We further augment the diffusion transformer backbone with the sketch attention to interpret and inject fine-grained sketch semantics. A sketch-aware encoder ensures that repainted results are aligned with the provided sketch sequence. Additionally, we contribute the VireSet, a dataset with detailed annotations tailored for training and evaluating video instance editing methods. Experimental results demonstrate the effectiveness of VIRES, which outperforms state-of-the-art methods in visual quality, temporal consistency, condition alignment, and human ratings. Project page:https://suimuc.github.io/suimu.github.io/projects/VIRES/
Block and Detail: Scaffolding Sketch-to-Image Generation
We introduce a novel sketch-to-image tool that aligns with the iterative refinement process of artists. Our tool lets users sketch blocking strokes to coarsely represent the placement and form of objects and detail strokes to refine their shape and silhouettes. We develop a two-pass algorithm for generating high-fidelity images from such sketches at any point in the iterative process. In the first pass we use a ControlNet to generate an image that strictly follows all the strokes (blocking and detail) and in the second pass we add variation by renoising regions surrounding blocking strokes. We also present a dataset generation scheme that, when used to train a ControlNet architecture, allows regions that do not contain strokes to be interpreted as not-yet-specified regions rather than empty space. We show that this partial-sketch-aware ControlNet can generate coherent elements from partial sketches that only contain a small number of strokes. The high-fidelity images produced by our approach serve as scaffolds that can help the user adjust the shape and proportions of objects or add additional elements to the composition. We demonstrate the effectiveness of our approach with a variety of examples and evaluative comparisons. Quantitatively, evaluative user feedback indicates that novice viewers prefer the quality of images from our algorithm over a baseline Scribble ControlNet for 84% of the pairs and found our images had less distortion in 81% of the pairs.
More Photos are All You Need: Semi-Supervised Learning for Fine-Grained Sketch Based Image Retrieval
A fundamental challenge faced by existing Fine-Grained Sketch-Based Image Retrieval (FG-SBIR) models is the data scarcity -- model performances are largely bottlenecked by the lack of sketch-photo pairs. Whilst the number of photos can be easily scaled, each corresponding sketch still needs to be individually produced. In this paper, we aim to mitigate such an upper-bound on sketch data, and study whether unlabelled photos alone (of which they are many) can be cultivated for performances gain. In particular, we introduce a novel semi-supervised framework for cross-modal retrieval that can additionally leverage large-scale unlabelled photos to account for data scarcity. At the centre of our semi-supervision design is a sequential photo-to-sketch generation model that aims to generate paired sketches for unlabelled photos. Importantly, we further introduce a discriminator guided mechanism to guide against unfaithful generation, together with a distillation loss based regularizer to provide tolerance against noisy training samples. Last but not least, we treat generation and retrieval as two conjugate problems, where a joint learning procedure is devised for each module to mutually benefit from each other. Extensive experiments show that our semi-supervised model yields significant performance boost over the state-of-the-art supervised alternatives, as well as existing methods that can exploit unlabelled photos for FG-SBIR.
A Neural Representation of Sketch Drawings
We present sketch-rnn, a recurrent neural network (RNN) able to construct stroke-based drawings of common objects. The model is trained on thousands of crude human-drawn images representing hundreds of classes. We outline a framework for conditional and unconditional sketch generation, and describe new robust training methods for generating coherent sketch drawings in a vector format.
Adversarial Open Domain Adaptation for Sketch-to-Photo Synthesis
In this paper, we explore open-domain sketch-to-photo translation, which aims to synthesize a realistic photo from a freehand sketch with its class label, even if the sketches of that class are missing in the training data. It is challenging due to the lack of training supervision and the large geometric distortion between the freehand sketch and photo domains. To synthesize the absent freehand sketches from photos, we propose a framework that jointly learns sketch-to-photo and photo-to-sketch generation. However, the generator trained from fake sketches might lead to unsatisfying results when dealing with sketches of missing classes, due to the domain gap between synthesized sketches and real ones. To alleviate this issue, we further propose a simple yet effective open-domain sampling and optimization strategy to "fool" the generator into treating fake sketches as real ones. Our method takes advantage of the learned sketch-to-photo and photo-to-sketch mapping of in-domain data and generalizes it to the open-domain classes. We validate our method on the Scribble and SketchyCOCO datasets. Compared with the recent competing methods, our approach shows impressive results in synthesizing realistic color, texture, and maintaining the geometric composition for various categories of open-domain sketches. Our code is available at https://github.com/Mukosame/AODA
DiffSketcher: Text Guided Vector Sketch Synthesis through Latent Diffusion Models
Even though trained mainly on images, we discover that pretrained diffusion models show impressive power in guiding sketch synthesis. In this paper, we present DiffSketcher, an innovative algorithm that creates vectorized free-hand sketches using natural language input. DiffSketcher is developed based on a pre-trained text-to-image diffusion model. It performs the task by directly optimizing a set of Bezier curves with an extended version of the score distillation sampling (SDS) loss, which allows us to use a raster-level diffusion model as a prior for optimizing a parametric vectorized sketch generator. Furthermore, we explore attention maps embedded in the diffusion model for effective stroke initialization to speed up the generation process. The generated sketches demonstrate multiple levels of abstraction while maintaining recognizability, underlying structure, and essential visual details of the subject drawn. Our experiments show that DiffSketcher achieves greater quality than prior work.
Freeview Sketching: View-Aware Fine-Grained Sketch-Based Image Retrieval
In this paper, we delve into the intricate dynamics of Fine-Grained Sketch-Based Image Retrieval (FG-SBIR) by addressing a critical yet overlooked aspect -- the choice of viewpoint during sketch creation. Unlike photo systems that seamlessly handle diverse views through extensive datasets, sketch systems, with limited data collected from fixed perspectives, face challenges. Our pilot study, employing a pre-trained FG-SBIR model, highlights the system's struggle when query-sketches differ in viewpoint from target instances. Interestingly, a questionnaire however shows users desire autonomy, with a significant percentage favouring view-specific retrieval. To reconcile this, we advocate for a view-aware system, seamlessly accommodating both view-agnostic and view-specific tasks. Overcoming dataset limitations, our first contribution leverages multi-view 2D projections of 3D objects, instilling cross-modal view awareness. The second contribution introduces a customisable cross-modal feature through disentanglement, allowing effortless mode switching. Extensive experiments on standard datasets validate the effectiveness of our method.
SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling
Modeling 3D avatars benefits various application scenarios such as AR/VR, gaming, and filming. Character faces contribute significant diversity and vividity as a vital component of avatars. However, building 3D character face models usually requires a heavy workload with commercial tools, even for experienced artists. Various existing sketch-based tools fail to support amateurs in modeling diverse facial shapes and rich geometric details. In this paper, we present SketchMetaFace - a sketching system targeting amateur users to model high-fidelity 3D faces in minutes. We carefully design both the user interface and the underlying algorithm. First, curvature-aware strokes are adopted to better support the controllability of carving facial details. Second, considering the key problem of mapping a 2D sketch map to a 3D model, we develop a novel learning-based method termed "Implicit and Depth Guided Mesh Modeling" (IDGMM). It fuses the advantages of mesh, implicit, and depth representations to achieve high-quality results with high efficiency. In addition, to further support usability, we present a coarse-to-fine 2D sketching interface design and a data-driven stroke suggestion tool. User studies demonstrate the superiority of our system over existing modeling tools in terms of the ease to use and visual quality of results. Experimental analyses also show that IDGMM reaches a better trade-off between accuracy and efficiency. SketchMetaFace are available at https://zhongjinluo.github.io/SketchMetaFace/.
Character Generation through Self-Supervised Vectorization
The prevalent approach in self-supervised image generation is to operate on pixel level representations. While this approach can produce high quality images, it cannot benefit from the simplicity and innate quality of vectorization. Here we present a drawing agent that operates on stroke-level representation of images. At each time step, the agent first assesses the current canvas and decides whether to stop or keep drawing. When a 'draw' decision is made, the agent outputs a program indicating the stroke to be drawn. As a result, it produces a final raster image by drawing the strokes on a canvas, using a minimal number of strokes and dynamically deciding when to stop. We train our agent through reinforcement learning on MNIST and Omniglot datasets for unconditional generation and parsing (reconstruction) tasks. We utilize our parsing agent for exemplar generation and type conditioned concept generation in Omniglot challenge without any further training. We present successful results on all three generation tasks and the parsing task. Crucially, we do not need any stroke-level or vector supervision; we only use raster images for training.
CLIPDrawX: Primitive-based Explanations for Text Guided Sketch Synthesis
With the goal of understanding the visual concepts that CLIP associates with text prompts, we show that the latent space of CLIP can be visualized solely in terms of linear transformations on simple geometric primitives like circles and straight lines. Although existing approaches achieve this by sketch-synthesis-through-optimization, they do so on the space of B\'ezier curves, which exhibit a wastefully large set of structures that they can evolve into, as most of them are non-essential for generating meaningful sketches. We present CLIPDrawX, an algorithm that provides significantly better visualizations for CLIP text embeddings, using only simple primitive shapes like straight lines and circles. This constrains the set of possible outputs to linear transformations on these primitives, thereby exhibiting an inherently simpler mathematical form. The synthesis process of CLIPDrawX can be tracked end-to-end, with each visual concept being explained exclusively in terms of primitives. Implementation will be released upon acceptance. Project Page: https://clipdrawx.github.io/{https://clipdrawx.github.io/}.
Sketch-Guided Scene Image Generation
Text-to-image models are showcasing the impressive ability to create high-quality and diverse generative images. Nevertheless, the transition from freehand sketches to complex scene images remains challenging using diffusion models. In this study, we propose a novel sketch-guided scene image generation framework, decomposing the task of scene image scene generation from sketch inputs into object-level cross-domain generation and scene-level image construction. We employ pre-trained diffusion models to convert each single object drawing into an image of the object, inferring additional details while maintaining the sparse sketch structure. In order to maintain the conceptual fidelity of the foreground during scene generation, we invert the visual features of object images into identity embeddings for scene generation. In scene-level image construction, we generate the latent representation of the scene image using the separated background prompts, and then blend the generated foreground objects according to the layout of the sketch input. To ensure the foreground objects' details remain unchanged while naturally composing the scene image, we infer the scene image on the blended latent representation using a global prompt that includes the trained identity tokens. Through qualitative and quantitative experiments, we demonstrate the ability of the proposed approach to generate scene images from hand-drawn sketches surpasses the state-of-the-art approaches.
SketchAgent: Language-Driven Sequential Sketch Generation
Sketching serves as a versatile tool for externalizing ideas, enabling rapid exploration and visual communication that spans various disciplines. While artificial systems have driven substantial advances in content creation and human-computer interaction, capturing the dynamic and abstract nature of human sketching remains challenging. In this work, we introduce SketchAgent, a language-driven, sequential sketch generation method that enables users to create, modify, and refine sketches through dynamic, conversational interactions. Our approach requires no training or fine-tuning. Instead, we leverage the sequential nature and rich prior knowledge of off-the-shelf multimodal large language models (LLMs). We present an intuitive sketching language, introduced to the model through in-context examples, enabling it to "draw" using string-based actions. These are processed into vector graphics and then rendered to create a sketch on a pixel canvas, which can be accessed again for further tasks. By drawing stroke by stroke, our agent captures the evolving, dynamic qualities intrinsic to sketching. We demonstrate that SketchAgent can generate sketches from diverse prompts, engage in dialogue-driven drawing, and collaborate meaningfully with human users.
Controllable Text-to-Image Generation with GPT-4
Current text-to-image generation models often struggle to follow textual instructions, especially the ones requiring spatial reasoning. On the other hand, Large Language Models (LLMs), such as GPT-4, have shown remarkable precision in generating code snippets for sketching out text inputs graphically, e.g., via TikZ. In this work, we introduce Control-GPT to guide the diffusion-based text-to-image pipelines with programmatic sketches generated by GPT-4, enhancing their abilities for instruction following. Control-GPT works by querying GPT-4 to write TikZ code, and the generated sketches are used as references alongside the text instructions for diffusion models (e.g., ControlNet) to generate photo-realistic images. One major challenge to training our pipeline is the lack of a dataset containing aligned text, images, and sketches. We address the issue by converting instance masks in existing datasets into polygons to mimic the sketches used at test time. As a result, Control-GPT greatly boosts the controllability of image generation. It establishes a new state-of-art on the spatial arrangement and object positioning generation and enhances users' control of object positions, sizes, etc., nearly doubling the accuracy of prior models. Our work, as a first attempt, shows the potential for employing LLMs to enhance the performance in computer vision tasks.
DeTikZify: Synthesizing Graphics Programs for Scientific Figures and Sketches with TikZ
Creating high-quality scientific figures can be time-consuming and challenging, even though sketching ideas on paper is relatively easy. Furthermore, recreating existing figures that are not stored in formats preserving semantic information is equally complex. To tackle this problem, we introduce DeTikZify, a novel multimodal language model that automatically synthesizes scientific figures as semantics-preserving TikZ graphics programs based on sketches and existing figures. To achieve this, we create three new datasets: DaTikZv2, the largest TikZ dataset to date, containing over 360k human-created TikZ graphics; SketchFig, a dataset that pairs hand-drawn sketches with their corresponding scientific figures; and SciCap++, a collection of diverse scientific figures and associated metadata. We train DeTikZify on SciCap++ and DaTikZv2, along with synthetically generated sketches learned from SketchFig. We also introduce an MCTS-based inference algorithm that enables DeTikZify to iteratively refine its outputs without the need for additional training. Through both automatic and human evaluation, we demonstrate that DeTikZify outperforms commercial Claude 3 and GPT-4V in synthesizing TikZ programs, with the MCTS algorithm effectively boosting its performance. We make our code, models, and datasets publicly available.
CLIPDraw: Exploring Text-to-Drawing Synthesis through Language-Image Encoders
This work presents CLIPDraw, an algorithm that synthesizes novel drawings based on natural language input. CLIPDraw does not require any training; rather a pre-trained CLIP language-image encoder is used as a metric for maximizing similarity between the given description and a generated drawing. Crucially, CLIPDraw operates over vector strokes rather than pixel images, a constraint that biases drawings towards simpler human-recognizable shapes. Results compare between CLIPDraw and other synthesis-through-optimization methods, as well as highlight various interesting behaviors of CLIPDraw, such as satisfying ambiguous text in multiple ways, reliably producing drawings in diverse artistic styles, and scaling from simple to complex visual representations as stroke count is increased. Code for experimenting with the method is available at: https://colab.research.google.com/github/kvfrans/clipdraw/blob/main/clipdraw.ipynb
Sketch2Saliency: Learning to Detect Salient Objects from Human Drawings
Human sketch has already proved its worth in various visual understanding tasks (e.g., retrieval, segmentation, image-captioning, etc). In this paper, we reveal a new trait of sketches - that they are also salient. This is intuitive as sketching is a natural attentive process at its core. More specifically, we aim to study how sketches can be used as a weak label to detect salient objects present in an image. To this end, we propose a novel method that emphasises on how "salient object" could be explained by hand-drawn sketches. To accomplish this, we introduce a photo-to-sketch generation model that aims to generate sequential sketch coordinates corresponding to a given visual photo through a 2D attention mechanism. Attention maps accumulated across the time steps give rise to salient regions in the process. Extensive quantitative and qualitative experiments prove our hypothesis and delineate how our sketch-based saliency detection model gives a competitive performance compared to the state-of-the-art.
CLIPascene: Scene Sketching with Different Types and Levels of Abstraction
In this paper, we present a method for converting a given scene image into a sketch using different types and multiple levels of abstraction. We distinguish between two types of abstraction. The first considers the fidelity of the sketch, varying its representation from a more precise portrayal of the input to a looser depiction. The second is defined by the visual simplicity of the sketch, moving from a detailed depiction to a sparse sketch. Using an explicit disentanglement into two abstraction axes -- and multiple levels for each one -- provides users additional control over selecting the desired sketch based on their personal goals and preferences. To form a sketch at a given level of fidelity and simplification, we train two MLP networks. The first network learns the desired placement of strokes, while the second network learns to gradually remove strokes from the sketch without harming its recognizability and semantics. Our approach is able to generate sketches of complex scenes including those with complex backgrounds (e.g., natural and urban settings) and subjects (e.g., animals and people) while depicting gradual abstractions of the input scene in terms of fidelity and simplicity.
Sketch2Manga: Shaded Manga Screening from Sketch with Diffusion Models
While manga is a popular entertainment form, creating manga is tedious, especially adding screentones to the created sketch, namely manga screening. Unfortunately, there is no existing method that tailors for automatic manga screening, probably due to the difficulty of generating high-quality shaded high-frequency screentones. The classic manga screening approaches generally require user input to provide screentone exemplars or a reference manga image. The recent deep learning models enables the automatic generation by learning from a large-scale dataset. However, the state-of-the-art models still fail to generate high-quality shaded screentones due to the lack of a tailored model and high-quality manga training data. In this paper, we propose a novel sketch-to-manga framework that first generates a color illustration from the sketch and then generates a screentoned manga based on the intensity guidance. Our method significantly outperforms existing methods in generating high-quality manga with shaded high-frequency screentones.
MARVEL: Raster Manga Vectorization via Primitive-wise Deep Reinforcement Learning
Manga is a fashionable Japanese-style comic form that is composed of black-and-white strokes and is generally displayed as raster images on digital devices. Typical mangas have simple textures, wide lines, and few color gradients, which are vectorizable natures to enjoy the merits of vector graphics, e.g., adaptive resolutions and small file sizes. In this paper, we propose MARVEL (MAnga's Raster to VEctor Learning), a primitive-wise approach for vectorizing raster mangas by Deep Reinforcement Learning (DRL). Unlike previous learning-based methods which predict vector parameters for an entire image, MARVEL introduces a new perspective that regards an entire manga as a collection of basic primitives\textemdash stroke lines, and designs a DRL model to decompose the target image into a primitive sequence for achieving accurate vectorization. To improve vectorization accuracies and decrease file sizes, we further propose a stroke accuracy reward to predict accurate stroke lines, and a pruning mechanism to avoid generating erroneous and repeated strokes. Extensive subjective and objective experiments show that our MARVEL can generate impressive results and reaches the state-of-the-art level. Our code is open-source at: https://github.com/SwordHolderSH/Mang2Vec.
FaceShop: Deep Sketch-based Face Image Editing
We present a novel system for sketch-based face image editing, enabling users to edit images intuitively by sketching a few strokes on a region of interest. Our interface features tools to express a desired image manipulation by providing both geometry and color constraints as user-drawn strokes. As an alternative to the direct user input, our proposed system naturally supports a copy-paste mode, which allows users to edit a given image region by using parts of another exemplar image without the need of hand-drawn sketching at all. The proposed interface runs in real-time and facilitates an interactive and iterative workflow to quickly express the intended edits. Our system is based on a novel sketch domain and a convolutional neural network trained end-to-end to automatically learn to render image regions corresponding to the input strokes. To achieve high quality and semantically consistent results we train our neural network on two simultaneous tasks, namely image completion and image translation. To the best of our knowledge, we are the first to combine these two tasks in a unified framework for interactive image editing. Our results show that the proposed sketch domain, network architecture, and training procedure generalize well to real user input and enable high quality synthesis results without additional post-processing.
Training-Free Sketch-Guided Diffusion with Latent Optimization
Based on recent advanced diffusion models, Text-to-image (T2I) generation models have demonstrated their capabilities in generating diverse and high-quality images. However, leveraging their potential for real-world content creation, particularly in providing users with precise control over the image generation result, poses a significant challenge. In this paper, we propose an innovative training-free pipeline that extends existing text-to-image generation models to incorporate a sketch as an additional condition. To generate new images with a layout and structure closely resembling the input sketch, we find that these core features of a sketch can be tracked with the cross-attention maps of diffusion models. We introduce latent optimization, a method that refines the noisy latent at each intermediate step of the generation process using cross-attention maps to ensure that the generated images closely adhere to the desired structure outlined in the reference sketch. Through latent optimization, our method enhances the fidelity and accuracy of image generation, offering users greater control and customization options in content creation.
VectorFusion: Text-to-SVG by Abstracting Pixel-Based Diffusion Models
Diffusion models have shown impressive results in text-to-image synthesis. Using massive datasets of captioned images, diffusion models learn to generate raster images of highly diverse objects and scenes. However, designers frequently use vector representations of images like Scalable Vector Graphics (SVGs) for digital icons or art. Vector graphics can be scaled to any size, and are compact. We show that a text-conditioned diffusion model trained on pixel representations of images can be used to generate SVG-exportable vector graphics. We do so without access to large datasets of captioned SVGs. By optimizing a differentiable vector graphics rasterizer, our method, VectorFusion, distills abstract semantic knowledge out of a pretrained diffusion model. Inspired by recent text-to-3D work, we learn an SVG consistent with a caption using Score Distillation Sampling. To accelerate generation and improve fidelity, VectorFusion also initializes from an image sample. Experiments show greater quality than prior work, and demonstrate a range of styles including pixel art and sketches. See our project webpage at https://ajayj.com/vectorfusion .
VGBench: Evaluating Large Language Models on Vector Graphics Understanding and Generation
In the realm of vision models, the primary mode of representation is using pixels to rasterize the visual world. Yet this is not always the best or unique way to represent visual content, especially for designers and artists who depict the world using geometry primitives such as polygons. Vector graphics (VG), on the other hand, offer a textual representation of visual content, which can be more concise and powerful for content like cartoons or sketches. Recent studies have shown promising results on processing vector graphics with capable Large Language Models (LLMs). However, such works focus solely on qualitative results, understanding, or a specific type of vector graphics. We propose VGBench, a comprehensive benchmark for LLMs on handling vector graphics through diverse aspects, including (a) both visual understanding and generation, (b) evaluation of various vector graphics formats, (c) diverse question types, (d) wide range of prompting techniques, (e) under multiple LLMs. Evaluating on our collected 4279 understanding and 5845 generation samples, we find that LLMs show strong capability on both aspects while exhibiting less desirable performance on low-level formats (SVG). Both data and evaluation pipeline will be open-sourced at https://vgbench.github.io.
S2TD-Face: Reconstruct a Detailed 3D Face with Controllable Texture from a Single Sketch
3D textured face reconstruction from sketches applicable in many scenarios such as animation, 3D avatars, artistic design, missing people search, etc., is a highly promising but underdeveloped research topic. On the one hand, the stylistic diversity of sketches leads to existing sketch-to-3D-face methods only being able to handle pose-limited and realistically shaded sketches. On the other hand, texture plays a vital role in representing facial appearance, yet sketches lack this information, necessitating additional texture control in the reconstruction process. This paper proposes a novel method for reconstructing controllable textured and detailed 3D faces from sketches, named S2TD-Face. S2TD-Face introduces a two-stage geometry reconstruction framework that directly reconstructs detailed geometry from the input sketch. To keep geometry consistent with the delicate strokes of the sketch, we propose a novel sketch-to-geometry loss that ensures the reconstruction accurately fits the input features like dimples and wrinkles. Our training strategies do not rely on hard-to-obtain 3D face scanning data or labor-intensive hand-drawn sketches. Furthermore, S2TD-Face introduces a texture control module utilizing text prompts to select the most suitable textures from a library and seamlessly integrate them into the geometry, resulting in a 3D detailed face with controllable texture. S2TD-Face surpasses existing state-of-the-art methods in extensive quantitative and qualitative experiments. Our project is available at https://github.com/wang-zidu/S2TD-Face .
StyleCLIPDraw: Coupling Content and Style in Text-to-Drawing Translation
Generating images that fit a given text description using machine learning has improved greatly with the release of technologies such as the CLIP image-text encoder model; however, current methods lack artistic control of the style of image to be generated. We present an approach for generating styled drawings for a given text description where a user can specify a desired drawing style using a sample image. Inspired by a theory in art that style and content are generally inseparable during the creative process, we propose a coupled approach, known here as StyleCLIPDraw, whereby the drawing is generated by optimizing for style and content simultaneously throughout the process as opposed to applying style transfer after creating content in a sequence. Based on human evaluation, the styles of images generated by StyleCLIPDraw are strongly preferred to those by the sequential approach. Although the quality of content generation degrades for certain styles, overall considering both content and style, StyleCLIPDraw is found far more preferred, indicating the importance of style, look, and feel of machine generated images to people as well as indicating that style is coupled in the drawing process itself. Our code (https://github.com/pschaldenbrand/StyleCLIPDraw), a demonstration (https://replicate.com/pschaldenbrand/style-clip-draw), and style evaluation data (https://www.kaggle.com/pittsburghskeet/drawings-with-style-evaluation-styleclipdraw) are publicly available.
Learning to generate line drawings that convey geometry and semantics
This paper presents an unpaired method for creating line drawings from photographs. Current methods often rely on high quality paired datasets to generate line drawings. However, these datasets often have limitations due to the subjects of the drawings belonging to a specific domain, or in the amount of data collected. Although recent work in unsupervised image-to-image translation has shown much progress, the latest methods still struggle to generate compelling line drawings. We observe that line drawings are encodings of scene information and seek to convey 3D shape and semantic meaning. We build these observations into a set of objectives and train an image translation to map photographs into line drawings. We introduce a geometry loss which predicts depth information from the image features of a line drawing, and a semantic loss which matches the CLIP features of a line drawing with its corresponding photograph. Our approach outperforms state-of-the-art unpaired image translation and line drawing generation methods on creating line drawings from arbitrary photographs. For code and demo visit our webpage carolineec.github.io/informative_drawings
Facial-Sketch Synthesis: A New Challenge
This paper aims to conduct a comprehensive study on facial-sketch synthesis (FSS). However, due to the high costs of obtaining hand-drawn sketch datasets, there lacks a complete benchmark for assessing the development of FSS algorithms over the last decade. We first introduce a high-quality dataset for FSS, named FS2K, which consists of 2,104 image-sketch pairs spanning three types of sketch styles, image backgrounds, lighting conditions, skin colors, and facial attributes. FS2K differs from previous FSS datasets in difficulty, diversity, and scalability and should thus facilitate the progress of FSS research. Second, we present the largest-scale FSS investigation by reviewing 89 classical methods, including 25 handcrafted feature-based facial-sketch synthesis approaches, 29 general translation methods, and 35 image-to-sketch approaches. Besides, we elaborate comprehensive experiments on the existing 19 cutting-edge models. Third, we present a simple baseline for FSS, named FSGAN. With only two straightforward components, i.e., facial-aware masking and style-vector expansion, FSGAN surpasses the performance of all previous state-of-the-art models on the proposed FS2K dataset by a large margin. Finally, we conclude with lessons learned over the past years and point out several unsolved challenges. Our code is available at https://github.com/DengPingFan/FSGAN.
Human-Inspired Facial Sketch Synthesis with Dynamic Adaptation
Facial sketch synthesis (FSS) aims to generate a vivid sketch portrait from a given facial photo. Existing FSS methods merely rely on 2D representations of facial semantic or appearance. However, professional human artists usually use outlines or shadings to covey 3D geometry. Thus facial 3D geometry (e.g. depth map) is extremely important for FSS. Besides, different artists may use diverse drawing techniques and create multiple styles of sketches; but the style is globally consistent in a sketch. Inspired by such observations, in this paper, we propose a novel Human-Inspired Dynamic Adaptation (HIDA) method. Specially, we propose to dynamically modulate neuron activations based on a joint consideration of both facial 3D geometry and 2D appearance, as well as globally consistent style control. Besides, we use deformable convolutions at coarse-scales to align deep features, for generating abstract and distinct outlines. Experiments show that HIDA can generate high-quality sketches in multiple styles, and significantly outperforms previous methods, over a large range of challenging faces. Besides, HIDA allows precise style control of the synthesized sketch, and generalizes well to natural scenes and other artistic styles. Our code and results have been released online at: https://github.com/AiArt-HDU/HIDA.
Segmentation-guided Layer-wise Image Vectorization with Gradient Fills
The widespread use of vector graphics creates a significant demand for vectorization methods. While recent learning-based techniques have shown their capability to create vector images of clear topology, filling these primitives with gradients remains a challenge. In this paper, we propose a segmentation-guided vectorization framework to convert raster images into concise vector graphics with radial gradient fills. With the guidance of an embedded gradient-aware segmentation subroutine, our approach progressively appends gradient-filled B\'ezier paths to the output, where primitive parameters are initiated with our newly designed initialization technique and are optimized to minimize our novel loss function. We build our method on a differentiable renderer with traditional segmentation algorithms to develop it as a model-free tool for raster-to-vector conversion. It is tested on various inputs to demonstrate its feasibility, independent of datasets, to synthesize vector graphics with improved visual quality and layer-wise topology compared to prior work.
Sketch-A-Shape: Zero-Shot Sketch-to-3D Shape Generation
Significant progress has recently been made in creative applications of large pre-trained models for downstream tasks in 3D vision, such as text-to-shape generation. This motivates our investigation of how these pre-trained models can be used effectively to generate 3D shapes from sketches, which has largely remained an open challenge due to the limited sketch-shape paired datasets and the varying level of abstraction in the sketches. We discover that conditioning a 3D generative model on the features (obtained from a frozen large pre-trained vision model) of synthetic renderings during training enables us to effectively generate 3D shapes from sketches at inference time. This suggests that the large pre-trained vision model features carry semantic signals that are resilient to domain shifts, i.e., allowing us to use only RGB renderings, but generalizing to sketches at inference time. We conduct a comprehensive set of experiments investigating different design factors and demonstrate the effectiveness of our straightforward approach for generation of multiple 3D shapes per each input sketch regardless of their level of abstraction without requiring any paired datasets during training.
SketchDream: Sketch-based Text-to-3D Generation and Editing
Existing text-based 3D generation methods generate attractive results but lack detailed geometry control. Sketches, known for their conciseness and expressiveness, have contributed to intuitive 3D modeling but are confined to producing texture-less mesh models within predefined categories. Integrating sketch and text simultaneously for 3D generation promises enhanced control over geometry and appearance but faces challenges from 2D-to-3D translation ambiguity and multi-modal condition integration. Moreover, further editing of 3D models in arbitrary views will give users more freedom to customize their models. However, it is difficult to achieve high generation quality, preserve unedited regions, and manage proper interactions between shape components. To solve the above issues, we propose a text-driven 3D content generation and editing method, SketchDream, which supports NeRF generation from given hand-drawn sketches and achieves free-view sketch-based local editing. To tackle the 2D-to-3D ambiguity challenge, we introduce a sketch-based multi-view image generation diffusion model, which leverages depth guidance to establish spatial correspondence. A 3D ControlNet with a 3D attention module is utilized to control multi-view images and ensure their 3D consistency. To support local editing, we further propose a coarse-to-fine editing approach: the coarse phase analyzes component interactions and provides 3D masks to label edited regions, while the fine stage generates realistic results with refined details by local enhancement. Extensive experiments validate that our method generates higher-quality results compared with a combination of 2D ControlNet and image-to-3D generation techniques and achieves detailed control compared with existing diffusion-based 3D editing approaches.
AniFaceDrawing: Anime Portrait Exploration during Your Sketching
In this paper, we focus on how artificial intelligence (AI) can be used to assist users in the creation of anime portraits, that is, converting rough sketches into anime portraits during their sketching process. The input is a sequence of incomplete freehand sketches that are gradually refined stroke by stroke, while the output is a sequence of high-quality anime portraits that correspond to the input sketches as guidance. Although recent GANs can generate high quality images, it is a challenging problem to maintain the high quality of generated images from sketches with a low degree of completion due to ill-posed problems in conditional image generation. Even with the latest sketch-to-image (S2I) technology, it is still difficult to create high-quality images from incomplete rough sketches for anime portraits since anime style tend to be more abstract than in realistic style. To address this issue, we adopt a latent space exploration of StyleGAN with a two-stage training strategy. We consider the input strokes of a freehand sketch to correspond to edge information-related attributes in the latent structural code of StyleGAN, and term the matching between strokes and these attributes stroke-level disentanglement. In the first stage, we trained an image encoder with the pre-trained StyleGAN model as a teacher encoder. In the second stage, we simulated the drawing process of the generated images without any additional data (labels) and trained the sketch encoder for incomplete progressive sketches to generate high-quality portrait images with feature alignment to the disentangled representations in the teacher encoder. We verified the proposed progressive S2I system with both qualitative and quantitative evaluations and achieved high-quality anime portraits from incomplete progressive sketches. Our user study proved its effectiveness in art creation assistance for the anime style.
Sketch2NeRF: Multi-view Sketch-guided Text-to-3D Generation
Recently, text-to-3D approaches have achieved high-fidelity 3D content generation using text description. However, the generated objects are stochastic and lack fine-grained control. Sketches provide a cheap approach to introduce such fine-grained control. Nevertheless, it is challenging to achieve flexible control from these sketches due to their abstraction and ambiguity. In this paper, we present a multi-view sketch-guided text-to-3D generation framework (namely, Sketch2NeRF) to add sketch control to 3D generation. Specifically, our method leverages pretrained 2D diffusion models (e.g., Stable Diffusion and ControlNet) to supervise the optimization of a 3D scene represented by a neural radiance field (NeRF). We propose a novel synchronized generation and reconstruction method to effectively optimize the NeRF. In the experiments, we collected two kinds of multi-view sketch datasets to evaluate the proposed method. We demonstrate that our method can synthesize 3D consistent contents with fine-grained sketch control while being high-fidelity to text prompts. Extensive results show that our method achieves state-of-the-art performance in terms of sketch similarity and text alignment.
Deep3DSketch+: Rapid 3D Modeling from Single Free-hand Sketches
The rapid development of AR/VR brings tremendous demands for 3D content. While the widely-used Computer-Aided Design (CAD) method requires a time-consuming and labor-intensive modeling process, sketch-based 3D modeling offers a potential solution as a natural form of computer-human interaction. However, the sparsity and ambiguity of sketches make it challenging to generate high-fidelity content reflecting creators' ideas. Precise drawing from multiple views or strategic step-by-step drawings is often required to tackle the challenge but is not friendly to novice users. In this work, we introduce a novel end-to-end approach, Deep3DSketch+, which performs 3D modeling using only a single free-hand sketch without inputting multiple sketches or view information. Specifically, we introduce a lightweight generation network for efficient inference in real-time and a structural-aware adversarial training approach with a Stroke Enhancement Module (SEM) to capture the structural information to facilitate learning of the realistic and fine-detailed shape structures for high-fidelity performance. Extensive experiments demonstrated the effectiveness of our approach with the state-of-the-art (SOTA) performance on both synthetic and real datasets.
SKED: Sketch-guided Text-based 3D Editing
Text-to-image diffusion models are gradually introduced into computer graphics, recently enabling the development of Text-to-3D pipelines in an open domain. However, for interactive editing purposes, local manipulations of content through a simplistic textual interface can be arduous. Incorporating user guided sketches with Text-to-image pipelines offers users more intuitive control. Still, as state-of-the-art Text-to-3D pipelines rely on optimizing Neural Radiance Fields (NeRF) through gradients from arbitrary rendering views, conditioning on sketches is not straightforward. In this paper, we present SKED, a technique for editing 3D shapes represented by NeRFs. Our technique utilizes as few as two guiding sketches from different views to alter an existing neural field. The edited region respects the prompt semantics through a pre-trained diffusion model. To ensure the generated output adheres to the provided sketches, we propose novel loss functions to generate the desired edits while preserving the density and radiance of the base instance. We demonstrate the effectiveness of our proposed method through several qualitative and quantitative experiments. https://sked-paper.github.io/
GroundUp: Rapid Sketch-Based 3D City Massing
We propose GroundUp, the first sketch-based ideation tool for 3D city massing of urban areas. We focus on early-stage urban design, where sketching is a common tool and the design starts from balancing building volumes (masses) and open spaces. With Human-Centered AI in mind, we aim to help architects quickly revise their ideas by easily switching between 2D sketches and 3D models, allowing for smoother iteration and sharing of ideas. Inspired by feedback from architects and existing workflows, our system takes as a first input a user sketch of multiple buildings in a top-down view. The user then draws a perspective sketch of the envisioned site. Our method is designed to exploit the complementarity of information in the two sketches and allows users to quickly preview and adjust the inferred 3D shapes. Our model has two main components. First, we propose a novel sketch-to-depth prediction network for perspective sketches that exploits top-down sketch shapes. Second, we use depth cues derived from the perspective sketch as a condition to our diffusion model, which ultimately completes the geometry in a top-down view. Thus, our final 3D geometry is represented as a heightfield, allowing users to construct the city `from the ground up'.
From 2D CAD Drawings to 3D Parametric Models: A Vision-Language Approach
In this paper, we present CAD2Program, a new method for reconstructing 3D parametric models from 2D CAD drawings. Our proposed method is inspired by recent successes in vision-language models (VLMs), and departs from traditional methods which rely on task-specific data representations and/or algorithms. Specifically, on the input side, we simply treat the 2D CAD drawing as a raster image, regardless of its original format, and encode the image with a standard ViT model. We show that such an encoding scheme achieves competitive performance against existing methods that operate on vector-graphics inputs, while imposing substantially fewer restrictions on the 2D drawings. On the output side, our method auto-regressively predicts a general-purpose language describing 3D parametric models in text form. Compared to other sequence modeling methods for CAD which use domain-specific sequence representations with fixed-size slots, our text-based representation is more flexible, and can be easily extended to arbitrary geometric entities and semantic or functional properties. Experimental results on a large-scale dataset of cabinet models demonstrate the effectiveness of our method.
Control3D: Towards Controllable Text-to-3D Generation
Recent remarkable advances in large-scale text-to-image diffusion models have inspired a significant breakthrough in text-to-3D generation, pursuing 3D content creation solely from a given text prompt. However, existing text-to-3D techniques lack a crucial ability in the creative process: interactively control and shape the synthetic 3D contents according to users' desired specifications (e.g., sketch). To alleviate this issue, we present the first attempt for text-to-3D generation conditioning on the additional hand-drawn sketch, namely Control3D, which enhances controllability for users. In particular, a 2D conditioned diffusion model (ControlNet) is remoulded to guide the learning of 3D scene parameterized as NeRF, encouraging each view of 3D scene aligned with the given text prompt and hand-drawn sketch. Moreover, we exploit a pre-trained differentiable photo-to-sketch model to directly estimate the sketch of the rendered image over synthetic 3D scene. Such estimated sketch along with each sampled view is further enforced to be geometrically consistent with the given sketch, pursuing better controllable text-to-3D generation. Through extensive experiments, we demonstrate that our proposal can generate accurate and faithful 3D scenes that align closely with the input text prompts and sketches.
3D VR Sketch Guided 3D Shape Prototyping and Exploration
3D shape modeling is labor-intensive, time-consuming, and requires years of expertise. To facilitate 3D shape modeling, we propose a 3D shape generation network that takes a 3D VR sketch as a condition. We assume that sketches are created by novices without art training and aim to reconstruct geometrically realistic 3D shapes of a given category. To handle potential sketch ambiguity, our method creates multiple 3D shapes that align with the original sketch's structure. We carefully design our method, training the model step-by-step and leveraging multi-modal 3D shape representation to support training with limited training data. To guarantee the realism of generated 3D shapes we leverage the normalizing flow that models the distribution of the latent space of 3D shapes. To encourage the fidelity of the generated 3D shapes to an input sketch, we propose a dedicated loss that we deploy at different stages of the training process. The code is available at https://github.com/Rowl1ng/3Dsketch2shape.
FreestyleRet: Retrieving Images from Style-Diversified Queries
Image Retrieval aims to retrieve corresponding images based on a given query. In application scenarios, users intend to express their retrieval intent through various query styles. However, current retrieval tasks predominantly focus on text-query retrieval exploration, leading to limited retrieval query options and potential ambiguity or bias in user intention. In this paper, we propose the Style-Diversified Query-Based Image Retrieval task, which enables retrieval based on various query styles. To facilitate the novel setting, we propose the first Diverse-Style Retrieval dataset, encompassing diverse query styles including text, sketch, low-resolution, and art. We also propose a light-weighted style-diversified retrieval framework. For various query style inputs, we apply the Gram Matrix to extract the query's textural features and cluster them into a style space with style-specific bases. Then we employ the style-init prompt tuning module to enable the visual encoder to comprehend the texture and style information of the query. Experiments demonstrate that our model, employing the style-init prompt tuning strategy, outperforms existing retrieval models on the style-diversified retrieval task. Moreover, style-diversified queries~(sketch+text, art+text, etc) can be simultaneously retrieved in our model. The auxiliary information from other queries enhances the retrieval performance within the respective query.
StrokeNUWA: Tokenizing Strokes for Vector Graphic Synthesis
To leverage LLMs for visual synthesis, traditional methods convert raster image information into discrete grid tokens through specialized visual modules, while disrupting the model's ability to capture the true semantic representation of visual scenes. This paper posits that an alternative representation of images, vector graphics, can effectively surmount this limitation by enabling a more natural and semantically coherent segmentation of the image information. Thus, we introduce StrokeNUWA, a pioneering work exploring a better visual representation ''stroke tokens'' on vector graphics, which is inherently visual semantics rich, naturally compatible with LLMs, and highly compressed. Equipped with stroke tokens, StrokeNUWA can significantly surpass traditional LLM-based and optimization-based methods across various metrics in the vector graphic generation task. Besides, StrokeNUWA achieves up to a 94x speedup in inference over the speed of prior methods with an exceptional SVG code compression ratio of 6.9%.
DiffMorph: Text-less Image Morphing with Diffusion Models
Text-conditioned image generation models are a prevalent use of AI image synthesis, yet intuitively controlling output guided by an artist remains challenging. Current methods require multiple images and textual prompts for each object to specify them as concepts to generate a single customized image. On the other hand, our work, \verb|DiffMorph|, introduces a novel approach that synthesizes images that mix concepts without the use of textual prompts. Our work integrates a sketch-to-image module to incorporate user sketches as input. \verb|DiffMorph| takes an initial image with conditioning artist-drawn sketches to generate a morphed image. We employ a pre-trained text-to-image diffusion model and fine-tune it to reconstruct each image faithfully. We seamlessly merge images and concepts from sketches into a cohesive composition. The image generation capability of our work is demonstrated through our results and a comparison of these with prompt-based image generation.
Doodle Your 3D: From Abstract Freehand Sketches to Precise 3D Shapes
In this paper, we democratise 3D content creation, enabling precise generation of 3D shapes from abstract sketches while overcoming limitations tied to drawing skills. We introduce a novel part-level modelling and alignment framework that facilitates abstraction modelling and cross-modal correspondence. Leveraging the same part-level decoder, our approach seamlessly extends to sketch modelling by establishing correspondence between CLIPasso edgemaps and projected 3D part regions, eliminating the need for a dataset pairing human sketches and 3D shapes. Additionally, our method introduces a seamless in-position editing process as a byproduct of cross-modal part-aligned modelling. Operating in a low-dimensional implicit space, our approach significantly reduces computational demands and processing time.
Sakuga-42M Dataset: Scaling Up Cartoon Research
Hand-drawn cartoon animation employs sketches and flat-color segments to create the illusion of motion. While recent advancements like CLIP, SVD, and Sora show impressive results in understanding and generating natural video by scaling large models with extensive datasets, they are not as effective for cartoons. Through our empirical experiments, we argue that this ineffectiveness stems from a notable bias in hand-drawn cartoons that diverges from the distribution of natural videos. Can we harness the success of the scaling paradigm to benefit cartoon research? Unfortunately, until now, there has not been a sizable cartoon dataset available for exploration. In this research, we propose the Sakuga-42M Dataset, the first large-scale cartoon animation dataset. Sakuga-42M comprises 42 million keyframes covering various artistic styles, regions, and years, with comprehensive semantic annotations including video-text description pairs, anime tags, content taxonomies, etc. We pioneer the benefits of such a large-scale cartoon dataset on comprehension and generation tasks by finetuning contemporary foundation models like Video CLIP, Video Mamba, and SVD, achieving outstanding performance on cartoon-related tasks. Our motivation is to introduce large-scaling to cartoon research and foster generalization and robustness in future cartoon applications. Dataset, Code, and Pretrained Models will be publicly available.
Alfie: Democratising RGBA Image Generation With No $$$
Designs and artworks are ubiquitous across various creative fields, requiring graphic design skills and dedicated software to create compositions that include many graphical elements, such as logos, icons, symbols, and art scenes, which are integral to visual storytelling. Automating the generation of such visual elements improves graphic designers' productivity, democratizes and innovates the creative industry, and helps generate more realistic synthetic data for related tasks. These illustration elements are mostly RGBA images with irregular shapes and cutouts, facilitating blending and scene composition. However, most image generation models are incapable of generating such images and achieving this capability requires expensive computational resources, specific training recipes, or post-processing solutions. In this work, we propose a fully-automated approach for obtaining RGBA illustrations by modifying the inference-time behavior of a pre-trained Diffusion Transformer model, exploiting the prompt-guided controllability and visual quality offered by such models with no additional computational cost. We force the generation of entire subjects without sharp croppings, whose background is easily removed for seamless integration into design projects or artistic scenes. We show with a user study that, in most cases, users prefer our solution over generating and then matting an image, and we show that our generated illustrations yield good results when used as inputs for composite scene generation pipelines. We release the code at https://github.com/aimagelab/Alfie.
SkCoder: A Sketch-based Approach for Automatic Code Generation
Recently, deep learning techniques have shown great success in automatic code generation. Inspired by the code reuse, some researchers propose copy-based approaches that can copy the content from similar code snippets to obtain better performance. Practically, human developers recognize the content in the similar code that is relevant to their needs, which can be viewed as a code sketch. The sketch is further edited to the desired code. However, existing copy-based approaches ignore the code sketches and tend to repeat the similar code without necessary modifications, which leads to generating wrong results. In this paper, we propose a sketch-based code generation approach named SkCoder to mimic developers' code reuse behavior. Given a natural language requirement, SkCoder retrieves a similar code snippet, extracts relevant parts as a code sketch, and edits the sketch into the desired code. Our motivations are that the extracted sketch provides a well-formed pattern for telling models "how to write". The post-editing further adds requirement-specific details to the sketch and outputs the complete code. We conduct experiments on two public datasets and a new dataset collected by this work. We compare our approach to 20 baselines using 5 widely used metrics. Experimental results show that (1) SkCoder can generate more correct programs, and outperforms the state-of-the-art - CodeT5-base by 30.30%, 35.39%, and 29.62% on three datasets. (2) Our approach is effective to multiple code generation models and improves them by up to 120.1% in Pass@1. (3) We investigate three plausible code sketches and discuss the importance of sketches. (4) We manually evaluate the generated code and prove the superiority of our SkCoder in three aspects.
MixSA: Training-free Reference-based Sketch Extraction via Mixture-of-Self-Attention
Current sketch extraction methods either require extensive training or fail to capture a wide range of artistic styles, limiting their practical applicability and versatility. We introduce Mixture-of-Self-Attention (MixSA), a training-free sketch extraction method that leverages strong diffusion priors for enhanced sketch perception. At its core, MixSA employs a mixture-of-self-attention technique, which manipulates self-attention layers by substituting the keys and values with those from reference sketches. This allows for the seamless integration of brushstroke elements into initial outline images, offering precise control over texture density and enabling interpolation between styles to create novel, unseen styles. By aligning brushstroke styles with the texture and contours of colored images, particularly in late decoder layers handling local textures, MixSA addresses the common issue of color averaging by adjusting initial outlines. Evaluated with various perceptual metrics, MixSA demonstrates superior performance in sketch quality, flexibility, and applicability. This approach not only overcomes the limitations of existing methods but also empowers users to generate diverse, high-fidelity sketches that more accurately reflect a wide range of artistic expressions.
MaskSketch: Unpaired Structure-guided Masked Image Generation
Recent conditional image generation methods produce images of remarkable diversity, fidelity and realism. However, the majority of these methods allow conditioning only on labels or text prompts, which limits their level of control over the generation result. In this paper, we introduce MaskSketch, an image generation method that allows spatial conditioning of the generation result using a guiding sketch as an extra conditioning signal during sampling. MaskSketch utilizes a pre-trained masked generative transformer, requiring no model training or paired supervision, and works with input sketches of different levels of abstraction. We show that intermediate self-attention maps of a masked generative transformer encode important structural information of the input image, such as scene layout and object shape, and we propose a novel sampling method based on this observation to enable structure-guided generation. Our results show that MaskSketch achieves high image realism and fidelity to the guiding structure. Evaluated on standard benchmark datasets, MaskSketch outperforms state-of-the-art methods for sketch-to-image translation, as well as unpaired image-to-image translation approaches.
Inverse Painting: Reconstructing The Painting Process
Given an input painting, we reconstruct a time-lapse video of how it may have been painted. We formulate this as an autoregressive image generation problem, in which an initially blank "canvas" is iteratively updated. The model learns from real artists by training on many painting videos. Our approach incorporates text and region understanding to define a set of painting "instructions" and updates the canvas with a novel diffusion-based renderer. The method extrapolates beyond the limited, acrylic style paintings on which it has been trained, showing plausible results for a wide range of artistic styles and genres.
Learning Robust Global Representations by Penalizing Local Predictive Power
Despite their renowned predictive power on i.i.d. data, convolutional neural networks are known to rely more on high-frequency patterns that humans deem superficial than on low-frequency patterns that agree better with intuitions about what constitutes category membership. This paper proposes a method for training robust convolutional networks by penalizing the predictive power of the local representations learned by earlier layers. Intuitively, our networks are forced to discard predictive signals such as color and texture that can be gleaned from local receptive fields and to rely instead on the global structures of the image. Across a battery of synthetic and benchmark domain adaptation tasks, our method confers improved generalization out of the domain. Also, to evaluate cross-domain transfer, we introduce ImageNet-Sketch, a new dataset consisting of sketch-like images, that matches the ImageNet classification validation set in categories and scale.
Visual Sketchpad: Sketching as a Visual Chain of Thought for Multimodal Language Models
Humans draw to facilitate reasoning: we draw auxiliary lines when solving geometry problems; we mark and circle when reasoning on maps; we use sketches to amplify our ideas and relieve our limited-capacity working memory. However, such actions are missing in current multimodal language models (LMs). Current chain-of-thought and tool-use paradigms only use text as intermediate reasoning steps. In this work, we introduce Sketchpad, a framework that gives multimodal LMs a visual sketchpad and tools to draw on the sketchpad. The LM conducts planning and reasoning according to the visual artifacts it has drawn. Different from prior work, which uses text-to-image models to enable LMs to draw, Sketchpad enables LMs to draw with lines, boxes, marks, etc., which is closer to human sketching and better facilitates reasoning. Sketchpad can also use specialist vision models during the sketching process (e.g., draw bounding boxes with object detection models, draw masks with segmentation models), to further enhance visual perception and reasoning. We experiment with a wide range of math tasks (including geometry, functions, graphs, and chess) and complex visual reasoning tasks. Sketchpad substantially improves performance on all tasks over strong base models with no sketching, yielding an average gain of 12.7% on math tasks, and 8.6% on vision tasks. GPT-4o with Sketchpad sets a new state of the art on all tasks, including V*Bench (80.3%), BLINK spatial reasoning (83.9%), and visual correspondence (80.8%). All codes and data are in https://visualsketchpad.github.io/.
Sketch2Scene: Automatic Generation of Interactive 3D Game Scenes from User's Casual Sketches
3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating interactive and playable 3D game scenes, all from the user's casual prompts such as a hand-drawn sketch. Sketch-based input offers a natural, and convenient way to convey the user's design intention in the content creation process. To circumvent the data-deficient challenge in learning (i.e. the lack of large training data of 3D scenes), our method leverages a pre-trained 2D denoising diffusion model to generate a 2D image of the scene as the conceptual guidance. In this process, we adopt the isometric projection mode to factor out unknown camera poses while obtaining the scene layout. From the generated isometric image, we use a pre-trained image understanding method to segment the image into meaningful parts, such as off-ground objects, trees, and buildings, and extract the 2D scene layout. These segments and layouts are subsequently fed into a procedural content generation (PCG) engine, such as a 3D video game engine like Unity or Unreal, to create the 3D scene. The resulting 3D scene can be seamlessly integrated into a game development environment and is readily playable. Extensive tests demonstrate that our method can efficiently generate high-quality and interactive 3D game scenes with layouts that closely follow the user's intention.
TIAM -- A Metric for Evaluating Alignment in Text-to-Image Generation
The progress in the generation of synthetic images has made it crucial to assess their quality. While several metrics have been proposed to assess the rendering of images, it is crucial for Text-to-Image (T2I) models, which generate images based on a prompt, to consider additional aspects such as to which extent the generated image matches the important content of the prompt. Moreover, although the generated images usually result from a random starting point, the influence of this one is generally not considered. In this article, we propose a new metric based on prompt templates to study the alignment between the content specified in the prompt and the corresponding generated images. It allows us to better characterize the alignment in terms of the type of the specified objects, their number, and their color. We conducted a study on several recent T2I models about various aspects. An additional interesting result we obtained with our approach is that image quality can vary drastically depending on the latent noise used as a seed for the images. We also quantify the influence of the number of concepts in the prompt, their order as well as their (color) attributes. Finally, our method allows us to identify some latent seeds that produce better images than others, opening novel directions of research on this understudied topic.
MatFuse: Controllable Material Generation with Diffusion Models
Creating high quality and realistic materials in computer graphics is a challenging and time-consuming task, which requires great expertise. In this paper, we present MatFuse, a novel unified approach that harnesses the generative power of diffusion models (DM) to simplify the creation of SVBRDF maps. Our DM-based pipeline integrates multiple sources of conditioning, such as color palettes, sketches, and pictures, enabling fine-grained control and flexibility in material synthesis. This design allows for the combination of diverse information sources (e.g., sketch + image embedding), enhancing creative possibilities in line with the principle of compositionality. We demonstrate the generative capabilities of the proposed method under various conditioning settings; on the SVBRDF estimation task, we show that our method yields performance comparable to state-of-the-art approaches, both qualitatively and quantitatively.
MeshPad: Interactive Sketch Conditioned Artistic-designed Mesh Generation and Editing
We introduce MeshPad, a generative approach that creates 3D meshes from sketch inputs. Building on recent advances in artistic-designed triangle mesh generation, our approach addresses the need for interactive artistic mesh creation. To this end, we focus on enabling consistent edits by decomposing editing into 'deletion' of regions of a mesh, followed by 'addition' of new mesh geometry. Both operations are invoked by simple user edits of a sketch image, facilitating an iterative content creation process and enabling the construction of complex 3D meshes. Our approach is based on a triangle sequence-based mesh representation, exploiting a large Transformer model for mesh triangle addition and deletion. In order to perform edits interactively, we introduce a vertex-aligned speculative prediction strategy on top of our additive mesh generator. This speculator predicts multiple output tokens corresponding to a vertex, thus significantly reducing the computational cost of inference and accelerating the editing process, making it possible to execute each editing step in only a few seconds. Comprehensive experiments demonstrate that MeshPad outperforms state-of-the-art sketch-conditioned mesh generation methods, achieving more than 22% mesh quality improvement in Chamfer distance, and being preferred by 90% of participants in perceptual evaluations.
Sketch and Text Guided Diffusion Model for Colored Point Cloud Generation
Diffusion probabilistic models have achieved remarkable success in text guided image generation. However, generating 3D shapes is still challenging due to the lack of sufficient data containing 3D models along with their descriptions. Moreover, text based descriptions of 3D shapes are inherently ambiguous and lack details. In this paper, we propose a sketch and text guided probabilistic diffusion model for colored point cloud generation that conditions the denoising process jointly with a hand drawn sketch of the object and its textual description. We incrementally diffuse the point coordinates and color values in a joint diffusion process to reach a Gaussian distribution. Colored point cloud generation thus amounts to learning the reverse diffusion process, conditioned by the sketch and text, to iteratively recover the desired shape and color. Specifically, to learn effective sketch-text embedding, our model adaptively aggregates the joint embedding of text prompt and the sketch based on a capsule attention network. Our model uses staged diffusion to generate the shape and then assign colors to different parts conditioned on the appearance prompt while preserving precise shapes from the first stage. This gives our model the flexibility to extend to multiple tasks, such as appearance re-editing and part segmentation. Experimental results demonstrate that our model outperforms recent state-of-the-art in point cloud generation.
Fast Sprite Decomposition from Animated Graphics
This paper presents an approach to decomposing animated graphics into sprites, a set of basic elements or layers. Our approach builds on the optimization of sprite parameters to fit the raster video. For efficiency, we assume static textures for sprites to reduce the search space while preventing artifacts using a texture prior model. To further speed up the optimization, we introduce the initialization of the sprite parameters utilizing a pre-trained video object segmentation model and user input of single frame annotations. For our study, we construct the Crello Animation dataset from an online design service and define quantitative metrics to measure the quality of the extracted sprites. Experiments show that our method significantly outperforms baselines for similar decomposition tasks in terms of the quality/efficiency tradeoff.
Deep Geometrized Cartoon Line Inbetweening
We aim to address a significant but understudied problem in the anime industry, namely the inbetweening of cartoon line drawings. Inbetweening involves generating intermediate frames between two black-and-white line drawings and is a time-consuming and expensive process that can benefit from automation. However, existing frame interpolation methods that rely on matching and warping whole raster images are unsuitable for line inbetweening and often produce blurring artifacts that damage the intricate line structures. To preserve the precision and detail of the line drawings, we propose a new approach, AnimeInbet, which geometrizes raster line drawings into graphs of endpoints and reframes the inbetweening task as a graph fusion problem with vertex repositioning. Our method can effectively capture the sparsity and unique structure of line drawings while preserving the details during inbetweening. This is made possible via our novel modules, i.e., vertex geometric embedding, a vertex correspondence Transformer, an effective mechanism for vertex repositioning and a visibility predictor. To train our method, we introduce MixamoLine240, a new dataset of line drawings with ground truth vectorization and matching labels. Our experiments demonstrate that AnimeInbet synthesizes high-quality, clean, and complete intermediate line drawings, outperforming existing methods quantitatively and qualitatively, especially in cases with large motions. Data and code are available at https://github.com/lisiyao21/AnimeInbet.
Latent-NeRF for Shape-Guided Generation of 3D Shapes and Textures
Text-guided image generation has progressed rapidly in recent years, inspiring major breakthroughs in text-guided shape generation. Recently, it has been shown that using score distillation, one can successfully text-guide a NeRF model to generate a 3D object. We adapt the score distillation to the publicly available, and computationally efficient, Latent Diffusion Models, which apply the entire diffusion process in a compact latent space of a pretrained autoencoder. As NeRFs operate in image space, a naive solution for guiding them with latent score distillation would require encoding to the latent space at each guidance step. Instead, we propose to bring the NeRF to the latent space, resulting in a Latent-NeRF. Analyzing our Latent-NeRF, we show that while Text-to-3D models can generate impressive results, they are inherently unconstrained and may lack the ability to guide or enforce a specific 3D structure. To assist and direct the 3D generation, we propose to guide our Latent-NeRF using a Sketch-Shape: an abstract geometry that defines the coarse structure of the desired object. Then, we present means to integrate such a constraint directly into a Latent-NeRF. This unique combination of text and shape guidance allows for increased control over the generation process. We also show that latent score distillation can be successfully applied directly on 3D meshes. This allows for generating high-quality textures on a given geometry. Our experiments validate the power of our different forms of guidance and the efficiency of using latent rendering. Implementation is available at https://github.com/eladrich/latent-nerf
Real-Time Neural Rasterization for Large Scenes
We propose a new method for realistic real-time novel-view synthesis (NVS) of large scenes. Existing neural rendering methods generate realistic results, but primarily work for small scale scenes (<50 square meters) and have difficulty at large scale (>10000 square meters). Traditional graphics-based rasterization rendering is fast for large scenes but lacks realism and requires expensive manually created assets. Our approach combines the best of both worlds by taking a moderate-quality scaffold mesh as input and learning a neural texture field and shader to model view-dependant effects to enhance realism, while still using the standard graphics pipeline for real-time rendering. Our method outperforms existing neural rendering methods, providing at least 30x faster rendering with comparable or better realism for large self-driving and drone scenes. Our work is the first to enable real-time rendering of large real-world scenes.
Transforming a Non-Differentiable Rasterizer into a Differentiable One with Stochastic Gradient Estimation
We show how to transform a non-differentiable rasterizer into a differentiable one with minimal engineering efforts and no external dependencies (no Pytorch/Tensorflow). We rely on Stochastic Gradient Estimation, a technique that consists of rasterizing after randomly perturbing the scene's parameters such that their gradient can be stochastically estimated and descended. This method is simple and robust but does not scale in dimensionality (number of scene parameters). Our insight is that the number of parameters contributing to a given rasterized pixel is bounded. Estimating and averaging gradients on a per-pixel basis hence bounds the dimensionality of the underlying optimization problem and makes the method scalable. Furthermore, it is simple to track per-pixel contributing parameters by rasterizing ID- and UV-buffers, which are trivial additions to a rasterization engine if not already available. With these minor modifications, we obtain an in-engine optimizer for 3D assets with millions of geometry and texture parameters.
Terrain Diffusion Network: Climatic-Aware Terrain Generation with Geological Sketch Guidance
Sketch-based terrain generation seeks to create realistic landscapes for virtual environments in various applications such as computer games, animation and virtual reality. Recently, deep learning based terrain generation has emerged, notably the ones based on generative adversarial networks (GAN). However, these methods often struggle to fulfill the requirements of flexible user control and maintain generative diversity for realistic terrain. Therefore, we propose a novel diffusion-based method, namely terrain diffusion network (TDN), which actively incorporates user guidance for enhanced controllability, taking into account terrain features like rivers, ridges, basins, and peaks. Instead of adhering to a conventional monolithic denoising process, which often compromises the fidelity of terrain details or the alignment with user control, a multi-level denoising scheme is proposed to generate more realistic terrains by taking into account fine-grained details, particularly those related to climatic patterns influenced by erosion and tectonic activities. Specifically, three terrain synthesisers are designed for structural, intermediate, and fine-grained level denoising purposes, which allow each synthesiser concentrate on a distinct terrain aspect. Moreover, to maximise the efficiency of our TDN, we further introduce terrain and sketch latent spaces for the synthesizers with pre-trained terrain autoencoders. Comprehensive experiments on a new dataset constructed from NASA Topology Images clearly demonstrate the effectiveness of our proposed method, achieving the state-of-the-art performance. Our code and dataset will be publicly available.
Arbitrary Style Guidance for Enhanced Diffusion-Based Text-to-Image Generation
Diffusion-based text-to-image generation models like GLIDE and DALLE-2 have gained wide success recently for their superior performance in turning complex text inputs into images of high quality and wide diversity. In particular, they are proven to be very powerful in creating graphic arts of various formats and styles. Although current models supported specifying style formats like oil painting or pencil drawing, fine-grained style features like color distributions and brush strokes are hard to specify as they are randomly picked from a conditional distribution based on the given text input. Here we propose a novel style guidance method to support generating images using arbitrary style guided by a reference image. The generation method does not require a separate style transfer model to generate desired styles while maintaining image quality in generated content as controlled by the text input. Additionally, the guidance method can be applied without a style reference, denoted as self style guidance, to generate images of more diverse styles. Comprehensive experiments prove that the proposed method remains robust and effective in a wide range of conditions, including diverse graphic art forms, image content types and diffusion models.
T^3-S2S: Training-free Triplet Tuning for Sketch to Scene Generation
Scene generation is crucial to many computer graphics applications. Recent advances in generative AI have streamlined sketch-to-image workflows, easing the workload for artists and designers in creating scene concept art. However, these methods often struggle for complex scenes with multiple detailed objects, sometimes missing small or uncommon instances. In this paper, we propose a Training-free Triplet Tuning for Sketch-to-Scene (T3-S2S) generation after reviewing the entire cross-attention mechanism. This scheme revitalizes the existing ControlNet model, enabling effective handling of multi-instance generations, involving prompt balance, characteristics prominence, and dense tuning. Specifically, this approach enhances keyword representation via the prompt balance module, reducing the risk of missing critical instances. It also includes a characteristics prominence module that highlights TopK indices in each channel, ensuring essential features are better represented based on token sketches. Additionally, it employs dense tuning to refine contour details in the attention map, compensating for instance-related regions. Experiments validate that our triplet tuning approach substantially improves the performance of existing sketch-to-image models. It consistently generates detailed, multi-instance 2D images, closely adhering to the input prompts and enhancing visual quality in complex multi-instance scenes. Code is available at https://github.com/chaos-sun/t3s2s.git.
AniClipart: Clipart Animation with Text-to-Video Priors
Clipart, a pre-made graphic art form, offers a convenient and efficient way of illustrating visual content. Traditional workflows to convert static clipart images into motion sequences are laborious and time-consuming, involving numerous intricate steps like rigging, key animation and in-betweening. Recent advancements in text-to-video generation hold great potential in resolving this problem. Nevertheless, direct application of text-to-video generation models often struggles to retain the visual identity of clipart images or generate cartoon-style motions, resulting in unsatisfactory animation outcomes. In this paper, we introduce AniClipart, a system that transforms static clipart images into high-quality motion sequences guided by text-to-video priors. To generate cartoon-style and smooth motion, we first define B\'{e}zier curves over keypoints of the clipart image as a form of motion regularization. We then align the motion trajectories of the keypoints with the provided text prompt by optimizing the Video Score Distillation Sampling (VSDS) loss, which encodes adequate knowledge of natural motion within a pretrained text-to-video diffusion model. With a differentiable As-Rigid-As-Possible shape deformation algorithm, our method can be end-to-end optimized while maintaining deformation rigidity. Experimental results show that the proposed AniClipart consistently outperforms existing image-to-video generation models, in terms of text-video alignment, visual identity preservation, and motion consistency. Furthermore, we showcase the versatility of AniClipart by adapting it to generate a broader array of animation formats, such as layered animation, which allows topological changes.
Neural Space-filling Curves
We present Neural Space-filling Curves (SFCs), a data-driven approach to infer a context-based scan order for a set of images. Linear ordering of pixels forms the basis for many applications such as video scrambling, compression, and auto-regressive models that are used in generative modeling for images. Existing algorithms resort to a fixed scanning algorithm such as Raster scan or Hilbert scan. Instead, our work learns a spatially coherent linear ordering of pixels from the dataset of images using a graph-based neural network. The resulting Neural SFC is optimized for an objective suitable for the downstream task when the image is traversed along with the scan line order. We show the advantage of using Neural SFCs in downstream applications such as image compression. Code and additional results will be made available at https://hywang66.github.io/publication/neuralsfc.
Generative Photomontage
Text-to-image models are powerful tools for image creation. However, the generation process is akin to a dice roll and makes it difficult to achieve a single image that captures everything a user wants. In this paper, we propose a framework for creating the desired image by compositing it from various parts of generated images, in essence forming a Generative Photomontage. Given a stack of images generated by ControlNet using the same input condition and different seeds, we let users select desired parts from the generated results using a brush stroke interface. We introduce a novel technique that takes in the user's brush strokes, segments the generated images using a graph-based optimization in diffusion feature space, and then composites the segmented regions via a new feature-space blending method. Our method faithfully preserves the user-selected regions while compositing them harmoniously. We demonstrate that our flexible framework can be used for many applications, including generating new appearance combinations, fixing incorrect shapes and artifacts, and improving prompt alignment. We show compelling results for each application and demonstrate that our method outperforms existing image blending methods and various baselines.
GlyphDraw: Seamlessly Rendering Text with Intricate Spatial Structures in Text-to-Image Generation
Recent breakthroughs in the field of language-guided image generation have yielded impressive achievements, enabling the creation of high-quality and diverse images based on user instructions.Although the synthesis performance is fascinating, one significant limitation of current image generation models is their insufficient ability to generate text coherently within images, particularly for complex glyph structures like Chinese characters. To address this problem, we introduce GlyphDraw, a general learning framework aiming to endow image generation models with the capacity to generate images coherently embedded with text for any specific language.We first sophisticatedly design the image-text dataset's construction strategy, then build our model specifically on a diffusion-based image generator and carefully modify the network structure to allow the model to learn drawing language characters with the help of glyph and position information.Furthermore, we maintain the model's open-domain image synthesis capability by preventing catastrophic forgetting by using parameter-efficient fine-tuning techniques.Extensive qualitative and quantitative experiments demonstrate that our method not only produces accurate language characters as in prompts, but also seamlessly blends the generated text into the background.Please refer to our https://1073521013.github.io/glyph-draw.github.io/{project page}. abstract
AutomaTikZ: Text-Guided Synthesis of Scientific Vector Graphics with TikZ
Generating bitmap graphics from text has gained considerable attention, yet for scientific figures, vector graphics are often preferred. Given that vector graphics are typically encoded using low-level graphics primitives, generating them directly is difficult. To address this, we propose the use of TikZ, a well-known abstract graphics language that can be compiled to vector graphics, as an intermediate representation of scientific figures. TikZ offers human-oriented, high-level commands, thereby facilitating conditional language modeling with any large language model. To this end, we introduce DaTikZ the first large-scale TikZ dataset, consisting of 120k TikZ drawings aligned with captions. We fine-tune LLaMA on DaTikZ, as well as our new model CLiMA, which augments LLaMA with multimodal CLIP embeddings. In both human and automatic evaluation, CLiMA and LLaMA outperform commercial GPT-4 and Claude 2 in terms of similarity to human-created figures, with CLiMA additionally improving text-image alignment. Our detailed analysis shows that all models generalize well and are not susceptible to memorization. GPT-4 and Claude 2, however, tend to generate more simplistic figures compared to both humans and our models. We make our framework, AutomaTikZ, along with model weights and datasets, publicly available.
PhotoDoodle: Learning Artistic Image Editing from Few-Shot Pairwise Data
We introduce PhotoDoodle, a novel image editing framework designed to facilitate photo doodling by enabling artists to overlay decorative elements onto photographs. Photo doodling is challenging because the inserted elements must appear seamlessly integrated with the background, requiring realistic blending, perspective alignment, and contextual coherence. Additionally, the background must be preserved without distortion, and the artist's unique style must be captured efficiently from limited training data. These requirements are not addressed by previous methods that primarily focus on global style transfer or regional inpainting. The proposed method, PhotoDoodle, employs a two-stage training strategy. Initially, we train a general-purpose image editing model, OmniEditor, using large-scale data. Subsequently, we fine-tune this model with EditLoRA using a small, artist-curated dataset of before-and-after image pairs to capture distinct editing styles and techniques. To enhance consistency in the generated results, we introduce a positional encoding reuse mechanism. Additionally, we release a PhotoDoodle dataset featuring six high-quality styles. Extensive experiments demonstrate the advanced performance and robustness of our method in customized image editing, opening new possibilities for artistic creation.
Toon3D: Seeing Cartoons from a New Perspective
In this work, we recover the underlying 3D structure of non-geometrically consistent scenes. We focus our analysis on hand-drawn images from cartoons and anime. Many cartoons are created by artists without a 3D rendering engine, which means that any new image of a scene is hand-drawn. The hand-drawn images are usually faithful representations of the world, but only in a qualitative sense, since it is difficult for humans to draw multiple perspectives of an object or scene 3D consistently. Nevertheless, people can easily perceive 3D scenes from inconsistent inputs! In this work, we correct for 2D drawing inconsistencies to recover a plausible 3D structure such that the newly warped drawings are consistent with each other. Our pipeline consists of a user-friendly annotation tool, camera pose estimation, and image deformation to recover a dense structure. Our method warps images to obey a perspective camera model, enabling our aligned results to be plugged into novel-view synthesis reconstruction methods to experience cartoons from viewpoints never drawn before. Our project page is https://toon3d.studio/.
ImageRAG: Dynamic Image Retrieval for Reference-Guided Image Generation
Diffusion models enable high-quality and diverse visual content synthesis. However, they struggle to generate rare or unseen concepts. To address this challenge, we explore the usage of Retrieval-Augmented Generation (RAG) with image generation models. We propose ImageRAG, a method that dynamically retrieves relevant images based on a given text prompt, and uses them as context to guide the generation process. Prior approaches that used retrieved images to improve generation, trained models specifically for retrieval-based generation. In contrast, ImageRAG leverages the capabilities of existing image conditioning models, and does not require RAG-specific training. Our approach is highly adaptable and can be applied across different model types, showing significant improvement in generating rare and fine-grained concepts using different base models. Our project page is available at: https://rotem-shalev.github.io/ImageRAG
RT-Sketch: Goal-Conditioned Imitation Learning from Hand-Drawn Sketches
Natural language and images are commonly used as goal representations in goal-conditioned imitation learning (IL). However, natural language can be ambiguous and images can be over-specified. In this work, we propose hand-drawn sketches as a modality for goal specification in visual imitation learning. Sketches are easy for users to provide on the fly like language, but similar to images they can also help a downstream policy to be spatially-aware and even go beyond images to disambiguate task-relevant from task-irrelevant objects. We present RT-Sketch, a goal-conditioned policy for manipulation that takes a hand-drawn sketch of the desired scene as input, and outputs actions. We train RT-Sketch on a dataset of paired trajectories and corresponding synthetically generated goal sketches. We evaluate this approach on six manipulation skills involving tabletop object rearrangements on an articulated countertop. Experimentally we find that RT-Sketch is able to perform on a similar level to image or language-conditioned agents in straightforward settings, while achieving greater robustness when language goals are ambiguous or visual distractors are present. Additionally, we show that RT-Sketch has the capacity to interpret and act upon sketches with varied levels of specificity, ranging from minimal line drawings to detailed, colored drawings. For supplementary material and videos, please refer to our website: http://rt-sketch.github.io.
Repaint123: Fast and High-quality One Image to 3D Generation with Progressive Controllable 2D Repainting
Recent one image to 3D generation methods commonly adopt Score Distillation Sampling (SDS). Despite the impressive results, there are multiple deficiencies including multi-view inconsistency, over-saturated and over-smoothed textures, as well as the slow generation speed. To address these deficiencies, we present Repaint123 to alleviate multi-view bias as well as texture degradation and speed up the generation process. The core idea is to combine the powerful image generation capability of the 2D diffusion model and the texture alignment ability of the repainting strategy for generating high-quality multi-view images with consistency. We further propose visibility-aware adaptive repainting strength for overlap regions to enhance the generated image quality in the repainting process. The generated high-quality and multi-view consistent images enable the use of simple Mean Square Error (MSE) loss for fast 3D content generation. We conduct extensive experiments and show that our method has a superior ability to generate high-quality 3D content with multi-view consistency and fine textures in 2 minutes from scratch. Code is at https://github.com/junwuzhang19/repaint123.
ScImage: How Good Are Multimodal Large Language Models at Scientific Text-to-Image Generation?
Multimodal large language models (LLMs) have demonstrated impressive capabilities in generating high-quality images from textual instructions. However, their performance in generating scientific images--a critical application for accelerating scientific progress--remains underexplored. In this work, we address this gap by introducing ScImage, a benchmark designed to evaluate the multimodal capabilities of LLMs in generating scientific images from textual descriptions. ScImage assesses three key dimensions of understanding: spatial, numeric, and attribute comprehension, as well as their combinations, focusing on the relationships between scientific objects (e.g., squares, circles). We evaluate five models, GPT-4o, Llama, AutomaTikZ, Dall-E, and StableDiffusion, using two modes of output generation: code-based outputs (Python, TikZ) and direct raster image generation. Additionally, we examine four different input languages: English, German, Farsi, and Chinese. Our evaluation, conducted with 11 scientists across three criteria (correctness, relevance, and scientific accuracy), reveals that while GPT-4o produces outputs of decent quality for simpler prompts involving individual dimensions such as spatial, numeric, or attribute understanding in isolation, all models face challenges in this task, especially for more complex prompts.
Volumetric Wireframe Parsing from Neural Attraction Fields
The primal sketch is a fundamental representation in Marr's vision theory, which allows for parsimonious image-level processing from 2D to 2.5D perception. This paper takes a further step by computing 3D primal sketch of wireframes from a set of images with known camera poses, in which we take the 2D wireframes in multi-view images as the basis to compute 3D wireframes in a volumetric rendering formulation. In our method, we first propose a NEural Attraction (NEAT) Fields that parameterizes the 3D line segments with coordinate Multi-Layer Perceptrons (MLPs), enabling us to learn the 3D line segments from 2D observation without incurring any explicit feature correspondences across views. We then present a novel Global Junction Perceiving (GJP) module to perceive meaningful 3D junctions from the NEAT Fields of 3D line segments by optimizing a randomly initialized high-dimensional latent array and a lightweight decoding MLP. Benefitting from our explicit modeling of 3D junctions, we finally compute the primal sketch of 3D wireframes by attracting the queried 3D line segments to the 3D junctions, significantly simplifying the computation paradigm of 3D wireframe parsing. In experiments, we evaluate our approach on the DTU and BlendedMVS datasets with promising performance obtained. As far as we know, our method is the first approach to achieve high-fidelity 3D wireframe parsing without requiring explicit matching.
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.
Is One GPU Enough? Pushing Image Generation at Higher-Resolutions with Foundation Models
In this work, we introduce Pixelsmith, a zero-shot text-to-image generative framework to sample images at higher resolutions with a single GPU. We are the first to show that it is possible to scale the output of a pre-trained diffusion model by a factor of 1000, opening the road for gigapixel image generation at no additional cost. Our cascading method uses the image generated at the lowest resolution as a baseline to sample at higher resolutions. For the guidance, we introduce the Slider, a tunable mechanism that fuses the overall structure contained in the first-generated image with enhanced fine details. At each inference step, we denoise patches rather than the entire latent space, minimizing memory demands such that a single GPU can handle the process, regardless of the image's resolution. Our experimental results show that Pixelsmith not only achieves higher quality and diversity compared to existing techniques, but also reduces sampling time and artifacts. The code for our work is available at https://github.com/Thanos-DB/Pixelsmith.
SVGCraft: Beyond Single Object Text-to-SVG Synthesis with Comprehensive Canvas Layout
Generating VectorArt from text prompts is a challenging vision task, requiring diverse yet realistic depictions of the seen as well as unseen entities. However, existing research has been mostly limited to the generation of single objects, rather than comprehensive scenes comprising multiple elements. In response, this work introduces SVGCraft, a novel end-to-end framework for the creation of vector graphics depicting entire scenes from textual descriptions. Utilizing a pre-trained LLM for layout generation from text prompts, this framework introduces a technique for producing masked latents in specified bounding boxes for accurate object placement. It introduces a fusion mechanism for integrating attention maps and employs a diffusion U-Net for coherent composition, speeding up the drawing process. The resulting SVG is optimized using a pre-trained encoder and LPIPS loss with opacity modulation to maximize similarity. Additionally, this work explores the potential of primitive shapes in facilitating canvas completion in constrained environments. Through both qualitative and quantitative assessments, SVGCraft is demonstrated to surpass prior works in abstraction, recognizability, and detail, as evidenced by its performance metrics (CLIP-T: 0.4563, Cosine Similarity: 0.6342, Confusion: 0.66, Aesthetic: 6.7832). The code will be available at https://github.com/ayanban011/SVGCraft.
GenAssist: Making Image Generation Accessible
Blind and low vision (BLV) creators use images to communicate with sighted audiences. However, creating or retrieving images is challenging for BLV creators as it is difficult to use authoring tools or assess image search results. Thus, creators limit the types of images they create or recruit sighted collaborators. While text-to-image generation models let creators generate high-fidelity images based on a text description (i.e. prompt), it is difficult to assess the content and quality of generated images. We present GenAssist, a system to make text-to-image generation accessible. Using our interface, creators can verify whether generated image candidates followed the prompt, access additional details in the image not specified in the prompt, and skim a summary of similarities and differences between image candidates. To power the interface, GenAssist uses a large language model to generate visual questions, vision-language models to extract answers, and a large language model to summarize the results. Our study with 12 BLV creators demonstrated that GenAssist enables and simplifies the process of image selection and generation, making visual authoring more accessible to all.
Cross-View Meets Diffusion: Aerial Image Synthesis with Geometry and Text Guidance
Aerial imagery analysis is critical for many research fields. However, obtaining frequent high-quality aerial images is not always accessible due to its high effort and cost requirements. One solution is to use the Ground-to-Aerial (G2A) technique to synthesize aerial images from easily collectible ground images. However, G2A is rarely studied, because of its challenges, including but not limited to, the drastic view changes, occlusion, and range of visibility. In this paper, we present a novel Geometric Preserving Ground-to-Aerial (G2A) image synthesis (GPG2A) model that can generate realistic aerial images from ground images. GPG2A consists of two stages. The first stage predicts the Bird's Eye View (BEV) segmentation (referred to as the BEV layout map) from the ground image. The second stage synthesizes the aerial image from the predicted BEV layout map and text descriptions of the ground image. To train our model, we present a new multi-modal cross-view dataset, namely VIGORv2 which is built upon VIGOR with newly collected aerial images, maps, and text descriptions. Our extensive experiments illustrate that GPG2A synthesizes better geometry-preserved aerial images than existing models. We also present two applications, data augmentation for cross-view geo-localization and sketch-based region search, to further verify the effectiveness of our GPG2A. The code and data will be publicly available.
ToonCrafter: Generative Cartoon Interpolation
We introduce ToonCrafter, a novel approach that transcends traditional correspondence-based cartoon video interpolation, paving the way for generative interpolation. Traditional methods, that implicitly assume linear motion and the absence of complicated phenomena like dis-occlusion, often struggle with the exaggerated non-linear and large motions with occlusion commonly found in cartoons, resulting in implausible or even failed interpolation results. To overcome these limitations, we explore the potential of adapting live-action video priors to better suit cartoon interpolation within a generative framework. ToonCrafter effectively addresses the challenges faced when applying live-action video motion priors to generative cartoon interpolation. First, we design a toon rectification learning strategy that seamlessly adapts live-action video priors to the cartoon domain, resolving the domain gap and content leakage issues. Next, we introduce a dual-reference-based 3D decoder to compensate for lost details due to the highly compressed latent prior spaces, ensuring the preservation of fine details in interpolation results. Finally, we design a flexible sketch encoder that empowers users with interactive control over the interpolation results. Experimental results demonstrate that our proposed method not only produces visually convincing and more natural dynamics, but also effectively handles dis-occlusion. The comparative evaluation demonstrates the notable superiority of our approach over existing competitors.
Polygonal Building Segmentation by Frame Field Learning
While state of the art image segmentation models typically output segmentations in raster format, applications in geographic information systems often require vector polygons. To help bridge the gap between deep network output and the format used in downstream tasks, we add a frame field output to a deep segmentation model for extracting buildings from remote sensing images. We train a deep neural network that aligns a predicted frame field to ground truth contours. This additional objective improves segmentation quality by leveraging multi-task learning and provides structural information that later facilitates polygonization; we also introduce a polygonization algorithm that utilizes the frame field along with the raster segmentation. Our code is available at https://github.com/Lydorn/Polygonization-by-Frame-Field-Learning.
RT-Trajectory: Robotic Task Generalization via Hindsight Trajectory Sketches
Generalization remains one of the most important desiderata for robust robot learning systems. While recently proposed approaches show promise in generalization to novel objects, semantic concepts, or visual distribution shifts, generalization to new tasks remains challenging. For example, a language-conditioned policy trained on pick-and-place tasks will not be able to generalize to a folding task, even if the arm trajectory of folding is similar to pick-and-place. Our key insight is that this kind of generalization becomes feasible if we represent the task through rough trajectory sketches. We propose a policy conditioning method using such rough trajectory sketches, which we call RT-Trajectory, that is practical, easy to specify, and allows the policy to effectively perform new tasks that would otherwise be challenging to perform. We find that trajectory sketches strike a balance between being detailed enough to express low-level motion-centric guidance while being coarse enough to allow the learned policy to interpret the trajectory sketch in the context of situational visual observations. In addition, we show how trajectory sketches can provide a useful interface to communicate with robotic policies: they can be specified through simple human inputs like drawings or videos, or through automated methods such as modern image-generating or waypoint-generating methods. We evaluate RT-Trajectory at scale on a variety of real-world robotic tasks, and find that RT-Trajectory is able to perform a wider range of tasks compared to language-conditioned and goal-conditioned policies, when provided the same training data.
Breaking Barriers to Creative Expression: Co-Designing and Implementing an Accessible Text-to-Image Interface
Text-to-image generation models have grown in popularity due to their ability to produce high-quality images from a text prompt. One use for this technology is to enable the creation of more accessible art creation software. In this paper, we document the development of an alternative user interface that reduces the typing effort needed to enter image prompts by providing suggestions from a large language model, developed through iterative design and testing within the project team. The results of this testing demonstrate how generative text models can support the accessibility of text-to-image models, enabling users with a range of abilities to create visual art.
Sketched Ridgeless Linear Regression: The Role of Downsampling
Overparametrization often helps improve the generalization performance. This paper proposes a dual view of overparametrization suggesting that downsampling may also help generalize. Motivated by this dual view, we characterize two out-of-sample prediction risks of the sketched ridgeless least square estimator in the proportional regime masymp n asymp p, where m is the sketching size, n the sample size, and p the feature dimensionality. Our results reveal the statistical role of downsampling. Specifically, downsampling does not always hurt the generalization performance, and may actually help improve it in some cases. We identify the optimal sketching sizes that minimize the out-of-sample prediction risks, and find that the optimally sketched estimator has stabler risk curves that eliminates the peaks of those for the full-sample estimator. We then propose a practical procedure to empirically identify the optimal sketching size. Finally, we extend our results to cover central limit theorems and misspecified models. Numerical studies strongly support our theory.
SC-FEGAN: Face Editing Generative Adversarial Network with User's Sketch and Color
We present a novel image editing system that generates images as the user provides free-form mask, sketch and color as an input. Our system consist of a end-to-end trainable convolutional network. Contrary to the existing methods, our system wholly utilizes free-form user input with color and shape. This allows the system to respond to the user's sketch and color input, using it as a guideline to generate an image. In our particular work, we trained network with additional style loss which made it possible to generate realistic results, despite large portions of the image being removed. Our proposed network architecture SC-FEGAN is well suited to generate high quality synthetic image using intuitive user inputs.
CAD-GPT: Synthesising CAD Construction Sequence with Spatial Reasoning-Enhanced Multimodal LLMs
Computer-aided design (CAD) significantly enhances the efficiency, accuracy, and innovation of design processes by enabling precise 2D and 3D modeling, extensive analysis, and optimization. Existing methods for creating CAD models rely on latent vectors or point clouds, which are difficult to obtain and costly to store. Recent advances in Multimodal Large Language Models (MLLMs) have inspired researchers to use natural language instructions and images for CAD model construction. However, these models still struggle with inferring accurate 3D spatial location and orientation, leading to inaccuracies in determining the spatial 3D starting points and extrusion directions for constructing geometries. This work introduces CAD-GPT, a CAD synthesis method with spatial reasoning-enhanced MLLM that takes either a single image or a textual description as input. To achieve precise spatial inference, our approach introduces a 3D Modeling Spatial Mechanism. This method maps 3D spatial positions and 3D sketch plane rotation angles into a 1D linguistic feature space using a specialized spatial unfolding mechanism, while discretizing 2D sketch coordinates into an appropriate planar space to enable precise determination of spatial starting position, sketch orientation, and 2D sketch coordinate translations. Extensive experiments demonstrate that CAD-GPT consistently outperforms existing state-of-the-art methods in CAD model synthesis, both quantitatively and qualitatively.
SVGDreamer: Text Guided SVG Generation with Diffusion Model
Recently, text-guided scalable vector graphics (SVGs) synthesis has shown promise in domains such as iconography and sketch. However, existing text-to-SVG generation methods lack editability and struggle with visual quality and result diversity. To address these limitations, we propose a novel text-guided vector graphics synthesis method called SVGDreamer. SVGDreamer incorporates a semantic-driven image vectorization (SIVE) process that enables the decomposition of synthesis into foreground objects and background, thereby enhancing editability. Specifically, the SIVE process introduce attention-based primitive control and an attention-mask loss function for effective control and manipulation of individual elements. Additionally, we propose a Vectorized Particle-based Score Distillation (VPSD) approach to tackle the challenges of color over-saturation, vector primitives over-smoothing, and limited result diversity in existing text-to-SVG generation methods. Furthermore, on the basis of VPSD, we introduce Reward Feedback Learning (ReFL) to accelerate VPSD convergence and improve aesthetic appeal. Extensive experiments have been conducted to validate the effectiveness of SVGDreamer, demonstrating its superiority over baseline methods in terms of editability, visual quality, and diversity.
RandAR: Decoder-only Autoregressive Visual Generation in Random Orders
We introduce RandAR, a decoder-only visual autoregressive (AR) model capable of generating images in arbitrary token orders. Unlike previous decoder-only AR models that rely on a predefined generation order, RandAR removes this inductive bias, unlocking new capabilities in decoder-only generation. Our essential design enables random order by inserting a "position instruction token" before each image token to be predicted, representing the spatial location of the next image token. Trained on randomly permuted token sequences -- a more challenging task than fixed-order generation, RandAR achieves comparable performance to its conventional raster-order counterpart. More importantly, decoder-only transformers trained from random orders acquire new capabilities. For the efficiency bottleneck of AR models, RandAR adopts parallel decoding with KV-Cache at inference time, enjoying 2.5x acceleration without sacrificing generation quality. Additionally, RandAR supports inpainting, outpainting and resolution extrapolation in a zero-shot manner. We hope RandAR inspires new directions for decoder-only visual generation models and broadens their applications across diverse scenarios. Our project page is at https://rand-ar.github.io/.
InkSight: Offline-to-Online Handwriting Conversion by Learning to Read and Write
Digital note-taking is gaining popularity, offering a durable, editable, and easily indexable way of storing notes in the vectorized form, known as digital ink. However, a substantial gap remains between this way of note-taking and traditional pen-and-paper note-taking, a practice still favored by a vast majority. Our work, InkSight, aims to bridge the gap by empowering physical note-takers to effortlessly convert their work (offline handwriting) to digital ink (online handwriting), a process we refer to as Derendering. Prior research on the topic has focused on the geometric properties of images, resulting in limited generalization beyond their training domains. Our approach combines reading and writing priors, allowing training a model in the absence of large amounts of paired samples, which are difficult to obtain. To our knowledge, this is the first work that effectively derenders handwritten text in arbitrary photos with diverse visual characteristics and backgrounds. Furthermore, it generalizes beyond its training domain into simple sketches. Our human evaluation reveals that 87% of the samples produced by our model on the challenging HierText dataset are considered as a valid tracing of the input image and 67% look like a pen trajectory traced by a human.
Measuring Style Similarity in Diffusion Models
Generative models are now widely used by graphic designers and artists. Prior works have shown that these models remember and often replicate content from their training data during generation. Hence as their proliferation increases, it has become important to perform a database search to determine whether the properties of the image are attributable to specific training data, every time before a generated image is used for professional purposes. Existing tools for this purpose focus on retrieving images of similar semantic content. Meanwhile, many artists are concerned with style replication in text-to-image models. We present a framework for understanding and extracting style descriptors from images. Our framework comprises a new dataset curated using the insight that style is a subjective property of an image that captures complex yet meaningful interactions of factors including but not limited to colors, textures, shapes, etc. We also propose a method to extract style descriptors that can be used to attribute style of a generated image to the images used in the training dataset of a text-to-image model. We showcase promising results in various style retrieval tasks. We also quantitatively and qualitatively analyze style attribution and matching in the Stable Diffusion model. Code and artifacts are available at https://github.com/learn2phoenix/CSD.
Radiant Foam: Real-Time Differentiable Ray Tracing
Research on differentiable scene representations is consistently moving towards more efficient, real-time models. Recently, this has led to the popularization of splatting methods, which eschew the traditional ray-based rendering of radiance fields in favor of rasterization. This has yielded a significant improvement in rendering speeds due to the efficiency of rasterization algorithms and hardware, but has come at a cost: the approximations that make rasterization efficient also make implementation of light transport phenomena like reflection and refraction much more difficult. We propose a novel scene representation which avoids these approximations, but keeps the efficiency and reconstruction quality of splatting by leveraging a decades-old efficient volumetric mesh ray tracing algorithm which has been largely overlooked in recent computer vision research. The resulting model, which we name Radiant Foam, achieves rendering speed and quality comparable to Gaussian Splatting, without the constraints of rasterization. Unlike ray traced Gaussian models that use hardware ray tracing acceleration, our method requires no special hardware or APIs beyond the standard features of a programmable GPU.
Artistic Glyph Image Synthesis via One-Stage Few-Shot Learning
Automatic generation of artistic glyph images is a challenging task that attracts many research interests. Previous methods either are specifically designed for shape synthesis or focus on texture transfer. In this paper, we propose a novel model, AGIS-Net, to transfer both shape and texture styles in one-stage with only a few stylized samples. To achieve this goal, we first disentangle the representations for content and style by using two encoders, ensuring the multi-content and multi-style generation. Then we utilize two collaboratively working decoders to generate the glyph shape image and its texture image simultaneously. In addition, we introduce a local texture refinement loss to further improve the quality of the synthesized textures. In this manner, our one-stage model is much more efficient and effective than other multi-stage stacked methods. We also propose a large-scale dataset with Chinese glyph images in various shape and texture styles, rendered from 35 professional-designed artistic fonts with 7,326 characters and 2,460 synthetic artistic fonts with 639 characters, to validate the effectiveness and extendability of our method. Extensive experiments on both English and Chinese artistic glyph image datasets demonstrate the superiority of our model in generating high-quality stylized glyph images against other state-of-the-art methods.
Bridging 3D Gaussian and Mesh for Freeview Video Rendering
This is only a preview version of GauMesh. Recently, primitive-based rendering has been proven to achieve convincing results in solving the problem of modeling and rendering the 3D dynamic scene from 2D images. Despite this, in the context of novel view synthesis, each type of primitive has its inherent defects in terms of representation ability. It is difficult to exploit the mesh to depict the fuzzy geometry. Meanwhile, the point-based splatting (e.g. the 3D Gaussian Splatting) method usually produces artifacts or blurry pixels in the area with smooth geometry and sharp textures. As a result, it is difficult, even not impossible, to represent the complex and dynamic scene with a single type of primitive. To this end, we propose a novel approach, GauMesh, to bridge the 3D Gaussian and Mesh for modeling and rendering the dynamic scenes. Given a sequence of tracked mesh as initialization, our goal is to simultaneously optimize the mesh geometry, color texture, opacity maps, a set of 3D Gaussians, and the deformation field. At a specific time, we perform alpha-blending on the RGB and opacity values based on the merged and re-ordered z-buffers from mesh and 3D Gaussian rasterizations. This produces the final rendering, which is supervised by the ground-truth image. Experiments demonstrate that our approach adapts the appropriate type of primitives to represent the different parts of the dynamic scene and outperforms all the baseline methods in both quantitative and qualitative comparisons without losing render speed.
HD-Painter: High-Resolution and Prompt-Faithful Text-Guided Image Inpainting with Diffusion Models
Recent progress in text-guided image inpainting, based on the unprecedented success of text-to-image diffusion models, has led to exceptionally realistic and visually plausible results. However, there is still significant potential for improvement in current text-to-image inpainting models, particularly in better aligning the inpainted area with user prompts and performing high-resolution inpainting. Therefore, in this paper we introduce HD-Painter, a completely training-free approach that accurately follows to prompts and coherently scales to high-resolution image inpainting. To this end, we design the Prompt-Aware Introverted Attention (PAIntA) layer enhancing self-attention scores by prompt information and resulting in better text alignment generations. To further improve the prompt coherence we introduce the Reweighting Attention Score Guidance (RASG) mechanism seamlessly integrating a post-hoc sampling strategy into general form of DDIM to prevent out-of-distribution latent shifts. Moreover, HD-Painter allows extension to larger scales by introducing a specialized super-resolution technique customized for inpainting, enabling the completion of missing regions in images of up to 2K resolution. Our experiments demonstrate that HD-Painter surpasses existing state-of-the-art approaches qualitatively and quantitatively, achieving an impressive generation accuracy improvement of 61.4% vs 51.9%. We will make the codes publicly available at: https://github.com/Picsart-AI-Research/HD-Painter
RAPHAEL: Text-to-Image Generation via Large Mixture of Diffusion Paths
Text-to-image generation has recently witnessed remarkable achievements. We introduce a text-conditional image diffusion model, termed RAPHAEL, to generate highly artistic images, which accurately portray the text prompts, encompassing multiple nouns, adjectives, and verbs. This is achieved by stacking tens of mixture-of-experts (MoEs) layers, i.e., space-MoE and time-MoE layers, enabling billions of diffusion paths (routes) from the network input to the output. Each path intuitively functions as a "painter" for depicting a particular textual concept onto a specified image region at a diffusion timestep. Comprehensive experiments reveal that RAPHAEL outperforms recent cutting-edge models, such as Stable Diffusion, ERNIE-ViLG 2.0, DeepFloyd, and DALL-E 2, in terms of both image quality and aesthetic appeal. Firstly, RAPHAEL exhibits superior performance in switching images across diverse styles, such as Japanese comics, realism, cyberpunk, and ink illustration. Secondly, a single model with three billion parameters, trained on 1,000 A100 GPUs for two months, achieves a state-of-the-art zero-shot FID score of 6.61 on the COCO dataset. Furthermore, RAPHAEL significantly surpasses its counterparts in human evaluation on the ViLG-300 benchmark. We believe that RAPHAEL holds the potential to propel the frontiers of image generation research in both academia and industry, paving the way for future breakthroughs in this rapidly evolving field. More details can be found on a project webpage: https://raphael-painter.github.io/.
Sketch2Code: Evaluating Vision-Language Models for Interactive Web Design Prototyping
Sketches are a natural and accessible medium for UI designers to conceptualize early-stage ideas. However, existing research on UI/UX automation often requires high-fidelity inputs like Figma designs or detailed screenshots, limiting accessibility and impeding efficient design iteration. To bridge this gap, we introduce Sketch2Code, a benchmark that evaluates state-of-the-art Vision Language Models (VLMs) on automating the conversion of rudimentary sketches into webpage prototypes. Beyond end-to-end benchmarking, Sketch2Code supports interactive agent evaluation that mimics real-world design workflows, where a VLM-based agent iteratively refines its generations by communicating with a simulated user, either passively receiving feedback instructions or proactively asking clarification questions. We comprehensively analyze ten commercial and open-source models, showing that Sketch2Code is challenging for existing VLMs; even the most capable models struggle to accurately interpret sketches and formulate effective questions that lead to steady improvement. Nevertheless, a user study with UI/UX experts reveals a significant preference for proactive question-asking over passive feedback reception, highlighting the need to develop more effective paradigms for multi-turn conversational agents.
Flowmind2Digital: The First Comprehensive Flowmind Recognition and Conversion Approach
Flowcharts and mind maps, collectively known as flowmind, are vital in daily activities, with hand-drawn versions facilitating real-time collaboration. However, there's a growing need to digitize them for efficient processing. Automated conversion methods are essential to overcome manual conversion challenges. Existing sketch recognition methods face limitations in practical situations, being field-specific and lacking digital conversion steps. Our paper introduces the Flowmind2digital method and hdFlowmind dataset to address these challenges. Flowmind2digital, utilizing neural networks and keypoint detection, achieves a record 87.3% accuracy on our dataset, surpassing previous methods by 11.9%. The hdFlowmind dataset, comprising 1,776 annotated flowminds across 22 scenarios, outperforms existing datasets. Additionally, our experiments emphasize the importance of simple graphics, enhancing accuracy by 9.3%.
Handwritten Text Generation from Visual Archetypes
Generating synthetic images of handwritten text in a writer-specific style is a challenging task, especially in the case of unseen styles and new words, and even more when these latter contain characters that are rarely encountered during training. While emulating a writer's style has been recently addressed by generative models, the generalization towards rare characters has been disregarded. In this work, we devise a Transformer-based model for Few-Shot styled handwritten text generation and focus on obtaining a robust and informative representation of both the text and the style. In particular, we propose a novel representation of the textual content as a sequence of dense vectors obtained from images of symbols written as standard GNU Unifont glyphs, which can be considered their visual archetypes. This strategy is more suitable for generating characters that, despite having been seen rarely during training, possibly share visual details with the frequently observed ones. As for the style, we obtain a robust representation of unseen writers' calligraphy by exploiting specific pre-training on a large synthetic dataset. Quantitative and qualitative results demonstrate the effectiveness of our proposal in generating words in unseen styles and with rare characters more faithfully than existing approaches relying on independent one-hot encodings of the characters.
Follow-Your-Canvas: Higher-Resolution Video Outpainting with Extensive Content Generation
This paper explores higher-resolution video outpainting with extensive content generation. We point out common issues faced by existing methods when attempting to largely outpaint videos: the generation of low-quality content and limitations imposed by GPU memory. To address these challenges, we propose a diffusion-based method called Follow-Your-Canvas. It builds upon two core designs. First, instead of employing the common practice of "single-shot" outpainting, we distribute the task across spatial windows and seamlessly merge them. It allows us to outpaint videos of any size and resolution without being constrained by GPU memory. Second, the source video and its relative positional relation are injected into the generation process of each window. It makes the generated spatial layout within each window harmonize with the source video. Coupling with these two designs enables us to generate higher-resolution outpainting videos with rich content while keeping spatial and temporal consistency. Follow-Your-Canvas excels in large-scale video outpainting, e.g., from 512X512 to 1152X2048 (9X), while producing high-quality and aesthetically pleasing results. It achieves the best quantitative results across various resolution and scale setups. The code is released on https://github.com/mayuelala/FollowYourCanvas
Screentone-Preserved Manga Retargeting
As a popular comic style, manga offers a unique impression by utilizing a rich set of bitonal patterns, or screentones, for illustration. However, screentones can easily be contaminated with visual-unpleasant aliasing and/or blurriness after resampling, which harms its visualization on displays of diverse resolutions. To address this problem, we propose the first manga retargeting method that synthesizes a rescaled manga image while retaining the screentone in each screened region. This is a non-trivial task as accurate region-wise segmentation remains challenging. Fortunately, the rescaled manga shares the same region-wise screentone correspondences with the original manga, which enables us to simplify the screentone synthesis problem as an anchor-based proposals selection and rearrangement problem. Specifically, we design a novel manga sampling strategy to generate aliasing-free screentone proposals, based on hierarchical grid-based anchors that connect the correspondences between the original and the target rescaled manga. Furthermore, a Recurrent Proposal Selection Module (RPSM) is proposed to adaptively integrate these proposals for target screentone synthesis. Besides, to deal with the translation insensitivity nature of screentones, we propose a translation-invariant screentone loss to facilitate the training convergence. Extensive qualitative and quantitative experiments are conducted to verify the effectiveness of our method, and notably compelling results are achieved compared to existing alternative techniques.
TopNet: Transformer-based Object Placement Network for Image Compositing
We investigate the problem of automatically placing an object into a background image for image compositing. Given a background image and a segmented object, the goal is to train a model to predict plausible placements (location and scale) of the object for compositing. The quality of the composite image highly depends on the predicted location/scale. Existing works either generate candidate bounding boxes or apply sliding-window search using global representations from background and object images, which fail to model local information in background images. However, local clues in background images are important to determine the compatibility of placing the objects with certain locations/scales. In this paper, we propose to learn the correlation between object features and all local background features with a transformer module so that detailed information can be provided on all possible location/scale configurations. A sparse contrastive loss is further proposed to train our model with sparse supervision. Our new formulation generates a 3D heatmap indicating the plausibility of all location/scale combinations in one network forward pass, which is over 10 times faster than the previous sliding-window method. It also supports interactive search when users provide a pre-defined location or scale. The proposed method can be trained with explicit annotation or in a self-supervised manner using an off-the-shelf inpainting model, and it outperforms state-of-the-art methods significantly. The user study shows that the trained model generalizes well to real-world images with diverse challenging scenes and object categories.
IconShop: Text-Guided Vector Icon Synthesis with Autoregressive Transformers
Scalable Vector Graphics (SVG) is a popular vector image format that offers good support for interactivity and animation. Despite its appealing characteristics, creating custom SVG content can be challenging for users due to the steep learning curve required to understand SVG grammars or get familiar with professional editing software. Recent advancements in text-to-image generation have inspired researchers to explore vector graphics synthesis using either image-based methods (i.e., text -> raster image -> vector graphics) combining text-to-image generation models with image vectorization, or language-based methods (i.e., text -> vector graphics script) through pretrained large language models. However, these methods still suffer from limitations in terms of generation quality, diversity, and flexibility. In this paper, we introduce IconShop, a text-guided vector icon synthesis method using autoregressive transformers. The key to success of our approach is to sequentialize and tokenize SVG paths (and textual descriptions as guidance) into a uniquely decodable token sequence. With that, we are able to fully exploit the sequence learning power of autoregressive transformers, while enabling both unconditional and text-conditioned icon synthesis. Through standard training to predict the next token on a large-scale vector icon dataset accompanied by textural descriptions, the proposed IconShop consistently exhibits better icon synthesis capability than existing image-based and language-based methods both quantitatively and qualitatively. Meanwhile, we observe a dramatic improvement in generation diversity, which is validated by the objective Uniqueness and Novelty measures. More importantly, we demonstrate the flexibility of IconShop with multiple novel icon synthesis tasks, including icon editing, icon interpolation, icon semantic combination, and icon design auto-suggestion.
Single Image BRDF Parameter Estimation with a Conditional Adversarial Network
Creating plausible surfaces is an essential component in achieving a high degree of realism in rendering. To relieve artists, who create these surfaces in a time-consuming, manual process, automated retrieval of the spatially-varying Bidirectional Reflectance Distribution Function (SVBRDF) from a single mobile phone image is desirable. By leveraging a deep neural network, this casual capturing method can be achieved. The trained network can estimate per pixel normal, base color, metallic and roughness parameters from the Disney BRDF. The input image is taken with a mobile phone lit by the camera flash. The network is trained to compensate for environment lighting and thus learned to reduce artifacts introduced by other light sources. These losses contain a multi-scale discriminator with an additional perceptual loss, a rendering loss using a differentiable renderer, and a parameter loss. Besides the local precision, this loss formulation generates material texture maps which are globally more consistent. The network is set up as a generator network trained in an adversarial fashion to ensure that only plausible maps are produced. The estimated parameters not only reproduce the material faithfully in rendering but capture the style of hand-authored materials due to the more global loss terms compared to previous works without requiring additional post-processing. Both the resolution and the quality is improved.
Asymptotically free sketched ridge ensembles: Risks, cross-validation, and tuning
We employ random matrix theory to establish consistency of generalized cross validation (GCV) for estimating prediction risks of sketched ridge regression ensembles, enabling efficient and consistent tuning of regularization and sketching parameters. Our results hold for a broad class of asymptotically free sketches under very mild data assumptions. For squared prediction risk, we provide a decomposition into an unsketched equivalent implicit ridge bias and a sketching-based variance, and prove that the risk can be globally optimized by only tuning sketch size in infinite ensembles. For general subquadratic prediction risk functionals, we extend GCV to construct consistent risk estimators, and thereby obtain distributional convergence of the GCV-corrected predictions in Wasserstein-2 metric. This in particular allows construction of prediction intervals with asymptotically correct coverage conditional on the training data. We also propose an "ensemble trick" whereby the risk for unsketched ridge regression can be efficiently estimated via GCV using small sketched ridge ensembles. We empirically validate our theoretical results using both synthetic and real large-scale datasets with practical sketches including CountSketch and subsampled randomized discrete cosine transforms.
Multiresolution Textual Inversion
We extend Textual Inversion to learn pseudo-words that represent a concept at different resolutions. This allows us to generate images that use the concept with different levels of detail and also to manipulate different resolutions using language. Once learned, the user can generate images at different levels of agreement to the original concept; "A photo of S^*(0)" produces the exact object while the prompt "A photo of S^*(0.8)" only matches the rough outlines and colors. Our framework allows us to generate images that use different resolutions of an image (e.g. details, textures, styles) as separate pseudo-words that can be composed in various ways. We open-soure our code in the following URL: https://github.com/giannisdaras/multires_textual_inversion
VisioBlend: Sketch and Stroke-Guided Denoising Diffusion Probabilistic Model for Realistic Image Generation
Generating images from hand-drawings is a crucial and fundamental task in content creation. The translation is challenging due to the infinite possibilities and the diverse expectations of users. However, traditional methods are often limited by the availability of training data. Therefore, VisioBlend, a unified framework supporting three-dimensional control over image synthesis from sketches and strokes based on diffusion models, is proposed. It enables users to decide the level of faithfulness to the input strokes and sketches. VisioBlend achieves state-of-the-art performance in terms of realism and flexibility, enabling various applications in image synthesis from sketches and strokes. It solves the problem of data availability by synthesizing new data points from hand-drawn sketches and strokes, enriching the dataset and enabling more robust and diverse image synthesis. This work showcases the power of diffusion models in image creation, offering a user-friendly and versatile approach for turning artistic visions into reality.
Diffusion On Syntax Trees For Program Synthesis
Large language models generate code one token at a time. Their autoregressive generation process lacks the feedback of observing the program's output. Training LLMs to suggest edits directly can be challenging due to the scarcity of rich edit data. To address these problems, we propose neural diffusion models that operate on syntax trees of any context-free grammar. Similar to image diffusion models, our method also inverts ``noise'' applied to syntax trees. Rather than generating code sequentially, we iteratively edit it while preserving syntactic validity, which makes it easy to combine this neural model with search. We apply our approach to inverse graphics tasks, where our model learns to convert images into programs that produce those images. Combined with search, our model is able to write graphics programs, see the execution result, and debug them to meet the required specifications. We additionally show how our system can write graphics programs for hand-drawn sketches.
LayoutLLM-T2I: Eliciting Layout Guidance from LLM for Text-to-Image Generation
In the text-to-image generation field, recent remarkable progress in Stable Diffusion makes it possible to generate rich kinds of novel photorealistic images. However, current models still face misalignment issues (e.g., problematic spatial relation understanding and numeration failure) in complex natural scenes, which impedes the high-faithfulness text-to-image generation. Although recent efforts have been made to improve controllability by giving fine-grained guidance (e.g., sketch and scribbles), this issue has not been fundamentally tackled since users have to provide such guidance information manually. In this work, we strive to synthesize high-fidelity images that are semantically aligned with a given textual prompt without any guidance. Toward this end, we propose a coarse-to-fine paradigm to achieve layout planning and image generation. Concretely, we first generate the coarse-grained layout conditioned on a given textual prompt via in-context learning based on Large Language Models. Afterward, we propose a fine-grained object-interaction diffusion method to synthesize high-faithfulness images conditioned on the prompt and the automatically generated layout. Extensive experiments demonstrate that our proposed method outperforms the state-of-the-art models in terms of layout and image generation. Our code and settings are available at https://layoutllm-t2i.github.io.