Researcher profile

Evangelos Kalogerakis

Evangelos Kalogerakis contributes to research discovery and scholarly infrastructure.

ResearcherAffiliation not importedOpen to collaborate

Trust snapshot

Quick read

Trust 21 - EmergingVerification L1Unclaimed author
12works
0followers
5topics
4close collaborators

Actions

Decide how to stay connected

Follow researcher0

Identity and collaboration

How to connect with this researcher

Claiming links this public author record to a researcher profile and unlocks direct collaboration workflows.

Log in to claim

Direct collaboration

Open a focused conversation when the fit is right

Claim this author entity first to unlock direct invitations.

Research graph

See the researcher in context

Open full explorer

Inspect adjacent work, topics, institutions and collaborators without jumping out to a separate graph page.

Building this graph slice

BZPEER is loading the nearby papers, people, topics and institutions for this page.

Published work

12 published item(s)

preprint2026arXiv

Rigel3D: Rig-aware Latents for Animation-Ready 3D Asset Generation

Recent 3D generative models can synthesize high-quality assets, but their outputs are typically static: they lack the skeletal rigs, joint hierarchies, and skinning weights required for animation. This limits their use in games, film, simulation, virtual agents, and embodied AI, where assets must not only look plausible but also move plausibly. We introduce Rigel3D, a generative method for animation-ready 3D assets represented as rigged meshes. Unlike post-hoc auto-rigging methods that attach rigs to completed shapes, our method jointly models geometry and rig structure through coupled surface and skeleton structured latent representations. A rig-aware autoencoder decodes these representations into mesh geometry, skeleton topology, joint coordinates, and skinning weights, while a two-stage latent generative model synthesizes both surface and skeleton representations for image-conditioned generation. To support downstream animation workflows, we further introduce an open-vocabulary joint labeling module that embeds generated joints into a shared vision-language space, enabling correspondence to arbitrary retargeting templates. Experiments on large-scale rigged asset datasets demonstrate that our method generates diverse, high-quality animation-ready assets and outperforms existing rigging baselines across multiple metrics.

preprint2022arXiv

APES: Articulated Part Extraction from Sprite Sheets

Rigged puppets are one of the most prevalent representations to create 2D character animations. Creating these puppets requires partitioning characters into independently moving parts. In this work, we present a method to automatically identify such articulated parts from a small set of character poses shown in a sprite sheet, which is an illustration of the character that artists often draw before puppet creation. Our method is trained to infer articulated parts, e.g. head, torso and limbs, that can be re-assembled to best reconstruct the given poses. Our results demonstrate significantly better performance than alternatives qualitatively and quantitatively.Our project page https://zhan-xu.github.io/parts/ includes our code and data.

preprint2022arXiv

ASSET: Autoregressive Semantic Scene Editing with Transformers at High Resolutions

We present ASSET, a neural architecture for automatically modifying an input high-resolution image according to a user's edits on its semantic segmentation map. Our architecture is based on a transformer with a novel attention mechanism. Our key idea is to sparsify the transformer's attention matrix at high resolutions, guided by dense attention extracted at lower image resolutions. While previous attention mechanisms are computationally too expensive for handling high-resolution images or are overly constrained within specific image regions hampering long-range interactions, our novel attention mechanism is both computationally efficient and effective. Our sparsified attention mechanism is able to capture long-range interactions and context, leading to synthesizing interesting phenomena in scenes, such as reflections of landscapes onto water or flora consistent with the rest of the landscape, that were not possible to generate reliably with previous convnets and transformer approaches. We present qualitative and quantitative results, along with user studies, demonstrating the effectiveness of our method.

preprint2022arXiv

MvDeCor: Multi-view Dense Correspondence Learning for Fine-grained 3D Segmentation

We propose to utilize self-supervised techniques in the 2D domain for fine-grained 3D shape segmentation tasks. This is inspired by the observation that view-based surface representations are more effective at modeling high-resolution surface details and texture than their 3D counterparts based on point clouds or voxel occupancy. Specifically, given a 3D shape, we render it from multiple views, and set up a dense correspondence learning task within the contrastive learning framework. As a result, the learned 2D representations are view-invariant and geometrically consistent, leading to better generalization when trained on a limited number of labeled shapes compared to alternatives that utilize self-supervision in 2D or 3D alone. Experiments on textured (RenderPeople) and untextured (PartNet) 3D datasets show that our method outperforms state-of-the-art alternatives in fine-grained part segmentation. The improvements over baselines are greater when only a sparse set of views is available for training or when shapes are textured, indicating that MvDeCor benefits from both 2D processing and 3D geometric reasoning.

preprint2022arXiv

PriFit: Learning to Fit Primitives Improves Few Shot Point Cloud Segmentation

We present PriFit, a semi-supervised approach for label-efficient learning of 3D point cloud segmentation networks. PriFit combines geometric primitive fitting with point-based representation learning. Its key idea is to learn point representations whose clustering reveals shape regions that can be approximated well by basic geometric primitives, such as cuboids and ellipsoids. The learned point representations can then be re-used in existing network architectures for 3D point cloud segmentation, and improves their performance in the few-shot setting. According to our experiments on the widely used ShapeNet and PartNet benchmarks, PriFit outperforms several state-of-the-art methods in this setting, suggesting that decomposability into primitives is a useful prior for learning representations predictive of semantic parts. We present a number of ablative experiments varying the choice of geometric primitives and downstream tasks to demonstrate the effectiveness of the method.

preprint2022arXiv

Projective Urban Texturing

This paper proposes a method for automatic generation of textures for 3D city meshes in immersive urban environments. Many recent pipelines capture or synthesize large quantities of city geometry using scanners or procedural modeling pipelines. Such geometry is intricate and realistic, however the generation of photo-realistic textures for such large scenes remains a problem. We propose to generate textures for input target 3D meshes driven by the textural style present in readily available datasets of panoramic photos capturing urban environments. Re-targeting such 2D datasets to 3D geometry is challenging because the underlying shape, size, and layout of the urban structures in the photos do not correspond to the ones in the target meshes. Photos also often have objects (e.g., trees, vehicles) that may not even be present in the target geometry. To address these issues we present a method, called Projective Urban Texturing (PUT), which re-targets textural style from real-world panoramic images to unseen urban meshes. PUT relies on contrastive and adversarial training of a neural architecture designed for unpaired image-to-texture translation. The generated textures are stored in a texture atlas applied to the target 3D mesh geometry. To promote texture consistency, PUT employs an iterative procedure in which texture synthesis is conditioned on previously generated, adjacent textures. We demonstrate both quantitative and qualitative evaluation of the generated textures.

preprint2021arXiv

MakeItTalk: Speaker-Aware Talking-Head Animation

We present a method that generates expressive talking heads from a single facial image with audio as the only input. In contrast to previous approaches that attempt to learn direct mappings from audio to raw pixels or points for creating talking faces, our method first disentangles the content and speaker information in the input audio signal. The audio content robustly controls the motion of lips and nearby facial regions, while the speaker information determines the specifics of facial expressions and the rest of the talking head dynamics. Another key component of our method is the prediction of facial landmarks reflecting speaker-aware dynamics. Based on this intermediate representation, our method is able to synthesize photorealistic videos of entire talking heads with full range of motion and also animate artistic paintings, sketches, 2D cartoon characters, Japanese mangas, stylized caricatures in a single unified framework. We present extensive quantitative and qualitative evaluation of our method, in addition to user studies, demonstrating generated talking heads of significantly higher quality compared to prior state-of-the-art.

preprint2020arXiv

Label-Efficient Learning on Point Clouds using Approximate Convex Decompositions

The problems of shape classification and part segmentation from 3D point clouds have garnered increasing attention in the last few years. Both of these problems, however, suffer from relatively small training sets, creating the need for statistically efficient methods to learn 3D shape representations. In this paper, we investigate the use of Approximate Convex Decompositions (ACD) as a self-supervisory signal for label-efficient learning of point cloud representations. We show that using ACD to approximate ground truth segmentation provides excellent self-supervision for learning 3D point cloud representations that are highly effective on downstream tasks. We report improvements over the state-of-the-art for unsupervised representation learning on the ModelNet40 shape classification dataset and significant gains in few-shot part segmentation on the ShapeNetPart dataset.Code available at https://github.com/matheusgadelha/PointCloudLearningACD

preprint2020arXiv

Learning Part Boundaries from 3D Point Clouds

We present a method that detects boundaries of parts in 3D shapes represented as point clouds. Our method is based on a graph convolutional network architecture that outputs a probability for a point to lie in an area that separates two or more parts in a 3D shape. Our boundary detector is quite generic: it can be trained to localize boundaries of semantic parts or geometric primitives commonly used in 3D modeling. Our experiments demonstrate that our method can extract more accurate boundaries that are closer to ground-truth ones compared to alternatives. We also demonstrate an application of our network to fine-grained semantic shape segmentation, where we also show improvements in terms of part labeling performance.

preprint2020arXiv

Neural Contours: Learning to Draw Lines from 3D Shapes

This paper introduces a method for learning to generate line drawings from 3D models. Our architecture incorporates a differentiable module operating on geometric features of the 3D model, and an image-based module operating on view-based shape representations. At test time, geometric and view-based reasoning are combined with the help of a neural module to create a line drawing. The model is trained on a large number of crowdsourced comparisons of line drawings. Experiments demonstrate that our method achieves significant improvements in line drawing over the state-of-the-art when evaluated on standard benchmarks, resulting in drawings that are comparable to those produced by experienced human artists.

preprint2020arXiv

ParSeNet: A Parametric Surface Fitting Network for 3D Point Clouds

We propose a novel, end-to-end trainable, deep network called ParSeNet that decomposes a 3D point cloud into parametric surface patches, including B-spline patches as well as basic geometric primitives. ParSeNet is trained on a large-scale dataset of man-made 3D shapes and captures high-level semantic priors for shape decomposition. It handles a much richer class of primitives than prior work, and allows us to represent surfaces with higher fidelity. It also produces repeatable and robust parametrizations of a surface compared to purely geometric approaches. We present extensive experiments to validate our approach against analytical and learning-based alternatives. Our source code is publicly available at: https://hippogriff.github.io/parsenet.

preprint2020arXiv

RigNet: Neural Rigging for Articulated Characters

We present RigNet, an end-to-end automated method for producing animation rigs from input character models. Given an input 3D model representing an articulated character, RigNet predicts a skeleton that matches the animator expectations in joint placement and topology. It also estimates surface skin weights based on the predicted skeleton. Our method is based on a deep architecture that directly operates on the mesh representation without making assumptions on shape class and structure. The architecture is trained on a large and diverse collection of rigged models, including their mesh, skeletons and corresponding skin weights. Our evaluation is three-fold: we show better results than prior art when quantitatively compared to animator rigs; qualitatively we show that our rigs can be expressively posed and animated at multiple levels of detail; and finally, we evaluate the impact of various algorithm choices on our output rigs.