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Itai Lang

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Published work

3 published item(s)

preprint2026arXiv

Best Segmentation Buddies for Image-Shape Correspondence

Finding correspondences is a fundamental and extensively researched problem in computer vision and graphics. In this work, we examine the underexplored task of estimating segmentation-to-segmentation correspondence between images in the wild and untextured 3D shapes. This task is highly challenging due to substantial differences in appearance, geometry, and viewpoint. Our approach bridges the cross-modality gap by linking pixels in the image segment to vertices in the corresponding semantic part of the 3D shape. To achieve this, we first distill deep visual features from a 2D vision model onto the 3D shape surface, allowing for the computation of feature similarity between image pixels and shape vertices. Then, we identify Best Segmentation Buddies, vertices whose most similar image pixel lies within the image segmentation region, enabling the reliable discovery of vertices in semantically corresponding shape parts. Finally, we leverage distilled 3D features from the 2D image segmentation model to segment the shape directly in 3D, bootstrapping the correspondence process. We demonstrate the generality and robustness of our approach across a wide range of image-shape pairs, showcasing accurate and semantically meaningful correspondences. Our project page is at https://threedle.github.io/bsb/.

preprint2020arXiv

Co-occurrence Based Texture Synthesis

As image generation techniques mature, there is a growing interest in explainable representations that are easy to understand and intuitive to manipulate. In this work, we turn to co-occurrence statistics, which have long been used for texture analysis, to learn a controllable texture synthesis model. We propose a fully convolutional generative adversarial network, conditioned locally on co-occurrence statistics, to generate arbitrarily large images while having local, interpretable control over the texture appearance. To encourage fidelity to the input condition, we introduce a novel differentiable co-occurrence loss that is integrated seamlessly into our framework in an end-to-end fashion. We demonstrate that our solution offers a stable, intuitive and interpretable latent representation for texture synthesis, which can be used to generate a smooth texture morph between different textures. We further show an interactive texture tool that allows a user to adjust local characteristics of the synthesized texture image using the co-occurrence values directly.

preprint2020arXiv

SampleNet: Differentiable Point Cloud Sampling

There is a growing number of tasks that work directly on point clouds. As the size of the point cloud grows, so do the computational demands of these tasks. A possible solution is to sample the point cloud first. Classic sampling approaches, such as farthest point sampling (FPS), do not consider the downstream task. A recent work showed that learning a task-specific sampling can improve results significantly. However, the proposed technique did not deal with the non-differentiability of the sampling operation and offered a workaround instead. We introduce a novel differentiable relaxation for point cloud sampling that approximates sampled points as a mixture of points in the primary input cloud. Our approximation scheme leads to consistently good results on classification and geometry reconstruction applications. We also show that the proposed sampling method can be used as a front to a point cloud registration network. This is a challenging task since sampling must be consistent across two different point clouds for a shared downstream task. In all cases, our approach outperforms existing non-learned and learned sampling alternatives. Our code is publicly available at https://github.com/itailang/SampleNet.